Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.3 4.3bsd-beta 6/6/85; site gitpyr.UUCP Path: utzoo!watmath!clyde!cbosgd!gatech!gitpyr!chen From: chen@gitpyr.UUCP (Ray Chen) Newsgroups: net.games.frp Subject: Re: High level modules Message-ID: <1072@gitpyr.UUCP> Date: Sat, 23-Nov-85 16:22:06 EST Article-I.D.: gitpyr.1072 Posted: Sat Nov 23 16:22:06 1985 Date-Received: Sun, 24-Nov-85 06:08:27 EST References: <261@glasgow.glasgow.UUCP> Organization: Georgia Institute of Technology, Atlanta Lines: 63 Summary: ("Tomb of Horrors" module SPOILER) + message for Brian Ehrmantraut EGG is writing a what??? Hmmm. I always thought this was the man who hated high-level D&D. In straight AD&D, how can you HAVE characters of 28-32 level??? Also, I believe egg wrote "Tomb of Horrors". If these modules are anything like that one, STAY AWAY. I and some friends went through that module in an ex-roomie of mine's campaign. In our opinion, Tomb of Horrors was designed solely and only for killing off high-level characters. The tricks and traps were totally unreasonable. Examples: spheres of annihilation in openings that *seem* like they could be gates/teleporting portals. A door that could only be opened by inserting *non-magical* swords (or things shaped like swords) into 3 slots simultaneously. (As far as the DM knew, *nobody* who hadn't read the module had ever figured out how to open the door correctly.) Gates that teleport the people back to the entrance to the dungeon -- and their stuff to a treasure room inside the dungeon. The dungeon was also set up so that at some point, those gates were the only even semi-obvious possibility of getting further into the dungeon. The final battle too was unreasonable. There were only 3 ways to damage the creature and one of them involved going astral and casting some random low-level spell like knock, or shatter, or stinking cloud (I forget exactly which spell it was). But I do remember it only worked if the spell was cast from the *astral* plane. The other methods were similarly obscure or did so little damage that they were basically useless. Again, stuff that a player would *never* come up with by himself. After successfully conquering the dungeon (after 3 or 4 tries, I think) I was so disgusted with it that our party systematically dissassembled and destroyed the place stone by stone and then earthquaked the place a few times for good measure. I didn't want *anyone* to *ever* have to go through that place again. By the way, the DM (Brian Ehrmantraut, formerly fisher!bae) kept a count of how many parties went through and how many lived. I believe it was something like out of 8 parties or so, 3 survived, and the rest died. None of the parties were below 14th level (I think). All things considered, I'll be interested in seeing what these modules are like. I have my doubts though, if I'd ever want to play in one. P.S. -- About egg's being fired -- better late than never, I always say... P.P.S. -- Brian, if you're reading this, I've been trying to send you mail at wg3b20 and failing miserably due to the fact that we run a brain-damaged domain-based mailer. I'm going to try once more but if my message doesn't get through to you by the time you get this article, my phone number is (303) 351-4567. Give me a call. Ray Chen gitpyr!chen Georgia Insitute of Technology, Atlanta Georgia, 30332 ...!{akgua,allegra,amd,hplabs,ihnp4,seismo,ut-ngp}!gatech!gitpyr!chen