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Tomb of Horrors - example of many, or one of a kind?
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<blockquote data-quote="Abraxas" data-source="post: 5578484" data-attributes="member: 1266"><p>I have never met anyone who ran it in its original tournament format (other than myself with friends one afternoon) - with the supplied pregenerated characters and a time limit. I would be very interested in hearing from anyone who did play through it that way and succeeded in getting to Acererak.</p><p></p><p>The only accounts of succeeding that I have heard relied on </p><p>1) sending waves of hirelings/summoned critters/slaves at everything and setting off every trap in the place.</p><p>2) having access to raise dead/resurrection/a supply of replacement characters.</p><p>or</p><p>3) Summoning some sort of huge creature and simply digging the tomb out - bypassing everything.</p><p></p><p>I would also be very interested if someone has written a walk through that explains the clues that tip off the characters to the various traps.</p><p>The trap that I found particularly annoying was the tapestries of green slime/brown mold - 2 die rolls and 3 characters (or maybe 4) were killed - no save. Although later on when I owned the module and read through it - it could have been argued that this was actually the DMs fault because one character didn't actually say he was holding on to the tapestry when it was moved aside for us to go through the secret door.</p></blockquote><p></p>
[QUOTE="Abraxas, post: 5578484, member: 1266"] I have never met anyone who ran it in its original tournament format (other than myself with friends one afternoon) - with the supplied pregenerated characters and a time limit. I would be very interested in hearing from anyone who did play through it that way and succeeded in getting to Acererak. The only accounts of succeeding that I have heard relied on 1) sending waves of hirelings/summoned critters/slaves at everything and setting off every trap in the place. 2) having access to raise dead/resurrection/a supply of replacement characters. or 3) Summoning some sort of huge creature and simply digging the tomb out - bypassing everything. I would also be very interested if someone has written a walk through that explains the clues that tip off the characters to the various traps. The trap that I found particularly annoying was the tapestries of green slime/brown mold - 2 die rolls and 3 characters (or maybe 4) were killed - no save. Although later on when I owned the module and read through it - it could have been argued that this was actually the DMs fault because one character didn't actually say he was holding on to the tapestry when it was moved aside for us to go through the secret door. [/QUOTE]
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Tomb of Horrors - example of many, or one of a kind?
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