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WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]
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<blockquote data-quote="Stoat" data-source="post: 5590062" data-attributes="member: 16786"><p>If you guys want to start re-hashing Bullgrit/Quasqueton's treasure threads, would you kindly take it elsewhere. I don't want this thread to get derailed by a long discussion of B/Q's methodology.</p><p></p><p>Moving on.</p><p></p><p><strong>Area 4. Fresco of the Wizardly Work Room</strong></p><p></p><p>Area 4 is a fresco painted on the the west wall of the entrance hall. The fresco depicts two jackal-headed creatures holding a box. </p><p></p><p><a href="http://www.wizards.com/dnd/images/ToH_Gallery/ToHGraphic4m.jpg" target="_blank">http://www.wizards.com/dnd/images/ToH_Gallery/ToHGraphic4m.jpg</a></p><p></p><p>The box is real -- a small bronze chest stuck to the wall. The bottom of the box is hinged and will swing down when a catch on the top of the box is activated. The catch is trapped with an "easily detectable poison needle trap" that can be "avoided easily" through any number of means. Although the inside of the box <em>looks</em> empty, if you feel around inside, you can find a lever.</p><p></p><p>[Nelson Muntz] Ha! Ha! [/Nelson Muntz]</p><p>Pulling the lever opens a trap door immediately in front of the fresco and dumps you into a 30 foot deep pit filled with spikes! The module is careful to note that the trap door is three feet thick and cannot be detected by sounding or by any magic which detects traps. Even <em>True Seeing</em> will only show the outlines of the trap door. "<em>t will not show what it does."</em></p><p><em></em></p><p><em>IMO: This is an elaborate trap from the "Why are you hitting yourself? Stop hitting yourself!" school. Somewhere Grimtooth the Troll is having a larf. Fooling around with Area 4 is a waste of time and a danger to life and limb. I don't see any clues or riddles that clever players could use to pick up on that. This pit trap is also a little more dangerous than the others in the Entrance Hall. It's deeper. It's harder to detect. And its design makes it much more likely to get multiple PC's at one time.</em></p><p><em></em></p><p><em>On the other hand, I'm not convinced that any of these pits are that deadly. The falling damage won't kill anybody, and the poison spikes are less threatening than they appear. Frex, the 14th level Cleric has a base save vs. poison of 5 or better. As long as the Cleric lives, the party is going to be ok.</em></p><p><em></em></p><p><em>It's also noteworthy that the text specifically states this trap is undectable by magic. Presumably, that means other traps can be magically detected. At a minimum, this further lessens the threat from all those other pit traps in the Entrance Hall.</em></p><p><em></em></p><p><em>But I got to get this off my chest. The fresco doesn't look anything like a wizardly work room. Want to see a wizardly work room? The cover of <em>Unearthed Arcana</em> looks like a wizardly work room. Area 4 does not look like a wizardly work room. It looks like some Egyptian tomb carving. It doesn't even look like a room! There's no perspective. There's no furniture. There's no wizardly apparatuses. Why call it a wizardly work room? Why?</em></p><p><em></em></p><p><em>I don't know why, but that bugs me no end.</em></p></blockquote><p></p>
[QUOTE="Stoat, post: 5590062, member: 16786"] If you guys want to start re-hashing Bullgrit/Quasqueton's treasure threads, would you kindly take it elsewhere. I don't want this thread to get derailed by a long discussion of B/Q's methodology. Moving on. [b]Area 4. Fresco of the Wizardly Work Room[/b] Area 4 is a fresco painted on the the west wall of the entrance hall. The fresco depicts two jackal-headed creatures holding a box. [url]http://www.wizards.com/dnd/images/ToH_Gallery/ToHGraphic4m.jpg[/url] The box is real -- a small bronze chest stuck to the wall. The bottom of the box is hinged and will swing down when a catch on the top of the box is activated. The catch is trapped with an "easily detectable poison needle trap" that can be "avoided easily" through any number of means. Although the inside of the box [i]looks[/i] empty, if you feel around inside, you can find a lever. [Nelson Muntz] Ha! Ha! [/Nelson Muntz] Pulling the lever opens a trap door immediately in front of the fresco and dumps you into a 30 foot deep pit filled with spikes! The module is careful to note that the trap door is three feet thick and cannot be detected by sounding or by any magic which detects traps. Even [i]True Seeing[/i] will only show the outlines of the trap door. "[I]t will not show what it does." IMO: This is an elaborate trap from the "Why are you hitting yourself? Stop hitting yourself!" school. Somewhere Grimtooth the Troll is having a larf. Fooling around with Area 4 is a waste of time and a danger to life and limb. I don't see any clues or riddles that clever players could use to pick up on that. This pit trap is also a little more dangerous than the others in the Entrance Hall. It's deeper. It's harder to detect. And its design makes it much more likely to get multiple PC's at one time. On the other hand, I'm not convinced that any of these pits are that deadly. The falling damage won't kill anybody, and the poison spikes are less threatening than they appear. Frex, the 14th level Cleric has a base save vs. poison of 5 or better. As long as the Cleric lives, the party is going to be ok. It's also noteworthy that the text specifically states this trap is undectable by magic. Presumably, that means other traps can be magically detected. At a minimum, this further lessens the threat from all those other pit traps in the Entrance Hall. But I got to get this off my chest. The fresco doesn't look anything like a wizardly work room. Want to see a wizardly work room? The cover of [i]Unearthed Arcana[/i] looks like a wizardly work room. Area 4 does not look like a wizardly work room. It looks like some Egyptian tomb carving. It doesn't even look like a room! There's no perspective. There's no furniture. There's no wizardly apparatuses. Why call it a wizardly work room? Why? I don't know why, but that bugs me no end.[/I] [/QUOTE]
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WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]
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