So I'm thinking of running Tomb of Horrors after RttTOEE


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I was considering the same thing, for the ultimate difficult campaign. Something to tell your grandkids about. I was thinking about throwing Demon Gods Fane in there as well. RttToH looks like a lot of conversion work though.
 


There are a number of "No save, just die" effects in the original ToH. Do you intend to leave those as is, or give them saves (albeit ridiculously high ones)?

If you don't grant them saves, expect your players to complain about Acerack. Nastly little guy!

-Tiberius
 

Flexor the Mighty! said:
I'm going to run the original and it shouldn't be hard to modify.

The best part about the 'Return To' is that it takes the original and rewraps it in total deadly PK goodness! It is much longer though, the ToH alone should be a much quicker module to convert. You could probably even play through it in a single session if players bring 4-5 other characters to save time re-rolling :D

Edit: I just thought about this, but it would be cool to run a group through ToH, then when they have new characters in a few months set the timeline decades in the future and you can run them through RttToH. The second time would be easier cause you have experience and 1/4 converted already.
 
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Tiberius said:

If you don't grant them saves, expect your players to complain about Acerack. Nastly little guy!

Yep. My group found out the hard way. :( Saturday's game was a Total Party Kill after the DM sent us through the Tomb of Horrors. Five 16-17th level PCs... all dead within about 5 rounds.
 

There's an old story floating around the 'Net that a DM once bpasted to his players, "If you survive six rooms, you buy me a pizza. Otherwise, I buy enough pizza to slate you all."

He ate the pizza that night.

It's a brutal adventure. I ran it as a illusionary simulation during a wizard's annual tournament for adventurers. The PCs thus were allowed three "invigorate orbs," basically extra lives to bring back one player. I placed a few more in the dungeon, but they didn't find any.
Two PCs died before Acererak. Everyone (including the reinvigorated PCs) but the Elven Barbarian died during the fight with him. It was a complete slaughter. I'm pretty sure my players enjoyed it more because they knew it wasn't real.
If you want to run it....make sure there are no heavy objects in the PCs reach, or plexan plate your DM Screen.
 

How do most DM's run TOH? I have never run it but I do know the single greatest danger is the simple fact that there are so few ways to kill or even hurt a Demi-Lich.

So what does a DM do? Do you leave hints that there is a demi-lich in the lair so your players have reason to do some researching on how they can be killed? Otherwise you are pretty well guarunteed a total PK every time you run the module.
 

1st hint for ToH is this: if your players are Hack and Slash types, they will hate it. EGG states that in the into!

2nd hint: Tell them nothing, period. Tell them only that a wizard has a tomb and here it is. beyond that leave it vague.

3rd hint: Do not let up, period. If the pc's die, and they will, do not relent. Just keep going, and prodding along.

Remember this is a thinking dungeon. There are maybe 3-5 fights including the final battle with the demi-lich (which is already converted for us, thank you CC) so this is a dungeon based on thinking your way through it not battling to the end, like RtToEE.


That's all the info you would need. Buy a riot shield to protect you when the pc's start dying.
 

One of my friends got ToH and was planning on running us through it. After he read it he just kept saying "There is no way to do it, just no way."
 

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