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WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]
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<blockquote data-quote="Stoat" data-source="post: 5587233" data-attributes="member: 16786"><p><strong>Area 3: Entrance to the Tomb of Horrors (Acererak's Riddle)</strong></p><p></p><p>The most important thing in the entrance hall is Acererak's Riddle. As a few folks have noted, finding it can be a challenge.</p><p></p><p>The players must carefully study the pattern on the floor from the entrance of the tunnel to a specific point at the back of the tunnel. If they do so, they will "suddenly understand" that a message is contained in barely noticeable runes on the floor. </p><p></p><p>[MENTION=59539]Ultimatecalibur[/MENTION] makes an interesting point. The map in the hardcopy version that I'm using (the one with the green cover) has a letter "B" on it. The letter is at the very end of the hall and shows the point that the PC's have to reach to gain the riddle. The .pdf (the older version with the pink cover) has no such mark. </p><p></p><p>This is Acererak's meassage in its entirety:</p><p></p><p></p><p></p><p>I'm not going to parse through the riddle right now. I plan to wait until we're done and then come back to it. But consider:</p><p></p><p>1. This is just about the only riddle you'll get. It is definitely the most detailed. It is hidden on the floor at the end of a pit-filled 130 foot long corridor, and the corridor is filled with distracting stuff. How many parties just flat missed it?</p><p></p><p>2. The riddle ostensibly leads you through the entire dungeon all the way to Acererak. To make use of it, the players need to be able to correlate where they are in the Tomb to the specific clues in the riddle. In some places, that's pretty difficult.</p><p></p><p>3. There's a lot of color imagery throughout the Tomb. Does it mean anything? Does Acererak use color consistently? </p><p></p><p>4. [MENTION=22238]Corathon[/MENTION] has me thinking about magic. The pregens include a 14th level Cleric and a 14th level Magic User. What happens when they cast <em>Find Traps</em>, <em>True Seeing</em>, <em>Find the Path</em>, <em>Detect Invisible</em>, etc., etc.? Unlike a lot of modules, the ToH doesn't seem to contain a blanket prohibition against spells like these. Certain traps are explicitly undetectable (we'll see one in Area 4), but otherwise it looks like the spellcasters can go a long way toward ameliorating the risks of the Tomb.</p></blockquote><p></p>
[QUOTE="Stoat, post: 5587233, member: 16786"] [b]Area 3: Entrance to the Tomb of Horrors (Acererak's Riddle)[/b] The most important thing in the entrance hall is Acererak's Riddle. As a few folks have noted, finding it can be a challenge. The players must carefully study the pattern on the floor from the entrance of the tunnel to a specific point at the back of the tunnel. If they do so, they will "suddenly understand" that a message is contained in barely noticeable runes on the floor. [MENTION=59539]Ultimatecalibur[/MENTION] makes an interesting point. The map in the hardcopy version that I'm using (the one with the green cover) has a letter "B" on it. The letter is at the very end of the hall and shows the point that the PC's have to reach to gain the riddle. The .pdf (the older version with the pink cover) has no such mark. This is Acererak's meassage in its entirety: I'm not going to parse through the riddle right now. I plan to wait until we're done and then come back to it. But consider: 1. This is just about the only riddle you'll get. It is definitely the most detailed. It is hidden on the floor at the end of a pit-filled 130 foot long corridor, and the corridor is filled with distracting stuff. How many parties just flat missed it? 2. The riddle ostensibly leads you through the entire dungeon all the way to Acererak. To make use of it, the players need to be able to correlate where they are in the Tomb to the specific clues in the riddle. In some places, that's pretty difficult. 3. There's a lot of color imagery throughout the Tomb. Does it mean anything? Does Acererak use color consistently? 4. [MENTION=22238]Corathon[/MENTION] has me thinking about magic. The pregens include a 14th level Cleric and a 14th level Magic User. What happens when they cast [i]Find Traps[/i], [i]True Seeing[/i], [i]Find the Path[/i], [i]Detect Invisible[/i], etc., etc.? Unlike a lot of modules, the ToH doesn't seem to contain a blanket prohibition against spells like these. Certain traps are explicitly undetectable (we'll see one in Area 4), but otherwise it looks like the spellcasters can go a long way toward ameliorating the risks of the Tomb. [/QUOTE]
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WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]
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