Gentlegamer
Adventurer
*raises hand*For some Players this might be fun and hilarious;
*raises hand*For some Players this might be fun and hilarious;
The genie is sort of interesting, but I'd guess a lot of parties would poke and prod at the urn before opening it. In this case caution is to your detriment. Missing out on the wishes sucks, but a single genie isn't strong enough to threaten a party of the recommended levels for this module.
The statues radiate magic and evil, (the only detection spells that work in this room), and the clue poem at the beginning of the Tomb says “The iron men of visage grim do more than meets the viewers eye.” [sic] But these statues aren’t magical, aren’t evil, and don’t actually do anything. So as much as I’ve complained that there are no clues in the Tomb for the Players/PCs to use, here we have at least four clues, yet they are completely useless. The clues aren’t even reverse psychology, or misleading to danger. They’re just useless.
I think "the iron men of visage grim do more than meets the viewer's eye" is a pretty crappy part of the riddle. The statues don't do anything.
If the riddle were something like "the iron men of visage grim hide (mumble mumble rhymes with 'die')" that would make more sense.
Also, the fake gems and coins painted to look like more valuable coins is a total cliche. An organically played 14th level AD&D character would have encountered this trick multiple times by this level.
It's also completely obnoxious and pointless. No adventuring party worth the name is going to be either fooled or deterred by fake treasure.
Well let's keep moving.
Area 30. The False Treasure Room
A. Bronze Urn: The urn is very large and covered with gold filigree. A thin stream of smoke pours out of thin slot in the stopper. The Urn contains an Efreet. If the PC's delicately open the urn, the Efreet will "perform 3 services for the party and then depart." If the joggle the urn around while they try to open it, the Efreet will get pissed off and attack them.
Bullgrit said:For some Players this might be fun and hilarious;
Gentlegamer, are you saying you like this regularly, as the standard fare in a D&D adventure, or for an unusual departure from the norm?Gentlegamer said:*raises hand*
Something that immediately stands out to me as funny, is the description of the statues’ weapons. The first three weapons are described with spikes or saw teeth, but the fourth is simply a voulge. And sadly, that’s not even a clue.
The statues radiate magic and evil, (the only detection spells that work in this room), and the clue poem at the beginning of the Tomb says “The iron men of visage grim do more than meets the viewers eye.” [sic] But these statues aren’t magical, aren’t evil, and don’t actually do anything. So as much as I’ve complained that there are no clues in the Tomb for the Players/PCs to use, here we have at least four clues, yet they are completely useless. The clues aren’t even reverse psychology, or misleading to danger. They’re just useless.
*raises hand*for other Players this could be stupid and a waste of time.
*raises hand*
I start getting fits just by reading "no magic works except detect evil and magic". First a game system is written featuring hundreds of interesting and/or broken spells, then to make an adventure a 'challenge' the designer decides to nerf evrything without good reason or in-game explanation. I _hate_ this kind of thing!
But wouldn't the efreet urn and the treasure chests also detect as magic (and evil for the efreet)? And they actually are magic (and evil). So, in a room with 8 things to mess with, 7 of them will detect as magic, 5 will detect as evil -- but only 3 are actually magical and only 1 is actually evil. Of the 4 false magic/evil things, 1 is the key to move forward in the Tomb. And the party has no way of determining what is true magic/evil and what is giving a false positive.Freakohollik said:Useless? Hardly. Both of those clues point you toward the statues which hide the secret door. A player that read the clue and/or detected magic on the statues wouldn't be stumped.
The only part of this criticism that's valid is that these statues radiate magic and evil despite being associated with neither. It's a fair criticism, but I've seen it in plenty of 1e modules and it's not a problem unique to the Tomb.