D&D 5E Tomb of horrors first time running it for 5e making some changes for my players looking for some input from the community

Nightbeat84

Explorer
Good day everyone as the tittle suggest, I have ran this adventure as a player once and I will be running this as a DM first time, looking over the module plan to add some combat encounters and change the existing one's because I can and because some of my players are hack and slash so I don't want alienated those players. Was reading Undead Tactics: Demiliches - The Monsters Know What They’re Doing and the lore from the stat block from the MM. Would it be to crazy if the demilich life drained someone or when they pick up the skull and sucked the soul from the player for him to become a proper lich again? Thoughts and suggestions welcomed
 

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Shiroiken

Legend
I haven't read the 5E version of it yet, but I recall that the majority of the adventure is a thinking player's game. If you buff the combat, you'll either need to lessen the effects of the traps or you'll need to provide options for short/long resting. As for facing the Demi-Lich, your idea fits nicely into the description of the article. Just be ready with the new stats as soon as it feeds on one soul.
 


Nightbeat84

Explorer
I haven't read the 5E version of it yet, but I recall that the majority of the adventure is a thinking player's game. If you buff the combat, you'll either need to lessen the effects of the traps or you'll need to provide options for short/long resting. As for facing the Demi-Lich, your idea fits nicely into the description of the article. Just be ready with the new stats as soon as it feeds on one soul.
From what I have read is that the traps in the 1e version if you failed the save you died in where the 5e version you do not there is still some stuff that will straight up kill you but I think it is lessen in the 5e version vs 1e also sounds like the general consensus is that 5e players are heartier then 1e version as well. Also having short/long rest management great idea thank you
 


Snarf Zagyg

Notorious Liquefactionist
5e version is kids play compared to 1e version.

Very true. You can't capture the gestalt of most of 1e in 5e, simply because:
A. Save or die.
B. People were accustomed to dying due to traps.
C. 5e characters are more resilient.
D. The original TOH was designed to kill everyone, dead.

That said, the change of emphasis in TOH from the usual 5e experience can be interesting. Just know that if your players love the combat, they are going to hate this with a passion.
 

Stormonu

Legend
If you're going to add extra combat encounters to the module, I'd suggest they be "puzzle fights" instead of straight up brawls to keep in spirit of the original module. Direct approach to fighting anything lingering in the Tomb should be a Deadly+ encounter unless the characters figure out the "trick" that gives them an edge to lessen the danger. An extra guardian or two sprinkled at entryways here and there should spice things up for those looking for fights.

Overall, I wouldn't suggest making the adventure fight heavy. It's purposely a thinking puzzle adventure and you and your group would be better served with a different adventure if you all are more into the combat side of things.

Besides, the way the tomb is laid out, there would be nothing that would prevent the characters from taking a long rest between each room/encounter, regardless how long you stretch out rests and the PC's likely have spells that make food/water/sleep/travel to town irrelevant.
 


Nightbeat84

Explorer
I'm aware of the hack and slash might hate it but I've asked them if they where interested and did warn them it was combat light and more thinking. They told me they where for it I think having something little different can be interesting and me adding some more combat for those that do want it should help.
Very true. You can't capture the gestalt of most of 1e in 5e, simply because:
A. Save or die.
B. People were accustomed to dying due to traps.
C. 5e characters are more resilient.
D. The original TOH was designed to kill everyone, dead.

That said, the change of emphasis in TOH from the usual 5e experience can be interesting. Just know that if your players love the combat, they are going to hate this with a passion.
 

Nightbeat84

Explorer
I like that idea will have to work on it. My intention is not to be combat heavy more random fights during some of the puzzles maybe to give more tension. More combat medium. Was also thinking locking them in similar to the tomb of the 9 gods in tomb of annihilation which also had a great chart that prevented teleportation outside the tomb that I will steal. Seemed interesting. It made most of those spells teleport to a specific location in the tomb instead or did not work
If you're going to add extra combat encounters to the module, I'd suggest they be "puzzle fights" instead of straight up brawls to keep in spirit of the original module. Direct approach to fighting anything lingering in the Tomb should be a Deadly+ encounter unless the characters figure out the "trick" that gives them an edge to lessen the danger. An extra guardian or two sprinkled at entryways here and there should spice things up for those looking for fights.

Overall, I wouldn't suggest making the adventure fight heavy. It's purposely a thinking puzzle adventure and you and your group would be better served with a different adventure if you all are more into the combat side of things.

Besides, the way the tomb is laid out, there would be nothing that would prevent the characters from taking a long rest between each room/encounter, regardless how long you stretch out rests and the PC's likely have spells that make food/water/sleep/travel to town irrelevant.
 

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