[5E] DM Critic’s Happy Holiday Tomb of Horrors Bash (Inactive)

Game Master TPJ

In the far reaches of the world, under a lost and lonely hill, lies the sinister Tomb of Horrors. This labyrinthine crypt is filled with terrible traps, strange and ferocious monsters, rich and magical treasures, and somewhere within rests the evil Demi-Lich.


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In the far reaches of the world, under a lost and lonely hill, lies the sinister Tomb of Horrors. This labyrinthine crypt is filled with terrible traps, strange and ferocious monsters, rich and magical treasures, and somewhere within rests the evil Demi-Lich.

The Tomb of Horrors: Somewhere under a lost and lonely hill of grim and foreboding aspect lies a labyrinthine crypt. It is filled with terrible traps and not a few strange and ferocious monsters to slay the unwary. It is filled with rich treasures both precious and magical, but in addition to the aforementioned guardians, there is said to be a demi-lich who still wards his final haunt. (Be warned that tales told have it that this being possesses powers which make him nearly undefeatable!) Accounts relate that it is quite unlikely that any adventurers will ever find the chamber where the demi- lich Acererak lingers, for the passages and rooms of the Tomb are fraught with terrible traps, poison gases, and magical protections. Furthermore, the demi-lich has so well hidden his lair, that even those who avoid the pitfalls will not be likely to locate their true goal. So only large and well-prepared parties of the bravest and strongest should even consider the attempt, and if they do locate the Tomb, they must be prepared to fail. Any expedition must be composed of characters of high level and varied class. They must have magical protections and weapons, and equip themselves with every sort of device possible to insure their survival.

This is the legendary original meat grinder dungeon written by The Man Himself, Gary Gygax, to take his high-level players down a peg. It’s basically designed to cause TPKs as neatly and efficiently as possible.

So, in the spirit of the holidays (not really this one, but one of them), I’m throwing this out there to any 5E or 5E-curious player who wants to try and see how long they can survive.

What I’m Looking For
4-6 crazy souls looking to shred a perfectly good character and have some fun doing it.

Why?
Really, why not? It’s a fun way to wind down 2016 with some old-fashioned murderhobo fun.

The Crunch:

Character Creation
- Start with 27-point buy or standard array; adjust up to appropriate level (see below)
- Races & Classes from PHB allowed, along with options from SCAG and UA
- Max hit points +CON bonus for first level, then average +CON for each subsequent level or roll in this thread
- Variant Humans and feats are absolutely allowed
- Classes get skills and spells appropriate to their starting level (again, see below)
- Any alignment is allowed. You'll probably get farther by being evil.
- No Homebrew or Third-Party content. No exceptions.

And now things get interesting …

Starting Level
Characters will start between level 10 and 14. Roll 1d6 in this forum to determine your starting level:

1 - 10
2 - 11
3 - 12
4 - 13
5 - 14
6 - 12

(That’s not a typo for #6)

Starting Wealth
Roll 1d100 twice. Multiply the results with each other, and multiply that by 10. You may use this starting wealth to purchase treasure or magic items that you think you may need to survive.

Sample: 1d100 => 70 1d100 => 85
70 * 85 * 10 = 59,500

Magic Items
The following types may be purchased: Common, Uncommon, Rare, Very Rare. No Legendary items or Artifacts. Items from the PHB & DMG only.

Additional Skills
You may expend 5000 GP to purchase an additional skill up to 4 skills / 20,000 GP.

Additional Feats
You may purchase additional feats starting at 10,000 GP for the first feat. Each additional feat costs double the previous feat. These are in addition to optional feats in place of ability score increases.

1st feat - 10,000 GP
2nd feat - 20,000 GP
3rd feat - 40,000 GP
4th feat - 80,000 GP
etc.

The Fluff:

Backgrounds & Character Story
Backgrounds will be used only for determining base skills and proficiencies. Let’s be real, this is the Tomb of Horrors, the legendary meat-grinder adventure. The chance of your character surviving is really slim. Make up a backstory if you must, but don’t go too crazy or get attached to this character. You’re doing this for fame, fortune and treasure and to have the bragging rights that you played it (or played it again).

