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


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Well, my players managed to get through Moil in one four hour session. We ended it with them dropping into the fortress of conclusion and seeing the face of the great green devil.

What I will say is that I think the DCs in the Tower of Test are rather low to make it an actual challenge. This is the Tomb of Horrors!
 

The game room is more fun if you play up each table as having different stuff and let the pcs roleplay out their gaming, with skill checks to determine success.

But yeah, even so they are a little too vaguely described for me. I've only run the GoG part so far, but the game room is the only part of the module that I have been disappointed in, and even that was a pretty mild instance.

We finally, and just, ran this. I enjoyed the premise of getting sucked into the games, and inflicting damage for loosing...but I wish I had done as you suggested, and given a little more detail. It felt pretty, well, gamist in the end.
 

We finally, and just, ran this. I enjoyed the premise of getting sucked into the games, and inflicting damage for loosing...but I wish I had done as you suggested, and given a little more detail. It felt pretty, well, gamist in the end.

I kinda wish I'd set each table up as a different sort of card, dice or whatever game and actually played them out but with some skill checks to tweak things up or something. I think it could have been a lot more compelling that way: in-between, a slot machine dice game, poker, blackjack and a war game would give you a good spread of different things that you could apply different skills to (Bluff in poker, History in a war game, Arcana to use your prestidigitation to manipulate dice in the dice games, Insight to read your opponent, etc).
 

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