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WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]
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<blockquote data-quote="Bullgrit" data-source="post: 5675978" data-attributes="member: 31216"><p><strong>Area 18. False Crypt Protected by Fear Gas</strong></p><p></p><p>Yeah, this is a strange one.</p><p></p><p>Where are they going to run? It’s not like they have a clear path anywhere. It’s likely a feared PC will simply run back to the bottom of the pit trap and have to stop. And even if the feared PC can get out of the pit and navigate backwards through the Tomb, that means the DM has to split his time and attention between the PCs who stay at area 18 and those who are fleeing. This is just a frustration for a DM and the Players.</p><p></p><p>Another example of requiring magic to move forward. Later we’ll see where using this magic will be restricted or a bad idea.</p><p></p><p>I would think that this would scream “trap or trick” to anyone who’s made it this far into the Tomb. Is it smart to pick up and use the mace, or smart to leave it alone?</p><p></p><p>The “lich” only has 32 hit points. It won’t last three rounds even without the mace. So it gestures like casting a spell, but then swats at you, it gestures, then swats at you? This whole fight will be short and pathetic. Does the room collapse illusion happen if the “lich” is killed without the mace?</p><p></p><p>Oh wow, look at the smug attitude. I wonder how the designer would feel if the Players quickly figured out the whole thing was a programmed illusion and they told the DM they thought it was too insipid a dungeon?</p><p></p><p>What exactly is being given away here? What is it about the presence of a non-rotten leather bag that gives a clue to anything? It isn’t a trap or trick. </p><p></p><p>I agree. This is one of the weakest areas of the Tomb, which is weird because it’s supposed to be a climactic moment – a moment that should seem like the end of the Tomb adventure. I can’t imagine any experienced Players falling for this whole thing.</p><p></p><p>Bullgrit</p></blockquote><p></p>
[QUOTE="Bullgrit, post: 5675978, member: 31216"] [b]Area 18. False Crypt Protected by Fear Gas[/b] Yeah, this is a strange one. Where are they going to run? It’s not like they have a clear path anywhere. It’s likely a feared PC will simply run back to the bottom of the pit trap and have to stop. And even if the feared PC can get out of the pit and navigate backwards through the Tomb, that means the DM has to split his time and attention between the PCs who stay at area 18 and those who are fleeing. This is just a frustration for a DM and the Players. Another example of requiring magic to move forward. Later we’ll see where using this magic will be restricted or a bad idea. I would think that this would scream “trap or trick” to anyone who’s made it this far into the Tomb. Is it smart to pick up and use the mace, or smart to leave it alone? The “lich” only has 32 hit points. It won’t last three rounds even without the mace. So it gestures like casting a spell, but then swats at you, it gestures, then swats at you? This whole fight will be short and pathetic. Does the room collapse illusion happen if the “lich” is killed without the mace? Oh wow, look at the smug attitude. I wonder how the designer would feel if the Players quickly figured out the whole thing was a programmed illusion and they told the DM they thought it was too insipid a dungeon? What exactly is being given away here? What is it about the presence of a non-rotten leather bag that gives a clue to anything? It isn’t a trap or trick. I agree. This is one of the weakest areas of the Tomb, which is weird because it’s supposed to be a climactic moment – a moment that should seem like the end of the Tomb adventure. I can’t imagine any experienced Players falling for this whole thing. Bullgrit [/QUOTE]
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WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]
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