Tomb of Horrors

Timely Drought

First Post
I need a D&D core only (PHB, DMG, MM) party with 4-6 characters. I am currently reading through the updated 3.5 Tomb of Horrors. I need to make a party of PCs for playing in the ToH.

Does anyone know which skills should be on the players' list?

Also, which spells, especielly divination, will help players get through the traps?

Should I allow the Leadership feat?

Which magic items would be interesting for the party to have?


Have any of you had experience with the original module or this revision? Are there parts of the module that are too deadly for a 9th level party?

The Tomb of Horrors module updated for 3.5 is available here:
http://www.wizards.com/default.asp?x=dnd/oa/20051031a
 

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I also have been reading the revised ToH (I also ran the original several times). In the new version there is nothing in there that a well balanced party of 9th level characters should have a major problem with. Just make sure the Rogue has a very good search and disable device.
Though I do have one major issue with the revision (one I had a feeling they would have to make a mojor change to) is the final monster. It is now a very poor version of what the original was. Since the major monster template is now in the Epic Handbook. I kinda guessed they would had to change it like they did.
 

Spoilers

The original was Acerak himself right? I heard some guys playing with Gygax at a convention beat it by putting the crown on its head and touching it with the scepter, it didn't get a save since the players didn't get one either.

Do you have a better idea for the final boss? Maybe some disciple of Acerak forced to guard the tomb? Should the tomb be beefed up with some monsters to give a greater range of challenges to the players?

The first PC I'm working on will be a dwarven rogue, for the stone cunning synergy with search. I'm not sure if UMD is worthwhile for a dwarf at that level? Maybe I can spare a skill focus feat. Intellignece will probably be the highest skill instead of dex. Should I give him one level of shadowdancer?

Now who else? I'm going for an iconic party. The tank should have some animal handling... Maybe a ranger that uses his handle animal skill through a flute. With a bunch of rats in cages that he carries around. What would his animal companion be? A dog? Or should I go for paladin instead of ranger? I like my ranger concept... Ranger has more skills too.
 

Here's a first draft of the rogue/bard/skill monkey. He has very low AC and will favor long range combat (rod of frost for ranged touch sneak attacks). Maybe get him some decent spell scrolls.

He's not as optimized as he should be. I added bard as a late addition. I may revise the concept when I'm done reading through the module. But for now I kind of like this non-sneaky rogue who doesn't relly on the comprehend languages spell, even if getting that decipher script up to +20 is expensive (feat + magic item).


Edited: see a few posts down for the revised version
 
Last edited:

Semi spoiler alert:



















I ran my brother's sizable 6-8th level party, which has a very competent rogue, thorugh it, and they did OK; mainly through justified paranoia and not touching much or anything. The nature of the demi-lich was well known to most gamers by then, so I changed the dust thing into a nasty third edition ghost, since no one wants to touch a bejeweled skull any more. He hauled off much of the treasure, but lost much of his chr to the ghost's chr drain.
 

How funny, we're going through this adventure, too.

Timely Drought said:
Does anyone know which skills should be on the players' list?

Search, search and search.

Timely Drought said:
Also, which spells, especielly divination, will help players get through the traps?

Find Traps and any spell that will raise someone's skill or save bonus (like Guidance). Anything that reveals illusions might be helpful as well. We used Mage Hand and Unseen Servant a lot, too.

Timely Drought said:
Should I allow the Leadership feat?

I can only shrug. It could be useful or it could be a real pain to run. If you have only 4 players, having the extra NPCs around could help, but keep in mind that figuring out the actions of all the cohorts, familars, summoned monsters and animal companions (if any) can make things come to a grinding halt.

Timely Drought said:
Which magic items would be interesting for the party to have?

I think less on the damage-dealing end and more on the utility end (Cloaks of Resistance, Wands of Cure X Wounds, etc.). Unfortunately, utility rather than glamor is best. And depending on what the characters do, they don't want to be too dependent on magic items anyway, since they tend to get lost.

Timely Drought said:
Have any of you had experience with the original module or this revision? Are there parts of the module that are too deadly for a 9th level party?

So far, no, no casualties, but then we have 2 rogues and a cleric. Our party is also 6 characters strong, however.
 

Have any of you used the demons when players ethereal jaunted or otherwise? They have high CRs and by showing up at the wrong moment could certainly make life very difficult for the players.

Perhaps make them more active in the defense of the tomb than when the players breach the ether. But not *too* active.

Need to think on this.
 

I've toyed around with the character again. Made him an elf with a belt of dwarvenkind, so he gets both stonecunning and detect secret doors. He got a handy haversack to access quickly his very long list of items, both magical and mundane. Also a Bag of Tricks (gray) to send stinking badgers down hallways to set off traps.

