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Post Posted: Wed Jul 07, 2010 10:38 am 
 

Please do.
I flipped through S1 last night, and I'm reminded of how deadly Gygax's traps can be. It's definitely a qualifier for trap content. No rulebooks required--just quick thinking, or entrail-spillage. <smile>
BTW: There's another recent thread on the 4e version of Tomb of Horrors round here somewhere.

  

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Post Posted: Wed Jul 07, 2010 4:16 pm 
 

Without giving away any specifics, sounds as if WotC has nerfed everything in their new version of Tomb of Horrors. This is not unexpected, of course, but disappointing nonetheless. Check out the link below, where details about the Green Devil Face (among other things) are discussed.  :roll:

http://www.enworld.org/forum/general-rpg-discussion/278870-just-got-my-tomb-horrors-d-d-4th-edition-wizards-coast.html

On the upside, sounds as if they retained all of the Erol Otus interiors illustrations.


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Post Posted: Wed Jul 07, 2010 5:03 pm 
 

MetamorphosisSigma wrote:Without giving away any specifics, sounds as if WotC has nerfed everything in their new version of Tomb of Horrors. This is not unexpected, of course, but disappointing nonetheless. Check out the link below, where details about the Green Devil Face (among other things) are discussed.  :roll:

http://www.enworld.org/forum/general-rpg-discussion/278870-just-got-my-tomb-horrors-d-d-4th-edition-wizards-coast.html

On the upside, sounds as if they retained all of the Erol Otus interiors illustrations.


Otus didn't do these, they are Tramp and Sutherland.

I have opened up a copy and looking through the 4e module. They have delethalized some of the traps in the first few pages.

  

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Post Posted: Wed Jul 07, 2010 10:23 pm 
 

JasonZavoda wrote: They have delethalized some of the traps in the first few pages.


"You don't f___ with another man's vehicle. You just don't do it.  It's against the rules."


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Post Posted: Wed Jul 07, 2010 10:24 pm 
 

Ah, hadn't seen the illos myself.

"Delethalized". I like it :). Just sort of rips the heart out of the adventure for me, though.


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Post Posted: Wed Jul 07, 2010 11:13 pm 
 

It's more like the Tomb of Spooks.


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Post Posted: Wed Jul 07, 2010 11:22 pm 
 

serleran wrote:It's more like the Tomb of Spooks.


Tomb of the Slightly Frightening

  

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Post Posted: Wed Jul 07, 2010 11:26 pm 
 

The Tomb of Oh, I Almost Gotcha, Right? I Mean, I Had You For A Second.

You know, like one of the $5 Halloween college scaritoriums. Only, with a  Twin Peaks soundtrack and a black strobe light.


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Post Posted: Thu Jul 08, 2010 7:37 pm 
 

Didn't Dragonlance do a Tomb of Bubbles?


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Post Posted: Thu Jul 22, 2010 4:04 pm 
 

Thought this may be useful to some: I've summarized in a definite overview fashion the Dungeon Master's Guide 2 for fourth edition.

Dungeon Master's Guide 2 - Fourth edition: A Brief

Where does a lot of it come from? Getting a concise view of the book before getting it.

* Dragon Magazine * Dungeon Magazine * D&D Compendium
Text references D&D Insider www.dndinsider.com

<<<Chapter 1: Group Storytelling>>>
Includes the following excerpts from the DM's Workshops
* Royal Summons
* Conceiving the Revived
* Casting the Revived
* Champions of Honor
* Forks in the Road
* Deep Gnome Rule
* Tentacle Temple
* Dragons Love Elves
* Tanis
* Banished
* Called to Account
* Report to the Emperor
* Illithid Attack

<<<Chapter 2: Advanced Encounters>>>

Following sidebars from Dungeon Master 4th Edition for Dummies
* Actors in Kobold Hall
* Explorers in Kobold Hall
* Storytellers in Kobold Hall
* Don't Take it Personally
* Finding Players

* Dynamic Encounters sidebar from Wizards.com staff blogs

Top Ten Traps To Avoid (a sidebar)
10 Traps without cause
9  Traps out of scope for the trap setters - can the PC figure out why
8  Too many traps in expected places - predictable ones, found in module after module
7  Traps that counter PC preparations
6  Traps in unexpected places
5  Traps designed to defeat the rogue
4  Traps that make the characeter sit out the fight - making PCs not want to play
3  Traps without countermeasures - use of multiple ways to potentially beat it
2  Traps that don't give experience
1  Extremely deadly traps

Top Ten Ways to Make your Traps more Fun (a sidebar)
10 Reward the PCs with treasure
9  Reveal a World Detail
8  Encounter the Trap Keeper
7  Give an Adventure Tip
6  Give the Characters Something to Learn
5  Reveal a New Section of the Dungeon
4  Team it With Other Traps
3  Give the PCs Control
2  Allow Every Pc to Contribute
1  Combine it with Combat

