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WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]
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<blockquote data-quote="Stoat" data-source="post: 5755409" data-attributes="member: 16786"><p><strong>Area 31.</strong></p><p></p><p>Area 31 is unnamed. It is also boring. </p><p></p><p>If you discover the secret door under the statue in Area 30, you will find yourself in a short hallway that runs due west 20 feet and then takes a right turn to the north. (Area 32 is a secret door to the left/south). The passage eventually leads to a 20 foot wide corridor that runs south to some doors. The doors are Area 31.</p><p></p><p>Basically, Area 31 is a set of unnecessarily elaborate one-way doors. You can only open them from the north. In other words, you have to go through Area 30 to be able to open them. Nothing, even a <em>wish</em>, will allow you find find the passage from the south. If you open one of the doors, Acererak uses all of his titanic and godlike power to summon . . . a pit trap.</p><p></p><p>The whole thing leads back to the hall that runs from Area 21 to Area 22. Maybe you should go back and talk to that Siren. She seemed nice.</p><p></p><p>IMO: zzz I feel asleep zzz. The only marginally interesting thing about Area 31 is that it seems out of order. You have to walk past Area 32 to get there. </p><p></p><p>Speaking of which:</p><p></p><p><strong>Area 32. Secret Door</strong></p><p></p><p>Move the statue back in Area 30. Find the secret door. Follow a short hallway 20 feet to the west and look to your left. You'll see a blank stone wall.</p><p></p><p>This wall contains another secret door. A secret door so secret that no magic means of any type will detect it. Super secret. No attempt to force open the door by physical or magical means will work. Secret strength! In fact, the secret door is actually "a stone-sheathed adamantine slab of tremendous thickness." Secret adamant! </p><p></p><p>Careful inspection (no magic!) will reveal a tiny, metal-lined keyhole set into the wall. If the FIRST KEY (which is the key you found way back in Area 19) is inserted into the keyhole, the super secret door will slide slowly, ever so slowly, into the floor. Acererak's tomb is just beyond.</p><p></p><p>IMO: Acererak's riddle says, "You've left and left and found my Tomb." The secret door is to the left after you leave Area 30. That's a pretty opaque clue, but it is a clue. It also implies that there might be two significant "lefts", but this is the only one I see. Do you see another? Or does this line mean, "once you've left, go left."</p><p></p><p>After the secret door opens, the DM text reads, "There can be no real doubt that the end of the adventure -- one way or another -- is near." This is codswollop. There's nothing to indicate to the players that they are getting any closer to the end unless they can tell that the DM is looking at the second-to-last page of the module. </p><p></p><p>The last run up to Mr. A's Tomb is dull and safe. Lot's of powerful magic has been deployed to create super-duper one-way doors, a big ole' super ecret door, and a magically appearing pit trap. What's lamer than a magically appearing pit trap?</p></blockquote><p></p>
[QUOTE="Stoat, post: 5755409, member: 16786"] [b]Area 31.[/b] Area 31 is unnamed. It is also boring. If you discover the secret door under the statue in Area 30, you will find yourself in a short hallway that runs due west 20 feet and then takes a right turn to the north. (Area 32 is a secret door to the left/south). The passage eventually leads to a 20 foot wide corridor that runs south to some doors. The doors are Area 31. Basically, Area 31 is a set of unnecessarily elaborate one-way doors. You can only open them from the north. In other words, you have to go through Area 30 to be able to open them. Nothing, even a [i]wish[/i], will allow you find find the passage from the south. If you open one of the doors, Acererak uses all of his titanic and godlike power to summon . . . a pit trap. The whole thing leads back to the hall that runs from Area 21 to Area 22. Maybe you should go back and talk to that Siren. She seemed nice. IMO: zzz I feel asleep zzz. The only marginally interesting thing about Area 31 is that it seems out of order. You have to walk past Area 32 to get there. Speaking of which: [b]Area 32. Secret Door[/b] Move the statue back in Area 30. Find the secret door. Follow a short hallway 20 feet to the west and look to your left. You'll see a blank stone wall. This wall contains another secret door. A secret door so secret that no magic means of any type will detect it. Super secret. No attempt to force open the door by physical or magical means will work. Secret strength! In fact, the secret door is actually "a stone-sheathed adamantine slab of tremendous thickness." Secret adamant! Careful inspection (no magic!) will reveal a tiny, metal-lined keyhole set into the wall. If the FIRST KEY (which is the key you found way back in Area 19) is inserted into the keyhole, the super secret door will slide slowly, ever so slowly, into the floor. Acererak's tomb is just beyond. IMO: Acererak's riddle says, "You've left and left and found my Tomb." The secret door is to the left after you leave Area 30. That's a pretty opaque clue, but it is a clue. It also implies that there might be two significant "lefts", but this is the only one I see. Do you see another? Or does this line mean, "once you've left, go left." After the secret door opens, the DM text reads, "There can be no real doubt that the end of the adventure -- one way or another -- is near." This is codswollop. There's nothing to indicate to the players that they are getting any closer to the end unless they can tell that the DM is looking at the second-to-last page of the module. The last run up to Mr. A's Tomb is dull and safe. Lot's of powerful magic has been deployed to create super-duper one-way doors, a big ole' super ecret door, and a magically appearing pit trap. What's lamer than a magically appearing pit trap? [/QUOTE]
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WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]
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