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WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]
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<blockquote data-quote="FoxWander" data-source="post: 5767473" data-attributes="member: 1356"><p>I think it's entirely possible to get through the Tomb without relying on luck. A single magic-user who can cast 3rd level spells (although 5th level spells makes it even easier) could get through unscathed. In fact, of the pregens in the module #10 is both the correct classes/levels and ideally equipped for the task. He (or she) can cast 3rd level spells as both a cleric and a magic-user- so the requisite <em>detect/dispel magic</em> is covered as well as magical healing, food, and water creation to take as long as needed. Plus he's got the <em>Boots of Levitation</em> which bypass 90% of the traps.</p><p></p><p>For the most part you simply follow Stoat's excellent guide, so I'll just cover the tricky parts… </p><ul> <li data-xf-list-type="ul">The secret door to area 14, the Chapel - Cast <em>Knock</em>. Who cares how hard it is to <u>find</u>. 1) it's quite logical to expect one to be there and 2) we're already assuming an all-knowing perspective.</li> <li data-xf-list-type="ul">The secret door at area 17 - As stated, any cleric/m-u level 5+ can cast the necessary spells- pregen #10 is both.</li> <li data-xf-list-type="ul">The First Key - <em>Unseen Servant</em> can get the first part and any number of spells can kill the ochre jelly to get the second part. </li> <li data-xf-list-type="ul">Area 21, The Agitated Chamber - <em>Boots of levitation</em> FTW! Since there's no need to touch the floor anywhere in the Tomb, why should this room be any different.</li> <li data-xf-list-type="ul">Area 23, The False/True door - Again, knowing the doors are there, cast <em>Knock</em> to open them both. Go down the stairs and skip the juggernaut completely.</li> <li data-xf-list-type="ul">Area 28, The Wonderous Foyer - Avoid dealing with the <em>Antipathy</em> spell on the Second Key completely by picking it via <em>Unseen Servant</em>. Alternatively, <em>Animate Dead</em> is only a 3rd level cleric spell. Have an undead servant pick up and carry the key. Just bring enough to deal with a few failed saves, eventually one of them will get lucky.</li> <li data-xf-list-type="ul">Area 29, The Valves of Mithral - To figure out the scepter/key problem again, pick a servant type, either <em>unseen</em> or undead. Either way, the Valves get open with no risk to you. </li> <li data-xf-list-type="ul">Area 30, The False Treasure Room - The problem here is moving that darn statue. Luckily there's an efreet available. Or you can simply bring a block-and-tackle with enough rope to multiply the character's own strength (remember- this is one strong half-elf at an 18/62!) sufficiently.</li> <li data-xf-list-type="ul">Area 33, The Crypt! - Honestly, this character has no real chance of "defeating" the lich aside from the crown and scepter trick. But he can still simply loot everything in sight while ignoring the fake ghost and the skull.</li> </ul><p>But there you go- a one-character walkthough that shouldn't result in a single lost hit point!</p></blockquote><p></p>
[QUOTE="FoxWander, post: 5767473, member: 1356"] I think it's entirely possible to get through the Tomb without relying on luck. A single magic-user who can cast 3rd level spells (although 5th level spells makes it even easier) could get through unscathed. In fact, of the pregens in the module #10 is both the correct classes/levels and ideally equipped for the task. He (or she) can cast 3rd level spells as both a cleric and a magic-user- so the requisite [i]detect/dispel magic[/i] is covered as well as magical healing, food, and water creation to take as long as needed. Plus he's got the [i]Boots of Levitation[/i] which bypass 90% of the traps. For the most part you simply follow Stoat's excellent guide, so I'll just cover the tricky parts… [LIST] [*]The secret door to area 14, the Chapel - Cast [i]Knock[/i]. Who cares how hard it is to [U]find[/U]. 1) it's quite logical to expect one to be there and 2) we're already assuming an all-knowing perspective. [*]The secret door at area 17 - As stated, any cleric/m-u level 5+ can cast the necessary spells- pregen #10 is both. [*]The First Key - [i]Unseen Servant[/i] can get the first part and any number of spells can kill the ochre jelly to get the second part. [*]Area 21, The Agitated Chamber - [i]Boots of levitation[/i] FTW! Since there's no need to touch the floor anywhere in the Tomb, why should this room be any different. [*]Area 23, The False/True door - Again, knowing the doors are there, cast [i]Knock[/i] to open them both. Go down the stairs and skip the juggernaut completely. [*]Area 28, The Wonderous Foyer - Avoid dealing with the [i]Antipathy[/i] spell on the Second Key completely by picking it via [i]Unseen Servant[/i]. Alternatively, [i]Animate Dead[/i] is only a 3rd level cleric spell. Have an undead servant pick up and carry the key. Just bring enough to deal with a few failed saves, eventually one of them will get lucky. [*]Area 29, The Valves of Mithral - To figure out the scepter/key problem again, pick a servant type, either [i]unseen[/i] or undead. Either way, the Valves get open with no risk to you. [*]Area 30, The False Treasure Room - The problem here is moving that darn statue. Luckily there's an efreet available. Or you can simply bring a block-and-tackle with enough rope to multiply the character's own strength (remember- this is one strong half-elf at an 18/62!) sufficiently. [*]Area 33, The Crypt! - Honestly, this character has no real chance of "defeating" the lich aside from the crown and scepter trick. But he can still simply loot everything in sight while ignoring the fake ghost and the skull. [/LIST] But there you go- a one-character walkthough that shouldn't result in a single lost hit point! [/QUOTE]
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WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]
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