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WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]
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<blockquote data-quote="FoxWander" data-source="post: 5707603" data-attributes="member: 1356"><p>Stoat covered the spell options available in 1e to characters of the dungeon's recommended levels pretty well. Even the pregens for this dungeon have everything they need to make this dungeon relatively easy. If you make a 6 person party from the pregens you can have this mix of character options and magic items:</p><p></p><p> # 1, human <u>mage 14</u>, items: displacer cloak, +1 ring of protection, +2 dagger, and wand of magic missiles</p><p> # 2, human <u>cleric 14</u>, items: +3 plate mail, +3 shield, and +3 mace</p><p> # 3, human <u>paladin</u> 12, items: +1 plate mail, +2 shield, +1 <u>flaming sword</u>, and ring of fire resistance</p><p> # 8, <u>dwarf</u> fighter 7, thief 8, items: cloak of protection +3, ring of invisibility, +1 short sword, +1 dagger, and <u>bag of holding (largest)</u></p><p> # 10, <u>half-elf</u> <u>cleric 5</u>, ranger 7, <u>mage 6</u>, items: +2 chain mall, +1 shield, <u>levitation boots</u>, and +1 mace</p><p> # 12, human <u>mage 9</u>, items: +4 ring of protection, <u>wand of magic detection</u>, and <u>rope of climbing</u> </p><p></p><p>The underlined bits are the most relevant aspects of this party. As noted, between 1 and 2 you have the spells. 10 and 12 are back-up casters to cover incidental healing and to load up on <em>monster summoning</em> for trap finding. 3 is one of the few character types who can physically harm the demi-lich. While he doesn't have the weapon necessary to do so (none of the pregens do) he does have a permanent source of magical flame to deal with the fake lich's webs- and anything else that needs burning. As for a weapon to hit the demi-lich with, he's got a 1 in 3 chance to grab the right one in the crypt- unfortunately he's screwed if he grabs the wrong one AND those aren't good odds. </p><p></p><p>Item-wise, in addition to the flaming sword, you've got a large bag of holding for all your loot OR any supplies/mining equipment you'd care to bring (it IS carried by a dwarf). Boots of levitation for floating over all those pits. A wand of magic detection for liberal, paranoid use (and subsequent disappointment/annoyance since it simply won't work half the frakking time!). Finally, a rope of climbing to act as a 60' hand extension, to easily snag any runaway floaters (which we'll cover in the next room), or to tie off those summoned trap-finders- in case the paladin has a problem with your trap-finding methods. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Finally, you've also got a dwarf and a half-elf for all their racial detection abilities. Half-elves are as good as elves at finding secret doors. I'd have preferred an extra elf-type, since finding those doors is so vital, but all the others have fairly useless gear compared to the ones I picked. Plus you have <em>true-seeing</em> AND <em>knock</em> available. <em>Knock</em> will open secret doors even if you haven't "found" them- for those areas where you'll <u>know</u> one is there.</p></blockquote><p></p>
[QUOTE="FoxWander, post: 5707603, member: 1356"] Stoat covered the spell options available in 1e to characters of the dungeon's recommended levels pretty well. Even the pregens for this dungeon have everything they need to make this dungeon relatively easy. If you make a 6 person party from the pregens you can have this mix of character options and magic items: # 1, human [U]mage 14[/U], items: displacer cloak, +1 ring of protection, +2 dagger, and wand of magic missiles # 2, human [U]cleric 14[/U], items: +3 plate mail, +3 shield, and +3 mace # 3, human [U]paladin[/U] 12, items: +1 plate mail, +2 shield, +1 [U]flaming sword[/U], and ring of fire resistance # 8, [U]dwarf[/U] fighter 7, thief 8, items: cloak of protection +3, ring of invisibility, +1 short sword, +1 dagger, and [U]bag of holding (largest)[/U] # 10, [U]half-elf[/U] [U]cleric 5[/U], ranger 7, [U]mage 6[/U], items: +2 chain mall, +1 shield, [U]levitation boots[/U], and +1 mace # 12, human [U]mage 9[/U], items: +4 ring of protection, [U]wand of magic detection[/U], and [U]rope of climbing[/U] The underlined bits are the most relevant aspects of this party. As noted, between 1 and 2 you have the spells. 10 and 12 are back-up casters to cover incidental healing and to load up on [I]monster summoning[/I] for trap finding. 3 is one of the few character types who can physically harm the demi-lich. While he doesn't have the weapon necessary to do so (none of the pregens do) he does have a permanent source of magical flame to deal with the fake lich's webs- and anything else that needs burning. As for a weapon to hit the demi-lich with, he's got a 1 in 3 chance to grab the right one in the crypt- unfortunately he's screwed if he grabs the wrong one AND those aren't good odds. Item-wise, in addition to the flaming sword, you've got a large bag of holding for all your loot OR any supplies/mining equipment you'd care to bring (it IS carried by a dwarf). Boots of levitation for floating over all those pits. A wand of magic detection for liberal, paranoid use (and subsequent disappointment/annoyance since it simply won't work half the frakking time!). Finally, a rope of climbing to act as a 60' hand extension, to easily snag any runaway floaters (which we'll cover in the next room), or to tie off those summoned trap-finders- in case the paladin has a problem with your trap-finding methods. :) Finally, you've also got a dwarf and a half-elf for all their racial detection abilities. Half-elves are as good as elves at finding secret doors. I'd have preferred an extra elf-type, since finding those doors is so vital, but all the others have fairly useless gear compared to the ones I picked. Plus you have [I]true-seeing[/I] AND [i]knock[/i] available. [i]Knock[/i] will open secret doors even if you haven't "found" them- for those areas where you'll [U]know[/U] one is there. [/QUOTE]
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