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The first two adventures in the path are great. Those are the only ones I'm familiar with. Consensus seems to be that it gets into one combat per day territory at the Spire of Long Shadows adventure.
The swarm in the first adventure shouldn't be deadly as they can be hurt by torches.
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Fair enough. I agree with the majority of the quote you posted, but I can see how such descriptions would give the wrong impression of the module. The "Acererak follows a pattern and sticks to it, so that with care you really don't have to guess after you successfully enter the tomb." line is...
A lot of posters are claiming that this is a "bomb squad" module and not a "thinking person's" module. I don't see these things as mutually exclusive and it seems that Gygax didn't either. I would say that most of the bomb squad elements are what makes this a thinking person's module.
I feel...
I'd say it's more a difference of opinion rather than "ample evidence". It's clear that Gygax considered smart play to involve lots of caution, poking everything, and divination spells.
It's not 100% perfect, but I think the issues can easily be fixed with a prior readthrough and without any...
T1, B1, and B2 are usually considered the classic 1st level adventures. They're for 1e and Basic, but they're compatible with 2e. Any other 1e/2e/Basic 1st level adventure out there is going to be similar to those anyway.
No way except by poking and using the same bomb squad tactics that have got you them this far. It's the spirit of the module. I'm not sure what the problem is. Do you want Acererak to spell out exactly what to do? The poem is pretty close as it is.
This is something that bothers me about the Tomb. It seems like the Tomb should have been a lower level dungeon so that it challenges the players rather than their divination spells. It's high level so that it might attract "experienced" players. Bleh.
On the plus side, if you think your...
Useless? Hardly. Both of those clues point you toward the statues which hide the secret door. A player that read the clue and/or detected magic on the statues wouldn't be stumped.
The only part of this criticism that's valid is that these statues radiate magic and evil despite being associated...
I doubt any party that got this far would be fooled by the fake treasure room.
The genie is sort of interesting, but I'd guess a lot of parties would poke and prod at the urn before opening it. In this case caution is to your detriment. Missing out on the wishes sucks, but a single genie isn't...
This is one of the few traps in the module that I don't like. I don't see anyway to know which end of the sceptor to use, and the penatly for doing it wrong is really harsh.
The second key is also strange. The antipathy effect is there for flavor, but you need the key later on. If everyone...
According to the module, the demilich doesn't activate unless you touch it. It's not designed to be run as a combat, it's designed to be a trap. Touch the skull and die, otherwise you're fine.
I don't think any version explicitly states how long it's been there, but the 2e Return to the Tomb of Horrors adventure has Acererak's soul harvester almost full, so it's gotten a lot of adventurers by that point.