D&D 4E Tomb of Horrors (4E version) - anyone run this yet?

Mercurius

Legend
I just started my group through the new Tomb of Horrors last night and so far, so good.

Last session I ran my group through the first sequence in the Deathdealer: Shadows of Mirahan adventure where they are defending a ruined keep from an undead army, trying to delay it so refugees from a town can get away. They were (relatively) successful, holding them off long enough that the refugees could hide in a forest. Eventually they fled to the woods and it was easy to segue them into the first adventure of Tomb of Horrors where they find a portal into the Feywild and the Garden of Graves. We only made it through the first encounter--the begging statues--and they were almost killed by the very nasty crone, although we were down to only four players last night. They "chose poorly" and even after defeating the crone she reappeared as part of the statue, but they were so depleted--they used all their action points, dailies, and encounters to defeat her--that they decided to camp out another night outside the cave. This gives me an opportunity for the other players to catch up to them.

Anyhow, I remember the original Tomb of Horrors as being the AD&D module, at least the one that inspired the most awe and dread from my 11-year old mind. I haven't read through the whole book, but from what I have read it taps into some of that. I've been running a kind of hybrid combination of sandboxish setting and "islands" of adapted pre-published scenarios and was hoping to further develop the sandbox but throw in some major plot elements that could be interwoven into a larger plot. The Tomb of Horrors backstory is easy to adapt to my world because my world is about a thousand years after a magical apocalypse and civilization is just starting back up again. The cause of the apocalypse had to do with a confrontation with the ruling wizard-kings (the Sul Magari) of the last great empire and the gods themselves--most of the gods and wizard-kings were killed, although some of both survived. Acererak is easy to slot in as a survived (so to speak) wizard-king who is trying to attain godhood.

Anyhow, it is nice to run an adventure that is more focused on puzzles and thinking. There is nothing quite like witnessing your players trying to figure something out together; it is very hard not to jump in and say "getting warmer." I did tell them that this adventure would require a lot more thought, that every clue could matter.

Any experiences with this so far? Thoughts? Problems? Tricky bits?
 

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I can't wait to run it. I'm co-writing a homebrew game that is heavily steeped in Far Realm lore, with psionics reskinned as a Far Realm power source. Like you, I'm seeing ToH as a great Paragon Tier tie-together, so I'm writing "A" as a corrupted mortal who wants to replace the Gods that the Aberrants have destroyed eons ago.

I have no experience with either previous versions, though the legend permiated my playing for the past 20 years. My new group has no ToH vets either, so this should be a real blast.
 

As I have noted in other threads, I plan on slotting the one 4E ToH into the other, probably in between the fey bit and the shadow tomb. (they learn the ol demi lich is behind the fey thing, take him out, then realize, no, not actually...).

Please keep posting, I want to see how this goes!
 

OK, I just completed my second session and wanted to get this thread live again, although won't go into too much detail tonight as I am tired (and a bit hazy due to a few beers). But so far this has been a very fun adventure - we worked through a few more encounters and entered the thick of the first part of the book, the Feywild part, with the PCs entering the complex. One of the players from the last session couldn't come tonight so he hung out at camp for the session, but another player that missed the last session was here. We had four 9th level characters and, quite frankly, they were a bit overwhelmed. They handled the first combat situation - the campground - quite well, but when they got to the Gray Angels in locations 21-23 it got rather ugly. Two of the four actually died; the other two narrowly escaped and made it back to camp with the plan of heading back to town or reinforcements (e.g. new characters). But their interest is piqued and I think they're all quite into it.

So Ari Marmell etc: good job! I also read ahead a bit and am very impressed, although am still trying to understand the painting near the end of the book of a group of characters fighting Orcus and Demogorgon...as far as I can tell this situation doesn't occur or have the clear opportunity of occurrence at any point in the adventure. No problem, I was just wondering about the picture. But I find that the overall arc of the adventure is very easy to integrate into my campaign.

We don't play again for another 2-3 weeks, but I can answer any questions or address any comments about the adventure.
 

So Ari Marmell etc: good job! I also read ahead a bit and am very impressed, although am still trying to understand the painting near the end of the book of a group of characters fighting Orcus and Demogorgon...as far as I can tell this situation doesn't occur or have the clear opportunity of occurrence at any point in the adventure.

Thanks. :)

And to answer your question...

[sblock]See page 136. In Pluton, the PCs can face aspects of Orcus and Demogorgon, drawn from one of the tapestries.[/sblock]
 

Thanks, Ari - that looks like a lot of fun.

I'm not sure if there is interest, but we're playing this Friday and I'll post another installment because I think this adventure warrants more attention than its been getting (as far as I've seen).
 

I would definitely be interested in hearing how things go. While I probably won't run Tomb of Horrors itself anytime soon, I am hoping to pick it up to cherry pick parts of it for my own game, so I'd be real interested in know what works and what doesn't. Plus, who knows, if its good enough I just may have to find an excuse to run it in full (or at least near-full).

I would also be interested in hearing people's thoughts on how it compares to other modules like Revenge of the Giants, etc.
 

Just wondering if you could run the RPGA TOH adventure as a prologue? Would it gel with the super adventure story line?

I just got the RPGA one today and it has hyped me up to run this and then the super adventure. I was going to use the Legacy article for Skull City and run my group through it when they finish messing about in Thunderspire. But from what I've read I'd be retreading some of the same ground as the start of this super adventure.
 

My only problem with ToH is how to fit it, P1, P2, and my freaky bastardized and tweaked conversion of Dead Gods all in to my game while still having room for a desert-crossing adventure, some city action in a culture that uses residuum like saffron and all the player-driven stuff too.

Oh, for the days when leveling was much much slower! :lol:
 

Just wondering if you could run the RPGA TOH adventure as a prologue? Would it gel with the super adventure story line?

I just got the RPGA one today and it has hyped me up to run this and then the super adventure. I was going to use the Legacy article for Skull City and run my group through it when they finish messing about in Thunderspire. But from what I've read I'd be retreading some of the same ground as the start of this super adventure.

I can't answer that, sorry.

My only problem with ToH is how to fit it, P1, P2, and my freaky bastardized and tweaked conversion of Dead Gods all in to my game while still having room for a desert-crossing adventure, some city action in a culture that uses residuum like saffron and all the player-driven stuff too.

Oh, for the days when leveling was much much slower! :lol:

Well, there's your answer - just level up your group more slowly ;)
 

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