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Tomb of Horrors - example of many, or one of a kind?
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<blockquote data-quote="Celebrim" data-source="post: 5582299" data-attributes="member: 4937"><p>In fairness, Tsojcanth is arguably a more difficult module than Tomb of Horrors and there is less that a player can do about it. I mean, if Tomb of Horrors is a meat grinder, then Tsojcanth is an industrial sized abatoir with a conveyer belt leading to a stock yard of PC's the size of Kansas. (And it's not as tough as either C1 or I6.)</p><p></p><p>Tsojcanth is basically a showcase for MM2, with a ton of monsters crammed into a smallish area with widely varying (in 3e terms) encounter level and quite a bit of save or die (particullarly turn to stone) and a couple of die no save. </p><p></p><p>Careful play doesn't as much determine the outcome of Tsojcanth as blind luck, dice rolls, and system mastery. If in ToH it matters little what is on your character sheet, in Tsojcanth very little else matters and how you experienced the module probably to a large extent depends on what sort of characters you took into it. If you did 3d6 in order, 9th level characters with a smattering of +1 items and similar minor magic devices, you probably TPKed. If you did UA method for generating NPCs, 12th level characters with a godly suite of magic items, then you probably blazed through the adventure with no problems. There are a few oppurtunities for a skilled hack-n-slash sort to kill themselves in Tsojcanth (including one that is notoriously unfair), but largely the players that did terrible at ToH will do well with Tsojcanth. Skilled spellcasters and a 15 minute adventuring day are probably the secret.</p><p></p><p>I don't remember finishing the module, but I don't think it was because we TPKed. I think we just got bored.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5582299, member: 4937"] In fairness, Tsojcanth is arguably a more difficult module than Tomb of Horrors and there is less that a player can do about it. I mean, if Tomb of Horrors is a meat grinder, then Tsojcanth is an industrial sized abatoir with a conveyer belt leading to a stock yard of PC's the size of Kansas. (And it's not as tough as either C1 or I6.) Tsojcanth is basically a showcase for MM2, with a ton of monsters crammed into a smallish area with widely varying (in 3e terms) encounter level and quite a bit of save or die (particullarly turn to stone) and a couple of die no save. Careful play doesn't as much determine the outcome of Tsojcanth as blind luck, dice rolls, and system mastery. If in ToH it matters little what is on your character sheet, in Tsojcanth very little else matters and how you experienced the module probably to a large extent depends on what sort of characters you took into it. If you did 3d6 in order, 9th level characters with a smattering of +1 items and similar minor magic devices, you probably TPKed. If you did UA method for generating NPCs, 12th level characters with a godly suite of magic items, then you probably blazed through the adventure with no problems. There are a few oppurtunities for a skilled hack-n-slash sort to kill themselves in Tsojcanth (including one that is notoriously unfair), but largely the players that did terrible at ToH will do well with Tsojcanth. Skilled spellcasters and a 15 minute adventuring day are probably the secret. I don't remember finishing the module, but I don't think it was because we TPKed. I think we just got bored. [/QUOTE]
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Tomb of Horrors - example of many, or one of a kind?
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