Tomb of Horrors: A 4th Edition D&D Super Adventure

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This adventure has been listed as being for levels 10 to 22. Any idea how they will manage that? I've never seen such a large level range for a module before. I'd wondered if it might be length but the price ($29.95) seems to suggest it is a standard module, even if the 160 page length looks long enough to place a fair bit into.

I'd also considered puzzle based solutions but 4E seems to focus on traps and skill challenges that are heavily level based. Any ideas on how they are doing it?

[I've just had some good purchase experiences with products by Ari Marmell so I am expecting something clever]

Any idea what the trick is?
 

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This adventure has been listed as being for levels 10 to 22. Any idea how they will manage that? I've never seen such a large level range for a module before. I'd wondered if it might be length but the price ($29.95) seems to suggest it is a standard module, even if the 160 page length looks long enough to place a fair bit into.

I'd also considered puzzle based solutions but 4E seems to focus on traps and skill challenges that are heavily level based. Any ideas on how they are doing it?

[I've just had some good purchase experiences with products by Ari Marmell so I am expecting something clever]

Any idea what the trick is?

No idea specifically, though the module could cover some of the ground from return to the tomb of horrors. That said, there's no way the module could bring a party from level 10 to 22 in 160 pages. At 10 encounters per level and 2 pages per encounter, which is the standard 4e setup, that would only span 8 levels.

That said, they might be using the book as a build your own adventure sort of thing, and that it will be able to use it to build adventures for parties of 10 to 22.
 

Its a series of modular adventures/encounters spread out across that level range that you can mix-n-match/thread into an existing campaign.

AFAIK B-)
 

Its a series of modular adventures/encounters spread out across that level range that you can mix-n-match/thread into an existing campaign.

AFAIK B-)

That'd be a cool way to weave a module into an ongoing campaign. I hope that you are correct.

I'll certainly look forward to finding out -- I liked the Tomb of Horrors from back in the day and would be interested to see how this version looks. Along with the G/D/Q series, they were my favorite AD&D modules.
 


Hmmm, I hope I'll be able to make this a follow up to Revenge of the Giants to bridge between 17th and 21st for the E series adventures.
 


Its a series of modular adventures/encounters spread out across that level range that you can mix-n-match/thread into an existing campaign.

AFAIK B-)

You K correctly. ;)

I still can't say much about this, but the above is something I was given permission to reveal a little while ago. This is not a single, play-straight-through-from-beginning-to-end adventure. Rather, it's an ongoing plotline, meant to rear its head multiple times, at multiple levels, throughout a campaign. Each "chapter" is basically a short adventure that advances the ongoing plot. (Though you could, with little difficulty and a modicum of changes, decide to run only one or some of them, as their own thing.)
 

[I've just had some good purchase experiences with products by Ari Marmell so I am expecting something clever]

I appreciate that. :) But in the "credit where it's due" department, while I was the lead designer on the book, Scott Fitzgerald Gray actually wrote a much larger chunk of it than I did. I certainly do like to think that the book is chock full of clever and creative challenges, but he deserves credit for more of them than I do.
 
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