Sample Traps
* Kissing Maiden (Level 4 Lurker)
* Falling from Portcullis (Level 7 Minion Obstacle)
* Water-Filling Chamber (Level 8 Elite Blaster)
* Crushing Walls Room (Level 11 Elite Blaster)
* Giant Rolling Boulder (Level 14 Minion Blaster)
* Death Strangler Statue (Level 16 Blaster)
* Elemental Tiles (Level 16 Obstacle)
* Phantom Hunter (Level 18 Lurker)
* Pain Vault (Level 20 Warder)
* Life Eater Haze (Level 22 Obstacle) - typed as Hazard
* Far Realm Star Trap (Level 26 Elite Blaster)
* Maddening Mural (Level 29 Warder)

<<<Chapter 3 Skill Challenges>>>

Sources: virtual pages of Dungeon magazine - "Ruling Skill Challenges" column

Ground Rules for Skill Challenges
1  Like combat encounters, skill challenges work best when you and PCs want one to happen
2  As in a combat encounter, if the best plan is going 'round in circles with an idea, then rework it from the start
3  As in a combat encounter, a variety of options makes a skill challenging compelling
4  Unlike a combat encounter, a skill challenge can cover hours or even days of progress
4a Each skill check in a challenge should accomplish one of three goals: (1) Introduce a new option for the PC [new plausible path to success] (2) Change the situation (3) Grant the characters a tangible consequence - one to influence later decisions
4b Characters should always be the active party in a skill challenge

Skill Challenge Examples
* Closing the Portal - Shawn Merwin (Dungeon Delve)
* Hunting the Mastermind - James Wyatt (Eberron Campaign Guide)
* Traveling Through Gorgimrith - Bruce Cordell/Chris Tulach/Bill Slavicsek (Kingdom of the Ghouls)
* The Restless Dead - Richard Baker/Mike Mearls (Thunderspire Labyrinth)
* The Rushing River - Logan Bonner (Journey Through the Silver Caves)

<<<Chapter 4 Customizing Monsters>>>

Guidelines for Class Templates
* At-Will Attack Powers
* Encounter Attack Powers
* Daily Attack Powers
* Utility Powers

Monster-Making Tips (things to avoid) from Logan Bonner
* Effects that take away action
* Effect that reduce damage output
* Too much healing
* Repetitious resistance
* Stealing resources

<<<Chapter 5 Adventures>>>

Rewards in the form of Boons

Divine Boons (deity)
Some reasons: Avenging one's death, Re-discovering a lost temple, Foiling the enemies major plot, saving one from danger

Examples
* Avandra's Boon of Escape (level 3+)
* Bahamut's Protection Ward (level 3+)
* Corellon's Boon of Arcane Might (level 3+)
* Erathis's Beacon (level 3+)
* Ioun's Revelation (level 3+)
* Kord's Mighty Strength (level 3+)
* Melora's Storm Blessing (level 3+)
* Moradin's Blessing of Iron (level 3+)
* Pelor's Sun Blessing (level 3+)
* The Raven Queen's Shroud (level 3+)
* Sehanine's Mark of the Dark Moon (level 3+)

Legendary Boons
Some reasons: legendary story, a powerful figure in myth or legend, place in a larger story

Examples
* Book of Five Truths (level 8+)
* Fortune's Nod (level 3)
* Heartblood of Festergrim (level 19+)
* Quickening Waters (level 22)
* Silver Hands of Power (level 14 or 19)

Grandmaster Training
Some reasons: vivid personality, goals and desires, place in a larger story

Examples
* Davros Elden's Defensive Step (level 7)
* Davros Elden's Hasty Resurgence (level 9)
* Davros Elden's Blinding Strikes (level 11)
* Davros Elden's Aerial Step (level 13)

Artifacts
Examples
* Amulet of Passage (Heroic level)
* Al'Akbar (Paragon Level) - Talisman, Cup, Potion
* Emblem of Ossandrya (Paragon level)
* Rash and Reckless (Paragon level)
* Standard of Eternal Battle (Paragon level)
* Rod of seven parts is also included for Heroic/Epic levels

Additional
* "Destroying Artifacts" sidebar is developed from the 1979 1st edition DMG
* "Start Small" sidebar - James Wyatt (Dungeoncraft Episode 1, Dungeon 151)
* Dungeoncraft: The Campaign Arc - James Wyatt (Dungeoncraft Episode 3, Dungeon 153)


<<<Chapter 6: Paragon Campaigns>>>

Highlights
* Large section on Sigil, The City of Doors
* Five detailed encounters
* Typical street and sewer encounters

<<<Book Closing facts>>>
* small index
* little over 30 new monsters are in the text

  
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