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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: 2973404" data-attributes="member: 307"><p>No, as far as I can tell, you are making these difficulties for yourself.</p><p></p><p></p><p></p><p>Why is that such a big problem? Basilisks are dangerous. The orcs have tried to lock them in. The text makes it clear that the freshly repaired walls are often broken. What, exactly, do you think is breaking the walls around the basilisk lair? Strong winds?</p><p></p><p></p><p></p><p>You have a problem with trolls ambushing their enemies? I'm not seeing what the big difference here is.</p><p></p><p></p><p></p><p>Not really. The slavers are not only trying to keep enemies out, they are trying to keep slaves in. Trapping the exit from the sewers makes perfect sense in that case, to keep an escaped slave from getting out. It is typical for villains in movies to have this sort of set up where one needs a pass word or knock to get through a locked or trapped area. Someone (not necessarily the cleric) who knows the glyph name sticks around in the chapel when needed, and they wait until those below give the correct password, and then disarm the trap. This is not that convoluted at all.</p><p></p><p></p><p></p><p>Only if you try to make them so. Nothing you are complaining about is actually a problem unless you try to make it so. All of the "problems" you bemoan have perfectly reasonable explanations contained in the structure of the layout and the text of the module.</p></blockquote><p></p>
[QUOTE="Storm Raven, post: 2973404, member: 307"] No, as far as I can tell, you are making these difficulties for yourself. Why is that such a big problem? Basilisks are dangerous. The orcs have tried to lock them in. The text makes it clear that the freshly repaired walls are often broken. What, exactly, do you think is breaking the walls around the basilisk lair? Strong winds? You have a problem with trolls ambushing their enemies? I'm not seeing what the big difference here is. Not really. The slavers are not only trying to keep enemies out, they are trying to keep slaves in. Trapping the exit from the sewers makes perfect sense in that case, to keep an escaped slave from getting out. It is typical for villains in movies to have this sort of set up where one needs a pass word or knock to get through a locked or trapped area. Someone (not necessarily the cleric) who knows the glyph name sticks around in the chapel when needed, and they wait until those below give the correct password, and then disarm the trap. This is not that convoluted at all. Only if you try to make them so. Nothing you are complaining about is actually a problem unless you try to make it so. All of the "problems" you bemoan have perfectly reasonable explanations contained in the structure of the layout and the text of the module. [/QUOTE]
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Is Slave Pits of the Undercity a well-designed adventure module?
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