Title | S1 - Tomb of Horrors |
Author | Ghool |
Submitted / Updated | 05-13-2004 / 07-06-2007 |
Category | Classic PnP Conversion |
Expansions | Requires Both Expansions (SoU & HotU) |
Setting | World of Greyhawk |
Gameplay Length | Depending on play style, and if it's a heavy RP group. It could be anywhere from 4 - 10 hours. |
Number Players | Designed for Multi-Player, but can be played single player, with my recommendations. |
Language | English |
Level Range | High Search/Spot skills are ESSENTIAL, as is thorough investigation of areas, and placeables. |
Races | Any |
Tricks & Traps | Heavy |
Roleplay | Medium |
Hack & Slash | Medium |
Classes | A balanced party is HIGHLY recommended. Single players should have some means of disarming traps, opening locks, and they MUST have some way of increasing strength to 23 temporarily, or permanently. |
Scope | Epic |
DMNeeded | No DM Required |
Single or Multiplayer | Single Player or Multiplayer |
Max Character Level | 32 |
Max # Players | 06 |
Min # Players | 01 |
Min Character Level | 22 |
Content Rating | Everyone |
Alignments | Any |
Gameplay Hours | 06 |
Description | |
Somewhere in a lost and lonely valley of grim and foreboding aspect, and feeling, lies a labyrinthe crypt. To slay the unwary and uninvited, it is filled with terrible traps and not a few strange and ferocious monsters. They guard rich treasures, both precious and magical. Be warned that the Tomb was built by the demi-lich Acererak, who still wards his final haunt. This being is said to be possessed of powers that make him nearly undefeatable. By all accounts, it is quite unlikely that any adventurers ever find the chamber where his bones lie, for the passages and rooms of the Tomb are fraught with terrible traps, poison gases, and magical protections. Futhermore, Acererak has so well hidden his crypt that even those who avoid the pitfalls are not likely to locate it. Only the bravest and strongest should even consider the attempt, and if they do locate the Tomb, they must be prepared to fail. |
Attachment | Size |
---|---|
s1_tomb_of_horrors1071.rar (1543) | 3.8 MB |
Played it before it even hit hall of fame at the old vault.
This module is deadly.... and a lot of fun.
A dandy of a module that offers a lot of fun in the depths of the Tomb of Horrors! Highly recommended to any looking to get a blast of the past from an old D&D, PnP conversion.
FP!
Who knows....maybe I'll revisit this toolset one day and make something new.
It was a lot of fun, and I'm glad people are still enjoying it.
Yay! I have enjoyed your modules a lot!
Some of my old vault bug report below:
Soloed with Bard/RDD. I was really surprised when I casted "stone to flesh" on stone wall and it really changed into flesh.
- strips resurrection spells from me at the start
- gives loads of undroppable items that have no use in single player, good that in the end there is undroppable items stripper
- level-up at the begining: you can level up as many times as you want
- no Percy where he should be according to the walkthorugh(maybe caused by my PC being a bard too)
- still haven't figured what does the portal wand do, maybe it teleports you to the party leader?
- Typos: "psell" - description of oil of etherealness; "test of body - you must defeat MY in combat" - Ghool's conversation; "bright_blue","pale_blue"&"pale_green" - statues with spheres; "oyur" - Alia conversation
- Glowing stick: teleport disappears after reloading, had to spawn it using console(toh_succor_stick)
- no stolen items merchant
- interactive door system - when you unlock the door and leave it, it closes itself. Player have to unlock the door then force it open. Also when recovering traps it usually does not give the trap to the PC.
The door system was an imported set of scripts and it had a few bugs from what I recall.
There should be an area after you defeat Ghool that will allow you to strip all of your no-drop items.
Percy was for a DM'd only adventure. He won't be there if you play without a DM. He was just there for the DM to have fun with.
The statue script would pull the string from the statue tag, which is why they were spelled that way. It made it easier to script a single conversation for all the statues instead of creating a convo and script for each one.
Some traps might not be recoverable. It was generally the ones that were extremely deadly.
There should have been at least one or two stolen goods merchants.....I think.
I wanted resurrection to be costly, so it was scripted to take any items that would allow raising at the start.
If you want to level up at the start 100 times, who am I to say it's wrong?
I can't remember what the portal wand does either. :P
You'll also have to fogive my vague answers. I haven't looked at this thing, or even installed the game in over a decade....
Nah don't worry, I have played it some time ago as well :)
Just posting in case you want to give it an update. Still it is the best ToH for me :)
I've just bought NWN again, and I'm going to open this old thing up and start fixing the bugs.
It's been a while and I'll likely be pretty rusty, but I should be able to fix this stuff.
