Doorway to the True Tomb: Automatically close?


Age of Worms Adventure Path


Pathfinder Adventure, Adventure Path Subscriber

I have a question about the doorway to the True Tomb:

Would it close behind any characters as they enter or leave the room?

This is pretty important because my group is close to reaching the room, but don’t have any information on the Wind Dukes, like the name used to open the coffin. This will probably prompt them to visit Allustan, forcing them to leave the room, which may seal itself behind them.The info in the adventure implies it would close, but that would be...bad.

I’m thinking of having the door stick at about halfway up allowing them entrance and exit from the room, but with some effort (ducking under). Does that sound viable?


You're talking about Whispering Cairn, right? I let my party exit the tomb and come back--they went to consult with Allustan on the glyphs and the pictures so they could figure out the puzzle. I didn't even think of the door automatically closing behind them. I'd say, ideally the party might think to block it open or sabotage the catch, but if not, you shouldn't penalize them--give them an XP reward for clear thinking, though. Unless you want to teach them all to be more careful and pay close attention to such details for the future, and you feel that missing out on the rewards in the True Tomb won't disrupt the overall adventure plot.


I say let it close, but let them know it closes right behind them (e.g. gravity closes the door). Smart players will either spike it, block it or leave someone behind while they consult Alustan.

What is the downside if they don't open the tomb? They lose out on the periapt of wisdom and the talisman of the sphere, right? I haven't read far enough in the issues to know how important these are yet. (Hmm, starting to think I should go dig out those other issues)


I am pretty sure it would be very very bad for them to miss on the Talisman of the Sphere.

I mean: Paizo would not plant it there, have Tenser fix it and then not use it later on. This is maybe the key to destroying Kyuss or Dragotha or Lashonna or X. Who knows?

So it would be good to make sure that they find it. You can have the door close and then give them a hard time coming back in to teach them a lesson, but they should really be getting the Talisman...

Bocklin


Pathfinder Adventure, Adventure Path Subscriber

Brocklin, I pretty much agree with you on teaching the guys a lesson, but what happens when they need the talisman? They might keep the Tomb in mind for later in the game, when someone can go ethereal, but I wouldn't count on it.

I dunno, maybe I should tackle it as it comes along.

Sczarni

my group just placed something suspended in front of the catch and wand of unseen servant (beang able to picture the room and distance ruled he could materialize in the room to press said object to let them in) only did that because they didn't figure out what the wands did til after burying the bones

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