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<blockquote data-quote="Deuce Traveler" data-source="post: 6408240" data-attributes="member: 34958"><p>Just a few more quick comments. Elves had advantages over humans in the early games since they could act as a armored spellcasting fighting-man/magic-user hybrid, but if I remember right they were also unable to be raised from the dead as they were entities of nature and therefore lacked souls. So you were better in combat, but also more vulnerable in a way if you played an elf.</p><p></p><p>I would really suggest you play Tomb of Horrors as it is designed, and do not incorporate it into your campaign. Instead use it as a tournament module and an ice breaker. Have your players create high-level characters from whole cloth and run them and their retainers through the Tomb during a weekend where you need a break from the regular campaign. If they have a complete victory they can celebrate and have bragging rights. If a partial victory (some survive and with treasure), they'll have fond memories. And if all are wiped out they can joke about it. The other modules you can place into your campaign world with some tweaking, but Tomb of Horrors should not be modified.</p><p></p><p>Speaking of strange and memorable NPCs, didn't the Giants modules have a certain dubious dwarf NPC of note worth mentioning?</p><p></p><p>I still love the B1 module today. It's just a fun, quirky experience filled with wonder and perfect for starting players.</p></blockquote><p></p>
[QUOTE="Deuce Traveler, post: 6408240, member: 34958"] Just a few more quick comments. Elves had advantages over humans in the early games since they could act as a armored spellcasting fighting-man/magic-user hybrid, but if I remember right they were also unable to be raised from the dead as they were entities of nature and therefore lacked souls. So you were better in combat, but also more vulnerable in a way if you played an elf. I would really suggest you play Tomb of Horrors as it is designed, and do not incorporate it into your campaign. Instead use it as a tournament module and an ice breaker. Have your players create high-level characters from whole cloth and run them and their retainers through the Tomb during a weekend where you need a break from the regular campaign. If they have a complete victory they can celebrate and have bragging rights. If a partial victory (some survive and with treasure), they'll have fond memories. And if all are wiped out they can joke about it. The other modules you can place into your campaign world with some tweaking, but Tomb of Horrors should not be modified. Speaking of strange and memorable NPCs, didn't the Giants modules have a certain dubious dwarf NPC of note worth mentioning? I still love the B1 module today. It's just a fun, quirky experience filled with wonder and perfect for starting players. [/QUOTE]
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