Min-Maxers, Munchkins, Murderhoboes, etc.
Normally I’m not a fan of such things, preferring good roleplay above obsessive optimization, but this being what it is, go crazy and optimize to your heart’s content. It won’t save you.

In Case of Death
Your character is dead. Cheer on your fellow players from the sidelines, or wish them a fate more gruesome than yours. If you spent your gold to have an NPC cleric with a resurrection spell standing by, I’ll allow it.

The adventure ends when the last member of the party falls or you actually finish the final challenge.

When do we start?
As soon as I have 4-6 characters ready. Preferably by December 20th.

Posting Frequency
I try to keep at a pace of at least once per day. Given that it's the holiday season, that may not be feasible for everyone, so I can be more casual. You can die as quickly or as slowly as you like.


Dotting for interest.

Level: 1d6 ⇒ 5

Money: 1d100 ⇒ 46
Money: 1d100 ⇒ 77

So, level 14, 35,420 gold.


Ok, it'll be fast and unpainful, so I think I can squeeze some time for it. Plus, it's my chance to try some higher-than-lvl3 D&D5. Plus, it's Christmas!

Level: 1d6 ⇒ 4

Da coins: 1d100 ⇒ 56
Da coins: 1d100 ⇒ 31

Adds up to 17,360 gp.

Let's see what comes into mind with this!

Edit: Er... how do I know how much does a magic item cost?


Really, really interested. I've always been quite masochistic and love Tomb of Horrors. Add 5th ed and higher level and this is my Christmash' present!

Level and Wealth: 1d6 ⇒ 21d100 ⇒ 831d100 ⇒ 58

Level 11 and 48140 gold. That's real nice, actually. Let's see what do I come up with.


This seems like a fun way to get back into PBP after some PFS burnout

level: 1d6 ⇒ 4
moneymoneymoney: 1d100 ⇒ 61d100 ⇒ 43

Oy, a level 13 with 2580 gold... so yeah, this should be fun...

EDIT: Think I'll go some kind of paladin who has spent way too much money tithing to his church to have bought himself fancy stuff....


Jereru wrote:


Edit: Er... how do I know how much does a magic item cost?

For purchasing treasure, I'm going to go off the Magic Item Rarity table from the DMG, page 135 and use the average per category. Every magic item in the DMG should have its rarity listed.

Rarity
Common - 75 GP
Uncommon - 250 GP
Rare - 2500 GP
Very rare - 25,000 GP

Consumables (potions and scrolls) will be half that price, rounded down to the nearest GP.


This looks like a ton of fun. I'm in. I'll be making rolls a bit later today and submit a character for my chance to join.

I've also invited a guy from the GitP forums, who I'll vouch for as a solid player. He typically plays champion/thieves.

level: 1d6 ⇒ 1
starting wealth: 2d100 ⇒ (69, 21) = 90

Level = 10
Starting Wealth = 14,490

Lowest level of the group! Woo!


Hell yeah.

Level: 1d6 ⇒ 3
Money: 2d100 ⇒ (4, 29) = 33

level = 12
wealth = 1160

Well then!

EDIT

I'm making an evocation wizard.


Hiiamtom: welcome to the poor kids club, lol.


I, hiiamtom, made a thing.


DM Critic wrote:


For purchasing treasure, I'm going to go off the Magic Item Rarity table from the DMG, page 135 and use the average per category. Every magic item in the DMG should have its rarity listed.

Ookay, thank you :) I was confused by not seeing a fixed price.


Mezegis made a thing too!


Dotting. Love 5e. So simple, yet so enjoyable.


level: 1d6 ⇒ 5

money: 1d100 ⇒ 1

money: 1d100 ⇒ 23

I... um.. 230 gold.

Thinking on what class to be... hmmm

Definitely a more martial focused class.

I just realized I can't even afford decent armor with that :/


Okay yeah, making a barbarian/fighter. Should be up by tonight


Hmmm... Alright, I'll set a minimum of 5000 gold.

Gotta have something left for the funeral. =)


Holy crap yes. I have been dying to play some high level 5e!

