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Let's Play Tomb of Horrors (AD&D 1E)

Lord Rocket

Erudite
Joined
Feb 6, 2008
Messages
1,089
Ah yeah, I thought your CON was 17 at first and forgot to correct that. 7x2 it is.
 

Nope

Liturgist
Joined
Feb 22, 2011
Messages
108
Let's see if I got this right.
51 (9d8) + 28 (Con) + 10 (levels past 9) = 89
Did the Constitution bonus (+2 in this case) continue past 9th?

And yeah, Hirelings to take the brunt of the traps and some equipment like torches, oil, ropes, tacks, picks and so on are all probably good ideas.
 

Pussycat669

Liturgist
Joined
Jun 13, 2006
Messages
667
Location
In a fine suit
Ok, got 55 HP overall. Did I calculate that right? (used the rules from Osric)

(10d6 = 33) + (10*2 Con bonus) + (2 general hp bonus after level 10)
 

Father Walker

Potato Ranger
Joined
Apr 13, 2011
Messages
1,282
Btw guys, anyone who's going to use charmed hirelings as meatshields is going to have a little talk with ME.

I'm a badass paladin.

:yeah:
 

Alex

Arcane
Joined
Jun 14, 2007
Messages
8,752
Location
São Paulo - Brasil
What!? Andrzej, it is me, your best friend. Look in my eyes when I talk to you, son, your words hurt me! I would never use the charm spell unless it was a dire emergency and certainly not on an innocent person. I am merely giving our good friends here a little pep talk before they scout the area.

Oh, and nope, they don't continue. The con bonus is only for when you get extra hit dice.
 

CappenVarra

phase-based phantasmist
Patron
Joined
Mar 14, 2011
Messages
2,912
Location
Ardamai
Tomb of Horrors TPKs? Lovely :)

I'll skip joining for now, but I'll definitely be watching this thread :salute: those who are about to die ;)
 

Father Walker

Potato Ranger
Joined
Apr 13, 2011
Messages
1,282
So any of you guys fapping over your char sheets? I've written down my stats and I feel like a god. I have -5 AC and awesome flaming sword. Not to mention my awesome paladin powers, including my paladin warhorse.

:smug:
 

Alex

Arcane
Joined
Jun 14, 2007
Messages
8,752
Location
São Paulo - Brasil
Is it? I mean, I know the first 3 spells besides read magic are random, but the 1 spell you gain each level thereafter isn't specifically marked as random. Hey Elzair, Can I choose my own spells, or am I supposed to roll them every level? Also, can I use my starting money to buy more spells?
 

Lord Rocket

Erudite
Joined
Feb 6, 2008
Messages
1,089
You have to check whether or not you're capable of learning any given spell (ie. if you fail the roll you can't copy the bastard into your spell book, although you can probably still cast from scrolls), based on your INT. The entire spell level should be checked when you gain access to it, and you can roll for spells in any order you prefer. In your case you have an 85% chance of being able to learn a spell, a minimum of 9 spells per spell level, and a maximum of 18 spells per spell level.
So don't be stressin'

(Check under INT in the PHB or the MU class description in OSRIC)
 

Alex

Arcane
Joined
Jun 14, 2007
Messages
8,752
Location
São Paulo - Brasil
You have to check whether or not you're capable of learning any given spell (ie. if you fail the roll you can't copy the bastard into your spell book, although you can probably still cast from scrolls), based on your INT. The entire spell level should be checked when you gain access to it, and you can roll for spells in any order you prefer. In your case you have an 85% chance of being able to learn a spell, a minimum of 9 spells per spell level, and a maximum of 18 spells per spell level.
So don't be stressin'

(Check under INT in the PHB or the MU class description in OSRIC)

Oh, that. Yeah, I read that part. I thought you were talking about rolling to see which spells I got at each level. It is a bit of a unwieldy rule, but I will mark the spells I can't learn. Anyway, limited wish can be a bit of a gamble, but I figure its adaptability is probably the best bet for a 7th spell. I mean, simulacrum is nice, specially in a trap pity, but require limited wish and reincarnation to make more than a zombie (and hirelings are cheaper for that anyway). Cacodemon is too risky and phase door, while nice, will make everyone else want to kill me after I use it to escape.
 

Elzair

Cipher
Joined
Apr 7, 2009
Messages
2,254
Alex, you can buy anything that is for sale. Whenever you guys are ready, let me know, and I will start the adventure.
 

