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WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]
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<blockquote data-quote="Stoat" data-source="post: 5644269" data-attributes="member: 16786"><p><strong>Area 13. Chamber of Three Chests</strong></p><p></p><p>Area 13 is a square chamber thirty feet to a side. PC's can reach this place by two routes, both secret. First, a "secret plug" in the ceiling of the crawlspace leading out of Area 7 opens into the floor here. Second, the crawlspace behind the red sphere in Area 10 dead ends at an "easily discovered" secret door. The module clarifies that "easily discovered" means there's 4 in 6 chance to find it. The floor tilts when this secret door is opened, dumping an unlucky PC to the floor of Area 13 10 feet below. </p><p></p><p>There are three large chests affixed to the floor. One is gold, the second is silver and the third is oak bound with bronze. They're big: 4 feet by 2 feet by 3 feet. As far as I can tell, they aren't locked.</p><p></p><p><a href="http://www.wizards.com/dnd/images/ToH_Gallery/ToHGraphic13a.jpg" target="_blank">http://www.wizards.com/dnd/images/ToH_Gallery/ToHGraphic13a.jpg</a></p><p></p><p><strong>Gold Chest:</strong> Snakes! Oh my god snakes! 12 large asps slither out of the chest and attack "next round." Each is AC 6 with 9 hit points and attacks as a 3 Hit Die monster. Their bites only do 1 point of damage, "but saves versus their poison are at -2." The module doesn't say what happens if you fail a save, but I'm going to guess death. Here's a picture of the snakes:</p><p></p><p><a href="http://www.wizards.com/dnd/images/ToH_Gallery/ToHGraphic13b.jpg" target="_blank">http://www.wizards.com/dnd/images/ToH_Gallery/ToHGraphic13b.jpg</a></p><p></p><p><strong>Silver Chest:</strong> This chest contains a clear crystal box that holds a Ring of Protection +1. When the crystal box is lifted out of the chest, 8 darts shoot upwards. 1 to 2 PC's are hit with 1 to 4 darts each (no save) for 1d6 points of damage per dart. So screw you for taking Acererak's magic ring. A picture is provided:</p><p></p><p><a href="http://www.wizards.com/dnd/images/ToH_Gallery/ToHGraphic13c.jpg" target="_blank">http://www.wizards.com/dnd/images/ToH_Gallery/ToHGraphic13c.jpg</a></p><p></p><p><strong>Wood Chest:</strong> A giant skeleton (literally, it's the skeleton of a giant) has been crammed into this chest. It wants to hash out a working definition of the term "simulationist." Brutal combat inevitably follows.</p><p></p><p>The skeleton seems pretty buff. According to the module, "it will <strong>always</strong> strike first." It carries two scimitars and attacks twice per round for 2-12 dmg a pop. It's AC 2 and attacks as a 10 Hit Die monster. It only has 32 hit points, but only blunt weapons really hurt it. Edged weapons do 1 point of damage a hit. Holy Water does 1-4 points of damage to it. It cannot be turned and "magic does not affect this monster." Here's a picture:</p><p></p><p><a href="http://www.wizards.com/dnd/images/ToH_Gallery/ToHGraphic13d.jpg" target="_blank">http://www.wizards.com/dnd/images/ToH_Gallery/ToHGraphic13d.jpg</a></p><p></p><p>IMO: I don't see any clues here. The right chest is silver, and I haven's even seen the word "silver" in either of the two clues Acererak gives. Of course, the Gargoyle riddle from Area 8 says, "Look high and low for gold," and the gold chest here is just a box of poison. Looks to me like picking the right chest is a matter of dumb luck. If anybody has any other idea, speak up. </p><p></p><p>And the combats look pretty wooly. The snakes attack "next round," so arguably the PC's have a free round of attacks on them. They've got an acceptable Thac0 (16), and each bite forces a save. The skeleton is beefy and difficult to hurt. And escape will be tricky. Since both entrances are secret, a party can enter Area 13 one way, and not find the other way out. Plus, the exits are hard to get to. The way back to Area 7 is through a trapdoor that leads to a narrow crawlspace. The way back to Area 10 is up on the wall, 10 feet off the floor. I think a careless or unlucky party might lose a member here. Maybe two.</p><p></p><p>Finally, why all the pictures? There are four pictures in the module devoted to this room, and this room is an optional encounter that can be bypassed without consequence. Are there clues in the pictures?</p></blockquote><p></p>
