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WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]
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<blockquote data-quote="Celebrim" data-source="post: 5582445" data-attributes="member: 4937"><p>The tomb can be broadly divided into sections, each of which presents its own hazards.</p><p></p><p>1) Entering the tomb.</p><p>2) Reaching the Chapel.</p><p>3) Reaching the Pillared Hall.</p><p>4) Finding Acererak's Tomb</p><p>5) Getting Out Alive.</p><p></p><p>Entering the Tomb.</p><p>a) I wouldn't be too surprised to find some players completely unable to find an entrance to the tomb without clues. This is particularly true of the sort of players that rely on search checks and have no back up plan for obtaining further information from the DM. A true RBDM and a group of true novices may well stymy at the stage of, "How do I get in?"</p><p>b) There is one chance of a TPK in this section, and that's finding the left entrance (facing the hill) first, and over confidently moving forward and having no resources to get out again. The tournament rules for this section are if anything overly strict, even for Gygax, since they ignore certain possibilities in the PH that seem comparable to those listed. The really obvious example is "Why doesn't a stone shape spell work?" Played as written though, this is HARSH. The worst part of this side is that the double doors seem to present an interesting puzzle that provokes incaution to the point that the doors are reached. About 3% of parties will probably TPK here. It's by far the most unfair thing that a party may face for some time, mostly because they haven't at this point had time to acquiant themselves with how this module plays differently than others. Of course, the most like result is simply that the wizard will need to rememorize spells. This trap is much more deadly if the chamber seals air tight, but this is not indicated in the original text.</p><p>c) The right side entrance (facing the hill) is a much less worrisome trap. Unlike the left side entrance it's not tantalizing, and it has a clue (the ceiling is covered with cobwebs) which should generally get the characters worried about the ceiling. The cobwebs should be burned away as good dungeon hygeine, and this will allow inspection of the ceiling to get the second clue. Any force on the ceiling will cause the trap to activate, so simply standing back and hurling something at the ceiling should 'deactivate' the trap, as would poking it with a sufficiently long object from the entrance or any number of spells. Even if this test is failed and the trap activated, chances are it just forces one more day of camping outside the dungeon.</p><p>d) If I knew that I was facing a ToH like dungeon, my inclination would be to explore all these areas with an Unseen Servant, which with a little caution and the above suggestions should solve this whole section.</p><p></p><p>Reaching the Chapel</p><p>a) In my experience, the majority of people who don't like ToH give up before ever breaching the Chapel (area 14). This outer area is harsh, but its not nearly as deadly as the inner area. The outer area is a good warm up section, because it ramps the deadly up fairly slowly compared to the inner sections. </p><p>b) The pit traps should give no experienced party much difficulty at all. Anyone who dies to a pit trap at this level in this situation hasn't been playing much D&D. By far the best way out of the entrance is area #5. Area #6 is of course a notorious TPK route but any party that takes that route in spite of the obvious danger and warnings and the ease with which it can be tested for danger deserves what they get. The worst situation a party should reasonably fall in to in the entrance corridor is trying area #4 before solving the fairly simple puzzle in area #5. Areas #8 and #9 will get you there, but only at great cost. The warning to avoid #4 is slight and the clue to go back and look more closely is somewhat opaque, though "Go back to the arch" should clue many groups in. The worst part about bypassing exploration of area #5 and going to area #4 is that you'll miss the most important clue in the dungeon: "Acererak rewards your powers of observation...". The clue is easy to miss, but also easy to stumble in on so a mixture of lucky groups and skilled groups should get the text necessary to bypass most of the traps in the dungeon or solve its puzzles, and the clues within are pretty simple and helpful.</p><p>Obviously, area #7 is a punishment zone for being somewhat foolish. Most groups should and probably do avoid it. </p><p>c) Room #11 contains a very useful item and good clues how to get it. It's not entirely obvious that Acererak is playing fair at this point, so some groups may solve the puzzle and then give up on it before the reward but the item is very obtainable and highly useful if used judiciously. Area #10 should provide no real hazard, as its a straight foward room that could be in any dungeon. </p><p>d) Room #13 can and should be bypassed unless the party finds itself without a magic ring of any sort. Any skilled party should not primarily be trying to get treasure unless its stuck on how to progress.</p><p>e) The Chapel itself is very straightfoward if you have the clue from the entrance hall. If you don't and/or are inflicted with insatiable curiousity, it can be quite dangerous but most of the traps here are of the annoying sort.