Nope

Liturgist
Joined
Feb 22, 2011
Messages
108
Sorry 'bout this but gonna have to bail out on this due to time constraints.
 

Pussycat669

Liturgist
Joined
Jun 13, 2006
Messages
667
Location
In a fine suit
Alex, you can buy anything that is for sale. Whenever you guys are ready, let me know, and I will start the adventure.

I'm still uncertain if I should bother to keep the 5000 gp for resurrections (that was the price, right?), if we even get a chance for that. Otherwise, I'm probably just gonna stick with the initial equipment, or can we buy magical stuff?
 

Alex

Arcane
Joined
Jun 14, 2007
Messages
8,752
Location
São Paulo - Brasil
I am finishing the character sheet. As soon as I am done I will edit this post.

Name: Etabaxel Alarib
Sex: Male
Race: Human
Age: 33
Alignment: Neutral Good

Abilities:
Strength 11​
Open Doors on a 1-2​
Bend Bars and Lift Gates 2%​
Intelligence 18​
Additional Languages 7​
Maximum Spell Level 9​
Chance to Know Each Spell Listed 85%​
Minimum Number of Spells per Level 9​
Maximum Number of Spells per Level 18​
Wisdom 10​
Dexterity 17​
Reaction and Ranged Attack Bonus +2​
Defensive Adjustment -3​
Constitution 15​
Hit Point Adjustment +1​
Shodan System Shock Survival 91%​
Resurrection Survival 94%​
Charisma 12​
Maximum Number of Henchmen 5​

Inventory:
Wearing:​
Embroidered gray robes, with alchemical symbols on the outside and many pockets on the inside (6sp) [6 pounds].​
Belt (3 sp).​
Conical blue hat (7sp).​
Leather Backpack (2gp) [2 pounds]​
Backpack:​
On Shoulder:​
Owl Familiar (100gp) [2 pounds] {HP: 3, AC: 7}​
Encumbrance​
12": up to 35 pounds​
9": up to 70 pounds​
6": up to 105 pounds​
3": 105 pounds or more​
Used Up:​
Scroll of Find Familiar (450gp)​
Scroll of Enlarge (450gp)​
Scroll of Rope Trick (900gp)​
Scroll of Dig (1800gp)​

Attack and Defense:
HP: 48 (51 when the Familiar is nearby)​
AC: 4​
THAC0: 16​
Ranged THAC0: 14​
Weapons:​
Dagger +2​
THAC0: 14​
Speed: 2​
Space Required: 1'​
Damage:​
M-S: 1d4 + 2​
L: 1d3 + 2​
Light Crossbow​
THAC0: 14​
RoF: 1​
Ranges:​
S: 6​
M (-2 to attacks): 12​
L (-5 to attacks): 18​
Damage:​
M-L: 1d4​

Skills:
Professional Skills:​
Armorer​
Bowyer/Fletcher​
Weapon Proficiencies:​
Dagger​
Crossbow, Light​
Composite Bow​

