[net.games.frp] Tomb of Horrors

israel@qantel.UUCP ( Renegade@ex2564) (11/27/85)

   You guys fell for the ole' Sphere of Annihilation in the Demon's Mouth
Trap? People, when you hear about a hole of impenetrable darkness directly
in front of you, that's the first thing you should check for! (We usually
toss one end of a rope into it, and see what happens when you try to pull it
back out.)
   You think you guys had problems - our entire party consisted of characters
who were either evil or chaotic or both. (I was running a chaotic neutral
thief and a chaotic evil fighter, both very well armed and armored.) The party
would spend ridiculously long periods of time arguing about what to do about
this or that, until a chaotic character would sneak off and try something on
his own. This resulted in about five fatalities. (Luckily, we had more than
enough raise deads to go around.)
   I think the only reason the party managed to survive at all is that as
the party made its way down the first main corridor, my thief was looking
for traps, and outlining them with chalk for the rest of the party. He was
wearing a helm of comprehend languages at the time, so as he was doing this,
he happened to notice the letters spelled out in the floor tile which gave
some major hints on how to make it through the dungeon. This helped us avoid
a number of dead ends (pardon the pun) and traps.
   One fortunate thing about this party - since nobody in it trusted anyone
else, it kept everyone on their toes. Even so, as we left the dungeon
(yes, we successfully completed it the first time through), most of the
party was dead or close to it. My fighter had been killed twice, including
once by the demilich. My thief, however, was virtually untouched, and ended
up leading the party. But seeing as he had an AC of -7, a +3 sword, and was
wearing a girdle of cloud giant strength, he was one of the more powerful
members of the party anyway. As he led us out of the dungeon, we were attacked
by about the nastiest gargolyes we'd ever seen. The thief took them out almost
single-handedly, and actually felt better after the fight, because he was
wearing a vampiric ring of regeneration. There is nothing worse in this or
any other world than a chaotic neutral who not only thinks he can get away
with anything, but actually does.
   Anyway, we eventually all got back safely, and raised everybody, and if
that stinking thief ever shows his face again, we're gonna nail him good
for ripping off the magic from the rest of the party.
-- 
Renegade of Berkeley
MDS Qantel			or	Renegade Systems
ucbvax!dual!qantel!israel		ucbvax!dual!qantel!hamster!israel

Disclaimer: "Who, me? I wasn't even there!"

darin@ut-dillo.UUCP (Darin Adler) (11/27/85)

> ... party made its way down the first main corridor, my thief was looking for
> traps, and outlining them with chalk for the rest of the party. He was
> wearing a helm of comprehend languages at the time, so as he was doing this,
> he happened to notice the letters spelled out in the floor tile which gave
> some major hints on how to make it through the dungeon. This helped us avoid
> a number of dead ends (pardon the pun) and traps.

I have to assume this is an attempt at humor.  When I adventured
through the "Tomb of Horrors" a number of years ago, I am certain
there were no miscellaneous clues written on the floor tiles. :-)
Looking back at the text of the module, I find no such description.
This would seem to be quite convenient for a DM who realized that the
traps were just too difficult and wanted to give some clues.  As I
recall, the characters I used were the highest level that I have EVER
bothered with, and we still were unable to bother the demi-lich.

In another vein, I still do not understand this talk about 18th level
characters.  Are these one-shot characters created at a high level so
that they will be powerful enough for the dungeon.  If not, I
recommend that you play more than one character, or more than one
game.  After 6-7 years of enjoyable AD&D play (and more years of
DM'ing), the highest any of my first-level characters has ever
attained was 12th level.  Actually, this really has no bearing on
anyone else's game, but I find the rules are mostly oriented around
characters that are of this level and below.

One more thing.  Have you folks out there seen "Oriental Adventures"
(yet another volume in the ever-growing EGG AD&D collection)?
It looks interesting.  I have a friend who particularly likes the
Shukenja class (peaceful "clerics" who do not like killing, but pack
quite a wallop).  I think that the Monk class is a lot more
interesting with the introduction of martial arts styles.
-- 
Darin Adler
{gatech,harvard,ihnp4,seismo}!ut-sally!ut-dillo!darin

kss@gitpyr.UUCP (Kevin Smith) (11/27/85)

    I disagree with the recent assessment of the Tomb.  I played this adventure
(and survived), and like any other its playability depends on the DM running it.
We started with a party of 6 and got out with 4, and we did solve most of the 
traps.  We were actually a pretty low level party, averaging somewhere around
8th; the DM adjusted, as is always necessary.  The thing is, the Tomb is not
designed to be a monster crashing trip so much as a _thinking_ challenge.
The challenge of outwitting the particular traps given is one I have not seen
equalled anywhere.  In my opinion, it is the responsibility of the DM to make
the challenge within the reach of the characters--every module I have looked
at starts with the advice "modify this to fit your needs" or some such.  If
as we were you are given the very heavily worded advice that you have to think,
you can do it.

    That borders on one of my pet grumbles.  I've played and DM'ed both--we
kind of took turns among my group--and I've noticed a number of DMs set them-
selves up as antagonists against the party, even taking it personally when a
resourceful party beats one of their clever ploys.  A DM is supposed to be a
*referee*, not an enemy.  Thoughts?...

Kevin Smith
once known as - - Eelar the Blue (and others)

-- 
Kevin Smith
Georgia Insitute of Technology, Atlanta Georgia, 30332
...!{akgua,allegra,amd,hplabs,ihnp4,seismo,ut-ngp}!gatech!gitpyr!kss

cc100jr@gitpyr.UUCP (Joel M. Rives) (12/02/85)

Hear! Hear!
I applaud Kevin's statement about the Tomb of Horrors and DMing in general.

During this past holiday weekend, I recinded from my promise never to run
a D&D adventure again (prefering other systems instead) and brought out my
dusty copy of the Barrier Peaks adventure. For those of you who are unfamiliar
with this adventure, it is designed - or so it says - for a large party (the
module suggests 15 characters) of 8-12th level. Obviously this is not an easy
days adventure! As the situation would have it, we were four people - myself
and three players. What is more, these players have characters with long stand-
ing relationships and a lot of personality. So, I introduced two supportive
NPC's and allowed each player to bring along two of their characters. This 
brought the party up to eight with an average level of 10. 

Fortunately, these people are good players. I did wind up pulling a few punches
- so to speak - but not many. The major point, however, is that a DM must be
willing to be flexible. The module might say 30 Orcs are charging the party
of 3rd and 4th level players whereas 10-15 might make a challenging battle.
Use your discreation DM!

				       the never present whisper spirit


Joel Rives
Georgia Insitute of Technology, Atlanta Georgia, 30332
...!{akgua,allegra,amd,hplabs,ihnp4,seismo,ut-ngp}!gatech!gitpyr!cc100jr

   "Remember, no matter where you go, there you are!"
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