Showing posts with label Tomb of Horrors. Show all posts
Showing posts with label Tomb of Horrors. Show all posts

Monday, June 21, 2010

Monsters from the Tomb of Horrors

As many of my readers know, I've been working on a 4e revision of the Tomb of Horrors (not the WotC version due out later this year).  I decided to take a quick break from designing the full encounters and take a moment to identify all the monsters in the Tomb and get them designed in the Monster Builder.

There are only about a dozen identifiable monsters in the Tomb of Horrors.  That's not too many, considering that the original module had over 30 encounters areas listed.  With such a light load, I thought it would be interesting to just list all of those monsters here.   This will make for a pretty long blog post, so feel free to scroll past the ones you're not interested in, and make sure you click on the image links for a better view of the image.

Presented in their original encounter order:

Encounter 8:  Mutated 4-Armed Gargoyle

I basically re-skinned an existing gargoyle in the Monster Creator, gave it a couple of more arms (and hence attacks), and balanced it for the encounter.  Here's my version:


Encounter 13:  12 Large Asps

With the way these creatures were originally presented, they really functioned more as a swarm, instead of individual creatures.  I re-skinned an asp swarm from Monster Builder, and came up with this:


Encounter 13:  Giant Skeleton

This one was pretty easy.  Take a brute-like skeleton from Monster Builder, give it a large size and give it the ability to attack twice in a round as specified by the original module.  Here's my version:


Encounter 18:  False Acererak

This one was tricky.  This false version of the dreaded demi-lich could only be harmed by a specific item (available in that encounter).  Thus, it had to be heavy on resistances and immunity. However, at the same time, I had to make it vulnerable to that special item.  Here's the result:


Encounter 19:  Gray Ochre Jelly

This one was pretty basic.  Re-skin the original ochre jelly found in the Monster Builder to the appropriate level.  Oh, and color it gray.  Here's the result:


Encounter 21:  More Asps

Occasionally (at least according to this encounter), a treasure chest yields a big mess of snakes.  I re-skinned my asp swarm, made it smaller, and reduced the level and damage of its poison.  This was the result:



Encounter 22:  Siren

This creature was probably the most difficult to come up with.  Currently, the Monster Builder doesn't have a Siren-like creature.  So, I had to take an appropriately leveled fey creature, and modify its powers and abilities to be similar to those found in the 1st edition version of this creature.  I actually kind of like what I came up with:



Encounter 26:  Fire Resistant Mummy

The original module calls for the mummy to wearing a Ring of Fire Resistance.  Instead of dealing with creating a magical item for that, I simply gave this mummy (a mummy lord in all actuality) some resistance to fire.  Here's what it looks like:


Encounter 27:  Animated Weapons 

This one was also a bit difficult.  I had considered making the area a trap, but the nature of the attack made it difficult to format as a traditional trap.  Instead, I created these as constructs, animated by the will of Acererak.  They increase in power, each time you enter the room, so I created 8 versions.  Presented below are the stats for the 1st & 8th "power levels" of these animated sets of armor:


Encounter 29:  Wights


This is another creature that pops up as a result of doing something to the existing environment.  In this case, attempting to polymorph any of the blood coming from the Mithril Vault.  As the encounter is dangerous enough, I created these creatures as minions:




Encounter 30:  Efreet

This creature pops up from a sealed urn.  I simply re-skinned an existing Efreet from the Monster Builder and made it an appropriate leveled challenge for the encounter.  Here's the result:


Encounter 33:  Dust of Acererak

While 4e has provided a stat block for the original demi-lich, Acererak, there are elements in this final encounter that have escaped the rules.  I created the "Dust of Acererak" in order to duplicate events that take place in the Tomb.  Look carefully at the stat block, it has a special mechanic:


Encounter 33:  Ghost of Acererak

In a similar vein as the Dust of Acererak, the Ghost of Acererak fulfills a needed gap in filling out the final encounter.  Here is how I imagined that creature:


Encounter 33:  Acererak the Demi-Lich

For the final encounter, I decided to create an alternate version of the 13th level monster that exists in the Monster Builder.  Either version gives the same amount of experience points, but are slightly different in flavor.  Feel free to compare them:

Monster Builder Version


My version



Well, there you have it.  All of the monsters in Tomb of Horrors re-imaged to fit the 4th edition of the rules.  As always, I'd love to have your feedback on any of the creatures presented here.  Enjoy!

Until next time...

Game excellently with one another.

Tuesday, June 08, 2010

Tomb of Horrors Update - 06/10

Greetings, All!

This is just a brief update to let you know I've added a couple of additional documents to the Tomb of Horrors collection I'm building.

In addition to encounter areas 1 & 2, I've also completed an introduction and encounter areas 3 & 4.

Feel free to click on the "My Publications" link on the right hand side of this page.  You'll find all the Tomb of Horror stuff there as well as a lot more 4th Edition crunchy goodness.

As always, I appreciate any comments you might have.

Enjoy!

Until next time...

Game excellently with one another.

Thursday, May 13, 2010

Tomb of Horrors - 4e (Areas 1 & 2)

Greetings, Kids!

If you'll remember a few weeks back, I posted my desire to retool the famous (infamous?) module by Mr. Gygax himself, The Tomb of Horrors.

