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He Says Nobody Can Beat His Tower
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<blockquote data-quote="WizWrm" data-source="post: 1099304" data-attributes="member: 13568"><p>Take three 10' ladders. Attach powerful magnets of equal strength to the top of each. Stick the ladders to the top of the corridor (perpendicular, so you have three ladders hanging down), and stand with one foot on the bottom rung of two of them. Slide the third ladder (the one you aren't standing on) along a few feet; this is possible without moving your two ladders backwards because you are dividing the force pushing back on the ladders you're standing on between two magnets, which total twice as much resistance (well, not quite twice as much if you work out the angles) as the one you're moving. Move one of your feet to the newly-moved ladder, then move one of the other ladders in the same manner. If you have access to electromagnets, this becomes much easier, and you only need two ladders. Rinse, repeat, for a hand-over-hand (or foot-over-foot) motion that gets you to the gate. The gate does not have antimagic on it, so you can dispel the invisibility. Take 20 on the open locks check; a mid-level rogue might be able to manage it, and there's a spell somewhere (Song and Silence?) that gives you +20 to a single skill check, if you don't happen to be a rogue. If, for some reason, either of these are not an option, start hacking away; adamantine is "only" hardness 20. Power Attack helps. Move down the corridor the same way as before until you get to the end. Problem solved.</p><p></p><p>Or you could disjoin the antimagic field and/or dispel the prismatic wall, since it isn't technically in the field which could prevent that, then fly through.</p><p></p><p>This, of course, assumes you have the floorplans beforehand.</p><p></p><p>But really, it does seem like a kill-the-PCs module that probably shouldn't have been written, unless it was part of a Challenge of Champions-style adventure or something. Man, those adventures rocked.</p></blockquote><p></p>
[QUOTE="WizWrm, post: 1099304, member: 13568"] Take three 10' ladders. Attach powerful magnets of equal strength to the top of each. Stick the ladders to the top of the corridor (perpendicular, so you have three ladders hanging down), and stand with one foot on the bottom rung of two of them. Slide the third ladder (the one you aren't standing on) along a few feet; this is possible without moving your two ladders backwards because you are dividing the force pushing back on the ladders you're standing on between two magnets, which total twice as much resistance (well, not quite twice as much if you work out the angles) as the one you're moving. Move one of your feet to the newly-moved ladder, then move one of the other ladders in the same manner. If you have access to electromagnets, this becomes much easier, and you only need two ladders. Rinse, repeat, for a hand-over-hand (or foot-over-foot) motion that gets you to the gate. The gate does not have antimagic on it, so you can dispel the invisibility. Take 20 on the open locks check; a mid-level rogue might be able to manage it, and there's a spell somewhere (Song and Silence?) that gives you +20 to a single skill check, if you don't happen to be a rogue. If, for some reason, either of these are not an option, start hacking away; adamantine is "only" hardness 20. Power Attack helps. Move down the corridor the same way as before until you get to the end. Problem solved. Or you could disjoin the antimagic field and/or dispel the prismatic wall, since it isn't technically in the field which could prevent that, then fly through. This, of course, assumes you have the floorplans beforehand. But really, it does seem like a kill-the-PCs module that probably shouldn't have been written, unless it was part of a Challenge of Champions-style adventure or something. Man, those adventures rocked. [/QUOTE]
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