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WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]
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<blockquote data-quote="Stoat" data-source="post: 5634409" data-attributes="member: 16786"><p>I agree. The Archway at Area 10a. is the only risky thing here. And there's there's little to no clue or warning about its nature of. </p><p></p><p>As for the hallway itself, there's a lot of the groovy stuff in the picture, and lots of info to dump on the PC's, but there's no risk, the only clue is Acererak's first riddle, and your ability to find the right way forward mostly depends on how your DM handles disbelieving illusions.</p><p></p><p>(aside, I've never liked the way disbelieving illusions works in D&D)</p><p></p><p></p><p></p><p>IIRC, the red circle leads to a chamber where the PC's can find a magic ring. In other words, you can go there and find a loop of magical metal to sacrifice. But yeah, the riddle sounds as much like a warning as anything else.</p><p></p><p></p><p></p><p>I'm saving any grand conclusions for after I've finished with all 33 rooms, but so far IMO, Acererak's riddle is the sort of thing that makes sense if you're the DM with the module in front of you, but isn't much help otherwise. The biggest challenge the riddle poses is that it refers to different sections of the tomb, but it shifts focus from one section to another without any textual clue. Consider:</p><p></p><p><em>Go back to the tormentor or through the arch,</em></p><p><em>and the second great hall you'll discover.</em></p><p><em>Shun green if you can, but night's good color</em></p><p><em>is for those of great valor.</em></p><p></p><p>The first two lines tell you (roughly) how to get to Area 10 -- the second great hall. Then the first half of the third line jumps back to warn about the GGD in the first hall. Then the second half of the third line jumps back to the second hall and talk about the black sphere there. </p><p></p><p>So if I'm playing this module, I can't treat the riddle as a series of step-by-step directions. I'm not sure I'd call it gibberish, but the hints are out of order and aggressively vague.</p><p></p><p>My guess is that most groups who successfully navigated the Tomb got through more with dumb luck, magic and ten-foot-pole-style dungeoneering than through deciphering riddles and solving puzzles. I'd be curious to know from folks who have actually run the module.</p></blockquote><p></p>
[QUOTE="Stoat, post: 5634409, member: 16786"] I agree. The Archway at Area 10a. is the only risky thing here. And there's there's little to no clue or warning about its nature of. As for the hallway itself, there's a lot of the groovy stuff in the picture, and lots of info to dump on the PC's, but there's no risk, the only clue is Acererak's first riddle, and your ability to find the right way forward mostly depends on how your DM handles disbelieving illusions. (aside, I've never liked the way disbelieving illusions works in D&D) IIRC, the red circle leads to a chamber where the PC's can find a magic ring. In other words, you can go there and find a loop of magical metal to sacrifice. But yeah, the riddle sounds as much like a warning as anything else. I'm saving any grand conclusions for after I've finished with all 33 rooms, but so far IMO, Acererak's riddle is the sort of thing that makes sense if you're the DM with the module in front of you, but isn't much help otherwise. The biggest challenge the riddle poses is that it refers to different sections of the tomb, but it shifts focus from one section to another without any textual clue. Consider: [i]Go back to the tormentor or through the arch, and the second great hall you'll discover. Shun green if you can, but night's good color is for those of great valor.[/i] The first two lines tell you (roughly) how to get to Area 10 -- the second great hall. Then the first half of the third line jumps back to warn about the GGD in the first hall. Then the second half of the third line jumps back to the second hall and talk about the black sphere there. So if I'm playing this module, I can't treat the riddle as a series of step-by-step directions. I'm not sure I'd call it gibberish, but the hints are out of order and aggressively vague. My guess is that most groups who successfully navigated the Tomb got through more with dumb luck, magic and ten-foot-pole-style dungeoneering than through deciphering riddles and solving puzzles. I'd be curious to know from folks who have actually run the module. [/QUOTE]
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WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]
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