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WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]
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<blockquote data-quote="FoxWander" data-source="post: 5743234" data-attributes="member: 1356"><p>My group cast <em>Find the Path</em> just after finding the MAGICAL SECRET DOOR (area 17). We were running the Tomb as a one-shot, it was getting late and they wanted to try and speed things up. I think the "actions to take" bit is key here. The spell will show you exactly where to go and how to bypass traps along the way but it won't tell you anything about items you might need to find along the way (such as the Tomb's various keys) until you actually need to use them.</p><p></p><p>So, at the point my party cast it (just before the lab) it should have lead them through the lab with no mention of the FIRST KEY* then straight to the concealed door in the AGITATED CHAMBER. If they were careful moving the "tapestry" and didn't waste time trying to loot they would have gotten through this fine because the room takes 1 turn to start shaking. Then they would have totally bypassed the siren, gone straight to the FALSE/TRUE DOOR and it's secret door beyond- bypassing the poorly described juggernaut trap as well. At the ADAMANTITE DOOR the spell would have said something like "insert 3 swords to open door" then lead them straight to the throne. There it would tell them to "touch the silver end of the scepter to the inlaid thrown to reveal passageway" leading them to this room. Here it would make no mention of the SECOND KEY (you don't need it here, it wouldn't 'care' about that key until the CRYPT) it would simply say "Insert gold end of scepter to open doors" then lead them to the chamber beyond. And so on. </p><p></p><p>When they actually need the SECOND KEY it would simply tell them to "Insert key and turn 3 times to the right to raise vault." There should be no mention of what key its talking about or where it came from. It would only mention the "actions to take." Luckily the key they need wasn't hidden anywhere. If it was the FIRST KEY they needed here this could be extremely frustrating and lead to a lot of backtracking- or casting <em>Find the Path</em> to get the missing key. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" /></p><p></p><p>So <em>Find the Path</em> is an extremely useful spell, but if it leads you past necessary items it can be a very double-edged sword indeed. It happens to work quite well in the Tomb only because the items actually needed to "solve" the Tomb are put right in the very <em>Path</em> the spell helps you <em>Find</em></p><p></p><p></p><p></p><p>[sblock=* interesting bit about the FIRST KEY- only sblock'd because it's a discussion for later in the thread] In fact, <em>Find the Path</em> would never 'mention' the FIRST KEY at all, as it is never used anywhere in the dungeon! It only has one function which is mentioned in the final crypt so I'll wait until then to talk about it- but never finding the FIRST KEY could totally change how this dungeon plays out![/sblock]</p></blockquote><p></p>
[QUOTE="FoxWander, post: 5743234, member: 1356"] My group cast [i]Find the Path[/i] just after finding the MAGICAL SECRET DOOR (area 17). We were running the Tomb as a one-shot, it was getting late and they wanted to try and speed things up. I think the "actions to take" bit is key here. The spell will show you exactly where to go and how to bypass traps along the way but it won't tell you anything about items you might need to find along the way (such as the Tomb's various keys) until you actually need to use them. So, at the point my party cast it (just before the lab) it should have lead them through the lab with no mention of the FIRST KEY* then straight to the concealed door in the AGITATED CHAMBER. If they were careful moving the "tapestry" and didn't waste time trying to loot they would have gotten through this fine because the room takes 1 turn to start shaking. Then they would have totally bypassed the siren, gone straight to the FALSE/TRUE DOOR and it's secret door beyond- bypassing the poorly described juggernaut trap as well. At the ADAMANTITE DOOR the spell would have said something like "insert 3 swords to open door" then lead them straight to the throne. There it would tell them to "touch the silver end of the scepter to the inlaid thrown to reveal passageway" leading them to this room. Here it would make no mention of the SECOND KEY (you don't need it here, it wouldn't 'care' about that key until the CRYPT) it would simply say "Insert gold end of scepter to open doors" then lead them to the chamber beyond. And so on. When they actually need the SECOND KEY it would simply tell them to "Insert key and turn 3 times to the right to raise vault." There should be no mention of what key its talking about or where it came from. It would only mention the "actions to take." Luckily the key they need wasn't hidden anywhere. If it was the FIRST KEY they needed here this could be extremely frustrating and lead to a lot of backtracking- or casting [i]Find the Path[/i] to get the missing key. :p So [i]Find the Path[/i] is an extremely useful spell, but if it leads you past necessary items it can be a very double-edged sword indeed. It happens to work quite well in the Tomb only because the items actually needed to "solve" the Tomb are put right in the very [i]Path[/i] the spell helps you [i]Find[/i] [sblock=* interesting bit about the FIRST KEY- only sblock'd because it's a discussion for later in the thread] In fact, [i]Find the Path[/i] would never 'mention' the FIRST KEY at all, as it is never used anywhere in the dungeon! It only has one function which is mentioned in the final crypt so I'll wait until then to talk about it- but never finding the FIRST KEY could totally change how this dungeon plays out![/sblock] [/QUOTE]
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WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]
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