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WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]
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<blockquote data-quote="FoxWander" data-source="post: 5689276" data-attributes="member: 1356"><p>Yeah, that would sell the fake lich room MUCH better. In fact, I'd put the lich-killing mace in the lab/mummy prep room next to some fake research notes about trying to destroy it- because, why else would any kind of intelligent undead have one of those things in his tomb. I'd also put it with some fake (probably cursed) treasure and a broken holy symbol as if the whole lot had come off a dead priest/paladin who had raided awhile ago.</p><p></p><p>It'd be interesting to do a separate thread about how to make a more realistic (ie- less random) "Tomb of Horrors" type dungeon. I've created a truly killer dungeon before (ie- one not intended to allow for player survival at all) but it's actually for a vampire NPC (former PC) of mine. It was created to protect his coffin in the unlikely event that he actually got reduced to gaseous form (he's ridiculously powerful- from my munchkinny days first playing D&D). It's a last line of defense kind of thing that's mainly supposed to delay or kill a party of ANY level long enough for him to reform. And then he can deal with the threat on his home turf (where he's even more powerful) and they party is likely very weakened by the dungeon. Actually I guess that's a whole other thread idea- why are dungeons survivable AT ALL since most of them should logically be literal death traps.</p></blockquote><p></p>
[QUOTE="FoxWander, post: 5689276, member: 1356"] Yeah, that would sell the fake lich room MUCH better. In fact, I'd put the lich-killing mace in the lab/mummy prep room next to some fake research notes about trying to destroy it- because, why else would any kind of intelligent undead have one of those things in his tomb. I'd also put it with some fake (probably cursed) treasure and a broken holy symbol as if the whole lot had come off a dead priest/paladin who had raided awhile ago. It'd be interesting to do a separate thread about how to make a more realistic (ie- less random) "Tomb of Horrors" type dungeon. I've created a truly killer dungeon before (ie- one not intended to allow for player survival at all) but it's actually for a vampire NPC (former PC) of mine. It was created to protect his coffin in the unlikely event that he actually got reduced to gaseous form (he's ridiculously powerful- from my munchkinny days first playing D&D). It's a last line of defense kind of thing that's mainly supposed to delay or kill a party of ANY level long enough for him to reform. And then he can deal with the threat on his home turf (where he's even more powerful) and they party is likely very weakened by the dungeon. Actually I guess that's a whole other thread idea- why are dungeons survivable AT ALL since most of them should logically be literal death traps. [/QUOTE]
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