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Tomb of Horrors (4E version) - anyone run this yet?
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<blockquote data-quote="ArcaneSpringboard" data-source="post: 5375649" data-attributes="member: 87400"><p>Below I will summarize our last two sessions of Tomb of Horrors, specifically chapter 2.</p><p></p><p>Simply put, I think these last two sessions were the best ones we've had since 4e came out. It really felt old school. Traps, exploration, and the like. We probably had more ritual use in the last two sessions than the last two years combined. And it was largely because of 'empty rooms' between encounters and puzzles to be solved.</p><p></p><p>Spoilers below.</p><p></p><p>[spoiler]</p><p></p><p>So the PCs jumped into the Shadow Tomb after dealing with the Vestige. They were prompty attacked by the Sword Wraiths and didn't have too much trouble defeating them.</p><p></p><p>To be honest, I'm not sure they were necessary to the encounter. You could skip them and wouldn't miss the meat of the entry room, which is dealing with the Devourer and the Alcoves.</p><p></p><p>Unfortunately, there seem to be several editorial issues in this chapter. First, the footprints mentioned in the text really don't match up to the rationale to where they are. I didn't worry too much about it, and the PCs didn't really deal with them.</p><p></p><p>They did however use Hand of Fate to figure out which portals to go through. This did allow them to avoid the really nasty results, but three of the PCs went into the donkey-head portal all at once. Heh heh heh...</p><p></p><p>Another thing that wasn't clear was why the bodies in this chamber were 'beyond a Speak with Dead' since Speak with Dead doesn't have a time limit. So I allowed it, which gave the PCs the hint on how to deal with the Devourer...and I also gave them the hint about avoiding the tapestries in the next room.</p><p></p><p>This was a mistake, as they were able to destroy all the tapestries as they moved through the next room until they reached the centre when the Nighthaunts attacked. As it turned out, they never were impacted by the tapestries at all.</p><p></p><p>Another editorial issue. The text kept mentioning pit traps...which weren't on the map. So I ignored them.</p><p></p><p>Then they dealt with the chamber with the necrotic rain. They used a rope to make something akin to a zipline to the trapdoors in the center of the room. Then set off the acid trap...twice. Needless to say this messed up their rope...and vastly increased their paranoia the rest of the way. </p><p></p><p>I also wrote on a piece of paper "Please don't kill me." when they discovered that the trapdoors were false. They eventually found the hidden passage way and used some ladder ritual to get up there.</p><p></p><p>[/spoiler]</p></blockquote><p></p>
[QUOTE="ArcaneSpringboard, post: 5375649, member: 87400"] Below I will summarize our last two sessions of Tomb of Horrors, specifically chapter 2. Simply put, I think these last two sessions were the best ones we've had since 4e came out. It really felt old school. Traps, exploration, and the like. We probably had more ritual use in the last two sessions than the last two years combined. And it was largely because of 'empty rooms' between encounters and puzzles to be solved. Spoilers below. [spoiler] So the PCs jumped into the Shadow Tomb after dealing with the Vestige. They were prompty attacked by the Sword Wraiths and didn't have too much trouble defeating them. To be honest, I'm not sure they were necessary to the encounter. You could skip them and wouldn't miss the meat of the entry room, which is dealing with the Devourer and the Alcoves. Unfortunately, there seem to be several editorial issues in this chapter. First, the footprints mentioned in the text really don't match up to the rationale to where they are. I didn't worry too much about it, and the PCs didn't really deal with them. They did however use Hand of Fate to figure out which portals to go through. This did allow them to avoid the really nasty results, but three of the PCs went into the donkey-head portal all at once. Heh heh heh... Another thing that wasn't clear was why the bodies in this chamber were 'beyond a Speak with Dead' since Speak with Dead doesn't have a time limit. So I allowed it, which gave the PCs the hint on how to deal with the Devourer...and I also gave them the hint about avoiding the tapestries in the next room. This was a mistake, as they were able to destroy all the tapestries as they moved through the next room until they reached the centre when the Nighthaunts attacked. As it turned out, they never were impacted by the tapestries at all. Another editorial issue. The text kept mentioning pit traps...which weren't on the map. So I ignored them. Then they dealt with the chamber with the necrotic rain. They used a rope to make something akin to a zipline to the trapdoors in the center of the room. Then set off the acid trap...twice. Needless to say this messed up their rope...and vastly increased their paranoia the rest of the way. I also wrote on a piece of paper "Please don't kill me." when they discovered that the trapdoors were false. They eventually found the hidden passage way and used some ladder ritual to get up there. [/spoiler] [/QUOTE]
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