Bullgrit
Adventurer
I wonder if people reading this thread but not the module text, itself, understand your accuracy here. It kind of sounds like you are using hyperbole for fun. But you're not:Stoat said:The door is almost impossible to get through. "No forcing or knock spells will open it." Those locks that were apparent? The module doesn't say anything else about them. Instead, the PC's have to either Disintegrate the door or else chop it to pieces to get to the other side.
Bold as in original text.Tomb of Horrors said:The door radiates a dim magical aura, and no forcing or knock spells will open it. A disintegrate spell, or physically chopping it to pieces, provide the only means to continue past it.
The PCs don't even know they've gone off the path. If they missed searching for the secret door back in the pit trap, they think they're just moving along the Tomb path as they're supposed to be.Stoat said:Similar to Area 4, this trap (theoretically) punishes the PC's for being curious and going off the the path. I don't see any specific clue or warning about its danger.
Actually, I think I like the concept of this trap. It's a "dead end" in the Tomb. Literally. But like so many of the tricks and traps in this Tomb, the [wall of] text is just a little too complicated for quick and easy DM adjudication with more than a couple of Players.
Bullgrit
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