Piratecat said:Okay, so have the strongest party member grab the halfling and wind up. . .
Piratecat said:Another solution: ever skip a flat rock across the water?
Okay, so have the strongest party member grab the halfling and wind up. . .
So:White Plume Mountain said:The Frictionless Room. The strips labeled A are five-foot-wide open pits. They are ten feet deep and the bottoms are lined with rusty razor-like blades. Anyone falling in will take 1-12 hit points of damage and will contract instant super-tetanus and die in 2-5 rounds unless they save vs. poison (cure disease will destroy the infection).
The walls, ceiling and floor of area B are covered with a substance that is totally 100% frictionless. This substance extends to cover the ceiling and walls around the razor pits. Anything that alights on this silvery surface will move in the direction of its last horizontal impetus, bouncing off the walls (if it strikes them) like a billiard ball, until it slides into a razor pit. It is impossible to stand on the surface, for even a heartbeat would unbalance the stander enough to send his feet out from under him. The slipstuff will be totally unaffected by any force, magical or otherwise. It is completely inert.
Magic-users will find that fly, levitate, jump, dimension door, blink and teleport spells will not work in this room. The dotted line at C is the illusion of a west wall: the actual west wall is ten feet farther. Objects hitting the false wall will pass through and apparently disappear. This tends to foil schemes for attaching ropes to the west wall from afar.
The trick here is to get a rope strung through this room and fastened securely at both ends. Once this is done, a party can pull themselves across, regardless of the surface. A clever party may even be able to come up with other methods. Ingenuity is required.
With such specialty arrows, this would probably work to secure the rope, but would an arrow support the weight of an adventurer? And I don’t see how the illusionary wall on the other side of the room would have foiled a “scheme for attaching ropes to the west wall from afar” after maybe the first attempt (if then – an extra 10’ wouldn’t keep an arrow from hitting the wall.One group had an archer with arrows designed to pentrate a wall of stone or wood, grappling hook arrows and the like with rope. He shot one long way down the room and then secured the rope on his side and they climbed.
According to the copper trap text, the copper plates “cannot be damaged or removed.” So this shouldn’t work.Another group pryed off the copper trap in the hallway before the slippery room and used that to cover up the pits and createa walk way.
How does one balance on a surface that “is impossible to stand on”? Most DMs with the AD&D1 rules would say such is impossible (as the text says). With the D&D3 rules, shouldn’t the Balance DC be in the epic range?My last group did it the hard way (balance check, jump check, balance check...) I think 3 of the 5 were close to death by the end of it and they only lived becasue the room was a lot less lethal as written in the new update.
Levitate does not work in this room.Ours involved heavy rope, a potion of levitate, and the classic 10ft pole.
This might work. Would take a long time, but I can see it working.Our eventual solution involved a large number of iron spikes hammered into the floor, creating a hand-over-hand system to cross the floor, and two doors (stolen from elsewhere into the dungeon), used to bridge the pits (the doors were secured in place with more spikes).
Similar to how my group got across.I seem to recall that we somehow secured planks or doors or something over the pits and crossed that way.
”The slipstuff will be totally unaffected by any force, magical or otherwise.”First time through it with one group, one of the spellcasters had a spell (I think it was called rainburst) that made it rain. He used the spell to wash the slippery areas off and the party jumped the pits.
This could work.On another occasion, the mage cast wall of stone and we used it as a impromptu bridge across the entire room.
This could work.On another occasion, the cleric used stone shape to make bridges and the party used rope relays to keep from slipping.
The pits are 10’ deep, so jamming a 10’ pole into the pit wouldn’t really let someone “pole vault over” it. My Players discussed and dismissed this method for this very reason.Our group used variations of the methods P-cat mentions [slide across with a 10' pole; jam it down into the pit itself and use the momentum to polevault up and over].
Levitate does not work in this room.Levitate was my simplest answer - levitate, and someone either pushes you across with a long pole or similar, or possibly even telekinesis
I think this would probably work, but it requires a set of unusual magic items (immovable rods).I don't remember the exact process, but it did involve two immovable rods, some rope, and our halfling rogue making her way on the walls with her slippers of spider climbing.
Sort of what my group did (minus the ghoul bodies).Well, actually, my group's solution involved a rope and surfing on charred ghoul bodies, and getting supertetanus from the second pit.
Quasqueton said:So:
With such specialty arrows, this would probably work to secure the rope, but would an arrow support the weight of an adventurer? And I don’t see how the illusionary wall on the other side of the room would have foiled a “scheme for attaching ropes to the west wall from afar” after maybe the first attempt (if then – an extra 10’ wouldn’t keep an arrow from hitting the wall.
According to the copper trap text, the copper plates “cannot be damaged or removed.” So this shouldn’t work.
How does one balance on a surface that “is impossible to stand on”? Most DMs with the AD&D1 rules would say such is impossible (as the text says). With the D&D3 rules, shouldn’t the Balance DC be in the epic range?
Quasqueton said:Now, a follow-up question: Was this a fun room to experience? Was it fun spending a lot of time figuring out how to get across a room as gimmicked and restricted as this was? If you experienced this many years ago, when you were younger, do you think it would be fun now?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.