</p><p>f) The biggest danger of The Chapel is that on a practical level, once you go beyond it, it's a one way trip. Up until The Chapel, you aren't committed. You can hang around outside for as long as like. Once you go through the puzzle door, your group is committed - because getting through it each time requires another sacrifice. Exiting out this way is often the same as abandoning the module, so be sure to take lots of provisions with you through the door.</p><p></p><p>Reaching the Pillared Hall</p><p>a) If you can reach the Pillared Hall without a TPK, you probably won't have one. This is about the nastiest section of dungeon ever conceived, and Gygax really throws out the stops here. Fortunately, like the rest of the module, you are under no time pressure (see C1!) and have no proactive enemies to worry about (see I6!). Many other adventures with less lethal sections will prove more lethal in practice.</p><p>b) If you have the entrance hall clue, you are mostly golden. If you don't caution will still likely carry you through the section. Area #16 is easily avoided with cautious scouting which any party that has gotten this far has likely adopted. Area #17 is so well hidden that a party is likely to carry on to Area #18 even if they have the clue (unless they have a lucky elf), but on the whole this isn't that terrible as the jade coffer and small sack will replenish whatever resources are spent investigating it. Fortunately, the programmed illusion as written doesn't chase the players all the way back to the Chapel, or it would be far more annoying. As it is, even a group that falls for it is likely to only be chased back to roughly where they should have been carefully looking in the first place, and most groups will be suspicious especially if they know the modules reputation.</p><p>c) Area #19 has a must solve puzzle which if skipped will cause tremendous difficulty later. A good many groups may simply luck into the item required using normal looting techniques, and the clue from the entrance corridor only gives small help here. I pity the skilled group that decides its not worth investigating this room, but such a group is very likely to come back here immediately if stymied later so perhaps its not so bad.</p><p>d) Area #20 is a not particularly lethal trap that adds to the long catalog of traps in this dungeon completely negated if you can fly.</p><p>e) Area #21: OMG! This is second most lethal trap in the dungeon, justifiably notorious, and indeed the second most lethal trap I'm aware of in the game. Die no save, hello. Fortunately, flight again helps and good dugeon hygeine while it produces a dangerous result, does not produce a necessarily lethal one. So either good scouting with flight or good cautious dungeon hygiene gets through the room without incident, provided you have access to ice magic as well as fire. Lots of deaths here and even a few TPK's as even reasonable caution could fail.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5582445, member: 4937"] The tomb can be broadly divided into sections, each of which presents its own hazards. 1) Entering the tomb. 2) Reaching the Chapel. 3) Reaching the Pillared Hall. 4) Finding Acererak's Tomb 5) Getting Out Alive. Entering the Tomb. a) I wouldn't be too surprised to find some players completely unable to find an entrance to the tomb without clues. This is particularly true of the sort of players that rely on search checks and have no back up plan for obtaining further information from the DM. A true RBDM and a group of true novices may well stymy at the stage of, "How do I get in?" b) There is one chance of a TPK in this section, and that's finding the left entrance (facing the hill) first, and over confidently moving forward and having no resources to get out again. The tournament rules for this section are if anything overly strict, even for Gygax, since they ignore certain possibilities in the PH that seem comparable to those listed. The really obvious example is "Why doesn't a stone shape spell work?" Played as written though, this is HARSH. The worst part of this side is that the double doors seem to present an interesting puzzle that provokes incaution to the point that the doors are reached. About 3% of parties will probably TPK here. It's by far the most unfair thing that a party may face for some time, mostly because they haven't at this point had time to acquiant themselves with how this module plays differently than others. Of course, the most like result is simply that the wizard will need to rememorize spells. This trap is much more deadly if the chamber seals air tight, but this is not indicated in the original text. c) The right side entrance (facing the hill) is a much less worrisome trap. Unlike the left side entrance it's not tantalizing, and it has a clue (the ceiling is covered with cobwebs) which should generally get the characters worried about the ceiling. The cobwebs should be burned away as good dungeon hygeine, and this will allow inspection of the ceiling to get the second clue. Any force on the ceiling will cause the trap to activate, so simply standing back and hurling something at the ceiling should 'deactivate' the trap, as would poking it with a sufficiently long object from the entrance or any number of spells. Even if this test is failed and the trap activated, chances are it just forces one more day of camping outside the dungeon. d) If I knew that I was facing a ToH like dungeon, my inclination would be to explore all these areas with an Unseen Servant, which with a little caution and the above suggestions should solve this whole