WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]‏

Also, it should probably be noted that this whole area/encounter is unnecessary for completing the Tomb. There are no keys or anything specifically useful for a party exploring the Tomb, and the gimmick/trap is totally non-deadly.

Granted, again, there are no clues to tell/warn the PCs this is a useless time waster. The hall to this room doesn't even lead deeper into the Tomb. Coming this way at all is already going the wrong way.

Bullgrit
 

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It's an interesting, but unimportant room. The only purpose seems to be to waste time for tournament playrs and lower their score.

Outside of a tournament setting, the room is still worth having since it's more interesting than a dead end.
 

Most groups I've heard about don't even find the siren. Going down that corridor requires crossing or jumping over the pit, as opposed to simply stepping around a corner to go north or south. Since the PCs have just encountered a pit with a trap on the far side, they might be suspicious of trying to go east towards the siren's area. And there's another pit in front of the east door. If they find the cavern at all they get suspicious of the mists (especially if someone fails a save) and don't go any further.

Getting to the siren requires a fairly determined party IMO. Our group in Return followed the scent of the instructor from the Dark Academy who had gone this way before. That's how we found the false/true door and continued on.
 


Patryn of Elvenshae said:
Assuming you breathe the mist and fail your save, is there any indication of what the proper method to heal yourself is to the characters?
Good question. Depending on how the DM interprets the siren's restrictions on what she can say/talk about, she maybe can tell them. The siren can cure the idiocy by touch, (just as she can cause it by touch).

Bullgrit
 
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Interesting thread.

I'm mostly in Bullgrit's camp -- the Tomb is vastly overrated, and statements that it somehow challenges the players' thinking abilities don't hold up to me.

As Bullgrit has pointed out, in some places the Tomb punishes you for persistence; in other places, it rewards you. In some places, it punishes you for searching thoroughly; in other places, it rewards you. In some places, the Tomb maybe sorta kinda gives you a clue (though we can argue about that); in other places, it leaves you completely to your own devices.

It's maddening. And maybe that's the way AcerGygax likes it.

= = =

A couple of points I remember from when I played this, back in the day.
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* One of my characters had a gem of true seeing, gained during a previous adventure. That item made the Tomb much easier.

(But, it's not like having it means I was a better player. It just means my DM was nice enough to lay the gem on me in a previous adventure.)

* We cast find the path, repeatedly. Our DM interpreted it fairly liberally, so we were able to avoid many of the traps.

* My wizard character used unseen servant and/or telekinesis constantly. I don't think we ever touched or manipulated anything by hand unless we had no alternative. I specifically remember using telekinesis to get the key-half out of the acid, after detect magic had revealed something was in there.

* But, lest you think the DM was too easy on us, my recollection is as follows:

1 PC lost part of an arm to the Great Green Face
1 PC lost all equipment to the misty archway trap
1 PC had his/her gender and alignment swapped and had to be put down (hey, he/she was evil, he/she attacked us)

I think someone got smushed by the juggernaut, but I vaguely remember we had some clever way around it.

And... all remaining PCs died to the demilich in the end. Our DM may have been generous in allowing us to get that far, but since we didn't have the right silver bullets prepared (and this was before MM2 existed), we were toast as soon as the skull rose up.
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Good question. Depending on how the DM interprets the siren's restrictions on what she can say/talk about, she maybe can tell them. The siren can cure the idiocy by touch, (just as she can cause it by touch).

Bullgrit

But the party has to risk further exposure to the mists to find the siren for the chance to learn that. Groups that just run will have to find the "cure" whenever they leave the Tomb.

My wife just reminded me that our party in Return did find the siren but we did it after completing that whole adventure. We found out during the Fortress of Conclusion that the Tomb was being maintained by demons. There was plenty we couldn't loot (the big mithral doors mainly) because of that. So once Acererack was defeated and the demons were gone we went back to loot it all before anyone else figured out what was going on. One of the last things we found was the siren. We got her out AND the sacks of treasure- the DM ruled that when they disappeared they just teleported to the vault like any PC possessions do.

I knew we went back to loot the Tomb more but couldn't remember if we got the siren or not.
 
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