Okay, I have ran this module once already. I did it to the best of what I could figure out. But I think I made it harder on my players than it should have been because I could never figure out how you were supposed to find the door behind the fresco between rooms 3 and 4. Did I miss something here?
No but it can be easily overlooked among all the description and the fact the rest of the entrance area is also busy. The text indicates that on the exact spot where the doorway is, the fresco has imagery of an iron door (hint, hint, tomb dwellers) with a trapped creature grasping the bars, and suggests that the plaster on the wall can be broken/peeled to reveal the door (or be revealed by "magical means").
I'll reserve my right to have skepticism as to whether any player on behalf of their character would flat out ask "if I break the plaster is there a door behind there", and instead I'd recommend being conspicuous in your emphasis/description of that particular area of the wall and have due consideration in describing the results of search/investigation checks regarding the looseness of plaster, etc. **take insight with grain of salt, my players only got in the tomb via area 5 arch of mist one of whom went instantly (insanely?) to the forsaken prison and the rest managed to get straight to three arm statue room... any/all entry into tomb of horrors = fun times for DM
Okay, I have ran this module once already. I did it to the best of what I could figure out. But I think I made it harder on my players than it should have been because I could never figure out how you were supposed to find the door behind the fresco between rooms 3 and 4. Did I miss something here?
No but it can be easily overlooked among all the description and the fact the rest of the entrance area is also busy. The text indicates that on the exact spot where the doorway is, the fresco has imagery of an iron door (hint, hint, tomb dwellers) with a trapped creature grasping the bars, and suggests that the plaster on the wall can be broken/peeled to reveal the door (or be revealed by "magical means").
I'll reserve my right to have skepticism as to whether any player on behalf of their character would flat out ask "if I break the plaster is there a door behind there", and instead I'd recommend being conspicuous in your emphasis/description of that particular area of the wall and have due consideration in describing the results of search/investigation checks regarding the looseness of plaster, etc. **take insight with grain of salt, my players only got in the tomb via area 5 arch of mist one of whom went instantly (insanely?) to the forsaken prison and the rest managed to get straight to three arm statue room... any/all entry into tomb of horrors = fun times for DM
Boldly go
If I remember the 1E version, it is a one way HIDDEN door. So either they see if they get withing 10 feet, or the DC 10 perception.
No Gaming is Better than Bad Gaming.
Thank you so much, that makes sense.