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WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]
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<blockquote data-quote="PapersAndPaychecks" data-source="post: 5582646" data-attributes="member: 28854"><p>A lot of the module can be completed by a simple, almost algorithmic procedure. I call it the "Penal battalion mine clearance technique".</p><p></p><p>1) Basic precaution: Before even setting out, everyone leaves a hank of hair or set of toenail clippings, and a very large amount of money, with a cleric capable of casting <em>ressurection</em>.</p><p>2) Arrive at tomb and find entrances.</p><p>3) Have your mage summon monsters.</p><p>4) Send summoned monsters ahead to explore.</p><p>5) From a safe distance, watch how they die.</p><p>6) Have your cleric or mage reanimate the summoned monsters. (You may need to sew them back together with a needle and thread before they make good scouts.)</p><p>7) Watch them die again.</p><p>8) Once the summoned monsters have touched, attempted to open, examined or perused everything, send thief forward to search.</p><p>9) If thief meets hostiles, he runs with them back to the party.</p><p>10) Once any hostiles are killed and the thief is satisfied that the area is safe to move into, the party moves forwards. Except, that is, for one cleric capable of casting <em>raise dead</em>, who stays right back outside the entrance.</p><p>11) Repeat steps 3 to 10.</p></blockquote><p></p>
[QUOTE="PapersAndPaychecks, post: 5582646, member: 28854"] A lot of the module can be completed by a simple, almost algorithmic procedure. I call it the "Penal battalion mine clearance technique". 1) Basic precaution: Before even setting out, everyone leaves a hank of hair or set of toenail clippings, and a very large amount of money, with a cleric capable of casting [i]ressurection[/i]. 2) Arrive at tomb and find entrances. 3) Have your mage summon monsters. 4) Send summoned monsters ahead to explore. 5) From a safe distance, watch how they die. 6) Have your cleric or mage reanimate the summoned monsters. (You may need to sew them back together with a needle and thread before they make good scouts.) 7) Watch them die again. 8) Once the summoned monsters have touched, attempted to open, examined or perused everything, send thief forward to search. 9) If thief meets hostiles, he runs with them back to the party. 10) Once any hostiles are killed and the thief is satisfied that the area is safe to move into, the party moves forwards. Except, that is, for one cleric capable of casting [i]raise dead[/i], who stays right back outside the entrance. 11) Repeat steps 3 to 10. [/QUOTE]
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WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]
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