What I think I might do is remove the door system all-together and build a custom script system for what the module requires. And from what I also recall, those Portal wands were to assist in party members getting to one another quicker in case they split up. From what I recall, it would have been a single use item as well to avoid any exploits.
It's been a really long time, but now that it's supported on Steam, I'll be digging into this stuff again. I'm also thinking to finish Temple, Tower and Tomb as well.
And who knows, maybe another custom adventure of my own might be in the works? ;)
The 'Glowing Stick' was simply to enter the bonus areas at the end of the adventure.
Just finished this classic and it was a good one! Solo'd with a Rogue 14/Fighter 13. It is a deadly module with plenty of combat, a few puzzles, lots of tricks and traps and a good classic DnD feel.
I owned this module as a kid and had read through it many a time. It was really neat seeing how well the author implemented and designed some of key areas in module.
The author clearly put a ton of hard work into this one. I loved the mini adventure that he added to the beginning of this module. There is an excellent hints/walkthrough that I had to go to a couple of times, not because I really needed it, but just to make sure I had not missed anything.
The module is meant for multiplayer and so I noticed in the "walkthrough" that I did miss out on a couple of things solo-ing the module. I would like to go through it again with a party.
Combat was well balanced for my character, if not kinda tough in a couple of battles. The puzzles were not terribly difficult.I did enjoy the interactive door system, definitely reminds me of PnP days.
I did not run across any bugs in this module.
This is an excellent high level module and I will play it again!
Congrats on what is truly an outstandingly crafted mod, and apparently one that will be refined even further with Ghool's return (as mentioned above). Thanks for providing this to the community.
For my weekly NWN campaign, I scoured the Vault for catacombs/tomb areas and adapted many of the areas in this mod for a custom dungeon crawl. They were very atmospheric and still deadly. ;)
I was glad to be of assistance!
With support for this title experiencing a resurgence, I might be enticed enough to create something new. It depends if I can find any guinea....er....play testers....
Very well done! It's the best single mod on here. A ton of time and thought went into this module and I'm glad to see it's still around :)
(Arkuth-PW) EE
Much thanks!
I've been toying with the idea of making a new, custom adventure. It's just finding the time to do-so.
Very fine work, Ghool. I liked the adventure and the temporary henchies. Monsters were nicely done also. Gear was sparse, but not a big deal at this level of PC. Played with a single fighter PC, somewhat ubered out. Spoilers:
I am now stuck at the labroratory with only one half of the first key showing up. No other half in the tubs. Not really concerned as it seems I am near the end of the tale, but a bit frustrating. Not sure if I have an earlier save to use, but I may try to reload. Again, thanks for the excellent effort.
Tried a reload but the same thing happened, only half a key! Oh well, on to other modules.
Hmmm. Weird. Let me take a look at that.
Working as intended.
You've missed something!
Fantastic module! Very challenging, but this is a true and faithful adaptation of the original, with a healthy splash of enrichment thrown in at the start. This is a must-play, particularly with a party. No DM needed, but it would be fun, I think, to have a DM present just to laugh and snicker in the background. As a purveyor and creator of all things Greyhawk, I must commend you on your effort with this one. Well done, Ghool!
Great fun module. Its worth noting for anyone that this module includes, before the tomb of horrors, two optional short dungeon crawls. These are both very well constructed, and could easily be played alone (worth a couple of levels) as an mid-epic module if you don't fancy the full tomb; you would only have to roleplay a character not stupid enough to enter the tomb of horrors.
All dungeons well made and exploration focused, though less of a sense of "place" than in some modules, but thats true in the P&P as well which is quite room by room and makes up for it with its elaborate and extended nature. Fun puzzles, traps and navigation with appropriately strong bag guys. A really nice module to have available in the lacking epic range, and dungeon navigation is an appropriate direction in epic when hack and slash becomes tough to balance. Ending the module (and removal of a lot of undroppables) does require a single essentially out of character encounter which is anticlimactic.
Generally seemed to work single player. Also a little to able to take traps in the face at as a higher level character. Thats how it goes though.
Theres not that much loot, but some of it is very good. The shops are also extremely well stocked, so if your importing a wealthy character- they won't be for long.
QA: The bard wasn't there? I also feel like the rogue trap limit wasn't enforced in the door menu fully, especially if using tools, though I didn't check in the toolset and may be WAD anyway?
The Bard was a DM-only NPC for DM's to have some fun with.
He wasn't meant to be found playing solo.
The door system was an import, so I'm not 100% sure what the problem with it is. It's been a decade since I've really taken a look at anything.
Fair enough- he was not required anyway!
I think its just as my lockpick/trap character wasn't a thief so should have a skill cap and I felt like on the door menu I didn't, though I could be wrong. To be honest, I was quite happy if this was the case anyway!
Thanks for the great modules.