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 Tomb of Horrors Exit Strategy

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Copper Elven Vampire Posted - 28 Apr 2020 : 03:42:37
I played the 1ED Advanced Dungeons and Dragons Module like 25 years ago. I personally was a elven thief. I pretty much won the game for us. Now I have a question for all the versions since then.

In 3.5 ED... Once you enter the tomb, and 2,500 tons of magical rock slams behind you sealing off all and any exits... what class/race combo would you choose, and how would you try to exit?

If you choose a 1 through 12, then I ask how you would exit the tomb with said choice. This should be quite fun.
18   L A T E S T    R E P L I E S    (Newest First)
Copper Elven Vampire Posted - 03 May 2020 : 18:02:44
quote:
Originally posted by Wooly Rupert

quote:
Originally posted by Copper Elven Vampire

Have you gone to the end? And survived? How many companions followed you out? Truly a thief's playground. What I love is that in the end... most of your party is dead. Unless your're a rogue/thief type and can carry your fighter, cleric, or ranger through to the end. Not looking good. lol.



You love having your companions die?



No I truly don't like it at all. But I was playing a CN elven thief for my first time and didn't really care if they died in the end. (which they didn't). As a CN PC I cared only for myself in that game with that Character. Now when I play CN PC's I tend to have a heart, albeit a dark one and full of flighty whims. If you're a friend I'll save you. If you're not a friend, but I need you, then I'll save you as well.
Delnyn Posted - 02 May 2020 : 22:10:48
quote:
Originally posted by Copper Elven Vampire

Have you gone to the end? And survived? How many companions followed you out? Truly a thief's playground. What I love is that in the end... most of your party is dead. Unless your're a rogue/thief type and can carry your fighter, cleric, or ranger through to the end. Not looking good. lol.



The thief was the first member to go in our ToH session. As far as carrying the party is concerned, it was the cleric doing the carrying.
Wooly Rupert Posted - 02 May 2020 : 16:33:30
quote:
Originally posted by Copper Elven Vampire

Have you gone to the end? And survived? How many companions followed you out? Truly a thief's playground. What I love is that in the end... most of your party is dead. Unless your're a rogue/thief type and can carry your fighter, cleric, or ranger through to the end. Not looking good. lol.



You love having your companions die?
Copper Elven Vampire Posted - 02 May 2020 : 05:38:55
Have you gone to the end? And survived? How many companions followed you out? Truly a thief's playground. What I love is that in the end... most of your party is dead. Unless your're a rogue/thief type and can carry your fighter, cleric, or ranger through to the end. Not looking good. lol.
sleyvas Posted - 29 Apr 2020 : 20:47:40
Fey'ri rogue/wizard because … well... wizard. Not sure why it wouldn't also go into say arcane trickster and possibly Daggerspell Mage (or a variant of such). I say this because the favored class of Fey'ri is sorcerer, so you'd have to keep the rogue and wizard levels close. They can enter arcane trickster by choosing the clairaudience/clairvoyance option in their racial abilities (there's other options too, like dim door and enervation, but they increase the level adjustment) to qualify as having "the ability to cast one arcane spell of 3rd level or higher". Thus, they could get into arcane trickster after 3 levels of rogue, 2 levels of wizard. It might be interesting to have them using some variant of daggerspell mage too (still with generally ineffectual weapons, but maybe kukri and whip/whip-dagger). Magical Trickster / malconvoker / and spellwarp sniper from complete scoundrel are also pretty interesting ideas (in fact, a malconvoker of a good fey'ri posing as evil to the evil creatures he summons has an interesting storyline).
The Arcanamach Posted - 29 Apr 2020 : 18:25:19
Quickling Rogue/ Shadowdancer because why not
Lord Karsus Posted - 29 Apr 2020 : 01:50:09
-Never played it, but I feel like Quickling Rogue/ Shadowdancer has the most escape options, including possibly just plane shifting away.
Wooly Rupert Posted - 29 Apr 2020 : 01:20:03
quote:
Originally posted by Delnyn

quote:
Originally posted by Wooly Rupert

Sticking your hand into that demon's mouth is a very quick exit strategy, and it doesn't matter what class you are!



Perhaps with a naïve (or unread) DM, you may try that gambit if you grafted the Hand of Vecna. We tried to get rid of cursed items in that way back in the 1980's. Evidently curses protected items against even that environment.



Hand of Vecna or no, you'll be out of that dungeon after sticking your hand in there.

