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Let's Talk About Yawning Portal
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<blockquote data-quote="Luz" data-source="post: 7080804" data-attributes="member: 94725"><p>Your game sounds awesome! Kudos to your players for making that decision with the secret doors as it is clearly the right way to navigate the tomb. A good rule of thumb is "touch nothing unless you absolutely have to" and it sounds like that's exactly what your players are doing.</p><p></p><p></p><p>No it definitely was not originally designed with mage hand in mind. The arcane trickster and, to a lesser extent, the Dungeon Delver feat take a lot of the bite out of this module.That said, Gygax encourages players to think - not hack - their way through this module. So PCs who use their utilities like mage hand should win the day.</p><p></p><p></p><p>Nicely done. In the original ToH, this room is one of the more dangerous (and contentious) rooms as the green slime is an insta-kill (no save) if triggered. While I don't try to arbitrarily kill my players' characters, this is one of the few rooms I left intact when I ran it (i.e. I didn't use the toned down version from TftYP) because I feel it can be bypassed with smart play - as your players demonstrated. One of my players was not so lucky... </p><p></p><p></p><p>I'm interested to hear how this develops. In Return to the Tomb of Horrors preface, Gygax mentions a group of players who used the silver end of the scepter to the crown on Acererak during a tournament play. He had not anticipated anyone doing this, but rewarded that team first place for ingenuity! </p><p></p><p></p><p>Lol the idea of a naked monk running through the tomb and fighting a nalfeshnee is awesome! </p><p></p><p>After reading your experiences, as well as my own and those expressed on another recent thread, I wonder if its more prudent to not inform players that they are going into the tomb. The problem is that ToH has such a notorious reputation that players will naturally optimize their characters and adjust their play style for this specific dungeon. Not that I have any issues with that, but with the abilities at their disposal in 5e it can make a lot of the traps redundant. It would be interesting to play this through without letting on and see how players adapt without the foreknowledge that they are going into the ToH.</p></blockquote><p></p>
[QUOTE="Luz, post: 7080804, member: 94725"] Your game sounds awesome! Kudos to your players for making that decision with the secret doors as it is clearly the right way to navigate the tomb. A good rule of thumb is "touch nothing unless you absolutely have to" and it sounds like that's exactly what your players are doing. No it definitely was not originally designed with mage hand in mind. The arcane trickster and, to a lesser extent, the Dungeon Delver feat take a lot of the bite out of this module.That said, Gygax encourages players to think - not hack - their way through this module. So PCs who use their utilities like mage hand should win the day. Nicely done. In the original ToH, this room is one of the more dangerous (and contentious) rooms as the green slime is an insta-kill (no save) if triggered. While I don't try to arbitrarily kill my players' characters, this is one of the few rooms I left intact when I ran it (i.e. I didn't use the toned down version from TftYP) because I feel it can be bypassed with smart play - as your players demonstrated. One of my players was not so lucky... I'm interested to hear how this develops. In Return to the Tomb of Horrors preface, Gygax mentions a group of players who used the silver end of the scepter to the crown on Acererak during a tournament play. He had not anticipated anyone doing this, but rewarded that team first place for ingenuity! Lol the idea of a naked monk running through the tomb and fighting a nalfeshnee is awesome! After reading your experiences, as well as my own and those expressed on another recent thread, I wonder if its more prudent to not inform players that they are going into the tomb. The problem is that ToH has such a notorious reputation that players will naturally optimize their characters and adjust their play style for this specific dungeon. Not that I have any issues with that, but with the abilities at their disposal in 5e it can make a lot of the traps redundant. It would be interesting to play this through without letting on and see how players adapt without the foreknowledge that they are going into the ToH. [/QUOTE]
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