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So, what is "4th Edition's Tomb of Horrors"?
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<blockquote data-quote="kaomera" data-source="post: 4892334" data-attributes="member: 38357"><p>I think that first of all, the threat of Acererak will most likely be expanded into a kind of adventure-path, with the actual dungeon only reached at the very conclusion. S1 started at the dungeon entrance because it was a tournament module (and most likely due to space constraints as well), but it was made clear (as with several other modules, White Plume Mountain in particular sticks in my head) that locating and reaching the tomb's location was no easy task. I'm hoping that when the PCs arrive there will be more incentive to actually deal with the place, in the AD&D module there was no real expectation by any but the most foolhardy and overconfident players that this was going to be an overall profitable trip, and aside from "He's powerful and EVIL" there wasn't much immediate incentive to destroy the demi-lich. (In fact I know of at least three separate parties where one or more PCs worked to convince the characters bent on destroying Acererak, mostly Paladins and/or LG clerics, to skip it - twice by uncovering "evidence" that he was gone for good, and once by encouraging a lesser BBEG to attack...)</p><p></p><p>ETA: I agree with Jester. The deadliness of the Tomb of Horrors is part self-perpetuating myth. The stories that have grown up around the Tomb encourage DMs to run it as deadly as possible, but played straight even the AD&D version was survivable if you didn't just charge in or get bored and pick fights or start messing with stuff you didn't need to. At least in my opinion / experience.</p></blockquote><p></p>
[QUOTE="kaomera, post: 4892334, member: 38357"] I think that first of all, the threat of Acererak will most likely be expanded into a kind of adventure-path, with the actual dungeon only reached at the very conclusion. S1 started at the dungeon entrance because it was a tournament module (and most likely due to space constraints as well), but it was made clear (as with several other modules, White Plume Mountain in particular sticks in my head) that locating and reaching the tomb's location was no easy task. I'm hoping that when the PCs arrive there will be more incentive to actually deal with the place, in the AD&D module there was no real expectation by any but the most foolhardy and overconfident players that this was going to be an overall profitable trip, and aside from "He's powerful and EVIL" there wasn't much immediate incentive to destroy the demi-lich. (In fact I know of at least three separate parties where one or more PCs worked to convince the characters bent on destroying Acererak, mostly Paladins and/or LG clerics, to skip it - twice by uncovering "evidence" that he was gone for good, and once by encouraging a lesser BBEG to attack...) ETA: I agree with Jester. The deadliness of the Tomb of Horrors is part self-perpetuating myth. The stories that have grown up around the Tomb encourage DMs to run it as deadly as possible, but played straight even the AD&D version was survivable if you didn't just charge in or get bored and pick fights or start messing with stuff you didn't need to. At least in my opinion / experience. [/QUOTE]
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So, what is "4th Edition's Tomb of Horrors"?
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