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Tomb of Horrors (4E version) - anyone run this yet?
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<blockquote data-quote="ragingpeanuts" data-source="post: 5511417" data-attributes="member: 98576"><p>Thanks all for replying.</p><p></p><p>Geldar, I had already found and read your blog, it was a valuable source of information! </p><p></p><p>Now that you're running it for the second time, are there things you would change? </p><p></p><p>I've already modified the mad wraiths in location 13 (replaced the wraiths with the monster vault versions, removed insubstantial, added that characters cannot spend a healing surge whilst in the aura, gave a triggered action that sucks a healing surge away from the pc that bloodies the wraith for the first time and restores the healing surge value to the wraith. The loss of a surge becomes a permanent curse after the first saving throw until removed with a remove affliction ritual. Also added to touch of chaos that it makes the pc very depressed, meaning they start crying for no reason until the end of the next turn. If they fail the saving throw, the depression becomes permanent until removed. Should provide some nice roleplaying <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Btw, if I understand correctly, the correct time in location 13 cannot be properly deduced without the sundial, since it should be similar to the brazier, which revolves at a pace of 1 hour per minute (so 24 minutes is a whole day on the clock). Going outside and determining the correct time will (usually) not give the correct solution.</p><p></p><p>What's your experience with the planar rooms (location 21 to 23)? Are they workable as is? Or should they be tweaked?</p><p></p><p>Thanks.</p><p></p><p>gr.</p><p></p><p>Dyan</p></blockquote><p></p>
[QUOTE="ragingpeanuts, post: 5511417, member: 98576"] Thanks all for replying. Geldar, I had already found and read your blog, it was a valuable source of information! Now that you're running it for the second time, are there things you would change? I've already modified the mad wraiths in location 13 (replaced the wraiths with the monster vault versions, removed insubstantial, added that characters cannot spend a healing surge whilst in the aura, gave a triggered action that sucks a healing surge away from the pc that bloodies the wraith for the first time and restores the healing surge value to the wraith. The loss of a surge becomes a permanent curse after the first saving throw until removed with a remove affliction ritual. Also added to touch of chaos that it makes the pc very depressed, meaning they start crying for no reason until the end of the next turn. If they fail the saving throw, the depression becomes permanent until removed. Should provide some nice roleplaying :) Btw, if I understand correctly, the correct time in location 13 cannot be properly deduced without the sundial, since it should be similar to the brazier, which revolves at a pace of 1 hour per minute (so 24 minutes is a whole day on the clock). Going outside and determining the correct time will (usually) not give the correct solution. What's your experience with the planar rooms (location 21 to 23)? Are they workable as is? Or should they be tweaked? Thanks. gr. Dyan [/QUOTE]
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Tomb of Horrors (4E version) - anyone run this yet?
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