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WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]
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<blockquote data-quote="Bullgrit" data-source="post: 5609617" data-attributes="member: 31216"><p>Again, the answers are based on already knowing what the danger is.</p><p></p><p>Augury has been addressed -- one question is not much use when there are 12? possible orientations.</p><p></p><p>The other solutions are all based on the knowledge (expectation) that the danger is a pit trap. What if the ceiling comes down on you? What if the levers zap you with electricity? What if poison darts shoot you when you move a lever? What if the room fills with water? Etc.</p><p></p><p>What if the solution to this room is to leave the levers alone, completely?</p><p></p><p>Heck, what if the pit below is a safe chute that slides the PCs down to the next step of the Tomb? Some would laugh at their paranoia when they work so hard to not fall down the pit.</p><p></p><p>Yes, the traps and tricks are avoidable *if you already know what they are*. But how can PCs in the adventure solve/avoid the traps if they haven't read the text themselves? That's the question. What clues are there for the PCs to have something to think on besides just using lucky guesses or blind faith?</p><p></p><p>As a module proposed as a thinking man's adventure, there must be some clues or hints or information to think on. What are they?</p><p></p><p>Bullgrit</p></blockquote><p></p>
[QUOTE="Bullgrit, post: 5609617, member: 31216"] Again, the answers are based on already knowing what the danger is. Augury has been addressed -- one question is not much use when there are 12? possible orientations. The other solutions are all based on the knowledge (expectation) that the danger is a pit trap. What if the ceiling comes down on you? What if the levers zap you with electricity? What if poison darts shoot you when you move a lever? What if the room fills with water? Etc. What if the solution to this room is to leave the levers alone, completely? Heck, what if the pit below is a safe chute that slides the PCs down to the next step of the Tomb? Some would laugh at their paranoia when they work so hard to not fall down the pit. Yes, the traps and tricks are avoidable *if you already know what they are*. But how can PCs in the adventure solve/avoid the traps if they haven't read the text themselves? That's the question. What clues are there for the PCs to have something to think on besides just using lucky guesses or blind faith? As a module proposed as a thinking man's adventure, there must be some clues or hints or information to think on. What are they? Bullgrit [/QUOTE]
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