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    WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]‏

    Area 12. Trapped False Door At several locations throughout the Tomb, there are false doors which hide spear traps. When the door is opened, OMG! A spear shoots out!! The target must make a save versus spells or take 2d8 points of damage. Meh. I address Area 12 only out of an insane...
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    How far back does DDI go?

    Looks to me like they go as far back as June 2008 (Dragon #364 and Dungeon #155). The print editions published by Paizo are not available through the DDI. At least some of the Paizo-era magazines are available in .pdf directly from Paizo.
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    WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]‏

    Area 11. The Three Armed Statue Let's backtrack. If you properly activate the Archway from Area 5, you are teleported to Area 11, from which you can make your way to Area 10. Yay non-linear design! Area 11 is a small chamber, 10 feet wide by 20 feet long. Those who enter immediately see a...
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    Is D&D "about" combat?

    I used to have a bunch of really cool maps for my old RIFTS game. I wonder if they're still around.
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    WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]‏

    The way I've always played, there are two ways that a PC can get a save to disbelieve an illusion. First, the player can say, "I disbelieve the [blank]." The PC spends a minute or so squinting and staring at the [blank] and then rolls their save. Second, any player that interacts with an...
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    Mearls: Augmenting the core

    I agree. I don't think what Mearls is talking about is possible. To the extent it is possible, I don't think WotC can do it.
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    Is D&D "about" combat?

    This is why I answered yes.
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    WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]‏

    I agree. The Archway at Area 10a. is the only risky thing here. And there's there's little to no clue or warning about its nature of. As for the hallway itself, there's a lot of the groovy stuff in the picture, and lots of info to dump on the PC's, but there's no risk, the only clue is...
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    Is D&D "about" combat?

    I started playing in 1988 or so, and I cut my teeth on 2E. I'm well versed in the "not just hack-&-slash" mantra. But, IMO, D&D is a game about combat. Combat isn't the be all and end all. D&D isn't a game about just combat. (That's WHFB and 40K) But a fundamental assumption of the game is...
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    WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]‏

    Area 10. Great Hall of Spheres http://www.wizards.com/dnd/images/ToH_Gallery/ToHGraphic10.jpg Like Area 3, this is a hallway 20 feet long by 130 feet long decorated with inlaid tiles on the floor and pictures of animals, strange signs and glyphs on the walls. The module is quick to tell the...
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    Question about medieval law

    This is how I would handle it in my game. Testimony from witnesses who cast divination spells is admissible, but the testifying witness is subject to cross examination.
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    Palladium books?

    My particular beef is that there's no clear way to gauge the relative power levels of the various OCC's and RCC's. Sometimes it's obvious, other times much less so. I would have gotten along with RIFTS better if there had been some fairly easy way to make sure all the PC's were within the the...
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    WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]‏

    No, they're not. The cleric is probably going to start casting divination spells, and that should put them on the right track. Although the specific spell and the wording of any questions asked may throw off the result. The ranger and m-u/thief are looking around the bare spot on the hill...
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    Palladium books?

    I'm going to be a voice of dissent. I don't think the fluff in Rifts is that great. IMO, the first Rifts book presents a pretty interesting post-Apocalyptic environment, but subsequent books make the setting worse and worse. 1. There are far too many unimaginably powerful tentacled alien...
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    Why not hexagons?

    Sure, but so what? People still move in straight lines outdoors and ranges are still calculated in straight lines outdoors. I don't see many more hex shapes in nature than I do squares. I know there is an ancient and esteemed tradition of using hex maps outside, but why? Where did it come from?
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    Why not hexagons?

    5E will focus extensively on a monkey-based grid. Optionally, DM's will be able to use both fish-based and "angels turning into devils" based grids. Clowns are right out. Why do hex grids work better for outdoor encounters and/or overland maps?
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    WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]‏

    My PC's just set fire to the hill over the Tomb. The blasted it with Fireballs until the briars and thorns burst into flames. It's burning out of control now. Which is why I play D&D.
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    Controller, Defender, Leader, Striker AND... a Fifth Role!?!?

    City of Heroes has 5 Archetypes which are essentially identical to 4E's 4 Roles. The difference is that CoH has two different "striker" types: a melee striker called the scrapper and a ranged striker called the blaster.
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    Ape for Going Ape?

    1. Much, much better than the old layout. I hate flipping back and forth from the module outline/ story to the combat encounters. 2. Yay for the overland map! Showing me where things are makes it easier to avoid the railroad. 3. Boo for not including some kind of area map for the lost...
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    WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]‏

    Exactly what I was thing of. I'd take a sledgehammer to those walls after about 5 minutes. Also: The PC's in my PBP game are busy wandering around on top of Acererak's burial mound. They think there's a secret entrance up there, hidden in black stones of the skull face.
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