Search results

  1. GaryChart.jpg

    GaryChart.jpg

  2. FoxWander

    Operation: Power Level Gary

    Maybe I'll stick with a ten day schedule on updating this. Unfortunately it's bad news. After a brief gain by the Colonel it looks like DA is back to being "awesome" and "interesting" (the bastard!:hmm:). Sigh... wouldn't it be nice if everyone who originally posted in this thread came back...
  3. FoxWander

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

    Stoat covered the spell options available in 1e to characters of the dungeon's recommended levels pretty well. Even the pregens for this dungeon have everything they need to make this dungeon relatively easy. If you make a 6 person party from the pregens you can have this mix of character...
  4. FoxWander

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

    We bypassed the door by stoneshaping the hinges free and then we stole the whole thing. :D Then we didn't have to worry about getting locked in the next room either.
  5. FoxWander

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

    Huh?! I always took it that the Juggernaut rolls 10-60' EVERY turn if the DM rolls a 4. But I can see how it could be read to say that it rolls then goes back and pops out again if another 4 is rolled. That at least makes this a vaguely less deadly trap- anyone more than 60' from the 20'x20'...
  6. FoxWander

    Operation: Power Level Gary

    I'm sure we can scare up a few of those. In the mean time, here are the latest rankings. Not much action from our middle two contenders, but things are shaking where it counts as The Colonel gains TWICE the xp of the Beyond-Epic-One!! That's the kind of momentum we need here. At this rate...
  7. GaryChart.jpg

    GaryChart.jpg

  8. FoxWander

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

    Yeah, that whole excerpt from the DMG seems unnecessarily antagonistic to PC. Along with the sword bit seeming out of place, there's this part: "An elf doesn't detect secret doors 16%% of the time by merely passing them unless he or she is actually Concentrating on the act. " Which is...
  9. FoxWander

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

    No, I don't believe there's any way for the PCs to discover HOW the siren's ability works. Back in 1e there was no distinction between extraordinary, spell-like, or supernatural powers. There was no recourse as to which saving throw would be most appropriate. It would probably just default to...
  10. FoxWander

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

    But the party has to risk further exposure to the mists to find the siren for the chance to learn that. Groups that just run will have to find the "cure" whenever they leave the Tomb. My wife just reminded me that our party in Return did find the siren but we did it after completing that whole...
  11. FoxWander

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

    Most groups I've heard about don't even find the siren. Going down that corridor requires crossing or jumping over the pit, as opposed to simply stepping around a corner to go north or south. Since the PCs have just encountered a pit with a trap on the far side, they might be suspicious of...
  12. FoxWander

    Operation: Power Level Gary

    Fine! Two guys walk into a bar- you'd think the second one would've ducked. -or- A nun, a priest, and a rabbi walk into a bar and the bartender says, "What is this? A joke!" -Ok, one more... How many surrealists does it take to screw in a light bulb? A fish! :lol:
  13. FoxWander

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

    Well I think we can all agree that Tomb of Horrors is not a classic because it was a well-written masterpiece. We've all commented on it's 'stream of consciousness' writing style. It was one of the first ten modules ever published and literally the first tournament module ever published, so I...
  14. FoxWander

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

    That's pretty much it. It breaks down like this... Non-elf actively searching - 1 in 6 chance elf w/in 10' of secret/concealed door - 1 in 6 elf actively searching, secret doors - 2 in 6 elf actively searching, concealed door - 3 in 6 And the DM has the option of bumping it up to a d8 or d10...
  15. FoxWander

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

    When we went thru Return we had an intelligent item that could detect traps- only large ones though, like the pits and the quaking room. But still, it made the Tomb a cakewalk. Between liberal use of Unseen Servant or a Ring of Telekinesis to open stuff and my thief being immune to poison and...
  16. FoxWander

    Operation: Power Level Gary

    Forgot to update on Sunday. Guess I'll wait another tenday to re-update. The Colonel continues to gain on the third spot but number one pulls ever further away. Gary needs another birthday boost!
  17. GaryChart.jpg

    GaryChart.jpg

  18. FoxWander

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

    Good points, Bullgrit. Maybe THIS is the best way to handle the Tomb?! :p
  19. FoxWander

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

    I think this must be it- Gary's response above only makes sense if it works this way. As you said, 10 minutes is plenty of time to search, find the real way out, and move on. If they stick around to loot then things can quickly go bad. They'll have snakes to deal with and the shaking floor...
  20. FoxWander

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

    IMO, this room is one reason people call the Tomb a killer dungeon. There's enough random crap to keep the party's attention to guarantee they'll stick around long enough to either trigger the trap or wind up with a room full of deadly snakes. If they find the way out there's a 37.5% chance...
Top