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WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]
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<blockquote data-quote="Bullgrit" data-source="post: 5758059" data-attributes="member: 31216"><p>This is perhaps the worst case of Wall of Text in all D&D module history. This is one of the most complicated encounters in D&D publication, and it is explained in only a few dense, long paragraphs, filling a complete full page, (two columns).</p><p></p><p>Yeah, kind of anticlimatic after the designer said about opening the previous door, "There can be no real doubt that the end of the adventure -- one way or another -- is near."</p><p></p><p>If the riddle/poem at the beginning of the Tomb were useful, (made sense), the combination here should be turning two times to the left. But no.</p><p></p><p>LOL!</p><p></p><p>*Here* is where the earlier note belongs. "There can be no real doubt that the end of the adventure -- one way or another -- is near." This area looks like the end.</p><p></p><p>I think the odds of the PCs fighting this thing depend on how the DM describes and plays the scene, especially compared to how he has described and played monster encounters before, (in this Tomb and in his campaign). And how intent he is on tricking the Players/PCs into fighting it.</p><p></p><p>To put the temptation in perspective: the jewels set in the skull are worth a total of 130,000gp. That's a pretty hefty gp and xp score in a pretty small, (and easily portable), package.</p><p></p><p>Acererak's choice of "most powerful" classes is kind of odd. In A's, (Gygax's?), estimation, magic-user > fighter > cleric > thief. Is it ironic that the class most likely to disturb A's skull is the last to be targeted for destruction by the skull?</p><p></p><p>I think this will again depend on how the DM describes and plays the skull rising and draining. The text says the skull rises and scans the party before draining, and then goes back to rest. If the DM describes the skull going back to rest immediately, I could see it killing only one PC. But if the DM has a pause between the soul drain and the going to rest, I could see the Players/PCs assuming it will continue to kill unless it is stopped. In that case, I could see a TPK coming from the battle. (Does touching with a weapon or spell count to activate the skull's retribution?)</p><p></p><p>What if the PCs scoop up the skull in a <em>bag of holding</em> or something? I'm picturing an Indiana Jones slight of hand maneuver, <swip> "Got it. Let's go."</p><p></p><p>Yeah, the very specific weaknesses of the demi-lich are really weird. Not only the spells, and the fighter-ranger-paladin weapon choices, but a thief using a crypt gem does 1 hp damage per 10,000gp value of the gem -- but only one of the 3 gems found in the crypt, (valued at 10k, 50k, and 100k, so a total of 16 hp damage possible that way)?</p><p></p><p>Bullgrit</p></blockquote><p></p>
[QUOTE="Bullgrit, post: 5758059, member: 31216"] This is perhaps the worst case of Wall of Text in all D&D module history. This is one of the most complicated encounters in D&D publication, and it is explained in only a few dense, long paragraphs, filling a complete full page, (two columns). Yeah, kind of anticlimatic after the designer said about opening the previous door, "There can be no real doubt that the end of the adventure -- one way or another -- is near." If the riddle/poem at the beginning of the Tomb were useful, (made sense), the combination here should be turning two times to the left. But no. LOL! *Here* is where the earlier note belongs. "There can be no real doubt that the end of the adventure -- one way or another -- is near." This area looks like the end. I think the odds of the PCs fighting this thing depend on how the DM describes and plays the scene, especially compared to how he has described and played monster encounters before, (in this Tomb and in his campaign). And how intent he is on tricking the Players/PCs into fighting it. To put the temptation in perspective: the jewels set in the skull are worth a total of 130,000gp. That's a pretty hefty gp and xp score in a pretty small, (and easily portable), package. Acererak's choice of "most powerful" classes is kind of odd. In A's, (Gygax's?), estimation, magic-user > fighter > cleric > thief. Is it ironic that the class most likely to disturb A's skull is the last to be targeted for destruction by the skull? I think this will again depend on how the DM describes and plays the skull rising and draining. The text says the skull rises and scans the party before draining, and then goes back to rest. If the DM describes the skull going back to rest immediately, I could see it killing only one PC. But if the DM has a pause between the soul drain and the going to rest, I could see the Players/PCs assuming it will continue to kill unless it is stopped. In that case, I could see a TPK coming from the battle. (Does touching with a weapon or spell count to activate the skull's retribution?) What if the PCs scoop up the skull in a [i]bag of holding[/i] or something? I'm picturing an Indiana Jones slight of hand maneuver, <swip> "Got it. Let's go." Yeah, the very specific weaknesses of the demi-lich are really weird. Not only the spells, and the fighter-ranger-paladin weapon choices, but a thief using a crypt gem does 1 hp damage per 10,000gp value of the gem -- but only one of the 3 gems found in the crypt, (valued at 10k, 50k, and 100k, so a total of 16 hp damage possible that way)? Bullgrit [/QUOTE]
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WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]
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