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WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]
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<blockquote data-quote="GQuail" data-source="post: 5676348" data-attributes="member: 30709"><p>Late arrival to this thread (not a regular reader here on ENWorld anymore) but very interested to find this, as I'm running it for a party right now. Of the five players three were in my 3.5 D&D campaign and two others have played various modern games with me - only one will have played any 70s/80s D&D edition in the past. It's really interesting to see them approach this dungeon and compare it with the comments of people more experienced in older edition thinking.</p><p></p><p>So far it's worth noting that no-one has taken any serious injury. In session one they tripped a fake entrance and had the box/pit trap at the first main hall teach them concern. (And I almost had one of them go into the green devil head.... almost!) From then on they were much more SWAT-like and session two featured a lot of careful preparation. Even if you don't think in old-school dungeon crawl logic, it seems hard to play the Tomb of Horrors and not start operating like that.</p><p></p><p>Going back a few pages, thing I would note is that I found the "slot with an O" in the Chapel very poorly worded indeed. The slot is noted in 14 and the method of opening is listed as in 15, which is /the corridor on the other side/. We got further in one sitting than I planned and hadn't read this far ahead in detail so I assumed this meant it was a one-way door, but it's actually to be opened in room 14. As others have said, Gary seems to have just written things as the mood takes him.</p></blockquote><p></p>
[QUOTE="GQuail, post: 5676348, member: 30709"] Late arrival to this thread (not a regular reader here on ENWorld anymore) but very interested to find this, as I'm running it for a party right now. Of the five players three were in my 3.5 D&D campaign and two others have played various modern games with me - only one will have played any 70s/80s D&D edition in the past. It's really interesting to see them approach this dungeon and compare it with the comments of people more experienced in older edition thinking. So far it's worth noting that no-one has taken any serious injury. In session one they tripped a fake entrance and had the box/pit trap at the first main hall teach them concern. (And I almost had one of them go into the green devil head.... almost!) From then on they were much more SWAT-like and session two featured a lot of careful preparation. Even if you don't think in old-school dungeon crawl logic, it seems hard to play the Tomb of Horrors and not start operating like that. Going back a few pages, thing I would note is that I found the "slot with an O" in the Chapel very poorly worded indeed. The slot is noted in 14 and the method of opening is listed as in 15, which is /the corridor on the other side/. We got further in one sitting than I planned and hadn't read this far ahead in detail so I assumed this meant it was a one-way door, but it's actually to be opened in room 14. As others have said, Gary seems to have just written things as the mood takes him. [/QUOTE]
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WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]
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