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WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]
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<blockquote data-quote="Stoat" data-source="post: 5703390" data-attributes="member: 16786"><p><strong>Area 23. False/True Door</strong></p><p></p><p>As mentioned before, the hallway leading from Area 21 eventually reaches a four-way intersection. Area 22 is to the east. A trapped false door is to the south. Area 23 is to the north.</p><p></p><p>This area starts with a false door. -- a normal-looking door that opens onto a blank wall. The module doesn't say if its trapped like the other false doors in the Tomb. The blank wall is actually a secret door. It opens onto a 10 foot wide hallway running north. There's a staircase and a door leading east at the end of this hall.</p><p></p><p>The stairs and door are a decoy. The right way forward is a secret trap door set in the floor immediately past the secret door. The trap door leads to a narrow tunnel that eventually takes the PC's to Area 25. The Pillared Throne Room.</p><p></p><p>What if you miss the secret trap door and head north? As best I can tell, the stairs are a dead end. The east door leads to a short hallway with a pair of double doors facing north at the end of it.</p><p></p><p>Opening the double doors triggers a trap. Sleep gas fills the area and everyone instantly falls asleep for 2-8 turns. There is no saving throw. Each turn the PC's are asleep, the DM rolls a d4. On a roll of 4, this guy:</p><p></p><p><a href="http://www.wizards.com/dnd/images/ToH_Gallery/ToHGraphic23.jpg" target="_blank">http://www.wizards.com/dnd/images/ToH_Gallery/ToHGraphic23.jpg</a></p><p></p><p>comes out of a room to the north and trundles 1d6x10 squares along the hallway. Everything the juggernaut passes over is "squashed to a pulp." </p><p></p><p>IMO: Here's an answer for why PC's might decide to explore the mists of Area 22. They miss the secret door at Area 23 or the secret trapdoor behind that, and they backtrack to see if Area 22 is the way forward.</p><p></p><p>The correct path requires the PC's to find a secret door hidden behind a false door and then to find a secret trap door behind that. Acererak's riddle hints at this with the phrase, "If you find the false you find the true." I'm not sure that hint is worth much, however, mostly because there are any number of false things in this part of the Tomb: a false lich in Area 18; and a a false door south of Area 23 for starters. </p><p></p><p>On the other hand, if the false door at Area 23 isn't trapped, then it's different from other false doors in the Tomb, and that might be a hint for observant parties to notice.</p><p></p><p>Even if the PC's are thinking to look for secret doors, finding them is probably a matter of luck or magic. The module doesn't specify any particular means of finding the two secret doors, so that leaves rolling to search (Luck) or using spells to detect them (magic).</p><p></p><p>Is there any warning or clue about the juggernaut in the module? I don't see one. And I'm not really sure how that part of the encounter is supposed to work.</p><p></p><p>First. There are two corridors past the False/True door. The first is an east-west hallway that's 30 feet long. A single door is set in the west wall. A pair of double doors is set in the north wall at the end. Those doors open onto another hallway -- one that's 40 feet long. The module says that a "passage full of sleep gas [] is reached by the east door." When the double doors are opened, "everyone in that passage will instantly collapse into slumber." Which passage are these two quotes talking about? The first passage that leads up to the double doors, or the passage behind the double doors?</p><p></p><p>Second, when the juggernaut shows up, it rolls 10 to 60 feet, crushing all in its path. Then what? Does it keep going or does it stop?</p><p></p><p>Third, what about elves? Aren't they immune to magical sleep?</p><p></p><p>I'm genuinely confused, and I'd like to hear how folks who have run this encounter approached it.</p></blockquote><p></p>
[QUOTE="Stoat, post: 5703390, member: 16786"] [b]Area 23. False/True Door[/b] As mentioned before, the hallway leading from Area 21 eventually reaches a four-way intersection. Area 22 is to the east. A trapped false door is to the south. Area 23 is to the north. This area starts with a false door. -- a normal-looking door that opens onto a blank wall. The module doesn't say if its trapped like the other false doors in the Tomb. The blank wall is actually a secret door. It opens onto a 10 foot wide hallway running north. There's a staircase and a door leading east at the end of this hall. The stairs and door are a decoy. The right way forward is a secret trap door set in the floor immediately past the secret door. The trap door leads to a narrow tunnel that eventually takes the PC's to Area 25. The Pillared Throne Room. What if you miss the secret trap door and head north? As best I can tell, the stairs are a dead end. The east door leads to a short hallway with a pair of double doors facing north at the end of it. Opening the double doors triggers a trap. Sleep gas fills the area and everyone instantly falls asleep for 2-8 turns. There is no saving throw. Each turn the PC's are asleep, the DM rolls a d4. On a roll of 4, this guy: [url]http://www.wizards.com/dnd/images/ToH_Gallery/ToHGraphic23.jpg[/url] comes out of a room to the north and trundles 1d6x10 squares along the hallway. Everything the juggernaut passes over is "squashed to a pulp." IMO: Here's an answer for why PC's might decide to explore the mists of Area 22. They miss the secret door at Area 23 or the secret trapdoor behind that, and they backtrack to see if Area 22 is the way forward. The correct path requires the PC's to find a secret door hidden behind a false door and then to find a secret trap door behind that. Acererak's riddle hints at this with the phrase, "If you find the false you find the true." I'm not sure that hint is worth much, however, mostly because there are any number of false things in this part of the Tomb: a false lich in Area 18; and a a false door south of Area 23 for starters. On the other hand, if the false door at Area 23 isn't trapped, then it's different from other false doors in the Tomb, and that might be a hint for observant parties to notice. Even if the PC's are thinking to look for secret doors, finding them is probably a matter of luck or magic. The module doesn't specify any particular means of finding the two secret doors, so that leaves rolling to search (Luck) or using spells to detect them (magic). Is there any warning or clue about the juggernaut in the module? I don't see one. And I'm not really sure how that part of the encounter is supposed to work. First. There are two corridors past the False/True door. The first is an east-west hallway that's 30 feet long. A single door is set in the west wall. A pair of double doors is set in the north wall at the end. Those doors open onto another hallway -- one that's 40 feet long. The module says that a "passage full of sleep gas [] is reached by the east door." When the double doors are opened, "everyone in that passage will instantly collapse into slumber." Which passage are these two quotes talking about? The first passage that leads up to the double doors, or the passage behind the double doors? Second, when the juggernaut shows up, it rolls 10 to 60 feet, crushing all in its path. Then what? Does it keep going or does it stop? Third, what about elves? Aren't they immune to magical sleep? I'm genuinely confused, and I'd like to hear how folks who have run this encounter approached it. [/QUOTE]
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WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]
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