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WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]
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<blockquote data-quote="Bullgrit" data-source="post: 5703468" data-attributes="member: 31216"><p>I swear, it’s like the man just can’t write this thing in an orderly and easily followable format. You have area 23 describing the false/secret door, and then 80 feet down the corridor, through another door, you have 23A describing another doorway and further corridor, completely unrelated to 23.</p><p></p><p>Because of the nature of this trap, (confusing), I thought I’d quote the text:As Stoat mentions, this is a confusing situation. Where is the gas? Which hallway? Does it hang in the first hall, or does it come in when a door is opened to the second hall? Is it visible? Is this poison or magic? Can the PCs hold their breath? Does it matter: no save? Does each victim get his own 2-8 duration, or is the whole party out for the same length of time? Is there any clue for the PCs to avoid this trap?</p><p></p><p>Now, although any DM worth the initials can make a ruling on how this works, for a tournament game supposedly to test the Players, leaving a convoluted trap up to DM interpretation is a bad thing. Two groups could make the same decisions and take the same actions here, but depending on DM interpretation, one group could have a game-ending TPK, and another group could fully survive, (with some PCs pulling the sleeping PCs out of harm’s way before the juggernaut comes out).</p><p></p><p>Looking at the map and reading the text, I can come up with at least three different, (reasonable), theories on how this trap works. And each way means drastic different results for the PCs. Again, a tournament module meant to test the Players should not be so vague that different DMs can come to vastly different interpretations. For something so complicated and potentially deadly to an entire party, it should be clear to the DM reading the text how it works.</p><p></p><p>Also, I have to point out the most interesting note in this text: “Everything it rolls over is squashed to a pulp. There is no appeal.”</p><p></p><p>No appeal? Ha! Can the Players make an appeal to avoid death with other traps? To whom do Players direct their appeal in other cases? </p><p></p><p>DM: The juggernaut rolls over you and squashes you to a pulp!</p><p>Player: What? </p><p>DM: *banging fist on game table* No appeal!</p><p></p><p>Bullgrit</p></blockquote><p></p>
[QUOTE="Bullgrit, post: 5703468, member: 31216"] I swear, it’s like the man just can’t write this thing in an orderly and easily followable format. You have area 23 describing the false/secret door, and then 80 feet down the corridor, through another door, you have 23A describing another doorway and further corridor, completely unrelated to 23. Because of the nature of this trap, (confusing), I thought I’d quote the text:As Stoat mentions, this is a confusing situation. Where is the gas? Which hallway? Does it hang in the first hall, or does it come in when a door is opened to the second hall? Is it visible? Is this poison or magic? Can the PCs hold their breath? Does it matter: no save? Does each victim get his own 2-8 duration, or is the whole party out for the same length of time? Is there any clue for the PCs to avoid this trap? Now, although any DM worth the initials can make a ruling on how this works, for a tournament game supposedly to test the Players, leaving a convoluted trap up to DM interpretation is a bad thing. Two groups could make the same decisions and take the same actions here, but depending on DM interpretation, one group could have a game-ending TPK, and another group could fully survive, (with some PCs pulling the sleeping PCs out of harm’s way before the juggernaut comes out). Looking at the map and reading the text, I can come up with at least three different, (reasonable), theories on how this trap works. And each way means drastic different results for the PCs. Again, a tournament module meant to test the Players should not be so vague that different DMs can come to vastly different interpretations. For something so complicated and potentially deadly to an entire party, it should be clear to the DM reading the text how it works. Also, I have to point out the most interesting note in this text: “Everything it rolls over is squashed to a pulp. There is no appeal.” No appeal? Ha! Can the Players make an appeal to avoid death with other traps? To whom do Players direct their appeal in other cases? DM: The juggernaut rolls over you and squashes you to a pulp! Player: What? DM: *banging fist on game table* No appeal! Bullgrit [/QUOTE]
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WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]
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