Starting Level: 1d6 ⇒ 5

Starting Funds 1: 1d100 ⇒ 6
Starting Funds 2: 1d100 ⇒ 28

So a level 14 character with 5000 gp. Will have it posted tonight.


Arrak Wolfspirit Ravin:

barbarian 2/fighter 12(battle Master) -4

Stats:
Str: 20 +1 +2, +2
Dex: 14
Con: 18 +1+2
Int: 10
Wis: 12
Cha: 08

Defenses:
HP: 147
AC: 18

Proficiency bonus: +5
Saves: wis, con, str
Str: +10
Dex: +2
Con: +9
Int: +0
Wis: +6
Cha: -1

Feats: resilience (wis), undecided

Skills:
Perception, Athletics, Survival, Intimidation, Stealth

Background: Outlander (athletics, survival) (tribal, exiled)

Equipment:
Dungeoneers kit +150 ft rope, grappling hook, hammer, crowbar
Backpack
Longsword
Morning Star
Warhammer
Steel shield
potion of healing x4

Class Abilities:
Rage- 2/day, +2 damage, resistance to B/S/P
Reckless attack- Advantage on attack rolls, but enemies gain advantage vs me on their turn.
Unarmored Defense: 10+Dex+Con modifiers to AC when wearing no armor.

Fighting Style: Dueling
Action Surge- extra action 1/short or long rest
Second wind: 1/short or long rest gain 1d10+fighter level hp back
martial archetype: Battle Master
-5 superiority dice, (1d10)
- Student of War: Aritsian tool proficiency of choice
- Know your enemy:
- Maneuvers: 7 Known; Trip Attack, Riposte, Goading attack, Menacing Attack, Parry, Maneuvering attack, Sweeping attack

Extra attack- gain to additional attacks when making an attack action
Indomitable: once per long rest reroll a failed saving throw.

here is the rough draft basis.

lol, just noticed the minimum gold amount set. Will come up with something to spend it on. I actually like the idea of this guy to be honest. See if I can't find a magic item or two.


So far, we've got ...

hiiamtom - Simo Icecap, L12 Gnome Evocation Wizard
Mezegis - Kraven Smythe, L13 Half-Elf Paladin
thelizardwizard - Arrak Wolfspirit Ravin, L14 Barbarian 2/ Fighter 12
YoricksRequiem - Dotted, L14
Jereru - Still working, L13
bookrat - Still working, L10
Vrog Skyreaver - Still working, L14

Also, if you're looking for things to buy, there's more than just magic items. Hirelings are really useful trap-fodder. And I'd save some coppers for a ten-foot pole or two - PHB, page 150, 5cp each and Gary-approved(!).


Oooo more gold!

Now I can buy rare spell components and such.


Vrog Skyreaver made a thing that makes things.

By the way, if you want Heroe's Feast or Raisin', that's on you.


Arrak Wolfspirit Ravin:

barbarian 2/fighter 12(battle Master)
human(Variant)
-----------------
Stats:
-----------------
Str: 20 +1 +2, +2
Dex: 14
Con: 18 +1+2
Int: 12
Wis: 12
Cha: 08
----------------
Defenses:
----------------
HP: 148
AC: 19
Resistance B/S/P (during rage)
Saves: wis, con, str
Str: +11
Dex: +3
Con: +10
Int: +1
Wis: +7
Cha: +0
-----------------
Offense:
-----------------
Movement: 30ft
Initiative: +2 (advantage)
Proficiency bonus: +5

Sunblade: +12
-Damage: 1d8+9 (1d8+11 when raging)+1d8 vs undead (Radiant damage?)
Morning Star: +11 P
-Damage: 1d8+8 (+10)
Warhammer: +11
-Damage: 1d8+8 (+10) B
Longbow: +8
-Damage: 1d8+3

Feats: resilience (wis), Shield Master
-----------------
Skills:
-----------------
Perception(advantage), Athletics, Survival, Know. Nature, Stealth

Background: Outlander (athletics, survival) (tribal, exiled)

