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WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]
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<blockquote data-quote="Bullgrit" data-source="post: 5758508" data-attributes="member: 31216"><p>I wrote up the treasure and xp available in the <em>Tomb of Horrors</em> on my <a href="http://www.totalbullgrit.com/treasure-and-experience-in-classic-dd-adventures/" target="_blank">Treasure and Experience in Classic D&D Adventures</a> page on my web site. Here is the info from that research and page:</p><p></p><p>* * * </p><p></p><p><strong>Tomb of Horrors</strong></p><p></p><p><em>Tomb of Horrors</em></p><p>by Gary Gygax</p><p></p><p>An adventure for character levels 10-14, for AD&D1.</p><p></p><p>Total gp value:* 305,790 gp</p><p></p><p>Total magic treasure:**</p><p>gem of seeing (12 uses, which will probably all be used up in the Tomb)</p><p>+1 ring of protection (which will probably be destroyed in the Tomb)</p><p>6 healing potions</p><p>scroll of 7 spells (1st & 2nd level spells only)</p><p>ring of fire resistance</p><p>potion of dimunition</p><p>flail +1</p><p>sword of defending +4</p><p>“cursed sword” x2 (no explanation for which kind of cursed sword)</p><p>cursed spear of back biting</p><p>12 potions (rolled for randomly)</p><p>6 scrolls (rolled for randomly)</p><p>1 ring (rolled for randomly)</p><p>1 rod (rolled for randomly)</p><p>1 staff (rolled for randomly)</p><p>3 miscellaneous magic items (rolled for randomly)</p><p></p><p>* Not included in the gp value above: Acererak’s skull contains 130,000 gp worth of gems. [Also see commentary below.]</p><p></p><p>** There are a few ways Tomb raiders can have [all] their items stripped from them and collected in the last chamber. If those characters died or gave up the adventure, their items can be found and recovered by successful parties. (Finders keepers, losers weepers!) [Also see commentary below.]</p><p></p><p>————————————</p><p></p><p>Commentary</p><p></p><p>I didn’t include the value of Acererak’s skull gems for three reasons:</p><p></p><p>1. I’ve seen some posit that Acererak’s skull is actually the last trap/test in the Tomb. PCs should leave it alone and just take the other treasure.</p><p></p><p>2. Whenever the skull is touched, it rises and drains the soul, (no save), of a character, (not necessarily the character who touched it). The method of killing the skull is so convoluted that it is doubtful the PCs will manage the feat on the spot.</p><p></p><p>3. If the adventurers do manage to kill the skull, they must crush the gems in the skull to release drained souls.</p><p></p><p>So the likelihood of gaining even some of the skull’s gems is very low.</p><p></p><p>There is a relatively very small amount of more treasure or magic items that can be gained, (and lost), in one chamber of the Tomb, but the actual item is determined randomly.</p><p></p><p>As for xp value in this adventure:</p><p></p><p>Treasure xp is half the normal, (1xp per 2gp value), so without defeating Acererak’s skull, the total xp value of this tomb raid is 152,895 xp. Defeating the skull adds 100,000 xp to the total, for 252,895 xp. So 150K or 250K xp to be split among the surviving characters. (Six surviving characters = 25,483 or 42,149 xp each. For reference: a 12th level fighter needs 250,ooo xp for 13th level; a magic-user needs 375,000 xp.)</p><p></p><p>Compare all of this to the total gp and xp that can be earned in Hall of the Fire Giant King (the adventure of equivalent level): 1 million gp, 1.6 million xp — 3.5 times more gp, and 10.6 or 6.4 times more xp.</p><p></p><p>Bullgrit</p></blockquote><p></p>
[QUOTE="Bullgrit, post: 5758508, member: 31216"] I wrote up the treasure and xp available in the [i]Tomb of Horrors[/i] on my [url=http://www.totalbullgrit.com/treasure-and-experience-in-classic-dd-adventures/]Treasure and Experience in Classic D&D Adventures[/url] page on my web site. Here is the info from that research and page: * * * [b]Tomb of Horrors[/b] [i]Tomb of Horrors[/i] by Gary Gygax An adventure for character levels 10-14, for AD&D1. Total gp value:* 305,790 gp Total magic treasure:** gem of seeing (12 uses, which will probably all be used up in the Tomb) +1 ring of protection (which will probably be destroyed in the Tomb) 6 healing potions scroll of 7 spells (1st & 2nd level spells only) ring of fire resistance potion of dimunition flail +1 sword of defending +4 “cursed sword” x2 (no explanation for which kind of cursed sword) cursed spear of back biting 12 potions (rolled for randomly) 6 scrolls (rolled for randomly) 1 ring (rolled for randomly) 1 rod (rolled for randomly) 1 staff (rolled for randomly) 3 miscellaneous magic items (rolled for randomly) * Not included in the gp value above: Acererak’s skull contains 130,000 gp worth of gems. [Also see commentary below.] ** There are a few ways Tomb raiders can have [all] their items stripped from them and collected in the last chamber. If those characters died or gave up the adventure, their items can be found and recovered by successful parties. (Finders keepers, losers weepers!) [Also see commentary below.] ———————————— Commentary I didn’t include the value of Acererak’s skull gems for three reasons: 1. I’ve seen some posit that Acererak’s skull is actually the last trap/test in the Tomb. PCs should leave it alone and just take the other treasure. 2. Whenever the skull is touched, it rises and drains the soul, (no save), of a character, (not necessarily the character who touched it). The method of killing the skull is so convoluted that it is doubtful the PCs will manage the feat on the spot. 3. If the adventurers do manage to kill the skull, they must crush the gems in the skull to release drained souls. So the likelihood of gaining even some of the skull’s gems is very low. There is a relatively very small amount of more treasure or magic items that can be gained, (and lost), in one chamber of the Tomb, but the actual item is determined randomly. As for xp value in this adventure: Treasure xp is half the normal, (1xp per 2gp value), so without defeating Acererak’s skull, the total xp value of this tomb raid is 152,895 xp. Defeating the skull adds 100,000 xp to the total, for 252,895 xp. So 150K or 250K xp to be split among the surviving characters. (Six surviving characters = 25,483 or 42,149 xp each. For reference: a 12th level fighter needs 250,ooo xp for 13th level; a magic-user needs 375,000 xp.) Compare all of this to the total gp and xp that can be earned in Hall of the Fire Giant King (the adventure of equivalent level): 1 million gp, 1.6 million xp — 3.5 times more gp, and 10.6 or 6.4 times more xp. Bullgrit [/QUOTE]
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WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]
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