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General Tabletop Discussion
*TTRPGs General
Is Slave Pits of the Undercity a well-designed adventure module?
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<blockquote data-quote="Storm Raven" data-source="post: 2969788" data-attributes="member: 307"><p>Are you sure you DMed this? And are recollecting the adventure correctly? I'm converting it to 3e right now, and I just don't agree with several of your assessments.</p><p></p><p></p><p></p><p>The basilisks are confined to an inner courtyard area. The wandering monster entry seems to assume that they broke through the containing walls that were erected to keep them in, since there is no other way for them to wander.</p><p></p><p></p><p></p><p>The cleric is 6th level, I'm not sure I would call that "minor". There is also an orcish witch doctor (3/3 cleric/magic-user). The ghouls and ghasts appear to be allied to the slaver band, and their areas are kept seperate from the rest of the complex by the giant sundew, which is presumably immune to their paralysis.</p><p></p><p></p><p></p><p>I'm not sure which rooms you are talking about here. I can't think of any rooms in the complex for which this is true.</p><p></p><p></p><p></p><p>Which deception is aimed at people coming out of the sewers? The only real deception in the complex is the false slaves, and that is aimed at people who show up at the front door pretending to be slave traders. And the flamethrower can be moved. It <em>si</em> after all, sitting in the front courtyard of the complex near the entry portcullis.</p><p></p><p></p><p></p><p>Most of the "uncontrolled" monsters are actually pretty well contained. The orcs have a method for dealing with the harpies. The slavers have a truce with the wight. The sundew is behind a door, which is presumably cannot open. The basilisk is in a bricked up room. The ghouls and ghasts are blocked by the sundew. The orcs have pretty much made their lair reasonably secure.</p></blockquote><p></p>
[QUOTE="Storm Raven, post: 2969788, member: 307"] Are you sure you DMed this? And are recollecting the adventure correctly? I'm converting it to 3e right now, and I just don't agree with several of your assessments. The basilisks are confined to an inner courtyard area. The wandering monster entry seems to assume that they broke through the containing walls that were erected to keep them in, since there is no other way for them to wander. The cleric is 6th level, I'm not sure I would call that "minor". There is also an orcish witch doctor (3/3 cleric/magic-user). The ghouls and ghasts appear to be allied to the slaver band, and their areas are kept seperate from the rest of the complex by the giant sundew, which is presumably immune to their paralysis. I'm not sure which rooms you are talking about here. I can't think of any rooms in the complex for which this is true. Which deception is aimed at people coming out of the sewers? The only real deception in the complex is the false slaves, and that is aimed at people who show up at the front door pretending to be slave traders. And the flamethrower can be moved. It [i]si[/i] after all, sitting in the front courtyard of the complex near the entry portcullis. Most of the "uncontrolled" monsters are actually pretty well contained. The orcs have a method for dealing with the harpies. The slavers have a truce with the wight. The sundew is behind a door, which is presumably cannot open. The basilisk is in a bricked up room. The ghouls and ghasts are blocked by the sundew. The orcs have pretty much made their lair reasonably secure. [/QUOTE]
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Is Slave Pits of the Undercity a well-designed adventure module?
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