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WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]
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<blockquote data-quote="Bullgrit" data-source="post: 5606421" data-attributes="member: 31216"><p>The room is only 10' high by the text. I don't mention this to be crazy nitpicky, but to highlight an example of how a DM's description can have potentially radical affect on PC success/failure with this module. There's at least a couple issues I see with describing the room as 30' tall rather than 10' tall.</p><p></p><p>1- My first thought would be that the extra height is to increase the damage of something falling on me. Surely a legitimate concern in this Tomb. So that would distract my caution upwards rather than downwards.</p><p></p><p>2- The logistics of getting a party up to a hatch 30' above is more complicated than just going up 10'. Ten feet up, you can get out simply by getting on a comrade's shoulders, going up, and then reaching back down to pull them up. Thirty feet up would require ropes and a way to anchor it above. Nothing insurmountable, of course, but definitely more work than 10'.</p><p></p><p>Both of these change the scenario by a non-trivial amount. Especially in a tournament situation.</p><p></p><p>Also, isn't it interesting how a party clever enough to use spikes to stand on to avoid a potential fall weren't clever enough to avoid getting sent to the Forsaken Prison in the first place?</p><p></p><p>Bullgrit</p></blockquote><p></p>
[QUOTE="Bullgrit, post: 5606421, member: 31216"] The room is only 10' high by the text. I don't mention this to be crazy nitpicky, but to highlight an example of how a DM's description can have potentially radical affect on PC success/failure with this module. There's at least a couple issues I see with describing the room as 30' tall rather than 10' tall. 1- My first thought would be that the extra height is to increase the damage of something falling on me. Surely a legitimate concern in this Tomb. So that would distract my caution upwards rather than downwards. 2- The logistics of getting a party up to a hatch 30' above is more complicated than just going up 10'. Ten feet up, you can get out simply by getting on a comrade's shoulders, going up, and then reaching back down to pull them up. Thirty feet up would require ropes and a way to anchor it above. Nothing insurmountable, of course, but definitely more work than 10'. Both of these change the scenario by a non-trivial amount. Especially in a tournament situation. Also, isn't it interesting how a party clever enough to use spikes to stand on to avoid a potential fall weren't clever enough to avoid getting sent to the Forsaken Prison in the first place? Bullgrit [/QUOTE]
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WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]
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