-----------------
Equipment:
-----------------
Dungeoneers kit +150 ft rope, grappling hook, hammer, crowbar
Backpack
Sunblade, Rare
+1 Morning Star, uncommon
+1 Warhammer, Uncommon
Javelin of lighting, Uncommon,(4d6 lighting DC13 reflex on anyone in a line between you and your target, make an attack roll and on a hit target takes additional damage equal to a thrown javelin once/day)

Winged boots Uncommon,(A) (4 hours of flight, must be used in 1 minute increments at minimum. regains 2 hours of flight/12 hours)

Sentinel shield uncommon (advantage on perception and initiative)
Ring of Warmth Uncommon (A), (resistance against cold damage, I and my gear is not harmed by temperatures reaching low as -50)

Cloak of Protection Uncommon(A)(+1 AC and saves)
+1 Longbow (uncommon) + 40 arrows
potion of healing x10
Bag of Holding

-----------------
Class abilities:
-----------------
Rage- 2/day, +2 damage, resistance to B/S/P Advantage of strength checks
Reckless attack- Advantage on attack rolls, but enemies gain advantage vs me on their turn.
Unarmored Defense: 10+Dex+Con modifiers to AC when wearing no armor.

Fighting Style: Dueling
Action Surge- extra action 1/short or long rest
Second wind: 1/short or long rest gain 1d10+fighter level hp back
martial archetype: Battle Master
-5 superiority dice, (1d10)
- Student of War: Aritsian tool proficiency of choice
- Know your enemy:
- Maneuvers: 7 Known; Trip Attack, Riposte, Goading attack, Menacing Attack, Parry, Maneuvering attack, Sweeping attack

Extra attack- gain to additional attacks when making an attack action
Indomitable: once per long rest reroll a failed saving throw.

Okay, here is a more finished and polished version. Still need to spend some more money, likely on mundane items or some potions.

Arrak was part of a barbarian tribe from Icewind Dale, however, when he refused to kill a trespassing Gnome, whom he had taken pity on, and further dishonoring the tribe by releasing and allow the Gnome to escape was exiled, left to die. However he was found by a wandering warrior who trained him in the use of a blade. He gets by day to day as a mercenary, often hunting and kill bandits, however his inquisitive and curious nature often gets him into trouble, and has led him into more than one catacomb where has stumbled into the possession of an assortment of magical items. In fact, the only magic item he has bought to date was his bag of holding.


Oooh I want in, if there's still room.

Level: 1d6 ⇒ 6 Level 12

Wealth: 2d100 ⇒ (13, 100) = 113 (13x100)x10=13,000 that's about half average. But we're all here to punish ourselves after all.

I'm having a few ideas, I wanted to try out the kensei monk, as well as something fey themed, but this being tomb of horrors i may just get to try them all. Gonna start with the kensei. Straight 12 levels for starters.


I am noticing a lack of rogue types. As such, I may submit a rogue instead.


My fighter will take a rogue level, just in case.


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Threshades, I'm flexible with the number of players. 4-6 is a ballpark since we usually don't get a lot of hits for 5e games on this board, but I can certainly go a bit higher.


More lambs to the slaughter.. err.. questing for noble victory!!


Interested
level: 1d6 ⇒ 6


Level: 1d6 ⇒ 6 level 12

Wealth: 1d100 ⇒ 94 1d100 ⇒ 76 71,440 gold..

I'll have something up asap..

Im thinking Lore Bard splashing Warlock.. Lots of skills, a replacable familiar trap setter offer and decent damage backup with heals..


I'm going to build a shadow monk, because I've never played one. But I haven't had time to sit down and build a character. Hopefully this weekend will free up some time.


I so incredibly want to play this. Here's hoping there's a spot left.

Level:
1d6 ⇒ 2

Wealth: 1d100 ⇒ 16 and 1d100 ⇒ 25

Edit:

Level 11!
I think I'm going to throw together a barbarian.


