Return to theTomb of Horrors

Wow that sounded like a blast!. The group I DM for doesn't like dungeon crawls so anything that has lots of *inside* areas is atuomaticaly dismissed =( Tried to run Return to Temple of ELem Evil.. but they (actually one really vocal member) resists it. I hope I can talk them into Return to the Tomb of Horrors... though if all else fails I can compromise with Vault of the Drow..

-Crisis
 

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my gruop was run through the tomb a year or two ago and did remarkably well, very few fatalities as a matter of fact only one player lost any characters at all. Granted he did loose two or three characters, but from what i've been lead to believe that is quite exeptional. I don't know, it seemed hard at the time, and we got lucky a lot. Maybe our DM was inept?

Reguardess it was one of the best campaigns i've ever been in, and produced one of my all time favorite characters, Dashelenil Eventide; shadow elf(variant drow) conj./priest of Corellon.
I will never forget how lucky i got(or how much fun i had role playing)his infultration of the black acadamy in the alias of Brak Slavish; neromancer extrordinair!

I'd recomend this adventure to one and all, evn if you get kiled chances are you'll have fun doing it!
 


James McMurray said:
But the cleric then (using smite, power critical, strength domain, Assassin's Senses, improved crit, and a +5 Dagger of frost*, flaming burst*, keen*, brilliant energy, unholy, and shock*)

Sounds like a good time was had by all. One thing though: That dagger is the equivalent of a +16 weapon!!!! Which puts it at 500,000+ gp in value!!!! Zowie!:eek: :)
 

ARP: As I told reapersaurus, most of those bonuses were from spells the cleric had cast. when the PCs are done beefing their weapons up, their around +15 or so as well.

Cleric: +5, Shock, Keen, Flaming Burst, Holy (+11)

Paladin: +5, Holy, Shocking, Keen, Flaming Burst, Holy venger (+11 or 12, depending on what you count Holy Avenger as)

The problem is persistent spell combiined with gloves of storing. You cast persistant weapon of the deity and persistant flame of faith, extended greater magic weapon, and extended keen edge on a sword that already has other enchantments, then slap it into a glove of storing so it is held in stasis. Now you've pretty much gotten +9 for free. And of course, the cleric stacks that with Assassin's Senses, while the Paladin uses Improved Critical, for some pretty hefty damage when they crit.

The party has just realized that you can get frost from a spell as well, so I'm sure they'll be hunting down someone who can cast Frost Weapon and be paying to have it cast as well. It'll only last for rounds rather than days, but that won't bother them much I bet. :)

EDIT: Wouldn't +16 be worth more than 500,000gp, considering it can't even be made with current magical technology?
 
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James;

Works for me. I thought it was a blade with all that stuff permanently added on. Persistent is definately worth it's weight in gold. High level 3E really is HIGH level.

And yeah, it probably would be more than 500,000. I was just trying to eyeball the value if the chart could go up that high.
 


I absolutely loved this adventure.. my players were really scared (which doesn't happen much with these seasoned players).

I can't wait to run it again with different players!
 

Yeah, its taken a lot to get my players worried beofre, but knowing they have to storm the Black Academy is doing a whammy on them. It'll double whammy them when they wake up the next day in the City and one of the characters is dead in the middle of the night, with 2 nody bags next to him, their names written in his blood.

Thanks for that idea whoever posted it! :)
 

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