Previews: MM3, Demonomicon, ToH


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Well I do miss the save vs idiocy back in the original one :p

And no bargaining with the Siren? Seems like she attacks on sight.

Do note that (as per the description) this isn't the same siren, or the precise same encounter, but rather a similar situation Acererak put together because of how much he enjoyed watching people fumble with the first one. It's supposed to be different.

As the text on the web site says, this is not a straight-up conversion of the original Tomb, but (as with Return) a pseudo-sequel* with locations/traps/etc. inspired by the original.

*(It can be played as a straight sequel to the original or Return, but doesn't actually require knowledge of/experience with either.)
 

This could interrupt my converting RtToH into a 4e 'Tomb of Vol.' I think someone just saved me a ton of work!
"Tomb of Vol"... I like the sound of that.

Do note that (as per the description) this isn't the same siren, or the precise same encounter, but rather a similar situation Acererak put together because of how much he enjoyed watching people fumble with the first one. It's supposed to be different.

As the text on the web site says, this is not a straight-up conversion of the original Tomb, but (as with Return) a pseudo-sequel* with locations/traps/etc. inspired by the original.

*(It can be played as a straight sequel to the original or Return, but doesn't actually require knowledge of/experience with either.)
Any comment on the lack of save vs. idiocy? ;)

BTW, I'm really looking forward to picking up this product, Ari. I've been saying since the beginning of 4E that "Tomb of Horrors" would be a great fit for the 4E skill challenge system (or better yet, obsidian) and 4E traps and hazards rules. Plus, "The Sinister Spire" is one of my favorite adventures, so I know that there's a solid author behind Tomb of Horrors, too.
 

One of Mike Mearls first Design and Development columns, during late 3.5E, talked about how he dislikes the idea of abilities like at-will invisibility. It allows fights to grind to a halt as the party wait for the monster to step out of invisibility to attack. Anybody see this cropping up here too?
4e is a different beast. In 3.5 challenges were measured at a 4 on 1 basis, meaning every action by a monster had a lot of importance. Burning one of those to become invisible was a high cost that one PC could negate through several means and ready actions could interrupt a monsters careful plans. In 4e, the baseline is 5 on 5, more monster actions abound and as such spending one is a much lower cost and readies no longer interrupt so a monster's tactics have a better chance of working.
 
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In the ToH encounter, is there any reason why there's a Religion check instead of an Arcana check after the PCs shift into the Feywild?

Religion Check
DC 25: You’ve experienced this sensation before—you must now stand within the Feywild.
 





He's in Kobe, in the eastern land which knows no release date.

If he has a shop that runs encounters down there, I want to live there. In Nagoya, we have none like that. My FLGS is Amazon Japan.

BTW, Amazon is sometimes breaking street dates, but not as much as I would like :)
 

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