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Rate S1: The Tomb of Horrors (corrected poll options)
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<blockquote data-quote="Barendd Nobeard" data-source="post: 2539606" data-attributes="member: 960"><p>Well, I'm one of those people. I posted back on page 1.</p><p></p><p></p><p></p><p>If I had personally done better, or the group had done better, I would probably have fonder memories of it and might have ranked it higher. I played it as a 1e one-shot about three years ago with my regular 3.0 group.</p><p></p><p>It wasn't even fun as nostalgia. It was annoying to look at "to hit" tables during combats. Not that we had many combats. I just remember lots of traps, puzzles, and hesitation (something this group was legendary for--we would talk / discuss / debate for (what seemed like) hours -- until I would finally grow impatient and have my PC do <em>something</em>, just so we could advance the story. Discussion is all well and good, but after a while you need to make a decision and act!).</p><p></p><p>And I had spectacularly bad die rolling. The DM had made a monk PC for someone to try, plus the mod has several pre-gens. I played the monk, died on failed save versus poison (he had about a 94% chance of success and then rolled at 96 or 97), and then died on a resurrection roll (similar numbers; like a 92% chance of success and rolled a 98 or so).</p><p></p><p>My final death (I think it was my third character of the night; the DM let us just spawn a new PC if we died since it was a one-shot "just for fun") came from another player whose boredom and frustration translated "my alignment has just changed to evil" into "I immediately attack the nearest character."</p><p></p><p>We never even found the actual entrance to the tomb.</p><p></p><p>I think the tomb <u>is</u> the way a lich would design his tomb. It's great in that sense. Just like Grimtooth's <strong>Dungeon of Doom</strong> and <strong>Rappan Athuk</strong>.</p><p></p><p>The illustration booklet also was a nice addition to the module.</p><p></p><p>But, for me, modules designed to kill PCs, while realistic, are not what I want to play. They do, however, make a great read! The entrance to Rappan Athuk just kills me--Clark Peterson was not fooling around when he wrote that! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> [sblock]I quote from the module: "That's right, the very first trap is an instant-kill trap. Rappan Athuk isn't a dungeon of legend for nothing!"[/sblock]</p></blockquote><p></p>
[QUOTE="Barendd Nobeard, post: 2539606, member: 960"] Well, I'm one of those people. I posted back on page 1. If I had personally done better, or the group had done better, I would probably have fonder memories of it and might have ranked it higher. I played it as a 1e one-shot about three years ago with my regular 3.0 group. It wasn't even fun as nostalgia. It was annoying to look at "to hit" tables during combats. Not that we had many combats. I just remember lots of traps, puzzles, and hesitation (something this group was legendary for--we would talk / discuss / debate for (what seemed like) hours -- until I would finally grow impatient and have my PC do [i]something[/i], just so we could advance the story. Discussion is all well and good, but after a while you need to make a decision and act!). And I had spectacularly bad die rolling. The DM had made a monk PC for someone to try, plus the mod has several pre-gens. I played the monk, died on failed save versus poison (he had about a 94% chance of success and then rolled at 96 or 97), and then died on a resurrection roll (similar numbers; like a 92% chance of success and rolled a 98 or so). My final death (I think it was my third character of the night; the DM let us just spawn a new PC if we died since it was a one-shot "just for fun") came from another player whose boredom and frustration translated "my alignment has just changed to evil" into "I immediately attack the nearest character." We never even found the actual entrance to the tomb. I think the tomb [u]is[/u] the way a lich would design his tomb. It's great in that sense. Just like Grimtooth's [b]Dungeon of Doom[/b] and [b]Rappan Athuk[/b]. The illustration booklet also was a nice addition to the module. But, for me, modules designed to kill PCs, while realistic, are not what I want to play. They do, however, make a great read! The entrance to Rappan Athuk just kills me--Clark Peterson was not fooling around when he wrote that! :) [sblock]I quote from the module: "That's right, the very first trap is an instant-kill trap. Rappan Athuk isn't a dungeon of legend for nothing!"[/sblock] [/QUOTE]
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