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WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]
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<blockquote data-quote="FoxWander" data-source="post: 5644672" data-attributes="member: 1356"><p>I've been following this thread from the start. Great fun! It inspired me to run my group through the Tomb in honor of Gary's birthday. We used AD&D rules with the player's running the pre-gens from the module. I'll make a separate post to discuss their adventures in the Tomb though, since some questions came up that would just distract from the point of this thread. </p><p></p><p>What's relevant HERE is a basic concept of old-school D&D that I had to emphasize to my players- characters could do anything. There were no "skills" to imply a limit on what actions they could take. Players describe their character's actions (and the reasoning behind them if necessary) and the DM would judge, based on the circumstances and their description, what happened. I think this is the key to getting through the Tomb.</p><p>As written, ANY character can survive the tomb (though it would help if that character were a wizard). It really is a test of PLAYER ability. Theoretically, a properly cautious player could get thru with little more than a 10' pole and some rope. The traps don't need "thief skills" to find or solve- poking literally everything with the pole repeatedly, or some overly-paranoid player description, will suffice. </p><p></p><p>The chamber of three chest, for instance, could be "solved" by listening to the chests (after stabbing them with a dagger tied to your 10' pole to check for mimics <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> ). No doubt one would hear the snakes in their chest and nothing in the others. This might lead one to then try Clairvoyance on the other chests- finding the wooden one empty (the skeleton is teleported into it when opened) and the silver one holding the crystal box and ring. Being rightly paranoid of traps by this point, removing this box by some indirect means- a rope from across the room or via an Unseen Servant (as I said, it's good to be a wizard) is a reasonable precaution and would avoid the darts and net you the magic ring needed to "solve" the chapel.</p></blockquote><p></p>
[QUOTE="FoxWander, post: 5644672, member: 1356"] I've been following this thread from the start. Great fun! It inspired me to run my group through the Tomb in honor of Gary's birthday. We used AD&D rules with the player's running the pre-gens from the module. I'll make a separate post to discuss their adventures in the Tomb though, since some questions came up that would just distract from the point of this thread. What's relevant HERE is a basic concept of old-school D&D that I had to emphasize to my players- characters could do anything. There were no "skills" to imply a limit on what actions they could take. Players describe their character's actions (and the reasoning behind them if necessary) and the DM would judge, based on the circumstances and their description, what happened. I think this is the key to getting through the Tomb. As written, ANY character can survive the tomb (though it would help if that character were a wizard). It really is a test of PLAYER ability. Theoretically, a properly cautious player could get thru with little more than a 10' pole and some rope. The traps don't need "thief skills" to find or solve- poking literally everything with the pole repeatedly, or some overly-paranoid player description, will suffice. The chamber of three chest, for instance, could be "solved" by listening to the chests (after stabbing them with a dagger tied to your 10' pole to check for mimics ;) ). No doubt one would hear the snakes in their chest and nothing in the others. This might lead one to then try Clairvoyance on the other chests- finding the wooden one empty (the skeleton is teleported into it when opened) and the silver one holding the crystal box and ring. Being rightly paranoid of traps by this point, removing this box by some indirect means- a rope from across the room or via an Unseen Servant (as I said, it's good to be a wizard) is a reasonable precaution and would avoid the darts and net you the magic ring needed to "solve" the chapel. [/QUOTE]
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