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WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]
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<blockquote data-quote="jonesy" data-source="post: 5699157" data-attributes="member: 10324"><p>I've been going over my old notes because I couldn't remember this section at all. And I don't think anyone ever went to 22.</p><p></p><p>The first party I played in didn't get this far.</p><p></p><p>The second party I played in went straight through 23, the secret trapdoor, and onward without losses (or gains) in this section.</p><p></p><p>The remnants of the first party I DM'd through here lost one PC to the spear trap in the south passage, and the rest went straight through 23 and got squashed in the sleep passage.</p><p></p><p>The remaining three of the paranoid wizard's team (the rogue and a cleric and a fighter) found the secret trapdoor near #23 and kept moving.</p><p></p><p>The third party I DM'd dissolved because of player problems before the adventure made it here, and left.</p><p></p><p>The fourth party I DM'd was in Return, and I can't find my notes on that. But they did something to bypass this section, I'm sure of that.</p><p></p><p>And then there was the 4E supermodule, which is different.</p><p></p><p></p><p>I would think that the siren would be the first thing the party takes notice of?</p></blockquote><p></p>
[QUOTE="jonesy, post: 5699157, member: 10324"] I've been going over my old notes because I couldn't remember this section at all. And I don't think anyone ever went to 22. The first party I played in didn't get this far. The second party I played in went straight through 23, the secret trapdoor, and onward without losses (or gains) in this section. The remnants of the first party I DM'd through here lost one PC to the spear trap in the south passage, and the rest went straight through 23 and got squashed in the sleep passage. The remaining three of the paranoid wizard's team (the rogue and a cleric and a fighter) found the secret trapdoor near #23 and kept moving. The third party I DM'd dissolved because of player problems before the adventure made it here, and left. The fourth party I DM'd was in Return, and I can't find my notes on that. But they did something to bypass this section, I'm sure of that. And then there was the 4E supermodule, which is different. I would think that the siren would be the first thing the party takes notice of? [/QUOTE]
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WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]
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