section. Reaching the Chapel a) In my experience, the majority of people who don't like ToH give up before ever breaching the Chapel (area 14). This outer area is harsh, but its not nearly as deadly as the inner area. The outer area is a good warm up section, because it ramps the deadly up fairly slowly compared to the inner sections. b) The pit traps should give no experienced party much difficulty at all. Anyone who dies to a pit trap at this level in this situation hasn't been playing much D&D. By far the best way out of the entrance is area #5. Area #6 is of course a notorious TPK route but any party that takes that route in spite of the obvious danger and warnings and the ease with which it can be tested for danger deserves what they get. The worst situation a party should reasonably fall in to in the entrance corridor is trying area #4 before solving the fairly simple puzzle in area #5. Areas #8 and #9 will get you there, but only at great cost. The warning to avoid #4 is slight and the clue to go back and look more closely is somewhat opaque, though "Go back to the arch" should clue many groups in. The worst part about bypassing exploration of area #5 and going to area #4 is that you'll miss the most important clue in the dungeon: "Acererak rewards your powers of observation...". The clue is easy to miss, but also easy to stumble in on so a mixture of lucky groups and skilled groups should get the text necessary to bypass most of the traps in the dungeon or solve its puzzles, and the clues within are pretty simple and helpful. Obviously, area #7 is a punishment zone for being somewhat foolish. Most groups should and probably do avoid it. c) Room #11 contains a very useful item and good clues how to get it. It's not entirely obvious that Acererak is playing fair at this point, so some groups may solve the puzzle and then give up on it before the reward but the item is very obtainable and highly useful if used judiciously. Area #10 should provide no real hazard, as its a straight foward room that could be in any dungeon. d) Room #13 can and should be bypassed unless the party finds itself without a magic ring of any sort. Any skilled party should not primarily be trying to get treasure unless its stuck on how to progress. e) The Chapel itself is very straightfoward if you have the clue from the entrance hall. If you don't and/or are inflicted with insatiable curiousity, it can be quite dangerous but most of the traps here are of the annoying sort. f) The biggest danger of The Chapel is that on a practical level, once you go beyond it, it's a one way trip. Up until The Chapel, you aren't committed. You can hang around outside for as long as like. Once you go through the puzzle door, your group is committed - because getting through it each time requires another sacrifice. Exiting out this way is often the same as abandoning the module, so be sure to take lots of provisions with you through the door. Reaching the Pillared Hall a) If you can reach the Pillared Hall without a TPK, you probably won't have one. This is about the nastiest section of dungeon ever conceived, and Gygax really throws out the stops here. Fortunately, like the rest of the module, you are under no time pressure (see C1!) and have no proactive enemies to worry about (see I6!). Many other adventures with less lethal sections will prove more lethal in practice. b) If you have the entrance hall clue, you are mostly golden. If you don't caution will still likely carry you through the section. Area #16 is easily avoided with cautious scouting which any party that has gotten this far has likely adopted. Area #17 is so well hidden that a party is likely to carry on to Area #18 even if they have the clue (unless they have a lucky elf), but on the whole this isn't that terrible as the jade coffer and small sack will replenish whatever resources are spent investigating it. Fortunately, the programmed illusion as written doesn't chase the players all the way back to the Chapel, or it would be far more annoying. As it is, even a group that falls for it is likely to only be chased back to roughly where they should have been carefully looking in the first place, and most groups will be suspicious especially if they know the modules reputation. c) Area #19 has a must solve puzzle which if skipped will cause tremendous difficulty later. A good many groups may simply luck into the item required using normal looting techniques, and the clue from the entrance corridor only gives small help here. I pity the skilled group that decides its not worth investigating this room, but such a group is very likely to come back here immediately if stymied later so perhaps its not so bad. d) Area #20 is a not particularly lethal trap that adds to the long catalog of traps in this dungeon completely negated if you can fly. e) Area #21: OMG! This is second most lethal trap in the dungeon, justifiably notorious, and indeed the second most lethal trap I'm aware of in the game. Die no save, hello. Fortunately, flight again helps and good dugeon hygeine while it produces a dangerous result, does not produce a necessarily lethal one. So either good scouting with flight or good cautious dungeon hygiene gets through the room without incident, provided you have access to ice magic as well as fire. Lots of deaths here and even a few TPK's as even reasonable caution could fail. [/QUOTE]
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WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]
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