...Now if we want a survivable exit strategy, that's a different story!
Delnyn Posted - 29 Apr 2020 : 01:01:08
quote:
Originally posted by Wooly Rupert

Sticking your hand into that demon's mouth is a very quick exit strategy, and it doesn't matter what class you are!



Perhaps with a naïve (or unread) DM, you may try that gambit if you grafted the Hand of Vecna. We tried to get rid of cursed items in that way back in the 1980's. Evidently curses protected items against even that environment.
Wooly Rupert Posted - 28 Apr 2020 : 21:31:15
Sticking your hand into that demon's mouth is a very quick exit strategy, and it doesn't matter what class you are!
Diffan Posted - 28 Apr 2020 : 18:57:47
Drow Rogue/Assassin is my choice. Having read though and played most of the adventure, there's ways around the undead issues and Sneak Attack (namely spells and enchantments on weapons). The Spell Resistance is going to easily come in handy as will the Stealth. Most of the monsters are rather sad in the adventure from what I remember and the traps can be by-passed with decent skills and a good set of Thieve's Tools.
Wooly Rupert Posted - 28 Apr 2020 : 18:39:02
Huh, just read disease that description for myself. And indeed, RAW do not place an upward limit on it, and with it being an enhancement bonus, it could readily be argued that it's not making a physical change.

As a DM, though, I'd put some limit in there -- because this could easily result in someone becoming a fantasy version of One Punch Man. LoB's suggestion works, RAW.
Wooly Rupert Posted - 28 Apr 2020 : 16:51:20
It seems to me like there should be some upward limit... Even if a class ability prevents negative effects from a disease, at some point, the body simply can't handle all the extra muscle. You'd wind up recreating that scene from Akira (an anime I find highly overrated).
Delnyn Posted - 28 Apr 2020 : 16:22:47
quote:
Originally posted by Wooly Rupert

quote:
Originally posted by LordofBones

There's a Prestige Class called Cancer Mage in Book of Vile Darkness. The first level ability allows a Cancer Mage to ignore any negative effects of a disease. In the same book there's a disease called Festering Anger. This disease grants a +2 to Strength if you can contract it, with an additional +2 per day.

Cancer Mage+Festering Anger+Enough Time=Infinite Strength=MUSCLE WIZARDS

Then I CAST FIST.

Goodbye Tomb of Horrors, Acererak and most of the countryside.




Festering Anger has no upward limit?


Say "CHEESE!"
Wooly Rupert Posted - 28 Apr 2020 : 15:27:57
quote:
Originally posted by LordofBones

There's a Prestige Class called Cancer Mage in Book of Vile Darkness. The first level ability allows a Cancer Mage to ignore any negative effects of a disease. In the same book there's a disease called Festering Anger. This disease grants a +2 to Strength if you can contract it, with an additional +2 per day.

Cancer Mage+Festering Anger+Enough Time=Infinite Strength=MUSCLE WIZARDS

Then I CAST FIST.

Goodbye Tomb of Horrors, Acererak and most of the countryside.




Festering Anger has no upward limit?
Delnyn Posted - 28 Apr 2020 : 14:24:52
quote:
Originally posted by LordofBones

There's a Prestige Class called Cancer Mage in Book of Vile Darkness. The first level ability allows a Cancer Mage to ignore any negative effects of a disease. In the same book there's a disease called Festering Anger. This disease grants a +2 to Strength if you can contract it, with an additional +2 per day.

Cancer Mage+Festering Anger+Enough Time=Infinite Strength=MUSCLE WIZARDS

Then I CAST FIST.

Goodbye Tomb of Horrors, Acererak and most of the countryside.




Sounds like Locate City Bomb.
LordofBones Posted - 28 Apr 2020 : 13:34:01
There's a Prestige Class called Cancer Mage in Book of Vile Darkness. The first level ability allows a Cancer Mage to ignore any negative effects of a disease. In the same book there's a disease called Festering Anger. This disease grants a +2 to Strength if you can contract it, with an additional +2 per day.

Cancer Mage+Festering Anger+Enough Time=Infinite Strength=MUSCLE WIZARDS

Then I CAST FIST.

Goodbye Tomb of Horrors, Acererak and most of the countryside.
Wooly Rupert Posted - 28 Apr 2020 : 11:41:49
I'd want to play something single-classed, so I could focus on that one class. I'd rather put all of my XP into doing one thing and keep up with what my party members could do, rather than do twice as much half as well.

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