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WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]
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<blockquote data-quote="Bullgrit" data-source="post: 5694026" data-attributes="member: 31216"><p>Going back and reading a couple pages back in this thread, I remembered I wanted to point this out:</p><p></p><p>In area 1, someone earlier in this thread said, "The cobwebs should be burned away as good dungeon hygeine, and this will allow inspection of the ceiling to get the second clue."</p><p></p><p>Such comments seem logical and good common sense in a situation where that is the correct answer to the trick/trap. But when that same logic and good common sense is applied to other tricks/traps in the Tomb, Bad Things happen.</p><p></p><p>In area 18, regular fire won't work, so using magical fire is required to burn away the webs, to move forward.</p><p></p><p>In area 21, regular fire causes Bad to happen, and using magical fire causes Very Bad to happen, and could spell doom for a PC or a party.</p><p></p><p>I think this kind of thing is part of why some folks say the Tomb is not fair, and that it is arbitrary. What is the solution for the trap in one instance is the trigger for the trap in another. And there doesn't seem to be a pattern to it that Players could figure out.</p><p></p><p>Spiked-pit traps are to be avoided, except for the one that contains the door to continue in the Tomb.</p><p></p><p>Rocks collapsing a tunnel in one area are real and the PCs should go away and find another way. Rocks collapsing in a tunnel in another area are not real, (though they are described to the Players as real), and the PCs should go back in that same area and find the way.</p><p></p><p>Containers in one area should be searched because they contain keys to move forward in the Tomb. Containers in another area should be ignored because they are just time wasting traps meant to punish "looters."</p><p></p><p>Bullgrit</p></blockquote><p></p>
[QUOTE="Bullgrit, post: 5694026, member: 31216"] Going back and reading a couple pages back in this thread, I remembered I wanted to point this out: In area 1, someone earlier in this thread said, "The cobwebs should be burned away as good dungeon hygeine, and this will allow inspection of the ceiling to get the second clue." Such comments seem logical and good common sense in a situation where that is the correct answer to the trick/trap. But when that same logic and good common sense is applied to other tricks/traps in the Tomb, Bad Things happen. In area 18, regular fire won't work, so using magical fire is required to burn away the webs, to move forward. In area 21, regular fire causes Bad to happen, and using magical fire causes Very Bad to happen, and could spell doom for a PC or a party. I think this kind of thing is part of why some folks say the Tomb is not fair, and that it is arbitrary. What is the solution for the trap in one instance is the trigger for the trap in another. And there doesn't seem to be a pattern to it that Players could figure out. Spiked-pit traps are to be avoided, except for the one that contains the door to continue in the Tomb. Rocks collapsing a tunnel in one area are real and the PCs should go away and find another way. Rocks collapsing in a tunnel in another area are not real, (though they are described to the Players as real), and the PCs should go back in that same area and find the way. Containers in one area should be searched because they contain keys to move forward in the Tomb. Containers in another area should be ignored because they are just time wasting traps meant to punish "looters." Bullgrit [/QUOTE]
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WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]
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