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WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]
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<blockquote data-quote="Stoat" data-source="post: 5582406" data-attributes="member: 16786"><p><strong>Entrances</strong></p><p></p><p>Players who take their time will find three possible entrances to the Tomb.</p><p></p><p>The first is to the west. It is a plain stone tunnel 20 feet wide and thirty feet long. It is dark and filled with cobwebs. The roof is 20 feet above, hidden by the cobwebs. (<a href="http://www.wizards.com/dnd/images/ToH_Gallery/ToHGraphic1.jpg" target="_blank">http://www.wizards.com/dnd/images/ToH_Gallery/ToHGraphic1.jpg</a>) </p><p> </p><p>The second is to the east. It is also a plain stone passage, but the ceiling is visible 10 feet above. This tunnel is 20 feet long and 60 feet long. (<a href="http://www.wizards.com/dnd/images/ToH_Gallery/ToHGraphic2.jpg" target="_blank"> http://www.wizards.com/dnd/images/ToH_Gallery/ToHGraphic2.jpg</a>) </p><p></p><p>The Third is in the middle. It is 20 feet wide and 130 feet long. Even a bit of daylight will show the players that this tunnel is different. Its walls and floor are covered with brightly covered murals and mosaics. (<a href="http://www.wizards.com/dnd/images/ToH_Gallery/ToHGraphic3.jpg" target="_blank">http://www.wizards.com/dnd/images/ToH_Gallery/ToHGraphic3.jpg</a>)</p><p></p><p>The first two tunnels are false entrances. The third is the right way to go. It swill take a couple of posts of its own, but let's talk about the other two first.</p><p></p><p>The first false entrance is an RBDM classic. If the roof is prodded with any force, or if the doors at the back of the tunnel are opened, the ceiling collapses. BOOM! Everybody in the tunnel takes 5d10 points of damage (no save). The only way to detect the trap safely is to burn the cobwebs off the ceiling, which will reveal that it is built from badly fitting stones. </p><p></p><p>On one hand, I don't see any clues per se that would point out trap. On the other hand, the trap is relatively innocuous. The tunnel is short, and it is likely that only a few PC's will be inside when it collapses. It does an average of 27.5 points of damage, and even the pregen Magic-User will have about 40 hit points (he's 14 level with a 15 Con). </p><p></p><p>The second false entrance is more complicated. According to the text, the floor will "shift" when "characters" get 50 feet down the hall. This contradicts the map, which has a "trigger" symbol at 30 feet, but it's pretty clear that the text is right. When the PC's hit the mark, they hear a rumbling, and a huge stone block starts to seal off the hall. The block will trap anybody in the last 30 feet of the corridor, and smoosh anybody stupid enough to stand in front of it. Only those in the 20 feet closest to the entrance are safe. The text doesn't say what triggers this trap, so the RBDM move is to say it's unavoidable and undetecable.</p><p></p><p>The mechanics of this trap are complicated. The DM is supposed to tell the players that they hear a rumble and then <strong>immediately</strong> count slowly to 10 (emphasis in original text). The stone moves about 2 feet into the hall for every number of the count, slamming shut at 10. Assuming that the players try to run to safety, they can move their movement rate in feet every count. The slowest PC is likely to have a move of 6". If that PC sets off the trap, he only needs to move for three counts to be safe. So, it shouldn't be too hard for the players to escape if they set off the sliding rock o'doom.</p><p></p><p>Nothing terrible happens to PC's who get trapped at the end of the tunnel. They're just stuck. The module says that <strong>only</strong> <em>Disintegrate, Phasedoor, Stone to Flesh</em> and <em>Transmute Rock to Mud</em> will allow escape (again, emphasis in original text). I don't know why <em>Teleport</em> or <em>Dimension Door </em> wouldn't work. I also don't know why you couldn't just dig through the stone block. It's 10 feet thick, but the PC's have plenty of time.</p></blockquote><p></p>
[QUOTE="Stoat, post: 5582406, member: 16786"] [b]Entrances[/b] Players who take their time will find three possible entrances to the Tomb. The first is to the west. It is a plain stone tunnel 20 feet wide and thirty feet long. It is dark and filled with cobwebs. The roof is 20 feet above, hidden by the cobwebs. ([url]http://www.wizards.com/dnd/images/ToH_Gallery/ToHGraphic1.jpg[/url]) The second is to the east. It is also a plain stone passage, but the ceiling is visible 10 feet above. This tunnel is 20 feet long and 60 feet long. ([url] http://www.wizards.com/dnd/images/ToH_Gallery/ToHGraphic2.jpg[/url]) The Third is in the middle. It is 20 feet wide and 130 feet long. Even a bit of daylight will show the players that this tunnel is different. Its walls and floor are covered with brightly covered murals and mosaics. ([url]http://www.wizards.com/dnd/images/ToH_Gallery/ToHGraphic3.jpg[/url]) The first two tunnels are false entrances. The third is the right way to go. It swill take a couple of posts of its own, but let's talk about the other two first. The first false entrance is an RBDM classic. If the roof is prodded with any force, or if the doors at the back of the tunnel are opened, the ceiling collapses. BOOM! Everybody in the tunnel takes 5d10 points of damage (no save). The only way to detect the trap safely is to burn the cobwebs off the ceiling, which will reveal that it is built from badly fitting stones. On one hand, I don't see any clues per se that would point out trap. On the other hand, the trap is relatively innocuous. The tunnel is short, and it is likely that only a few PC's will be inside when it collapses. It does an average of 27.5 points of damage, and even the pregen Magic-User will have about 40 hit points (he's 14 level with a 15 Con). The second false entrance is more complicated. According to the text, the floor will "shift" when "characters" get 50 feet down the hall. This contradicts the map, which has a "trigger" symbol at 30 feet, but it's pretty clear that the text is right. When the PC's hit the mark, they hear a rumbling, and a huge stone block starts to seal off the hall. The block will trap anybody in the last 30 feet of the corridor, and smoosh anybody stupid enough to stand in front of it. Only those in the 20 feet closest to the entrance are safe. The text doesn't say what triggers this trap, so the RBDM move is to say it's unavoidable and undetecable. The mechanics of this trap are complicated. The DM is supposed to tell the players that they hear a rumble and then [b]immediately[/b] count slowly to 10 (emphasis in original text). The stone moves about 2 feet into the hall for every number of the count, slamming shut at 10. Assuming that the players try to run to safety, they can move their movement rate in feet every count. The slowest PC is likely to have a move of 6". If that PC sets off the trap, he only needs to move for three counts to be safe. So, it shouldn't be too hard for the players to escape if they set off the sliding rock o'doom. Nothing terrible happens to PC's who get trapped at the end of the tunnel. They're just stuck. The module says that [b]only[/b] [i]Disintegrate, Phasedoor, Stone to Flesh[/i] and [i]Transmute Rock to Mud[/i] will allow escape (again, emphasis in original text). I don't know why [i]Teleport[/i] or [i]Dimension Door [/i] wouldn't work. I also don't know why you couldn't just dig through the stone block. It's 10 feet thick, but the PC's have plenty of time. [/QUOTE]
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WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]
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