athornton: Angry.  Drunken.  BOFH. (Default)
athornton ([personal profile] athornton) wrote2013-03-10 07:29 pm

S1, exactly what you think

Yeah, and, so, today I ran Tomb of Horrors for a different group than The Lost City. Prep time about an hour of rereading it (but there have been plenty of other immersions in it), runtime four hours with another session--maybe three hours--planned. Right now the party is in the mummy preparation room.

No one has died for good yet, although that may be because I was too soft with the use of neutralize poison. It's a fourth-level spell. Slow Poison is L2. Slow Poison says it can be used postmortem to bring a character back, so I ruled that Neutralize Poison can too. But maybe the idea was that you cast Slow Poison after death, and then you have to cast Neutralize Poison, but you need them both.

I guess I could ask Tim Kask at Gary Con.

But I'm playing with a set of players who are, in Nethack parlance, "thoroughly spoiled." My hypothesis is that better than 50% of the characters die anyway...but we haven't gotten to the really deadly parts of the module yet (and they somehow mysteriously knew better than to try some of the really deadly or drastically inconveniencing wrong turns available).

It's not as much fun as The Lost City was. Amy says, and I think she's right, that it's because there's no real resource squeeze yet. There are plenty of characters, plenty of opportunities to rest, plenty of ropes and grappling hooks and spikes and so forth. Maybe that will change as the module moves into the home stretch in two weeks.