| Post/Author/DateTime | Post |
|---|---|
| #1ZardnaarOct 15, 2014 10:41:09 |
I am thinking of running the tomb of horros tonight and I have looked through it and yeah it seems quite fiendish. I need to sub out some effect though like save or dies and replace them.
So save or die= 2d6 damage per level or reduced to 0 hit points if you flunk a ye olde save or die effect?
There is also a death effect with no save explosion so I am thinking either 0 hit points again or 0 hit points and counts as 1 failed save.
DCs on traps doors etc I am thinking DC 20 inthe 1st 16 rooms, DC 25 in the rooms 17-33 the deeper you go the harder it is.
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| #2Thalion94518Oct 15, 2014 11:30:03 | If you're talking about the original Tomb of Horrors, I wouldn't even put DCs on the traps.
It was a puzzle dungeon, meant to test the resourcefulness and problem solving of the players, not the characters. |
| #3TimboramaOct 15, 2014 12:22:46 | Another idea: Buncha Damage on failed save, half damage on success but if they failed by 5 or more, they instantly drop to 0 after damage. OR! After failing the save, they have to make a Save at the end of their NEXT turn and if they fail they die or drop to 0 HP.
Some monsters in the MM have something similar, like Medusa, Basilisk, Harpy, Banshee, etc, allowing for "psuedo save-or-die" in 5th ed |
| #4CCSOct 15, 2014 15:06:57 | IMO, if you take the SoD effects out of the Tomb of Horrors..... you might as well nor bother running it. You dont want assured posdible death? Pkay something else. Btw; believe it or not, the 1e version of the module - where it's legend of being THE killer dungeon comes from - is quite survivable (even the demi-lich at the end). By 1e characters. Played by people who've never played D&D, read (or even heard of) this module. I know this because we ran the the 1e version at the local shop this past summer. Smart PLAYERS. Zero casualties. See, this module tests the PLAYER more than their character. So as long as your players are smart & cautious..... But players that rely more upon #s/dice than their own brains will fair very poorly in this adventure. |
| #5pukunuiOct 15, 2014 16:21:28 | Are you running the original module, or are you converting it to 5e? If the latter, they actually updated it for the playtest in Dungeon. The stats would need a bit of tweaking to bring them into line with the final version of the rules, but that would be less work than converting everything from scratch. |
| #6ZardnaarOct 15, 2014 16:44:28 |
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| #7ZardnaarOct 16, 2014 11:22:21 | I went with the save or die poisons at the start being DC 14 Save or take 16d6 points of damge so if the PCs fell in the traps they took 1d6-3d6 falling damage + andother 1d6 to 5d6 spike damage and then save for 16d6 poison damage. They did flunka couple of saves but I did not go through the AD&D save tables to find out roughly the save %s to make the save but I was considering real save or die effects but the DCs would have been lower as AD&D PCs had better saves and things like +3 rings of protection 5E PCs tend to lack.
Halfway down the hall iun area 3 the PCs had almost had enough. The Gnome ended up being tunred into a female gnome and then back again and got teleported back tot he srtart of the Dungeon naked missing all of his equipment including his spell book. If they uised 10' poles to probe the floor I let them make perception chacks (DC 20) to find the traps. The traps increase to DC 25 later on.
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| #8frothsofOct 16, 2014 13:29:38 | Sod = drop to zero hp |
| #9ZardnaarOct 16, 2014 13:35:10 |
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| #10RhennyOct 16, 2014 15:13:04 |
It all sounds good. As long as they know it's a killer dungeon it can play well.
I think the tag line for Tomb of Horrors should be "How will you die?"
During the playtest I ran Mines of Madness, which is like a light version of Tomb of Horrors. Since players knew they might die, they had a blast. I did tone it down a little so it would fit into my campaign, but one of the PCs did turn into a pile of coins. He loved it. |