Your thoughts go back to that crowded tavern meeting. The vast array of odd characters filling every corner of the crowded back room, some chatting nervously, some loudly boisterous, other silently watching. As wide and odd a collection of adventurers you'd be hard pressed to find but they had all been gathered by the same summons and rumours. Someone had figured out a way to beat 'The Tomb' and he needed able bodied adventurers to carry out his plan. Whether through any genuine belief that he had something or merely a morbid curiosity, you had come to hear the plan and you were far from alone.
'The problem' explained the unassuming looking wizard as he stood before the crowd, 'is that Acerak's legacy was built to last. Many a man has attempted to keep his treasures safe beyond the grave by putting it behind trap after trap. But like bees to honey the pillagers will always come and put those traps into action. And when triggered, traps fail. Mechanisms break. Beasts die. The lucky adventurer finally overcomes all possible defences by climbing over the corpses of those that have gone before. The pit trap fills with the dead, the mess on the wall gives away the location of the hidden blade, the dread guardian chokes to death on one two many armoured bodies.'
He paced back and forth, enjoying the rapt attention of the crowd, 'Acerak built his tomb differently. He has traps, oh so many traps, but soul after soul has met its end in his halls and the vile art of his creations operate as slickly as ever. Reports from rare escapees have told of a continual magical renewal, sometimes taking days at a time, but inexorably undoing all progress any have made into making the place safe.'
'How does one beat such a system? Volume! The old ways are still applicable. The persistence of many will overcome the traps as always but the flow of bodies must be consistent and constant. Beat the machines before they can reset! And learn from the fallen before you. The problem with such a strategy before has always been the wards that guard the gates to the tomb. Acerak knew the limitations of his traps and as such has created a barrier that only allows five souls within his tomb at a time. No magical message may pass in or out, and the sixth soul that attempts to enter?' He holds up a blackened skull, 'Acerak's magic is potent still. In this way he ensures that none dare enter until the machinery of death within has had time to reset and await its next set of victims.'
'And thus ladies and gentleman, I present to you, the artifact that will beat Acerak finally. The tool that with your aid will undo his final challenge once and for all.'
'The Orb of HSURGREZ!'
'Keyed to the life force of the brave tomb explorers, should a nasty accident happen, the orb will fly back through the tomb to the entrance, carrying with it a record of the exploits of those within and an instant message to the next awaiting adventurer that the wards are safe to cross and continue the push. Thus armed with the knowledge of those that went before, eventual victory is almost certain!'
After that your memories become blurred as the drinks began to flow and everyone had an opinion to share on the wild scheme. But here you are, small marble like orb nestled in your clothing, standing at the bottom of a long set of stairs deep into the hillside and with the gate to the infamous tomb before you.
Of course you had nothing to gain from the wizard's schemes. None had gone before you carrying the orbs. But you were off to conquer The Tomb anyway and the wizard had payed a significant up front fee to you and your companions to kick off his relay of the doomed. No doubt he hoped that upon your passing he could then charge the next adventurer an even greater fee to join his elaborate plan.
Seeing the smug look melt from his face when you return laden with treasure to show him for the fool he is will only make your victory over The Tomb all the sweeter.