Hi guys,
I've been thinking of reworking the old AD&D Tomb of Horrors dungeon module (yes, that one) as a still-slumbering Necron tomb complex.
Any ideas of how to modify it? Should be quite a bit bigger...
Hi guys,
I've been thinking of reworking the old AD&D Tomb of Horrors dungeon module (yes, that one) as a still-slumbering Necron tomb complex.
Any ideas of how to modify it? Should be quite a bit bigger...
Id LOVE to run that one with that flavor to it..hehehe, I still have the maps etc of it along with undermountain module..As for modifying it...simply alter the traps to a modern tech-style equivalent and change the descriptions of the rooms to match generally accepted Necron "feel" as far as the looks etc goes during descriptions. It shouldnt need to be made that much bigger unless youd want to extend a section or two down lower and opening out into a sort of necron-made cavern where their pyramid sits inactive ( but perhaps some of its guardians are not so...asleep
..perhaps a few tomb spiders to maintain things and some of the little scarabs ( of course ) to handle the rest. Maybe having a few trap doors droping would be victims into a lower chamber for later collection and subsequent use ( i hear the flayed ones always need new skinsuits..hehehe ) All kinds of silent alarms are possible for alerting the guardians and keepers to the PCs presence and gauze flayers built into certain chamber walls ( or ceilings
and floors ) in false sections of them that break away when the flayer is fired to give a surprise and nasty shock to anyone who sees it and a worse one to whoever gets hit. For further fear id even add a section in the lower areas that holds a necron obelisk ( for mass ressurection ) Id have the chamber doors/walls regularly close after the PCs pass through to further their sense of foreboading and forcing them into the gauntlet so to speak...hehehe. Id be happy to collaborate with you on it if you wanted..just message/friend me here and ill give you my email and we can discuss how youd like to continue ( because id use this scenario on my players gladly..hehehe )
I'm not familiar with the Dungeon in question (though i'll definitely go look it up now...) but this idea is sounding perfect for a planned solo game I have in mind - the player would be the leader of an arcaeotech explorator team, excavating the temple in question. A serf brings news to the player that the seal keeping them out has been broken - cue explory death! I'll give him various assistants and resources that he can lead into the ruins, allowing plenty of party splitting and classic horror style isolation and death until, in true Alien vs Predator style, the PC is the last man standing (or thereabouts) facing whatever secrets the temple holds. Might have to check the floorplans for the inverted pyramid from Lure of the Liech King (might have got the name wrong there... the WFRP2 supplement about a tomb king temple in the Border Princes) and see if the floorplans are easily adapatable.
Anodyr said:
I'm not familiar with the Dungeon in question (though i'll definitely go look it up now...) but this idea is sounding perfect for a planned solo game I have in mind - the player would be the leader of an arcaeotech explorator team, excavating the temple in question. A serf brings news to the player that the seal keeping them out has been broken - cue explory death! I'll give him various assistants and resources that he can lead into the ruins, allowing plenty of party splitting and classic horror style isolation and death until, in true Alien vs Predator style, the PC is the last man standing (or thereabouts) facing whatever secrets the temple holds. Might have to check the floorplans for the inverted pyramid from Lure of the Liech King (might have got the name wrong there... the WFRP2 supplement about a tomb king temple in the Border Princes) and see if the floorplans are easily adapatable.
Bhold: http://www.wizards.com/default.asp?x=dnd/oa/20051031a
A classic, famous for being the most unbeatable, player-character-slaughtering adventure of all time.
I have pretty much ALL the old maps from just about every classic and AD&D boxed set and supplement as well as a plethora of other maps from other game systems if you wanted to increase the size of the map to say a small city size id recommend the Undermountain map or if you want something in-between the tomb of horrors and Undermountain for size i have one that is very large but not city-scaled if you want message me and i can send you a copy of the map. Ive already begun to retool the original tomb of horrors map to suit my own "entrance level" to the Necron area and will be daisy-chaining several maps together to form a full out comprehensive map of an entire Necron monolith / city. Its actually not that hard for all the cavern maps ( pretty much just add a few hints of and parts of necrons and a few defensive turrets / traps ( some active some not ) ) and as far as chaining the maps together...i simply either alter the direction of a staircase to lead to the next map or edit-in one to do as such ( in the case of the tomb of horrors maps they have plenty of ( would-be ) one way doors there that can simply be modified to be working doors that have staircases that lead down to different areas of the caverns etc...Most of the original traps are replaced with necron gauss flayer turret/barrels in fixed ( and usually hidden ) firing positions or extremely sharp ( lathe quality ) blade traps that can come from any direction once the trap is triggered ( my favorite is life energy auger arrays that can sense when the living are coming through and activate the traps accordingly...just kinda keeps that "horror" feel to it...as well as making liberal use of the Flayed ones to ensure some insanity points
perfect for the tradition of horror. Also a few traps are simple pit traps that lead down to "holding cells" that , once occupied ( pressure plate on floor for detection of victims ) activate the awakening of either a wraith and / or some flayed ones. In addition some of the "life auger arrays" im setting up will not have any discernable immediate effects for the PCs...( IE no "traps" in the traditional sense ) but instead will simply awaken some wraiths , flayed ones, warriors, scarabs, and warriors ( depending on where in the city you are ) to come hunting for the PCs ( and they will always know exactly where in the city the PCs are ). Also a side note...any ADMech characters with more than half of their body replaced with tech parts will be "invisible" to the auger arrays ..likewise any character whos been at least halfway rebuilt by the ADMech. ( should give a nice little twist ) These are just the initial ideas ive come up with for the refit im doing. Hope you like
You buggers, you have me thinking of how to re-do the Temple of Elemental Evil now...
An old temple to chaos, razed millenia ago by Malleus Lord-Inquisitor Thromel, but now something stirs within the depths beneath it. An imprissoned Daemon prince will be free!
Now your talking Hygric...There are plenty of older modules from other games that will easily retool for DH series to use as mew scenarios/modules/campaigns..we only have to find them read over them and refit them to work for our own campaigns.
I'll contact you after the holiday season. Thanks!