I need to clarify the rules for my planned offense up front.

magic missile is a unique case in 5e that maximizes the effectiveness of an evocation wizard's 10th level feature. I get to add my Intelligence bonus to a single damage roll on casting a spell, so with fireball it is 8d6+5 but with something like scorching ray or eldritch blast only one ray get the +5 bonus.

magic missile has multiple attacks, but no attack rolls and only a single damage roll (player's handbook page 196, "damage rolls"):

Top Left text on Page wrote:
If a spell or other effect deals damage to more than one target at the same time, roll the damage once for all of them. For example, when a wizard casts fireball or a cleric casts flame strike, the spell's damage is rolled once for all creatures caught in the blast.

So a 1st level magic missile spell does 1d4+6 damage three times, while at 4th level it does 1d4+6 damage six times. It is a very effective damage spell for evocation wizards, and backed up by the text and he devs on twitter (I don't know if it made Sage Advice).

I just wanted to have the information presented up front and not when I deal what would be maximum damage for fireball with the same level magic missile.


Simo Icecap wrote:

I need to clarify the rules for my planned offense up front.

magic missile is a unique case in 5e that maximizes the effectiveness of an evocation wizard's 10th level feature. I get to add my Intelligence bonus to a single damage roll on casting a spell, so with fireball it is 8d6+5 but with something like scorching ray or eldritch blast only one ray get the +5 bonus.

magic missile has multiple attacks, but no attack rolls and only a single damage roll (player's handbook page 196, "damage rolls"):

Top Left text on Page wrote:
If a spell or other effect deals damage to more than one target at the same time, roll the damage once for all of them. For example, when a wizard casts fireball or a cleric casts flame strike, the spell's damage is rolled once for all creatures caught in the blast.

So a 1st level magic missile spell does 1d4+6 damage three times, while at 4th level it does 1d4+6 damage six times. It is a very effective damage spell for evocation wizards, and backed up by the text and he devs on twitter (I don't know if it made Sage Advice).

I just wanted to have the information presented up front and not when I deal what would be maximum damage for fireball with the same level magic missile.

Interesting.... based on that logic, you would only roll 1d4 once, and all 3-6 missiles do the same damage, yes?

EDIT: Asking for clarification on the rules, still wrapping my head around some of the nuances of 5E.


This is Werepox's submission.. It still has a lot of work to be done, and I'm not certain on class makeup, might be bard 9/lock 2/cleric 1 for boost to heals, not sure.. Should have it done by tm.

Profile has stuff so far..


Just finishing the magic items purchase. One question: do different items' bonuses stack? Since they don't specify, or I can't find it, can I stack bonuses to ST or AC from a Ring of Protection and a Cloack of Protection, for example?


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Jereru: if it says, "add +X to your AC" then it stacks. If it says, "Your AC is now X" then it doesn't stack.


Kraven Smythe wrote:

Interesting.... based on that logic, you would only roll 1d4 once, and all 3-6 missiles do the same damage, yes?

EDIT: Asking for clarification on the rules, still wrapping my head around some of the nuances of 5E.

That's exactly right, but in this case it means each missile does the same 1d4+6 damage instead of the same 1d4+1 due to the 10th level class feature of School of Evocation Wizards. It's one of the unique rule interactions that was intentional (according to Jeremy Crawford anyways).

And because it is a new aspect of 5e, I wanted to clarify the rules up front to avoid future issues mid-fight.


Way I understood it is that if the spell had an attack roll you would add the damage to each roll, for instance scorching ray, each ray would get the extra bonus to damage. I'm pretty spells like magic missle and fireball that auto hit only recieve the damage bump once.


Maybe its my groups hangovers from past editions, but we always added all the bonuses to every roll. MM was 1d4+(1 to 6) but each d4 was rolled separately, each ray in scorching ray would get the int bonus, etc... we always favor more carnage, because the combat was only there to facilitate a story.


Character is mostly finished for review GM, if selected I will polish everything up and finalize purchases etc..


Question GM, since we were able to purchase extra skills and feats can we perhaps purchase an extra Attunement slot for magic items?


I'll treat attunement slots like feats, 10,000 for the first, 20,000 the second, and so on.

I'm going to start reviewing submissions tonight.


Pfff... Had I known beforehand... I'm not changing all the purchase bookkeeping now, anyways.


