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Tomb of Horrors - example of many, or one of a kind?
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<blockquote data-quote="Celebrim" data-source="post: 5579234" data-attributes="member: 4937"><p>Posting without spoiler tags is very bad form.</p><p></p><p>Area 21 is in my opinion the second most lethal trap in the dungeon behind only [SPOILER]the sleeping gas / juggernaut trap[/SPOILER]. </p><p></p><p>Getting through that room without losing half the party is difficult but achievable.</p><p></p><p>So, for example:</p><p></p><p>[SPOILER]</p><p>1) Remember how I said that flight negates most of the traps in the dungeon? A flying party can traverse this room without incident. More practically, the scout can be made to fly ahead, find the door and hold the curtains aside so that everyone else can cross in relative safety. This assumes of course that the party has figured out that the curtains are dangerous for some reason, but by this point usually parties paranoidly are assuming everything is dangerous.</p><p>2) The green slime is far more dangerous than the brown mold. Burning the tapestries is a risky but still viable plan, both because 4d8 damage is survival and the green slime is instant death in this case, but because the text specifically says that the range of the cold is only 5'. So the slime can be burned out of the tapestries, and then the mold dealt with afterwards by whatever means available.</p><p>[/SPOILER]</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5579234, member: 4937"] Posting without spoiler tags is very bad form. Area 21 is in my opinion the second most lethal trap in the dungeon behind only [SPOILER]the sleeping gas / juggernaut trap[/SPOILER]. Getting through that room without losing half the party is difficult but achievable. So, for example: [SPOILER] 1) Remember how I said that flight negates most of the traps in the dungeon? A flying party can traverse this room without incident. More practically, the scout can be made to fly ahead, find the door and hold the curtains aside so that everyone else can cross in relative safety. This assumes of course that the party has figured out that the curtains are dangerous for some reason, but by this point usually parties paranoidly are assuming everything is dangerous. 2) The green slime is far more dangerous than the brown mold. Burning the tapestries is a risky but still viable plan, both because 4d8 damage is survival and the green slime is instant death in this case, but because the text specifically says that the range of the cold is only 5'. So the slime can be burned out of the tapestries, and then the mold dealt with afterwards by whatever means available. [/SPOILER] [/QUOTE]
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