Magic User Spells:
Stroken Through names denotes the spell can't be learned.​
(*) after the spell name indicates the spell has been learned.​
(xn) where n is a number denotes the spell is currently memorized n times.​
1st Level​
Affect Normal Fires​
Burning Hands​
Charm Person*​
Comprehend Languages​
Dancing Lights​
Detect Magic
Enlarge*​
Erase
Feather Fall​
Find Familiar*​
Friends
Hold Portal​
Identify*​
Jump*​
Light​
Magic Missile
Mending*​
Message
Nystul's Magic Aral​
Protection From Evil​
Push​
Spider Climb
Ventriloquism​
Sleep​
Shield
Unseen Servant
Read Magic*​
Shocking Grasp
Tenser's Floating Disc
Write
2nd Level​
Audible Glamer​
Continual Light​
Darkness 15' Radius​
Detect Evil​
Detect Invisibility​
ESP*​
Pyrotechnics​
Fool's Gold
Forget​
Invisibility​
Knock​
Web​
Mirror Image
Strength
Stinking Cloud​
Locate Object*​
Rope Trick*​
Wizard Lock​
Magic Mouth​
Scare​
Shatter​
Ray of Enfeeblement
Levitate
Leomund's Trap
3rd Level​
Dispel Magic​
Lightning Bolt​
Leomund's Tiny Hut​
Blink​
Clairaudience*​
Clarivoyance​
Feign Death
Hold Person
Monster Summoning I​
Water Breathing
Tongues​
Flame Arrow
Phantasmal Force*​
Infravision
Haste​
Explosive Runes​
Fireball​
Fly​
Gust of Wind​
Protection from Evil 10' Radius​
Suggestion​
Water Breathing​
Slow​
Protection From Normal Missiles
4th Level​
Charm Monster​
Confusion*​
Dig*​
Dimension Door​
Enchanted Weapon​
Extension I​
Fear​
Wizard Eye​
Fire Shield
Fire Trap
Fire Charm​
Fire Trap
HallucinatoryTerrain​
Fumble​
Remove Curse​
Polymorph Other​
Polymorph Self*​
Massmorph​
Ice Storm​
Monster Summoning II​
Rary's Mnemonic Enhancer​
Plant Growth
Wall of Fire
Wall of Ice
5th Level​
Animal Growth​
Animate Dead​
Bigby's Interposing Hand​
Cloudkill
Conjure Elemental​
Cone of Cold*​
Wall of Force​
Passwall​
Magic Jar*​
Contact Other Plane​
Teleport​
Telekinesis*​
Passwall​
Distance Distortion​
Extension II​
Feeblemind
Hold Monster​
Transmute Rock to Mud​
Monster Summoning III​
Leomund's Secret Chest​
Mordenkainen's Faithful Hound
Stone Shape​
Wall of Iron
Wall of Stone
Airy Water
6th Level​
Anti-Magic Shell
Bigby's forceful Hand
Control Weather​
Death Spell​
Disintegrate​
Enchant an Item​
Geas​
Glassee​
Glove of Ivulnerability
Invisible Stalker​
Legend Lore​
Lower Water​
Monster Summoning IV*​
Move Earth​
Otiluke's Freezing Sphere​
Project Image​
Reincarnation*​
Repulsion​
Spiritwrack​
Stone to Flesh​
Tenser's Transformation
Part Water
Guards and Wards
Extension III​
7th Level​
Bigby's Grasping Hand​
Cacodemon​
Charm Plants​
Delayed Blast Fireball​
Drawmij's Instant Summons​
Duo-Dimension​
Limited Wish*​
Mass-Invisibility​
Monster Summoning V​
Mordenkainen's Sword​
Phase Door​
Power Word, Stun
Reverse Gravity​
Simulacrum​
Statue
Vanish​

Appearance:
 

Elzair

Cipher
Joined
Apr 7, 2009
Messages
2,254
I guess you can buy any of the things listed in the Basic Equipment section of the Player's Handbook or anything listed in the treasure section of the Dungeon Master's Guide. My only rule is that buying prices are 150% of the listed sales price.
 

Elzair

Cipher
Joined
Apr 7, 2009
Messages
2,254
Sorry 'bout this but gonna have to bail out on this due to time constraints.

I understand. Life is hectic sometimes.

Anyway, five should be enough for now. So, now that Alex is done crafting a character, are the rest of you done rolling for HP, buying equipment, and learning spells. Also, if you want to name your character something, you can do that as well.
 

Father Walker

Potato Ranger
Joined
Apr 13, 2011
Messages
1,282
Ok, here's my character sheet:

Name: Sir Victor Blake, Sworn Knight of Heironeous
Class: Paladin, level 12
Str 17 Int 14 Wis 15 Dex 18 Con 16 Cha 17
HP: 75
AC: -5
Spells: 2x1st, 2x2nd
Magic Shit: +1 Plate Mail, +2 Shield, +1 Flaming Sword, Ring of Fire Resistance

Extra stuff I've bought:
Potion of Extra-healing (1200 gp)
Potion of Flying (1125 gp)
Potion of Climbing (750 gp)

that's 3075 gp for magic stuff

Since I have a lot of money left, I'll just list mundane stuff I've bought:
Holy Symbol
4 bottles of burning oil
Rope (50') plus grappling hooks
String (strong enough, but finer than your usual rope)
Iron Spikes x10
10' Pole
Bunch of iron pellets of different sizes and weights
Hammer and chisel
Small Mirror
Chalk
Iron rations
Crossbow and 20 bolts
Bandages
1 litre of strong wine
2 daggers
Young paladin who serves as my squire and carries my stuff around :smug:
Bandolier to carry most important stuff close at hand
Also, if it is possible, I've hired a good smith to forge a fine steel chain which could be used to attach hilt of my sword to the right gauntlet of my plate armor. In case I loose footing or fall down, I can grab my sword quickly and resume fighting.

