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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: 2971190" data-attributes="member: 307"><p>I have it in front of me <em>now</em> (and am in the process of converting it for my current campaign) and I don't see any of the problems you are talking about.</p><p></p><p></p><p></p><p>The only way the basilisks can become wandering mosnters is if they break out of the sealed area they are confined in. The fact that this might happen does not change the fact that, as keyed in the module, the basilisks are sealed into an area. The module even goes into length describing the recently constructed brick walls used to keep them in, and the recent patching that has been applied to them.</p><p></p><p>And the "logical" problems you mentioned are either explained by the text, or simply don't exist. (The troll in the box is there because of a <em>stone of diminution</em>, and is likely assumed to be there because there is almost no way for the party to approach that particular chamber without alerting the inhabitants, giving them time to prepare).</p><p></p><p></p><p></p><p>And most of those comments are just wrong on the substance. Nothing gives you a feel for a module like converting it. Not even DMing it. And the substance of your logic/logistics complaints just doesn't hold up under scrutiny.</p></blockquote><p></p>
[QUOTE="Storm Raven, post: 2971190, member: 307"] I have it in front of me [i]now[/i] (and am in the process of converting it for my current campaign) and I don't see any of the problems you are talking about. The only way the basilisks can become wandering mosnters is if they break out of the sealed area they are confined in. The fact that this might happen does not change the fact that, as keyed in the module, the basilisks are sealed into an area. The module even goes into length describing the recently constructed brick walls used to keep them in, and the recent patching that has been applied to them. And the "logical" problems you mentioned are either explained by the text, or simply don't exist. (The troll in the box is there because of a [i]stone of diminution[/i], and is likely assumed to be there because there is almost no way for the party to approach that particular chamber without alerting the inhabitants, giving them time to prepare). And most of those comments are just wrong on the substance. Nothing gives you a feel for a module like converting it. Not even DMing it. And the substance of your logic/logistics complaints just doesn't hold up under scrutiny. [/QUOTE]
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Is Slave Pits of the Undercity a well-designed adventure module?
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