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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: 2973442" data-attributes="member: 307"><p>The information concerning the recently built walls and the regular repairs is contained in the description of Room 2: "The east wall is different from the others. It shows signs of recent construction and upkeep as it is patched in several places."</p><p></p><p>This is further reinforced in the description of Room 10: "There are no visible doors to this area; in fact, openings that might have once been windows or collapses have been repaired and maintained. Now there is a wall that stands about 10' high."</p><p></p><p>So, the walls have been repaired, and need maintenance. Why do you think they need maintenance? Because of frequent earthquakes? Rampaging earth elementals? Or, perhaps, it is because of the basilisks.</p><p></p><p>The idea that monsters might set up an ambush for a party is so basic and obvious that I am surprised that one would think that they need the module to spell that out for them, especially since there is <em>another</em> combatant in the same encounter area who is doing exactly that.</p><p></p><p>The idea that the slavers might have some sort of system for getting around their own complex through their own defenses (which are pretty easy to bypass if you know how, all you need to do with the statue is throw a catch hidden in its left foot) also seems pretty basic. The module descibes how they bypass the harpies in Room 14, and how they have made a deal with the wight in Room 9, so the idea that they are smart enough to somehow not get caught in their own traps doesn't strike me as that odd. Do you really need the module to say "the slavers have a system of passwords to identify each other"? That much is already obvious from the structure of the module.</p></blockquote><p></p>
[QUOTE="Storm Raven, post: 2973442, member: 307"] The information concerning the recently built walls and the regular repairs is contained in the description of Room 2: "The east wall is different from the others. It shows signs of recent construction and upkeep as it is patched in several places." This is further reinforced in the description of Room 10: "There are no visible doors to this area; in fact, openings that might have once been windows or collapses have been repaired and maintained. Now there is a wall that stands about 10' high." So, the walls have been repaired, and need maintenance. Why do you think they need maintenance? Because of frequent earthquakes? Rampaging earth elementals? Or, perhaps, it is because of the basilisks. The idea that monsters might set up an ambush for a party is so basic and obvious that I am surprised that one would think that they need the module to spell that out for them, especially since there is [i]another[/i] combatant in the same encounter area who is doing exactly that. The idea that the slavers might have some sort of system for getting around their own complex through their own defenses (which are pretty easy to bypass if you know how, all you need to do with the statue is throw a catch hidden in its left foot) also seems pretty basic. The module descibes how they bypass the harpies in Room 14, and how they have made a deal with the wight in Room 9, so the idea that they are smart enough to somehow not get caught in their own traps doesn't strike me as that odd. Do you really need the module to say "the slavers have a system of passwords to identify each other"? That much is already obvious from the structure of the module. [/QUOTE]
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Is Slave Pits of the Undercity a well-designed adventure module?
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