[QUOTE="Stoat, post: 5644269, member: 16786"] [b]Area 13. Chamber of Three Chests[/b] Area 13 is a square chamber thirty feet to a side. PC's can reach this place by two routes, both secret. First, a "secret plug" in the ceiling of the crawlspace leading out of Area 7 opens into the floor here. Second, the crawlspace behind the red sphere in Area 10 dead ends at an "easily discovered" secret door. The module clarifies that "easily discovered" means there's 4 in 6 chance to find it. The floor tilts when this secret door is opened, dumping an unlucky PC to the floor of Area 13 10 feet below. There are three large chests affixed to the floor. One is gold, the second is silver and the third is oak bound with bronze. They're big: 4 feet by 2 feet by 3 feet. As far as I can tell, they aren't locked. [url]http://www.wizards.com/dnd/images/ToH_Gallery/ToHGraphic13a.jpg[/url] [b]Gold Chest:[/b] Snakes! Oh my god snakes! 12 large asps slither out of the chest and attack "next round." Each is AC 6 with 9 hit points and attacks as a 3 Hit Die monster. Their bites only do 1 point of damage, "but saves versus their poison are at -2." The module doesn't say what happens if you fail a save, but I'm going to guess death. Here's a picture of the snakes: [url]http://www.wizards.com/dnd/images/ToH_Gallery/ToHGraphic13b.jpg[/url] [b]Silver Chest:[/b] This chest contains a clear crystal box that holds a Ring of Protection +1. When the crystal box is lifted out of the chest, 8 darts shoot upwards. 1 to 2 PC's are hit with 1 to 4 darts each (no save) for 1d6 points of damage per dart. So screw you for taking Acererak's magic ring. A picture is provided: [url]http://www.wizards.com/dnd/images/ToH_Gallery/ToHGraphic13c.jpg[/url] [b]Wood Chest:[/b] A giant skeleton (literally, it's the skeleton of a giant) has been crammed into this chest. It wants to hash out a working definition of the term "simulationist." Brutal combat inevitably follows. The skeleton seems pretty buff. According to the module, "it will [b]always[/b] strike first." It carries two scimitars and attacks twice per round for 2-12 dmg a pop. It's AC 2 and attacks as a 10 Hit Die monster. It only has 32 hit points, but only blunt weapons really hurt it. Edged weapons do 1 point of damage a hit. Holy Water does 1-4 points of damage to it. It cannot be turned and "magic does not affect this monster." Here's a picture: [url]http://www.wizards.com/dnd/images/ToH_Gallery/ToHGraphic13d.jpg[/url] IMO: I don't see any clues here. The right chest is silver, and I haven's even seen the word "silver" in either of the two clues Acererak gives. Of course, the Gargoyle riddle from Area 8 says, "Look high and low for gold," and the gold chest here is just a box of poison. Looks to me like picking the right chest is a matter of dumb luck. If anybody has any other idea, speak up. And the combats look pretty wooly. The snakes attack "next round," so arguably the PC's have a free round of attacks on them. They've got an acceptable Thac0 (16), and each bite forces a save. The skeleton is beefy and difficult to hurt. And escape will be tricky. Since both entrances are secret, a party can enter Area 13 one way, and not find the other way out. Plus, the exits are hard to get to. The way back to Area 7 is through a trapdoor that leads to a narrow crawlspace. The way back to Area 10 is up on the wall, 10 feet off the floor. I think a careless or unlucky party might lose a member here. Maybe two. Finally, why all the pictures? There are four pictures in the module devoted to this room, and this room is an optional encounter that can be bypassed without consequence. Are there clues in the pictures? [/QUOTE]
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WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]
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