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WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]
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<blockquote data-quote="Stoat" data-source="post: 5605659" data-attributes="member: 16786"><p><strong>Area 7. The Forsaken Prison</strong></p><p></p><p>If you made it here, you screwed up. </p><p></p><p>Those who walk through Area 5. The Arch of Mist without solving the riddle of the Simon Says Stones are teleported to the Forsaken Prison. It's a "miserable cubicle" 10 feet square and 10 feet high. There is no visible way in or out, "and even a magical means of detection will not indicate any. There are 3 iron levers set in the south wall.</p><p></p><p>To get out, you have to simultaneously push all 3 levers straight up. That will open a trapdoor in the ceiling that leads to a little crawlspace. Following the crawlspace eventually takes you back to the Entrance Hall. If you use "magical vision means" or tap in the right place, you can find a secret door in the ceiling of the crawlspace that takes you to Area 13.</p><p></p><p>If you push the levers straight down, the floor under you turns into a pit. D'oh! The pit is 100' deep and falling in does 10d10 points of damage (average 55). Surprisingly, there are no poisoned spikes in the pit. However, you only have 1 turn to get out before the trapdoor closes and seals you inside.</p><p></p><p>Do anything else you care to do with the levers. It won't have any effect.</p><p></p><p>IMO: The Forsaken Prison is obviously a punishment room. You get here by failing to solve Area 5. It's a pretty boring place. No clues, no brightly colored mosaics, no picture -- just them 3 levers. If there's a way to solve the lever "puzzle" other than trial and error, I'd like to hear it. As far as I can tell, there are no clues or hints or anything to guide the players.</p><p></p><p>The pit trap is fairly deadly. The pregens have pretty good Constitutions, and I'd guess that a fair number of them will survive the fall. Those who do risk starving to death in the dark unless they can climb out in 1 turn. (Refresh my memory: 1 turn is 10 minutes, right?) In my experience, that won't be too hard. M-U's should be able to fly or levitate (or just teleport the hell out). Thieves climb. And any party that doesn't have 100 feet of ropes with grappling hooks deserves what they get.</p><p></p><p>Also: "miserable cubicle" makes me glad I have an office with a window.</p></blockquote><p></p>
[QUOTE="Stoat, post: 5605659, member: 16786"] [b]Area 7. The Forsaken Prison[/b] If you made it here, you screwed up. Those who walk through Area 5. The Arch of Mist without solving the riddle of the Simon Says Stones are teleported to the Forsaken Prison. It's a "miserable cubicle" 10 feet square and 10 feet high. There is no visible way in or out, "and even a magical means of detection will not indicate any. There are 3 iron levers set in the south wall. To get out, you have to simultaneously push all 3 levers straight up. That will open a trapdoor in the ceiling that leads to a little crawlspace. Following the crawlspace eventually takes you back to the Entrance Hall. If you use "magical vision means" or tap in the right place, you can find a secret door in the ceiling of the crawlspace that takes you to Area 13. If you push the levers straight down, the floor under you turns into a pit. D'oh! The pit is 100' deep and falling in does 10d10 points of damage (average 55). Surprisingly, there are no poisoned spikes in the pit. However, you only have 1 turn to get out before the trapdoor closes and seals you inside. Do anything else you care to do with the levers. It won't have any effect. IMO: The Forsaken Prison is obviously a punishment room. You get here by failing to solve Area 5. It's a pretty boring place. No clues, no brightly colored mosaics, no picture -- just them 3 levers. If there's a way to solve the lever "puzzle" other than trial and error, I'd like to hear it. As far as I can tell, there are no clues or hints or anything to guide the players. The pit trap is fairly deadly. The pregens have pretty good Constitutions, and I'd guess that a fair number of them will survive the fall. Those who do risk starving to death in the dark unless they can climb out in 1 turn. (Refresh my memory: 1 turn is 10 minutes, right?) In my experience, that won't be too hard. M-U's should be able to fly or levitate (or just teleport the hell out). Thieves climb. And any party that doesn't have 100 feet of ropes with grappling hooks deserves what they get. Also: "miserable cubicle" makes me glad I have an office with a window. [/QUOTE]
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WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]
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