Any expedition must be composed of characters of high level and varied class. They must have magical protection and weapons, and equip themselves with every sort of device possible to insure their survival. The Tomb of Horrors is very short (20 pages, with a separate 12-page illustration booklet, plus outer folder), and almost the quintessential tournament module. There is no real setup or plot, the tomb itself is a dungeon that can be dropped anywhere, although it is nominally in the Greyhawk setting. It was designed to be the original meatgrinder. The face has a huge O of a mouth it is dead black. The whole area radiates evil and magic if detected for. The mouth opening is similar to a (fixed) sphere of annihilation, but it is 3' in diameter - plenty of room for those who wish to leap in and be completely and forever destroyed. Welcome to the Tomb of Horrors folks, if you've made it this far you're ahead of the game.Īll jokes aside, the care and meticulousness of the design is still a bit naive. High level play in oD&D in '75 is not the same a high-level play by D&D3 standards. There are a lot more options for PCs, for one thing spider-climb and similar magic makes it easy to avoid floor-based traps, and sufficiently bull-headed PCs can use earthmoving magic to just dig into the hill and avoid a lot of unpleasantness. Descriptions for detect magic are pretty lacking by contemporary standards. Out-of-the-box solutions are also not here: running a herd of sheep through the entrances, for example, will yield a great deal of mutton and save a lot of PC hitpoints. GOHAN DUNGEON OF THE DAMNED PCīut presumably the PC murder hobos looters are here for fortune and glory the old fashioned way.so we'll continue on by looking at the paths deeper into this dungeon hell next time. If any character stands within 1' of the entranceway upon the path, the base stones will glow yellow on the left, orange on the right, and the keystone 7' above will glow blue. There is a misty veil across the archway, and nothing will cause the vapors to clear, nor will any sort of magic allow sight into the area, until the glowing stones are pressed in the proper sequence - YELLOW, BLUE, ORANGE. If this sequence is pressed, the vapors disappear, and the path appears to go eastwards. If the archway is entered when it is clouded, those characters doing so will be instantly teleported to 7.
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