Btw, I'm ready to play.
 

Lord Rocket

Erudite
Joined
Feb 6, 2008
Messages
1,089
I reckon we should divide the costs of our entourage between us. Personally I favour getting a really big one:

6x Mules (120GP)
6x Saddlebags, Large (24GP)
12x War Dogs (300GP)
10x Light Infantry + 1 Serjeant
20x Short Bowmen + 1 Serjeant

1x Engineer (Miner)

20x Labourers
4x Linkboys
6x Pack Handlers
Labourer equipment should include: backpack, miner's pick, shovel
Linkboys get lanterns and oil and shit obv.
6 weeks iron rations for everyone
I am currently too lazy to add up the costs for the hirelings and equipment (beyond the animal related stuff) but basically my reasoning is:
Mule trains take the weight off everyone
War Dogs have 2+2HD which is p rad
Light Infantry have spears which can be used to keep stuff at bay
Bowmen can put out a pretty impressive hail of fire
I'm in favour of circumventing any unpleasant looking rooms entirely through the use of miners and Dig (etc.) spells
I like the word 'linkboy' (and my character is a pedo)
Pack handlers will probably die and then the mules will throw tanties, so spares are good
This goes for everyone really
What do we know about this place anyway? I assume there's blurbs in the module describing the surrounding terrain, etc. - if it's all volcanic and shit, then the miners are probably not going to be so useful because earth moving spells generally can't be borne to bear (we could use stone to flesh I spose, but ew). Natural cavern? Gimme some info here Elzair.
 

Alex

Arcane
Joined
Jun 14, 2007
Messages
8,752
Location
São Paulo - Brasil
I am almost finished, I just need to finish buying the normal items for my character (including a henchman). I selected my spells, but I will change any selection if anyone has a better idea. I really wanted to fit teleport in there, but I figure limited wish can hold things together. Anyway I agree with lord rocket we should get a big group of npcs with us, and share the costs.
 

Elzair

Cipher
Joined
Apr 7, 2009
Messages
2,254
What do we know about this place anyway? I assume there's blurbs in the module describing the surrounding terrain, etc. - if it's all volcanic and shit, then the miners are probably not going to be so useful because earth moving spells generally can't be borne to bear (we could use stone to flesh I spose, but ew). Natural cavern? Gimme some info here Elzair.

Alright, I will give you the intro.

Legends speak of the Tomb of Horrors, the ancient crypt of the dread demi-lich Acererak. Long ago, Acererak was a powerful arch-mage whose command of the eldritch arts and wickedness of soul was without parallel. He terrorized the Flanaess until he was defeated by a nameless hero. The fragmented texts you have managed to gather say that the tomb is replete with the most fabulous of treasures . . . and guarded by the most fiendish of ambuscades.

LG_Map_Full.jpg


After countless acts of derring-do, your party secures an audience with the sage Mordenkainen, who manages to divine the location of the tomb in the center of the vast swamp south of Sundi.
 

Father Walker

Potato Ranger
Joined
Apr 13, 2011
Messages
1,282
I'd pay any amount needed to cover our additional expenses.

Also, Lord Rocket is a 9th level fighter, so I assume that he has a number of retainers.

IMO digging through the dungeon isn't going to work. It would take too much time, effort and resources. Remember that the dungeon is probably in some desolate place, and I reckon that we don't want to set up a mining colony up there ;)

Remember that mercenaries will want their share of the treasure, so we need to balance things out. We don't need an army. Smaller group means less folks when it comes to splitting the treasure, quicker movement and lesser chances of attracting unwanted attention. So, I say that dozen men (including our PCs) is a good number to investigate the dungeon. Perhaps we could "hire" chars from the backup list? In case one of the PCs dies, he can take control over one of the mercenaries...
 

Pussycat669

Liturgist
Joined
Jun 13, 2006
Messages
667
Location
In a fine suit
andrzej said:
Smaller group means less folks when it comes to splitting the treasure

Depends on who is going to see it through to the end... :)

I'll finish the char later tonight but as mentioned before, I'll probably won't buy too much new stuff, other than some gadgets, so I could carry some of the costs for hirelings.
 

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