Just got my Tomb of Horrors 4e from WotC!!!

Make a save every round for ten rounds or take 10% damage each round. Of course, since it is 10% damage of CURRENT hit points, this is unable to actually kill you, but sounds kinda scary at first.

Not the case, from what I've read.

According to a poster named Ben Rasmussen, on RPG.net:

The Devourer. It's a "Cursed Location" it's worked up like a trap, but it's not. You don't get XP for messing with it. There's also no Perception check to notice that [mess]ing with it is a bad idea, though there is a DC 28 Arcana (trained only) roll to realize it's imbued with deadly arcane power. It attacks at melee 0 (so you have to enter it or stick your hand in or something) and at +17 vs Fort and does 3d6+6 and stuns (save ends) and 2d6 on a miss. Any creature that starts its turn in there also takes 10 damage. Anyone reduced to 0 HP is turned to a fine grey dust. Requires a DC 23 endurance check as a standard action to escape. You can pull a party member out by making a DC 16 Perception check first to find them and then a DC 16 strength check and taking 10 damage yourself.

So not the instant death of the original, but not nearly as wimpy as implied.
 

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darjr

I crit!
sorry about the bad light but it should give an idea
 

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fanboy2000

Adventurer
Not the case, from what I've read.

According to a poster named Ben Rasmussen, on RPG.net:

So not the instant death of the original, but not nearly as wimpy as implied.
I have the adventure in front of me, and that's exactly what it says.

I can't find anything in the adventure that does 10% of current HP a round.

That said, a lot of the stuff in the Tomb of Horrors is statted out like a trap, but not a trap. They have names like Cursed Location, Magical Loacation, Environment Effect, etc...

FWIW, the DC tables for 9th level say that a DC 19 is hard. DCs in this 9th level adventure are regularly DC 25. Also these traps regularly violate the advice on DMG 2 pg 65, i.e, the "Top 10 Traps to Avoid" sidebar.
 

fanboy2000

Adventurer
So, here are some random facts about Tomb:

1. The adventure is 34 pages. 36 if you count the last page of ads. ThE Slaying Stone is 32 pages, while the Village of Homlet conversion was 24. (The recent Free RPG Day adventure, The Bloodsand Arena, is 24 as well.) The cover is also lose, like in Bloodsand and Homlet.

2. It seems to use a lot of the original artwork.
2a. Not enough of it though, see #3.

3. It seems like some of the text is original two. The first pit trap in the dungeon is supposed to be marked with a "T" on the map. But it's not. It is marked with a "T" on the map available for download at Wizard's 3.5 Conversion of the adventure. Maybe you should use that instead.

4. The adventure really doesn't make use of the encounter format Wizard's has been using for 4e adventures. Areas are numbered on the map, and their described in numerical order.

5. There's a poster map of the whole dungeon (at .25 inches = 5 feet), but no maps you can put on the table and play on like in all the other 4e adventures.
 

MortalPlague

Adventurer
At first, I thought this was about the Tomb of Horrors super module that Mouseferatu was working on. How does this relate? I thought the actual Tomb was covered in the super module as well. Did Wizards just decide to print another one for kicks, or is this the Tomb that shows up there?
 

Jhaelen

First Post
Also these traps regularly violate the advice on DMG 2 pg 65, i.e, the "Top 10 Traps to Avoid" sidebar.
Well, imho, the whole adventure is an example of things to avoid when creating adventures. Note that 'Im talking about the original module. It's one of the worst modules I have every played. It may have been fun as a tournament module back in the days but it's useless for 'normal' play. It's a campaign-ending device.

I'm surprised they bothered to convert it to 4e. The only good thing about it is that it's free.

Note that despite of all this I'm actually looking forward to Mouseferatu's take on the Tomb. From what I've read about it so far, it doesn't seem to have any of the problems the original module had and may thus actually be useful, especially considering its episodical nature.
 

MrMyth

First Post
Well, imho, the whole adventure is an example of things to avoid when creating adventures. Note that 'Im talking about the original module. It's one of the worst modules I have every played. It may have been fun as a tournament module back in the days but it's useless for 'normal' play. It's a campaign-ending device.

Well, I think that's the key. It's a great module, as long as you go in knowing what to expect. Putting in the middle of a campaign where players are very attached to their PCs - and watching them instantly all die to the meatgrinder - is only really fun for the DM. Running it as a challenge for those willing to undertake it, and see how far they can get - that's a much better approach, and for that, it does the job well.

At first, I thought this was about the Tomb of Horrors super module that Mouseferatu was working on. How does this relate? I thought the actual Tomb was covered in the super module as well. Did Wizards just decide to print another one for kicks, or is this the Tomb that shows up there?

From what I understand, this adventure (which starts at 9th level, and should just get you into Paragon) sets the stage for the super-module (which goes through the Paragon tier and into early epic.)

No idea precisely how so, though.
 

wedgeski

Adventurer
The only time I've ever run ToH was the 3.5 version, as a one-shot, with a snapshot of our main characters at the time taken at the appropriate level. And it was awesome (we died only at the very end).
 

fanboy2000

Adventurer
At first, I thought this was about the Tomb of Horrors super module that Mouseferatu was working on. How does this relate? I thought the actual Tomb was covered in the super module as well. Did Wizards just decide to print another one for kicks, or is this the Tomb that shows up there?
I was confused at first to. The free RPGA adventure is the original converted 4e. It has a lot of the original text and illustrations intertwined with 4e statblocks for the traps and hazards.

According to the adventure itself, it's shares the same back story (apparently from Dragon 371's Legacy Acererak article) as the super modual. Apparently back story = about 3 paragraphs of appended to the beginning of the adventure. I don't think Scott Fitzgerald Grey actually thinks that DM's are going drop the Tomb of Horrors into their regular campaigns, but if you want to, there it is.

Anyways, Grey worked on both this conversion and the super module. Frankly, I think he did a good job.
 

sfgray

Explorer
Anyways, Grey worked on both this conversion and the super module. Frankly, I think he did a good job.

I don't know; i hear he's a bit of a hack.

Sorry. I'm the person responsible for the RPGA 4e Tomb update, and cowrote the 4e Tomb super-adventure with the amazing Ari Marmell. I haven't actually seen a final copy of the RPGA adventure yet, so i'm as intrigued by the bits and pieces people are posting as anyone. It was great fun to work on, so i'm glad that most folks seem to like it.
 

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