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Tomb of Horrors OOC:

The (Original!) Tomb of Horrors!!!
S1 by the great Gygax 1978. Everything adapted to 2e. This is NOT the Return to ToH written for 2e


Labyrinth of Madness!!! Previously Concluded (by TPK)
S6 by Monte Cook from 1995. Designed for 2e. IMHO this one is the tougher of the two, but not by much.

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Squirrellord
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Re: Tomb of Horrors OOC:

Post by Squirrellord »

I'm fine
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BishGada
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Re: Tomb of Horrors OOC:

Post by BishGada »

Hi, trying to remember what can be done with the NWP Galan has I read about other NWPs and saw the "Fortune telling" proficiency.
It is nice proficiency for roll playing. The fortune telling is "always" fake, and upon check you know if it is believed or not.
BUT... It is said that on roll of '1' the fortune telling becomes true. So this is VERY powerful proficiency.
Here is a list of fortune telling that you can constantly "wish" for yourself and your friends or your enemies and statistically you could win it and lose nothing:
1. You will find unimaginable fortune (or holy sword) behind THAT door.
2. You will completely heal within the hour.
3. You will die by the next hit. (tell it to a dragon and throw a sling stone at it :))

What do you think about it?
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TristenC
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Re: Tomb of Horrors OOC:

Post by TristenC »

frankly, that sounds like metagaming. And even so Galan wouldn't know what the percentage was. also 5% chance for it to come true? seems awfully high if you are making it up
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BishGada
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Re: Tomb of Horrors OOC:

Post by BishGada »

About the second part of your sentence. I agree there is small chance he will learn the percentage (he need to use it a lot and note that sometimes his BS becomes true). Also small chance he will use it during adventures for important fortune telling (more likely for small BS that would probably can be interpreted in many ways, as all liars do) , so there is very small chance he will learn to use it as super-wish. Still, there is that chance and it seems like an amazing breach.

About the first part of the sentence, what is metagaming?
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Nocturno
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Re: Tomb of Horrors OOC:

Post by Nocturno »

https://en.wikipedia.org/wiki/Metagamin ... ing_games)
Metagaming is a term used in role-playing games, which describes a player's use of real-life knowledge concerning the state of the game to determine their character's actions, when said character has no relevant knowledge or awareness under the circumstances.
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BishGada
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Re: Tomb of Horrors OOC:

Post by BishGada »

Thank you for the clarification.
Well, all role playing uses some real life knowledge that it is difficult to bargain the character could know it. But this is indeed an example where the gap between the RL player and the character knowledge is huge. Still, one could weave the story around and create a situation where these knowledge would come available in the game and so...

Anyway, non has this NWP anyway and now even if we get it we will not use it to wish vorpal sword to existence in our hands :)
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Re: Tomb of Horrors OOC:

Post by counterkid »

Tristen, I'm trying to find your post on the thief ability to detect traps. Can you set up a separate post that describes the thieves' find trap rule.

I would have thought that Tabbi would have been able to detect the shifting floor if it is part of some sort of trap. Can a thief only find traps that are not magical or mechanical? They can only be man made traps? What about pits?
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TristenC
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Re: Tomb of Horrors OOC:

Post by TristenC »

TristenC wrote:An important distinction to make: The rogue skill find traps is for smaller traps, it "...is not effective for finding deadfall ceilings, crushing walls, or other large, mechanical traps." per the PHB
above is the original quote, below is a continuation of the excerpt from the PHB. Basically if the only visible part to the person looking is stone or a seem in stone and the activation is a large mechanism then the rogue skill wont find it, I usually allow pits to be detected, however. the recently discovered item is not a pit. Magical traps -can- be detected at half the skill rate.

==
[excerpt]
The thief is trained to find small traps and alarms. These include poisoned needles, spring blades, deadly gases, and warning bells. This skill is not effective for finding deadfall ceilings, crushing walls, or other large, mechanical traps.

To find the trap, the thief must be able to touch and inspect the trapped object. Normally, the DM rolls the dice to determine whether the thief finds a trap. If the DM says, “You didn't find any traps,” it's up to the player to decide whether that means there are no traps or there are traps but the thief didn't see them. If the thief finds a trap, he knows its general principle but not its exact nature. A thief can check an item for traps once per experience level. Searching for a trap takes 1d10 rounds. [/excerpt
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Nocturno
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Re: Tomb of Horrors OOC:

Post by Nocturno »

So the piece of "wall" is now blocking the entire hallway?
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Re: Tomb of Horrors OOC:

Post by TristenC »

utterly. If the party wishes to reach the other side of the stone they will have to find some way of creating a Passage through or around it. Dwarves or anyone with stonework can tell it is quite solid, good stone without any visible cracks; so it's likely that normal (non magical) means will not be able to penetrate it
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Nocturno
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Re: Tomb of Horrors OOC:

Post by Nocturno »

Or reset the trap... Hopefully
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Re: Tomb of Horrors OOC:

Post by TristenC »

True. could be that the trigger is on the other side... or not in a place they have been yet...
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Nocturno
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Re: Tomb of Horrors OOC:

Post by Nocturno »

Now... did I take stone to mud....
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Re: Tomb of Horrors OOC:

Post by Nocturno »

Can we send in the full trio of brothers to do something like a tag team investigation to try and see if we can find the reset in the stonework?
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Re: Tomb of Horrors OOC:

Post by TristenC »

absolutely. since a normal stonework check has been done, how would you like to proceed? secret door checks?
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