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Tomb of Horrors - your experiences?
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<blockquote data-quote="Nebulous" data-source="post: 4699462" data-attributes="member: 31465"><p>We started Return to the Tomb of Horrors about a year or so after 3.x came out. I loved it, and was actually reading over it this morning before i even saw this thread! It is still one of my favorite adventures ever written, from the story to the art to the presentation, everything is perfect. We never finished it back in the day, we got near the end of the City of Moil and the group broke up for reasons i forget. </p><p></p><p>I would run the whole thing again and convert it to 4e. That's actually why i was looking over it, to see how hard it would be, and it would not be hard at all, just monster stats. </p><p></p><p>Reading those old adventures really reminds me of what is missing in new-fangled stories like Keep on the Shadowfell (although Bruce Cordell did both!); it is a long, long story that is just plain FUN to read, rather than filling up 75% of the book with stat blocks. 4e could do this as well, but i haven't quite seen it happen yet. The focus of most of the adventures is solely on combat encounters with less emphasis on anything else.</p><p></p><p>Did i mention the book of art that came with RttToH? Awesomeness.</p><p></p><p>EDIT: I should mention that i toned down the lethalness of the first Tomb (the original) just a tad to avoid a TPK, as that is only really the halfway point of the campaign. The necromancer city ended in a couple of PCs deaths (multiple flying, invisible, finger of death necromancers) and the end of the campaign looked brutal.</p><p></p><p>Aside from the actual Tomb, there are a number of unfair traps that will chew up and spit out any party, so be warned. Playing by the book is very, very deadly, particularly traps that drop PCs suddenly into a negative energy plane with no escape...</p></blockquote><p></p>
[QUOTE="Nebulous, post: 4699462, member: 31465"] We started Return to the Tomb of Horrors about a year or so after 3.x came out. I loved it, and was actually reading over it this morning before i even saw this thread! It is still one of my favorite adventures ever written, from the story to the art to the presentation, everything is perfect. We never finished it back in the day, we got near the end of the City of Moil and the group broke up for reasons i forget. I would run the whole thing again and convert it to 4e. That's actually why i was looking over it, to see how hard it would be, and it would not be hard at all, just monster stats. Reading those old adventures really reminds me of what is missing in new-fangled stories like Keep on the Shadowfell (although Bruce Cordell did both!); it is a long, long story that is just plain FUN to read, rather than filling up 75% of the book with stat blocks. 4e could do this as well, but i haven't quite seen it happen yet. The focus of most of the adventures is solely on combat encounters with less emphasis on anything else. Did i mention the book of art that came with RttToH? Awesomeness. EDIT: I should mention that i toned down the lethalness of the first Tomb (the original) just a tad to avoid a TPK, as that is only really the halfway point of the campaign. The necromancer city ended in a couple of PCs deaths (multiple flying, invisible, finger of death necromancers) and the end of the campaign looked brutal. Aside from the actual Tomb, there are a number of unfair traps that will chew up and spit out any party, so be warned. Playing by the book is very, very deadly, particularly traps that drop PCs suddenly into a negative energy plane with no escape... [/QUOTE]
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