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WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]
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<blockquote data-quote="Stoat" data-source="post: 5642056" data-attributes="member: 16786"><p><strong>Area 12. Trapped False Door</strong></p><p></p><p>At several locations throughout the Tomb, there are false doors which hide spear traps. When the door is opened, OMG! A spear shoots out!! The target must make a save versus spells or take 2d8 points of damage. </p><p></p><p>Meh. I address Area 12 only out of an insane completionist drive. It isn't even a single "area", just a type of trap scattered around the Tomb. And it's a pretty low-budget trap. Nobody between 10th and 14th level is going to sweat over "save vs. magic or lose 2-16 hits." Nobody. Orcs and goblins put better traps in the Caves of Chaos. At least its unnecessarily magical. If the door is closed and reopened, another spear will appear out of nowhere and fire again!</p><p></p><p>There's an illustration that goes with this area, but it's stupid and ugly. </p><p></p><p><a href="http://www.wizards.com/dnd/images/ToH_Gallery/ToHGraphic12.jpg" target="_blank">http://www.wizards.com/dnd/images/ToH_Gallery/ToHGraphic12.jpg</a></p><p></p><p>The first time the players encounter one of these traps is in Area 10. One trap is behind "an ORANGE sphere held waist high," and one is behind "a PURPLE sphere at feet." Nothing even close to that comes through in the illustration.</p><p></p><p>It's marginally interesting that the trap forces a saving throw instead of making an attack roll against AC. I wonder if that's an artifact of the module's age, or because of the "magic" nature of the spear.</p></blockquote><p></p>
[QUOTE="Stoat, post: 5642056, member: 16786"] [b]Area 12. Trapped False Door[/b] At several locations throughout the Tomb, there are false doors which hide spear traps. When the door is opened, OMG! A spear shoots out!! The target must make a save versus spells or take 2d8 points of damage. Meh. I address Area 12 only out of an insane completionist drive. It isn't even a single "area", just a type of trap scattered around the Tomb. And it's a pretty low-budget trap. Nobody between 10th and 14th level is going to sweat over "save vs. magic or lose 2-16 hits." Nobody. Orcs and goblins put better traps in the Caves of Chaos. At least its unnecessarily magical. If the door is closed and reopened, another spear will appear out of nowhere and fire again! There's an illustration that goes with this area, but it's stupid and ugly. [url]http://www.wizards.com/dnd/images/ToH_Gallery/ToHGraphic12.jpg[/url] The first time the players encounter one of these traps is in Area 10. One trap is behind "an ORANGE sphere held waist high," and one is behind "a PURPLE sphere at feet." Nothing even close to that comes through in the illustration. It's marginally interesting that the trap forces a saving throw instead of making an attack roll against AC. I wonder if that's an artifact of the module's age, or because of the "magic" nature of the spear. [/QUOTE]
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WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]
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