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WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]
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<blockquote data-quote="GQuail" data-source="post: 5678106" data-attributes="member: 30709"><p>After another week in the Tomb of Horros, I can report a bit on the earlier comments...</p><p></p><p>They opened the game with two castings of Commune and asked a wad of questions, more than half about the three-headed gargoyle in Area 11. (First question was "is it in our best interests to activate the gargoyle": cue many more questions assumign they needed to do some sort of combination of gem-feeding and other actions.) Even when they got it, they moved the object when it was still invisible and had to scurry around to find the bloody thing. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Area 15 and the door in the third pit went un-noticed for a fair bit. Despite Commune confirming the "O" door was the best way to advance they seemed puzzled whent hey reached the lava trap in Area 16 and doubled back to find the chests, test the two previous portals. (I almost got them into the orange one in the chapel... but testing with rats finally let them realise what it did.) When they failed, they went back to Area 16 to search for secret exits. It was only in sheer desperation that they started checking the whole way around the corridor and the pits. </p><p></p><p>As soon as they got through the Elf spotted the secret door and they explored the mummy-making room in Area 19... but when they couldn't find the secret door they headed back to the fake crypt in Area 18 and got involved in the fake final battle.</p><p></p><p>My group's highest level character is a Halfling Thief 12: everyone else is some sort of multi or dual class. Even if he doesn't have much in the way of HP, hitting the fake Lich's AC of -4 is /tough/. Similarly, with most of the spellcasters topping out at level 9 and having already burnt a few spells earlier, crossing the spell resistance threshold was a struggle. This is the only part of the dungeon I notably houseruled, dropping his AC to 0 and letting them through after 8 spell levels just to keep things from getting dull. Without that, they were only hitting him on 18-20 at best. (I'd be interesting to compare the pregens in the module and see how their to-hits and magic items will fare against this guy.)</p><p></p><p>When the cave-in started, they legged it. They'd had the split-second reactoon of the lava corridor earlier - no-one wanted to hesistate here! They moved at speed, with a few dexterity rolls to see if they stumbled into pits or dropped anything, and then got out as the whole thing collapsed, examining the map they recovered from the Lich's crypt.</p><p></p><p>I let them pack up their sheets and commit to playing Primetime Adventures the next week before I told them that they'd been had. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="GQuail, post: 5678106, member: 30709"] After another week in the Tomb of Horros, I can report a bit on the earlier comments... They opened the game with two castings of Commune and asked a wad of questions, more than half about the three-headed gargoyle in Area 11. (First question was "is it in our best interests to activate the gargoyle": cue many more questions assumign they needed to do some sort of combination of gem-feeding and other actions.) Even when they got it, they moved the object when it was still invisible and had to scurry around to find the bloody thing. :-) Area 15 and the door in the third pit went un-noticed for a fair bit. Despite Commune confirming the "O" door was the best way to advance they seemed puzzled whent hey reached the lava trap in Area 16 and doubled back to find the chests, test the two previous portals. (I almost got them into the orange one in the chapel... but testing with rats finally let them realise what it did.) When they failed, they went back to Area 16 to search for secret exits. It was only in sheer desperation that they started checking the whole way around the corridor and the pits. As soon as they got through the Elf spotted the secret door and they explored the mummy-making room in Area 19... but when they couldn't find the secret door they headed back to the fake crypt in Area 18 and got involved in the fake final battle. My group's highest level character is a Halfling Thief 12: everyone else is some sort of multi or dual class. Even if he doesn't have much in the way of HP, hitting the fake Lich's AC of -4 is /tough/. Similarly, with most of the spellcasters topping out at level 9 and having already burnt a few spells earlier, crossing the spell resistance threshold was a struggle. This is the only part of the dungeon I notably houseruled, dropping his AC to 0 and letting them through after 8 spell levels just to keep things from getting dull. Without that, they were only hitting him on 18-20 at best. (I'd be interesting to compare the pregens in the module and see how their to-hits and magic items will fare against this guy.) When the cave-in started, they legged it. They'd had the split-second reactoon of the lava corridor earlier - no-one wanted to hesistate here! They moved at speed, with a few dexterity rolls to see if they stumbled into pits or dropped anything, and then got out as the whole thing collapsed, examining the map they recovered from the Lich's crypt. I let them pack up their sheets and commit to playing Primetime Adventures the next week before I told them that they'd been had. :-) [/QUOTE]
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