Admittedly, it's a daunting task, because a number of rules changes have occurred since the module was first written.  In addition, Wizards of the Coast is planning on launching their own retooling of this classic.  However, after looking at the blurb for the product, I think they are going to try and treat the adventure as a mini-campaign setting (I have no evidence to support that idea, but that's how I interpreted it). 

I'm not going that route.  Instead, my intent is to try and do the best I can to remain faithful to the module as it was originally written - deadly, confusing, and occasionally unfathomable.

To that end, the first encounter (areas 1 and 2 on the original key) is complete.  You can find that link here:

http://www.scribd.com/doc/31336546/ToHEnc01-02

I'll also post that link into my publications page so you can find it there as well.

Now the hard part.

I'm interested in feedback.  Let me know what you think.  No guarantees I'll agree with your assessment, but I'm interested in making this as cool as possible.  Also, if there's any advice out there on better fonts, templates, or other design elements of the documents themselves, I'd be interested in that as well. 

Also, as the spring and summer continue, I'll be doing 3-D builds of these encounters using Hirstarts blocks, so look forward to that.

Until next time...

Game excellently with one another.

Thursday, April 22, 2010

Tomb of Horrors - Introduction

Greetings!  


Update!  This post has been updated with breaking information.  Please scroll down to end to see the updated information.  Thank you!


Ask me what my favorite DnD adventure of all time is (regardless of edition), and I'll tell you without hesitation - "The Tomb of Horrors".  This classic delve, written by Gary Gygax himself, is probably one of the most frustrating, difficult, confusing, and deadly adventures ever put on paper.  Filled with puzzles, traps, and maddeningly vague clues, this adventure ends up killing more characters than it rewards.


And it's great fun.


Granted, the adventure isn't for everyone.  If your players are combat focused (hack & slash) types, then this module is probably not for them.  In fact, the original module notes specifically state that this isn't "that kind" of adventure.  I'll add my recommendation to Gary's.  If you don't like puzzles and traps, this adventure is probably not for you.


Okay, assuming you think your heroes are up to it, go out and grab a copy of the adventure...


What's that?  It's not available for 4e?  What?


Well, you're right.  At this point, Wizards of the Coast hasn't seen fit to rewrite this classic adventure, and perhaps they never will.  However, that doesn't mean I can't apply my own DM magic to it and create something suitable for 4th Edition Dungeons and Dragons.  So that's what I'm going to do here, one blog post at time.  


Here's how it will work.  Slowly but surely (in order of the listed encounter key in the original module), I will describe the encounter area and retool it for 4e.  It will be imperfect, and probably a bit messy.  However, I think I have enough chops to pull off a reasonable simulacrum.  Each keyed encounter from the original module will be written up in the 4th edition format (as per limits of my blogging medium).  Much later, when I have the encounters completed; I'll put the whole thing into one work, and place it out on my Scribd site.


I know what you're thinking, "That sounds like a lot of work, Mr. Deadorcs."


Well, you're right, it is.  I love this adventure, though, and any opportunity I have to keep it's spirit alive (much like the demi-lich,  Acererak), I'll take it.


But wait...that's not all!


Not only do I want to retell the story of Acererak with a 4th edition spin, I want to depict the glory of his tomb in three dimensions.  THAT'S RIGHT!  THREE DIMENSIONS!  


I've been working with the fine products from Hirst Arts for a long time now, and have many of their molds.  My summer project will be to begin recreating The Tomb of Horrors to 4th edition scale in 3D.  You won't even need to wear those weird glasses they give you at the movie theater!  I intend to incorporate special effects and everything.  I'll be doing this part right, and so each piece will probably take quite awhile.  While the 4th edition encounter descriptions might take me through the rest of the year (what with blogging about other issues as well), the actual construction could easily become a 2-3 year project.  I don't have any final numbers on that, so we'll just have to see how it goes.  Periodically, I'll post images of my progress on the 3D portion of each encounter area.  I'll give those a special tag so that you can find them easily.


Historical note:  I actually did manage to get a 1.0 version of the Tomb done about four years ago.  Managed to get all the way to Encounter Area 14.  Sadly, after a basement cleanup, little of that survived and I have no pictures that I can find.  Hence, another motivation for wanting to do this again the right way.  I have better tools now, and some of the engineering should go a lot easier.  And trust me, there's engineering.  Acererak was a devious bastard.  By the way, does anyone have a lead on where I can get a marble sized Sphere of Annihilation?  


Well, that's about all for now.  I'm heading out for vacation in a couple of days, and probably won't have the opportunity to blog in that time period.  However, I'll try to be keeping up with Twitter and such, so I won't be far off.


Until next time...


Game excellently with one another.


Update!  Okay, so it looks like I should have done a little research.  Seems that Wizards of the Coast IS releasing a version of Tomb of Horrors in July.  Based on the Amazon blurb I just linked, it seems they be treating it as a sort of mini campaign setting.  I haven't seen the adventure, so I won't judge.  However, I don't think that even this is enough to change my mind.  I'm going to take a wild guess that WotC will probably give this adventure a complete makeover.  I'm okay with that, but it's not what I intend to do.  With my treatment, I hope to remain as closely faithful to the original version as possible while still remaining within the 4e rules.  Hopefully, despite the actual upcoming release, you'll stick with me and see what I have to offer.  Thanks to commenter Mactep and @DaveTheGame (via Twitter) for pointing out the link.  Much obliged!