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WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]
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<blockquote data-quote="Stoat" data-source="post: 5703551" data-attributes="member: 16786"><p>What bothers me most about the Juggernaut portion of Area 23 is the vaguely worded description of the trap coupled with the fact that its a no-save, no-appeal PC killer. Consider:</p><p></p><p>If the sleep gas pours out of the double doors to the north and fills the east-west hallway (which is how I read the text), then the PC's will fall asleep in the east-west hallway. Only PC's close to the double doors need to worry about the juggernaut, it can't move far enough to threaten the entire east-west hall. (If the DM rolls a 6, the Juggernaut makes it to the middle of the east-west hallway) </p><p></p><p>On the other hand, if the gas pours out of the 20' square room and fills the north-south hallway (Jonesy's read) then the PC's fall asleep in the north-south hall and much more likely to be crushed. The guy who opens the door is absolutely doomed. AND if this is how this encounter works, does the gas also fill the east-west hallway? If not, PC's who hide there stay awake and can try to save their comrades.</p><p></p><p>AFAICT: </p><p>(a) There is no clue, hint or warning to the players that Area 23a is a potential deathtrap. (b) The only way for the players to avoid the deathtrap is to stay out of it. If they explore too far, they fall asleep and risk being pulped.</p><p>(c) The text of the module is unclear about where the point of no return lies. The DM must decide.</p><p></p><p>I don't like any of that. </p><p></p><p>On the other hand, I do like the picture of the juggernaut. IMO, it is one of the better illustrations in the module.</p></blockquote><p></p>
[QUOTE="Stoat, post: 5703551, member: 16786"] What bothers me most about the Juggernaut portion of Area 23 is the vaguely worded description of the trap coupled with the fact that its a no-save, no-appeal PC killer. Consider: If the sleep gas pours out of the double doors to the north and fills the east-west hallway (which is how I read the text), then the PC's will fall asleep in the east-west hallway. Only PC's close to the double doors need to worry about the juggernaut, it can't move far enough to threaten the entire east-west hall. (If the DM rolls a 6, the Juggernaut makes it to the middle of the east-west hallway) On the other hand, if the gas pours out of the 20' square room and fills the north-south hallway (Jonesy's read) then the PC's fall asleep in the north-south hall and much more likely to be crushed. The guy who opens the door is absolutely doomed. AND if this is how this encounter works, does the gas also fill the east-west hallway? If not, PC's who hide there stay awake and can try to save their comrades. AFAICT: (a) There is no clue, hint or warning to the players that Area 23a is a potential deathtrap. (b) The only way for the players to avoid the deathtrap is to stay out of it. If they explore too far, they fall asleep and risk being pulped. (c) The text of the module is unclear about where the point of no return lies. The DM must decide. I don't like any of that. On the other hand, I do like the picture of the juggernaut. IMO, it is one of the better illustrations in the module. [/QUOTE]
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WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]
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