He also has a decent will save against spells of the enchantment school (+11). Awful AC and HP but this isn't a very combat-intensive module. He'll be fine as long as the demons don't show up.


Elf
Chaotic Neutral

7th level rogue
1st level ranger
1st level bard


HP 45
AC 19 (studded leather +1, buckler +1)


Ability Scores (elite array)

Code:
Str 10
Dex 17 [13 +2 level +2 racial]
Con 12 [12 -2 racial +2 enhancement]
Int 14
Wis 8
Cha 15


Racial Abilities

Medium
Base speed 30 (+10 with barbarian movement)
Immunity to magic sleep effects
+2 racial saving throw bonus against enchantment spells or effects.
Low-Light Vision
Weapon Proficiency: longsword, rapier, longbow
+2 racial bonus on Listen, Search, and Spot checks.
Automatic Languages: Common and Elven.
Bonus Languages: Draconic, Sylvan.


Belt of Dwarvenkind
Stonecunning
+4 competence bonus on Charisma checks and Charisma-based skill checks as they relate to dealing with dwarves
+2 competence bonus with gnomes and halflings
–2 competence penalty with anyone else.
The wearer can understand, speak, and read Dwarven.
60-foot darkvision
+2 resistance bonus on saves against poison, spells, or spell-like effects.


Class Abilities

BAB +7/+2
Code:
      Rog   Rgr   Brd   Mod   Misc   Total
Fort  +2    +2    +0    +1    +2     +7
Ref   +5    +2    +2    +3    +2     +14
Will  +2    +0    +2    -1    +4     +7
* +2 resistance bonus on saves against poison, spells, or spell-like effects.
* +2 racial saving throw bonus against enchantment spells or effects.

Trapfinding
Evasion
Trap sense +2
Sneak attack +4d6
Improved uncanny dodge

favored enemy (undead)
Track
wild empathy

Bardic music
bardic knowledge (+6)
countersong
fascinate
inspire courage +1

Spells per Day
Level 0: 3
Level 1: 1

Spells Known
Level 0: Detect Magic, Ghost Sound, Mage Hand, Open/Close, Read Magic
Level 1: Silent Image, Unseen Servant


Skills
114 skill points
Rogue: 40 + 60 = 100
Ranger: 8
Bard: 8

Code:
                             Ranks    Mod    Other    Total
Disable device               12       +2              +14
Gather information           12       +2              +14
Knowledge (dungeoneering)    11       +2              +13
Listen                       11       -1     +2       +12
Open lock                    12       +3              +15
Perform (Whistling)           3       +2              +5
Search                       12       +2     +8       +22
Sleight of Hand               7       +3              +10
Spot                         11       -1     +2       +12
Survival                     11       -1              +10
Use Magic Device             12       +2     +5       +19
Use rope                      2       +3              +5
* No armor check penalty since armor and buckler are masterwork
* +2 to use ropes with silk rope
* +2 to open locks with masterwork thieves tools
* +2 to search in stonework from stonecunning


Feats

Iron Will
Precise Shot
Skill Focus (Search)
Skill Focus (UMD)


Wealth: 36,000 gp


Equipment

Weapons & Armor:
Studded leather armor +1
Buckler +1
Heavy crossbow
Longbow
Longsword

Miscellaneous Adventuring Gear:
Backpack
Bedroll
Bell
Blanket, winter
Caltrops
Case (for scroll)
Chalk
Crowbar
Flask (empty)
Flint and steel
Grappling hook
Ink (1 oz. vial)
Inkpen
Lantern, bullseye
Manacles, masterwork
Mirror, small steel
Parchment (sheet)
Rope silk (100 ft.)
Sealing wax
Signal whistle
Soap
Shovel
Spyglass
Torch
Waterskin
Whetstone

Tools and Skill Kits:
Climber’s kit
Healer’s kit
Hourglass
Magnifying glass
Scale, merchant’s
Thieves’ tools, masterwork

Special Substances and Items:
Acid (flask)
Antitoxin (vial)
Holy water (flask)
Sunrod
Smokestick
Tanglefoot bag
Thunderstone
Tindertwig


Magic Items (34,050 gp)

Wand of Detect Magic 375 gp
Wand of Detect Secret Doors 750 gp
Wand of Grease 750 gp
Wand of Ray of Frost 375 gp
Wand of Cure Light Wounds 750 gp
Ring +2 competence bonus to UMD 600 gp
Goggles +3 competence bonus to Search 900 gp
Slippers of Spider Climbing 4,800 gp
Handy Haversack 2,000 gp
Cloak of Resistance (+2) 4,000 gp
Studded leather armor (+1) 1,000 gp
Buckler (+1) 1,000 gp
Bag of Tricks (gray) 900 gp
Feather token (whip) 500 gp
Feather token (swan boat) 450 gp
Belt of Dwarvenkind 14,900 gp
 

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