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WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]
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<blockquote data-quote="Stoat" data-source="post: 5747538" data-attributes="member: 16786"><p>Well let's keep moving.</p><p></p><p><strong>Area 30. The False Treasure Room</strong></p><p></p><p>This rectangular chamber is 50 feet wide and 40 feet deep. It is elaborately decorated to look like a tomb. The ceiling is polished silver. The walls are ivory inlaid with gold. The floor is polished agate. Immediately across from the entrance is a large bronze urn. Behind the urn is a granite sarcophagus with glyphs of inlaid platinum on the lid. A pair of massive iron chests flank the sarcophagus. Finally, each corner of the room holds an iron statue depicting a 9 foot tall warrior. Each statue holds a different weapon going around the room clockwise from the northwest corner the weapons held are: a huge, spike-ended mace; a saw-toothed zweihander raised to strike; a wickedly spiked morning star; a voulge (see Unearthed Arcana, Appendix "T", page 126,). There are no visible exits.</p><p></p><p>The room is magic proofed. No spells will work within the room, and no magical properties of any item will work except those that detect magic and evil. </p><p></p><p><a href="http://www.wizards.com/dnd/images/ToH_Gallery/ToHGraphic30.jpg" target="_blank">http://www.wizards.com/dnd/images/ToH_Gallery/ToHGraphic30.jpg</a></p><p></p><p>A. Bronze Urn: The urn is very large and covered with gold filigree. A thin stream of smoke pours out of thin slot in the stopper. The Urn contains an Efreet. If the PC's delicately open the urn, the Efreet will "perform 3 services for the party and then depart." If the joggle the urn around while they try to open it, the Efreet will get pissed off and attack them.</p><p></p><p>B. Granite Sarcophagus: The platinum glyphs on the lid of the sarcophagus spell out "ACERERAK". The far end of the sarcophagus has been bashed in, and the party can see bones and a broken <em>Staff of the Magi</em> within. Obviously Mr. A is dead, and we can all go home now.</p><p></p><p>C. Iron Chests: The iron chests are too big to move. Each is locked with "tripple locks set with poison needle traps." The chests are a trick. One holds 10,000 gems that look really valuable but arent'. The other holds 10,000 copper pieces magicked up to look like platinum pieces. Nelson Munz would be proud.</p><p></p><p>There's a secret door behind Mace-Wielding statue in the northwest corner. It takes three strong characters to move it. Hidden behind the statue is a pull ring that raises a plug of stone that leads down 10 feet to a short corridor.</p><p></p><p>IMO: "The iron men of visage grim do more than meets the viewers eye. You've left and left and found my Tomb and now your soul will die." The last two couplets of Acererak's riddle start by describing the statues in Area 30 clearly enough. The statues are the closest things to "iron men of visage grim" in the whole joint. I don't know if there's any clue pointing to the right statue or not. I think "left and left" applies to Area 32. But the PC's have all the time in the world if they want it, and trial and error will find the secret exit if they decide to start pushing statues around.</p><p></p><p>As for the treasures, it's always useful to have the services of an Efreet. The fake gems and coins might fool the players, but not for long.</p></blockquote><p></p>
[QUOTE="Stoat, post: 5747538, member: 16786"] Well let's keep moving. [b]Area 30. The False Treasure Room[/b] This rectangular chamber is 50 feet wide and 40 feet deep. It is elaborately decorated to look like a tomb. The ceiling is polished silver. The walls are ivory inlaid with gold. The floor is polished agate. Immediately across from the entrance is a large bronze urn. Behind the urn is a granite sarcophagus with glyphs of inlaid platinum on the lid. A pair of massive iron chests flank the sarcophagus. Finally, each corner of the room holds an iron statue depicting a 9 foot tall warrior. Each statue holds a different weapon going around the room clockwise from the northwest corner the weapons held are: a huge, spike-ended mace; a saw-toothed zweihander raised to strike; a wickedly spiked morning star; a voulge (see Unearthed Arcana, Appendix "T", page 126,). There are no visible exits. The room is magic proofed. No spells will work within the room, and no magical properties of any item will work except those that detect magic and evil. [url]http://www.wizards.com/dnd/images/ToH_Gallery/ToHGraphic30.jpg[/url] A. Bronze Urn: The urn is very large and covered with gold filigree. A thin stream of smoke pours out of thin slot in the stopper. The Urn contains an Efreet. If the PC's delicately open the urn, the Efreet will "perform 3 services for the party and then depart." If the joggle the urn around while they try to open it, the Efreet will get pissed off and attack them. B. Granite Sarcophagus: The platinum glyphs on the lid of the sarcophagus spell out "ACERERAK". The far end of the sarcophagus has been bashed in, and the party can see bones and a broken [i]Staff of the Magi[/i] within. Obviously Mr. A is dead, and we can all go home now. C. Iron Chests: The iron chests are too big to move. Each is locked with "tripple locks set with poison needle traps." The chests are a trick. One holds 10,000 gems that look really valuable but arent'. The other holds 10,000 copper pieces magicked up to look like platinum pieces. Nelson Munz would be proud. There's a secret door behind Mace-Wielding statue in the northwest corner. It takes three strong characters to move it. Hidden behind the statue is a pull ring that raises a plug of stone that leads down 10 feet to a short corridor. IMO: "The iron men of visage grim do more than meets the viewers eye. You've left and left and found my Tomb and now your soul will die." The last two couplets of Acererak's riddle start by describing the statues in Area 30 clearly enough. The statues are the closest things to "iron men of visage grim" in the whole joint. I don't know if there's any clue pointing to the right statue or not. I think "left and left" applies to Area 32. But the PC's have all the time in the world if they want it, and trial and error will find the secret exit if they decide to start pushing statues around. As for the treasures, it's always useful to have the services of an Efreet. The fake gems and coins might fool the players, but not for long. [/QUOTE]
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