Next weekend I will be running my next face to face game session. I have read over the game notes and the adventure module. I have just decided that the main trap/puzzle that the players have to solve I don’t like.
Lots of these old D&D modules have magical traps and puzzles in them which seemed fine when I was 14years old but now when I look at them I just don’t like them. Dare I say they are a bit silly? So I need to come up with my own replacement puzzle (in this case it performs as a lock to get deeper into a magicians tomb) that I feel comfortable with and gives a more serious tone to the adventure.