[MENTION=6875326]jimmytheccomic[/MENTION]: sounds like it was a great game! Glad to hear your players are so invested in it, especially the riddle and their dislike for Acererak. The riddle is likely to trip them up at some point (its incredible ambiguous and cryptic), which will only add fuel the fire.
Just trying to follow your party's progress...the tapestry room? I'm guessing by the three crawlspaces you described, you're referring to area 10 Great Hall of Spheres? Just curious.
Our second session went down last night! Players are still crushing it- so far no deaths, or damage. Mage Hand continues to be the MVP. In addition to that, the party has made the decision to always take the secret door when they find it, and not bother with a full exploration of the tomb- this policy has gotten them to easily avoid all the most horrific stuff.
-In the chapel, they were able to find and disarm the tomb trap. This is the room where the skeleton is pointing at the archway that does the gender/alignment flip...this screamed "Trap" to the players, because they hadn't seen any other skeletons or corpses in the Tomb, so they noped away from that, found the wall slot, and ditched a magic ring.
-The "fortuitous fall" clue sent them into the pit, they found that secret door and went through, meaning they dodged the lava ramp trap. They then found the secret door on the stairwell down- I'm proud of my players overall, but I'm really bummed that they didn't make their way down to the false lich/false ending room, I was looking forward to trying to sell that!
-In the room with the three cauldrons, they easily killed the Ochre jelly. For the acid vat, they used a combination of "Detect Magic" (since the key is magical) and mage hand to fish it out. It's really clear this dungeon didn't expect you to be able to use mage hand in every room when it was designed!
-The pit to climb down and walk across screamed "Trap" so loud they almost turned back around! They climbed down, found and disarmed the pressure plate, and went on their way.
-The way they handled the Agitated Chamber was hilarious. So, they've got a rope tied around the halfling rogue, so if he falls down a pit they can fish him out. When he steps into the room, everything starts shaking and bouncing around, they instantly pull him out. Then they use mage hand to loop their rope around the legs of the couch, and they pull furniture out of the room until the halflings weight is counterbalanced, so he can go back in and explore at his leisure. Through the secret door!
-Following along secret doors they find keep them away from the knockout gas trap, and the intelligence draining gas. They stick their swords into the adamantine door, then hang out and watch it to see if it closes again. Once they realize they'll likely be stuck on the other side when it closes, they have a lengthy conversation where they debate on going back and clearing unexplored areas- they decide against it, and soldier on.
-In the pillared room, they make it a point to not touch any pillars, and they couldn't have been less interested in the glowing rock surrounded by corpses- they give that a huge berth, focus on the throne, and work their way through that. They figure out "silver to silver, gold to gold" and make their way down. When they realize the crown blinds the wearer after the first room, they love the idea of putting it on an enemy to blind them- it's a mixed blessing that they don't know what happens if you touch the silver to it!
-At the vault of mithril, the Monk character places the silver end of the scepter against the door, and is thrown naked back to the start! He beelines his way back to the adamantine door, where he realizes he doesn't have any swords to open it. He uses his monk ability to teleport through- I rule that teleportation through closed doors invokes demonic attention, and roll the d20- the di is on my side, and rolls a 20, so a nalfeshnee appears! We call the session there, to likely finish up next week.