![]() ![]() I'm very proud of them for managing to succeed despite this handicap. I had the players roll randomly to see what replacement character they would receive (of each type: Mage, Healer, Warrior, Rogue) and in each case, they ended up with weaker characters than they had started with! Thus, the 10th level Dwarf fighter ended up being the "powerhouse" of the party, due to her high hit points, low armor class, and great saving throws.Ĭlearly, this made for a much more challenging experience for the players than they would have had if they had started off with the resources available to some one running, say, a 14th level magic-user. In addition, I used the (lower) hit die types of the B/X rules, and I assigned each character average hit points rather than rolling for them. Although the module is listed as being for characters of 10th-14th level, the pregens ranged in level from 6th to 14th, with 8th to 10th being average (there are only a few 12th to 14th level characters in the roster.) With only two players, I had each run three characters, and I decided to start them with off with characters of average level for the adventure. I intended to use the pregenerated characters in a "revolving door" manner, with new characters joining the party (by arriving outside the entrance to the dungeon) after each fatality. I also prepped up 10mm figures for all the characters. In our case, I made up character sheets for the twenty pregenerated characters in the module, and crossed out the lines for name and alignment as I wanted to encourage "roll playing" over roleplaying for this particular adventure. (There is a 68 page long thread on the Tomb at that is extremely helpful for the Gamemaster, and I based my approach on the material I found there.) In addition, I told them that there are encounters in this dungeon that are very capricious and that they could expect to have characters die despite the fact that they as players hadn't done anything wrong. ![]() In our case, I informed my players that although the Tomb has a well deserved reputation as being a "thinking man's dungeon," it's a "bomb squad mentality" (proceed slowly and cautiously and thoroughly test everything) that is most helpful in the adventure. I would not spring this module on players without warning them about it first, nor would I have them take beloved personal characters through it. ![]() In the end, this proved to be entirely unnecessary and if I get the chance to run the adventure again in the future, I intend to just use the official B/X rulebooks.įor anyone wanting to play the Tomb of Horrors, I'd suggest that the proper mindset for both the Gamemaster and the players is vital to making it an enjoyable experience. So we did a rules "mashup" in which we used the B/X rules with the AD&D spell lists and character classes grafted on. In this instance, I was worried that this would make the experience too difficult, as 1st edition AD&D characters are more powerful than their B/X counterparts at higher levels, and they have access to many more utility spells that could prove helpful in the Tomb. #Brad glover skaven sky fleet free#(I suspect that a major motivation was "let's get this over with so Dad will shut up about how much he wants to run it," though they were also intrigued by the idea of taking on such a tough adventure.)Ĭurrently, I prefer the B/X rules for Old School D&D gaming, as it's a wonderfully clutter free and playable game. (Actually, far from a desire to act as a "killer DM" and wipe out the party, my motivation in wanting to run the Tomb has been a belief that my players are fully capable of making it through the tomb and I felt that it could prove to be a challenging and rewarding experience for them.)įinally, my two oldest children decided that they'd try playing the Tomb of Horrors with me. ![]()
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