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WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]
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<blockquote data-quote="FoxWander" data-source="post: 5670704" data-attributes="member: 1356"><p><em>True Seeing</em> should certainly count as 'similar magic', in fact it's practically identical to the gem of seeing. It's what the group I ran thru used. Years back we had an intelligent dagger that could <em>detect secret doors</em> at will (which made the Tomb a LOT easier to navigate<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />).</p><p></p><p>Now we've come to the point where things got really interesting when I ran this a few weeks ago. What happens when the group casts <em>Find the Path</em>? </p><p></p><p>Time was running out on our game session and we were doing this as just a one-shot game in honor of Gary's b-day. My wife (running the cleric) cast this spell as a way to speed things up and hopefully actually finish. The spell in 1E is essentially identical to the 3.5 version. And I could find nothing in the adventure that would prevent this from working (in fact I couldn't really think of anything that would stop the spell from working period- but that's a subject for another post). This spell makes the Tomb a cake walk. You can bypass everything. The only saving grace for the adventure was that it only tells you what actions to take when you should do them. So it won't "tell" you about the keys until you need to use them at the mithral doors. Then the party will curse when they get zapped using the key they just found there- and then they'll probably have to backtrack to find the real key. They'll eventually have to come all the way back to the laboratory for the First Key. But still, <em>find the path</em> makes this all way to easy.</p></blockquote><p></p>
[QUOTE="FoxWander, post: 5670704, member: 1356"] [I]True Seeing[/I] should certainly count as 'similar magic', in fact it's practically identical to the gem of seeing. It's what the group I ran thru used. Years back we had an intelligent dagger that could [I]detect secret doors[/I] at will (which made the Tomb a LOT easier to navigate:)). Now we've come to the point where things got really interesting when I ran this a few weeks ago. What happens when the group casts [i]Find the Path[/i]? Time was running out on our game session and we were doing this as just a one-shot game in honor of Gary's b-day. My wife (running the cleric) cast this spell as a way to speed things up and hopefully actually finish. The spell in 1E is essentially identical to the 3.5 version. And I could find nothing in the adventure that would prevent this from working (in fact I couldn't really think of anything that would stop the spell from working period- but that's a subject for another post). This spell makes the Tomb a cake walk. You can bypass everything. The only saving grace for the adventure was that it only tells you what actions to take when you should do them. So it won't "tell" you about the keys until you need to use them at the mithral doors. Then the party will curse when they get zapped using the key they just found there- and then they'll probably have to backtrack to find the real key. They'll eventually have to come all the way back to the laboratory for the First Key. But still, [i]find the path[/i] makes this all way to easy. [/QUOTE]
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