WerePox47 wrote:
Way I understood it is that if the spell had an attack roll you would add the damage to each roll, for instance scorching ray, each ray would get the extra bonus to damage. I'm pretty spells like magic missle and fireball that auto hit only receive the damage bump once.

It's on a single damage roll per spell, so only 1 ray for scorching ray unlike the eldritch blast invocation for warlocks. The reason it works for magic missile is you only roll a single damage roll, unlike scorching ray.

Just one of the changes in the new editions, which is also why I cited the rules. I think I mentioned in this thread I only even heard about it on the WotC podcast.


I'm going to withdraw. I have too many games going on, and I don't think I'd be able to handle one more and give it the time necessary to fully enjoy it.


Submissions so far,

Ready or close to ready

hiiamtom - Simo Icecap, L12 Gnome Evocation Wizard
Mezegis - Kraven Smythe, L13 Half-Elf Paladin
thelizardwizard - Arrak Wolfspirit Ravin, L14 Human Barbarian 2/ Fighter 12
Vrog Skyreaver - Morgan Deathsteel, L14 Barbarian 1/ Cleric 13
WerePox47 - Sonya Redgrave, L12 Human Bard 10/ Warlock 2

In-progress

Jereru - Still working on it, L13

Dotted, no submissions yet

YoricksRequiem - Dotted, L14
Crockoclock Ophone - Dotted, L11
Threeshades - Dotted, L12
ULTRAGEEK - Dotted, L12
bookrat - withdrawn, busy trying not to get killed by crazy bird-people

For those of you who have dotted but not posted a build, please have something up today or tomorrow if you still plan to submit. I'll make final picks on Wednesday and get started with introductory gameplay by Thursday.

And let me know if any of the above is incorrect or if I missed anyone.


Sorry but I will have to withdraw. So many calculations gone to waste and not really in the mood for re-doing them.


Threeshades' submission: Half-Elf Warlock (Archfey, Chain)

I still have just over 4k gold left, which i might just blow on healing potions, unless someone can point me to the dexterity equivalent of Gauntlets of Ogre Power or Headbands of intellect.

My familiar, if I can be assumed to have summoned it prior to the begnning of the game, will be a pseudodragon named Sinjin.


Submissions update,

Ready or close to ready

hiiamtom - Simo Icecap, L12 Gnome Evocation Wizard
Mezegis - Kraven Smythe, L13 Half-Elf Paladin
thelizardwizard - Arrak Wolfspirit Ravin, L14 Human Barbarian 2/ Fighter 12
Vrog Skyreaver - Morgan Deathsteel, L14 Barbarian 1/ Cleric 13
WerePox47 - Sonya Redgrave, L12 Human Bard 10/ Warlock 2
Threeshades - Sen Wildwalker, L12 Half-Elf Warlock

Dotted, no submissions yet

YoricksRequiem - Dotted, L14
Crockoclock Ophone - Dotted, L11
ULTRAGEEK - Dotted, L12

bookrat - withdrawn
Jereru - withdrawn

I'm going to close recruiting for new submissions. Anyone who's previously dotted, if you can get in a submission by sometime tomorrow, I'll still consider it.

For those of you in bold, if you want to make any edits, please do so. I'll give your characters a final once-over tomorrow. If you have any coin left over, ten-foot poles and hirelings are cheap and make good trap-fodder. But otherwise, prepare for death.

The discussion thread is open now. I'll add an introductory gameplay post late Wednesday (GMT -5/ US EST).


Crap! I have money to spend. Let's determine for fun a robe of many things and some uses of koeghtom's ointment.

Robe Patches: 4d4 ⇒ (1, 2, 1, 1) = 5
5 patches: 5d100 ⇒ (48, 7, 49, 38, 95) = 237
Rerolls for duplicates: 3d100 ⇒ (34, 39, 78) = 151

  • A riding horse with saddle bags
  • Bag of 100GP
  • wooden ladder
  • spell scroll
  • a window

Spell Scroll: 1d6 ⇒ 6 -> level 3
How about witch bolt?

And with a bonus 100GP...
Ointment left: 1d4 + 1 ⇒ (3) + 1 = 4 4 uses

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