Kristin C. said: Ed S. said: Good, because I ran Tomb of Horrors over the weekend and have a list. When you're able, Ed, add a post on this thread with the list of issues you've encountered. I'll add them to my list of needed patch fixes. FYI major spoilers ahead. A number of problems with this translation to VTT stem from the fact that the original dungeon was meant to be played in a Theater of the mind style and the map doesn't always jive with the description on the page. These descriptions have been copied from the original so discrepancies abide, which is not necessarily your fault but a defect of the adventure in general. I will try to stay on point with the things that are inherit to the Roll20 platform as much as possible. Dynamic Lighting Well, as mentioned early in this thread the dynamic lighting is very sloppy to the point where it effects gameplay in certain areas. 1. Right off the bat, area 3 is opened up to the players without any dynamic lighting blocking the passage. The entrance is supposed to be ambiguous. 2. The door at area 4 is supposed to be concealed by the plaster and not discernible unless the plaster is removed. The dynamic lighting clearly shows the door . 3. The map itself in area 10 clearly shows where the concealed passages are, the dynamic lighting could be adjusted to hide it better. 4. Area 13 should have a second back wall available in the dynamic lighting to hide the secret passage that goes under the room. 5. Room 18A needs another line of dynamic lighting for the thick webbing that is blocking the bottom of the stairs. 6. Area 24 is missing the dynamic lighting door. 7. The pillars in room 25 are very nice. Thank you for that. 8. The secret door behind the throne (room 25) is pretty obvious because the dynamic lighting bulges out there. 9. Better alignment of the dynamic lighting around the doors in area 1 so it isn't so obvious that the door are not real. Map Elements A number of small changes need to be addressed on the map to make running this on a VTT go smoothly. 1. Area 2 the sliding block on the right side should be a separate element so the DM can move it over the passage way and block the players in as described in the adventure. 2. Please add the green devil head to the main passageway at area 6. There map clearly has them on the walls at area 25 so that map element exists. It should be shown and proudly as its one of the main features of the module. 3. False and True, the apparent false door at area 23 is missing from the map. It should be visible to the players. 4. As mentioned above area 10 shows the concealed passages too clearly and I would like to see them covered up better on the map. 5. Can we get the Tomb of Horrors title moved to the DM layer, it ruins immersion having the players tromp all over the name of the adventure. Creatures There aren't many but some fixes would be nice. 1. Would you put some, or at least one, poisonous snake in room 21 on the DM layer, so it's ready to go. 2. The Greater Zombie, change the name to Acererak or at least lich, so the players aren't painfully aware that it's a fake. 3. I would like a better place holder token for Siren. The players are supposed to be interacting with a beautiful fey creature, not a red button. Handouts Last but most certainly not least. The handouts for the original dungeon are one of the best features and they are sadly absent from this rendition. Sure we have a couple nice color slides but are missing out on a lot of the content from the old handouts. VTT is a visual medium and the perfect place for handouts. 1. I know the handouts are free on the WotC site, but I would like to see most of them included in the adventure so I don't have to download them and then upload then into my game to show the players. 2. I can't believe we didn't get an updated version of the green devil head, we just have the map compass. 3. The instructions written for area 20 say to show that handout immediately which should not be the case. The Spikes are not apparent in the pit until after the players enter it. The Text with the link to the pit handout should be after the paragraph about the spike trap and read "After the players activate the trap reveal Handout:Area 20" I know there was some other stuff but I don't remember now and it's getting late. Just know that I had to do a lot of last minute fixing to run this module.