| Playing | |
| Next Game Will Be | 1720886400 |
| Total Players Needed | 5 |
| Game Type | Role Playing Game |
| Frequency | Non-Recurring (One-Time) Game |
| Audio / Visual | Video and Voice |
| Primary Language | English |
| New Players are Welcome | No |
| Mature Content(18+) | No |
| Pay to Play i | No |
| Pick Up Game i | No |
The Tomb of Horrors is widely known as an unpleasant experience, but with proper preparation, the module offers players a fun and unique experience. Peer into the history of D&D with this classic adventure of exploring the unknown dangers of a remote tomb.
This "thinking person's adventure" is designed to nullify character sheets and features very few combat scenarios. Keep calm and search on, for the torches flicker as time runs out. Fortune favors the cunning; your problem-solving skills will carry you, or you will fall. Those of you that survive will be stronger players for having done so. The accomplishment cannot be understated - but it should not be overstated either. It is achievable.
Prepare your souls for failure, for they will belong the Tomb of Horrors in the end.
THE HOOK
The Bard's Strange Offer
As you gather in a town called Port Opportunity, a bard named Kasaam asks for a moment of your time. He has a map that he offers in exchange for coin - his debts accruing, he needs the cash - this map is of little worth to the unworthy, for you see, it is a magical map that opens a portal to a deadly but wondrous place called the Tomb of Horrors. But BEWARE adventurers, for once unfurled, the map will begin to deteriorate - you will have 24 / 48 / 72 hours to conquer the tomb before the portal closes as the map burns up.
Kasaam will be available to talk to at the start of the adventure for information, and you can acquire final supplies from the Prince of Beasts before departing to the Tomb of Horrors.
PC CREATION RULES
Prior to first session, players will submit character designs for approval
Each Player will start with:
A) 20 levels to distribute between 2 or 3 PCs, none of which can be higher than 14th level (you don't need to run them all simultaneously, but allowing each player a small party to command makes character death less of an obstacle to continuing play)
B) 5450gp in total starting gold for all gear for your PCs
C) one FREE item from the list of magical items found in game
EACH PC
A) MUST WANT TO GO TO THE TOMB OF HORRORS!
B) NO homebrew or UA please
C) Feats are allowed, but not backgrounds providing feats
D) all other optional features must be DM approved (includes expanded spell lists from tashas)
E) NO races with a fly speed (You'll be indoors)
F) 27 point buy
G) fixed health (not average but the slightly better fixed hp value)
H) No subclasses with summoning effects that use spell slots, like steel defender or drake from drake warden. Echo Knight is allowed, but I will strictly enforce its mechanics, i.e. it isn't an upgraded mage hand, and may not provoke all effects as a creature would.
Underlings - you cannot have more underlings than your charisma mod (min 1). If something really terrible happens, you will need to roll under charisma to maintain control of your underlings. We can individually discuss specifics of underlings prior to play. PCs are not underlings, but any purchased animals or help qualifies as an underling. If a PC dies, their underlings will flee if the PC is not returned to life within an hour.
You may buy uncommon magical items for 500gp each from a list that will be provided in the roll20.
Spell scrolls may be purchased (up to 3rd level) for 250gp in addition to any extra costs associated with casting the spell, such as consumed spell components with a listed cost (please be familiar with casting from scrolls if you choose to purchase scrolls).
Please list all purchases in a format that makes it easy to confirm spending in the bio section of your highest level PC sheet.
PLAYING THE GAME
When you run out of PCs and any underlings you can RP, you will no longer be able to play in the tomb of Horrors - This is a once in a lifetime experience.
My number one rule at the table is RESPECT - please show it for others and be attentive, on time, and patient for your turn. We may have a large group of characters at outset - please be mindful of other people's ideas.
I will not be using a camera so as not to reveal any surprises prematurely with nonverbals, but you are welcome to. We use discord for voice and other communication.
MAPPING
If all players have Talespire, I can run in that instead with unanimous group approval.
If people would prefer a retro aesthetic, I will draw lines out on a blank background, rather than use the colorized background map.
CONTENT WARNINGS
There is passing mention to slavery in the Tomb. Its master is an evil force, and exceptionally cruel.
There is a possibility of a genderbending event. If any player objects to this we can replace it with an agreed alternative decided upon by the group.
RECORDING DISCLAIMER & WAIVER
I will be recording things on my end for review and potentially for educational or commercial purposes. By participating, you provide consent for such content and waive any and all rights to it.
MY COMMITMENT TO YOU THE PLAYERS as an honorable KEEPER OF THE TOMB
My commitment is to ensure you have a retro experience that gives a glimpse into the history of the hobby while giving you a chance to test your mettle where so many others have failed. I will provide historical context where appropriate, particularly if the age of the design runs counter to modern player experiences. I don't provide hints to progression, but as the reviews said I'm a softy and I like to make sure players don't get frustrated in the not knowing.
While I usually try to be a friendly and chatty DM, for the tomb I adopt as silent of a role as I can as its KEEPER.
Players will take turns as on initiative, but they are free to exchange places on initiative as they wish. Time is strictly kept with each turn taking 10 minutes of game time outside of combat. This pace assumes adventurers are being cautious and making checks during their turns - if players collectively wish to rush, turns become 5 minutes and PC speed applies as normal - useful if retreating.
Play time limit of 12 hours - trying to get this done in a single session. Will take regular short breaks at agreed periods and a longer meal break about 4 hours in.
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