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WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]
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<blockquote data-quote="Stoat" data-source="post: 5659668" data-attributes="member: 16786"><p>Dwarf Fortress is a Hell of a drug. Strike the Earth! But anyway . . .</p><p></p><p><strong>Area 16. Locked Oaken Door</strong></p><p></p><p>If you miss the secret door hidden at the bottom of the pit trap, you'll find yourself in a long, ten-foot wide hallway that turns and runs north. There are no branches or intersections, but there is a door at the far end. </p><p></p><p>The door is heavily bound with iron bands, "and there are several locks apparent." If anybody listens, they cn hear far-off music and happy singing coming from the other side. Acererak has organized a party at Schist table! </p><p></p><p>The door is almost impossible to get through. "No forcing or knock spells will open it." Those locks that were apparent? The module doesn't say anything else about them. Instead, the PC's have to either <em>Disintegrate</em> the door or else chop it to pieces to get to the other side. When that happens, the music stops and you hear the sound of all those happy people running off. Maybe you should follow them!</p><p></p><p>This is all an enormous screwjob. The noises are just an <em>Audible Glamer</em>. The hallway is a gigantic counterbalanced teeter-totter. It only takes one PC to throw off the balance. When that happens, the hallway starts tipping forward and the DM should start counting to 5. PC's that don't turn around and run get dropped into hot lava. Strike the Earth!</p><p></p><p>IMO: Similar to Area 4, this trap (theoretically) punishes the PC's for being curious and going off the the path. I don't see any specific clue or warning about its danger. </p><p></p><p>On the other hand, even though this is a death trap, I don't think it's very deadly. The trigger is only 20 to 30 feet from the safety, and a quick acting PC will be able to turn around and run back pretty easily. Plus, it only takes the weight of one PC to overbalance the hallway. If somebody is scouting ahead, even a little, they'll be in trouble but the rest of the party will be safe.</p><p></p><p>I've run traps like this. There's a doozy in one of the Grimtooth books. Acererak should have put the fulcrum farther away, and balanced it so it took two or three PC's to set the trap off. As it is, he just wasted a perfectly valuable nigh-indestructable door.</p></blockquote><p></p>
[QUOTE="Stoat, post: 5659668, member: 16786"] Dwarf Fortress is a Hell of a drug. Strike the Earth! But anyway . . . [b]Area 16. Locked Oaken Door[/b] If you miss the secret door hidden at the bottom of the pit trap, you'll find yourself in a long, ten-foot wide hallway that turns and runs north. There are no branches or intersections, but there is a door at the far end. The door is heavily bound with iron bands, "and there are several locks apparent." If anybody listens, they cn hear far-off music and happy singing coming from the other side. Acererak has organized a party at Schist table! The door is almost impossible to get through. "No forcing or knock spells will open it." Those locks that were apparent? The module doesn't say anything else about them. Instead, the PC's have to either [i]Disintegrate[/i] the door or else chop it to pieces to get to the other side. When that happens, the music stops and you hear the sound of all those happy people running off. Maybe you should follow them! This is all an enormous screwjob. The noises are just an [i]Audible Glamer[/i]. The hallway is a gigantic counterbalanced teeter-totter. It only takes one PC to throw off the balance. When that happens, the hallway starts tipping forward and the DM should start counting to 5. PC's that don't turn around and run get dropped into hot lava. Strike the Earth! IMO: Similar to Area 4, this trap (theoretically) punishes the PC's for being curious and going off the the path. I don't see any specific clue or warning about its danger. On the other hand, even though this is a death trap, I don't think it's very deadly. The trigger is only 20 to 30 feet from the safety, and a quick acting PC will be able to turn around and run back pretty easily. Plus, it only takes the weight of one PC to overbalance the hallway. If somebody is scouting ahead, even a little, they'll be in trouble but the rest of the party will be safe. I've run traps like this. There's a doozy in one of the Grimtooth books. Acererak should have put the fulcrum farther away, and balanced it so it took two or three PC's to set the trap off. As it is, he just wasted a perfectly valuable nigh-indestructable door. [/QUOTE]
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