Search results

  1. S

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

    Thing is, there are no wandering monsters in the Tomb, so the PC's can stop and rest at any time. As far as I can tell, there is nothing keeping them from opening one secret door, retreating back outside, resting as long as they want, and then returning to find/open the next secret door. I...
  2. S

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

    Area 9. Complex of Secret Doors This is a complex of small, square rooms connected to each other by secret doors. The module provides no description of the rooms, and it does not mention any furniture or decoration in the complex. Every round that the PC's spend here, a number of bolts will...
  3. S

    The End of the World as We Know it?

    I don't have any idea why, but I had several 3.5 floppies just up and die on me several years ago. When I ran 'em in the drive, I either got a weird error message or nothing.
  4. S

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

    Also, I've convinced my regular group to try a play-by-post run at the Tomb. I'm interested to see how they fare!
  5. S

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

    Giving it some more thought, the Gargoyle's riddle from Area 8 looks pretty problematic to me. On the one hand, the reference to "Gold" seems to point at the hidden doorway between Area 10 and Area 11 -- an illusory golden sphere held up high by a painting on the wall. It seems significant to...
  6. S

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

    Area 8. Gargoyle Lair "Go back to the tormentor" tear through the plaster on the wall, find a concealed door and go through it, then go through another (untrapped) door and you'll reach Area 8. Easy! When you enter Area 8, you meet this guy...
  7. S

    Thank Goodness: Moving away from the Delve format

    I find the adventures published in .pdf to be a real pain in the ass to flip through. First, I can't just put my thumb in the .pdf to keep my place. Second, jumping/scrolling from one part of the .pdf to another on my clunky old computer takes several seconds and involves significant lag.
  8. S

    Combatless sessions

    I've had a fairly high rate of non-combat sessions in my current 4E campaign, maybe as much as 1 in 3 or 1 in 4 sessions have no combat in them. My PC's are the rulers of a small tropical village, and they spend a lot of time dealing with local political issues. CAVEAT: A "session" for my...
  9. S

    Mearls: The core of D&D

    I won't attempt to speak for Celebrim, but it sounded to me like he was referring to TSR's internet policies circa the early to mid 1990's. Somewhat like Palladium, TSR took an aggressive stance toward "protecting" it's online IP through the use of C&D letters and other threats of litigation...
  10. S

    D&D 3.x 3E versus 3.5E: Weapon Size

    I think that last sentence describes a lot of the changes between 3.0 and 3.5: not necessarily bad, but not significantly better, and just fiddly enough to make it hard to keep 'em all straight.
  11. S

    Mearls: The core of D&D

    IMO, the +X whatever item should be taken to a nice farm and left to live there with the nice farmer. I don't think there's anything exciting, interesting or mystical about a +1 sword, a +2 shield, a doodad that gives you a +3 to all your saves, etc., etc., etc. It's just a naked mechanical...
  12. S

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

    I think the little changes between the con report and the module as published are pretty interesting. For example, it's notable to me that in the con report, the mist in Area 5 is described as blue, while no color is specified in the published module. There's a lot of color imagery in the...
  13. S

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

    I agree that this is a reasonable way to look at Area 7, but it seems to me like the kind of interpretation that's a a lot easier to come up with in retrospect than during play. I'm trying to put myself in the position of a player who isn't reading along with the module during the game. I've...
  14. S

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

    Area 7. The Forsaken Prison If you made it here, you screwed up. Those who walk through Area 5. The Arch of Mist without solving the riddle of the Simon Says Stones are teleported to the Forsaken Prison. It's a "miserable cubicle" 10 feet square and 10 feet high. There is no visible way in...
  15. S

    [forked thread] What constitutes an edition war?

    I purchased both W&M and R&C and in do way did I feel conned or suckered into doing so. WotC was upfront about what these books were -- preview material that contained fluff and designer comments but no rules or crunch. I knew that I was paying for, essentially, an advertisement for 4E. I did...
  16. S

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

    Also, the reversed thread numbers are obviously a clue to a complex and deadly trap. Solve them or die!
  17. S

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

    That's an interpretation I haven't heard before. I'm not sure I'm convinced, and here's why. I interpret "night's good color to refer to Area 10, which is where the PC's will eventually wind up if they go through the arch at Area 6. The way out of Area 10 is through a tunnel hidden by a...
  18. S

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

    FWIW, the play report that Gentlegamer linked to summarized Areas 5 and 6 this way:
  19. S

    Mearls: The core of D&D

    IMO, how well D&D emulates any particular genre depends on 4 or 5 factors: 1. What genre are we talking about? 2. How closely do we want to emulate that genre? 2a. How important/necessary is it to emulate that genre through game mechanics, as opposed to simply making changes to the game's...
Top