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WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]
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<blockquote data-quote="Stoat" data-source="post: 5678255" data-attributes="member: 16786"><p>Given that a PC can operate at full effectiveness with less than max hit points, that healing magic at levels 10 to 14 is fairly easy to come by, and that there is no penalty for stopping to rest in the tomb, I tend to discount the risk posed by direct hit point damage in the ToH. </p><p></p><p>Which I guess means that I'm in the camp that thinks "hardly a scratch" means the thief fell in a couple of pits, took 3d6 hits of damage and was forced to pass one or two saves vs. poison. </p><p></p><p>The shortest route from Area 3 to Area 18 is this:</p><p></p><p>1. Avoid the pit traps in Area 3.</p><p></p><p>2. Activate the Archway at Area 5 and proceed through Area 11 to Area 10.</p><p></p><p>3. Find the crawlspace behind the black sphere in Area 10 and take it.</p><p></p><p>4. Find the secret door leading into Area 14.</p><p></p><p>5. Use a magic ring to access Area 15.</p><p></p><p>6. Avoid the two pit traps after Area 15.</p><p></p><p>7. Enter the third pit and find the Secret Door (Area 17.)</p><p></p><p>IMO, the worst is yet to come. The only unavoidable risk so far are the pit traps -- any one of which could kill a PC. Other risks include the Great Green Devil (deadly), the Archway in Area 10 (not deadly, but strips the PC of all gear), the poison gas in Area 14 (not deadly), the exploding altar in Area 14 (will possibly kill PC's with low hit points who muff their saves), and the Archway in Area 14 (gender reassignment and alignment change). </p><p></p><p>Of course, this presupposes that the PC's follow the correct path. Groups who head toward the Tormentor will have to deal with the Gargoyle and the Magic Bolts in Area 9. Groups who screw up Area 5 have to deal with the pit trap in Area 7. Groups who detour to Area 13 will probably have one or two combat encounters.</p><p></p><p>It is possible that a group could get this deep into the Tomb without losing a single hit point, but I think that's extremely unlikely. On the other hand, I would not be surprised if a group made it this far without suffering a single death.</p></blockquote><p></p>
[QUOTE="Stoat, post: 5678255, member: 16786"] Given that a PC can operate at full effectiveness with less than max hit points, that healing magic at levels 10 to 14 is fairly easy to come by, and that there is no penalty for stopping to rest in the tomb, I tend to discount the risk posed by direct hit point damage in the ToH. Which I guess means that I'm in the camp that thinks "hardly a scratch" means the thief fell in a couple of pits, took 3d6 hits of damage and was forced to pass one or two saves vs. poison. The shortest route from Area 3 to Area 18 is this: 1. Avoid the pit traps in Area 3. 2. Activate the Archway at Area 5 and proceed through Area 11 to Area 10. 3. Find the crawlspace behind the black sphere in Area 10 and take it. 4. Find the secret door leading into Area 14. 5. Use a magic ring to access Area 15. 6. Avoid the two pit traps after Area 15. 7. Enter the third pit and find the Secret Door (Area 17.) IMO, the worst is yet to come. The only unavoidable risk so far are the pit traps -- any one of which could kill a PC. Other risks include the Great Green Devil (deadly), the Archway in Area 10 (not deadly, but strips the PC of all gear), the poison gas in Area 14 (not deadly), the exploding altar in Area 14 (will possibly kill PC's with low hit points who muff their saves), and the Archway in Area 14 (gender reassignment and alignment change). Of course, this presupposes that the PC's follow the correct path. Groups who head toward the Tormentor will have to deal with the Gargoyle and the Magic Bolts in Area 9. Groups who screw up Area 5 have to deal with the pit trap in Area 7. Groups who detour to Area 13 will probably have one or two combat encounters. It is possible that a group could get this deep into the Tomb without losing a single hit point, but I think that's extremely unlikely. On the other hand, I would not be surprised if a group made it this far without suffering a single death. [/QUOTE]
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WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]
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