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WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]
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<blockquote data-quote="Celebrim" data-source="post: 5582742" data-attributes="member: 4937"><p>Papersandpaychecks: Your "Penal battalion mine clearance technique" is one example of thorough scouting and one of the common techniques I've heard parties evolve once the nature of the tomb is apparant. Thorough scouting is required for surviving several corridors, so you have to come up with some sort of solution prior to area #23A at the latest. That isn't the only one, but its reasonably effective. A Bag of Tricks works pretty well as well, and a low tech 'livestock technique' works reasonably well prior to the Chapel (beyond which its very hard to take a herd of livestock). Personally, I prefer the 'crouching party; flying thief'* technique to 'mine clearance' because it negotiates several rooms successfully (notably room #21) that 'mine clearance' would make a mess of.</p><p></p><p>*This technique is tying a rope around the waist of the thief, standing back 50' or so, and bestoying flight on the thief. The thief then determines the nature of the trap and advises the rest of the party how to bypass it safely. Most traps are harmless if you can defy gravity. For the few that aren't, such as sleeping gas traps with no saving throw or fear gas traps, the party uses the rope to haul the thief from danger or as an aid in subduing him.</p><p></p><p>However, these techniques help you bypass the death traps, but they do nothing to assist in solving puzzle rooms like area #5 (or area #9 if you end up going that way), area #14, area #19, area #24, area #25, or area #29.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5582742, member: 4937"] Papersandpaychecks: Your "Penal battalion mine clearance technique" is one example of thorough scouting and one of the common techniques I've heard parties evolve once the nature of the tomb is apparant. Thorough scouting is required for surviving several corridors, so you have to come up with some sort of solution prior to area #23A at the latest. That isn't the only one, but its reasonably effective. A Bag of Tricks works pretty well as well, and a low tech 'livestock technique' works reasonably well prior to the Chapel (beyond which its very hard to take a herd of livestock). Personally, I prefer the 'crouching party; flying thief'* technique to 'mine clearance' because it negotiates several rooms successfully (notably room #21) that 'mine clearance' would make a mess of. *This technique is tying a rope around the waist of the thief, standing back 50' or so, and bestoying flight on the thief. The thief then determines the nature of the trap and advises the rest of the party how to bypass it safely. Most traps are harmless if you can defy gravity. For the few that aren't, such as sleeping gas traps with no saving throw or fear gas traps, the party uses the rope to haul the thief from danger or as an aid in subduing him. However, these techniques help you bypass the death traps, but they do nothing to assist in solving puzzle rooms like area #5 (or area #9 if you end up going that way), area #14, area #19, area #24, area #25, or area #29. [/QUOTE]
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WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]
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