Search results

  1. S

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

    It's interesting to me that in some cases, like the entrance to Area 14, the module tells the DM what chance the PC's have to find the secret door. In other cases, like the nest of secret doors in Area 9, the module is silent about the issue. Further, as far as I can tell, the relevant...
  2. S

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

    It might also be worth mentioning that there's a mosaic path in Area 14 that simply leads up to the altar and stops. The altar is a trap, and the path does not contain any hidden clues or riddles.
  3. S

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

    Here's what tickles me. Nothing indicates that the rest of the Tomb is particularly immune to magic. I don't see any reason why the 14th Level pregen Wizard couldn't just Disintegrate the wall next to the invulnerable block and carve out a passage forward. I don't have my books, but if...
  4. S

    Rescuing imperiled nymphs and...

    The nymphs violated some obscure fey law. The wild hunt was returning them to the seelie court for justice. The PC's are now on the outs with an Archfey for their interference.
  5. S

    D&D 4E Do you really want Greyhawk and Dragonlance for 4e

    I do not. I have no beef with Greyhawk or Dragonlance, but I want to see something new.
  6. S

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

    Area 15. Stone Gate The title of this section is a little misleading. The text description includes both the Stone Gate and a series of pit traps beyond. The Gate itself is a stone wedge, 4 feet high, ten feet thick, two feet wide at the narrow western end and ten feet wide at the eastern...
  7. S

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

    Well, yeah, but I had the same thought as Bullgrit. Why don't some of these traps attack AC? Is it simply an artifact of the module's age? Or does it mean that these traps are magic, and not mundane? Does Detect Magic reveal them? Does Dispel Magic help disarm them?
  8. S

    Anybody Got Page 42 Handy?

    I'm away from my books. Can anybody tell me what the DC for a moderate level 10 skill check is?
  9. S

    Actual play: my first "social only" session

    How much information about the mechanics of the challenge did you give the players? Did they know you were running an SC? Did they know what complexity the SC was? Did you set up primary and secondary skills beforehand? Did the players know what DC's they needed to hit to get a success?
  10. S

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

    Area 14. Chapel of Evil Just getting to Area 14 is a challenge. The PC's must pass through the illusory black sphere in Area 10 and crawl along a narrow tunnel for about 200 feet. The end of the tunnel is solid stone. There is, of course, a secret passage here. There's a 1 in 6 chance that...
  11. S

    Best old style AD&D dungeon crawlers ever

    I'm a fan of I6, Ravenloft. Castle Ravenloft is a great dungeon -- multileveled, non-linear, flavorful, and logical. It feels like a real place, but it has the technical components that make it fun place to play. The number of traps is kept to a minimum, but the traps it contains are good...
  12. S

    New Mearls Article - Skills in D&D

    In general, I agree. On the other hand, climbing is currently a subset of Athletics, not its own skill. I could imagine a system similar to what Mearls is describing that would give players who trained Athletics the option to be better climbers or better swimmers or better jumpers. I saw a...
  13. S

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

    The weird/interesting thing is that the chest with the treasure in it has the least dangerous trap. The worst case scenario is that two PC's take 4d6 points of damage -- an average of 14 hit points. The monsters summoned by the other chests seem to present a greater risk than that.
  14. S

    Since I can't go to GenCon, I will be...

    My wife and I are taking my parents and her parents to see Merle Haggard. We'll probably get burritos first.
  15. S

    Whats so special about the Far Realm?

    I'd add Tharizdun to the list. But I'm of the opinion that the shard of evil he cast into the Abyss actually tore a hole between Reality and the Far Realm.
  16. S

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

    Area 13. Chamber of Three Chests Area 13 is a square chamber thirty feet to a side. PC's can reach this place by two routes, both secret. First, a "secret plug" in the ceiling of the crawlspace leading out of Area 7 opens into the floor here. Second, the crawlspace behind the red sphere in...
  17. S

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

    The saving throw situation may be even worse than it appears from Bullgrit's charts. Many of the pregens are multi-classed and have levels lower than 10. For example, there are 5 pregen thieves: An 11th level Halfing; A Dwarf Fighter 7/Thief 8; An Elf M-U 7/Thief 9; A Half-Elf Fighter 5/Thief...
  18. S

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

    I think this is definitely possible, particularly for parties that figure out Area 5 and move straight to Area 10.
  19. S

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

    I see your point, but I don't agree. When I made that last post, I was thinking mostly about WotC's 4E adventures, many/most of which move the PC's directly from Encounter Area 1 to Encounter Area 2 with no discretion at all about how they get there. At their worst, WotC's adventures give the...
  20. S

    Making minis that sell well, but NON RANDOM

    Charge a lot of money for them.
Top