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White Plume Mountain -- the slippery room solution?
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<blockquote data-quote="Quasqueton" data-source="post: 2871922" data-attributes="member: 3854"><p>Interesting. Some of the solutions shouldn’t have actually worked, according to the module.</p><p>So:</p><p>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.</p><p></p><p>According to the copper trap text, the copper plates “cannot be damaged or removed.” So this shouldn’t work.</p><p></p><p>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?</p><p></p><p><em>Levitate</em> does not work in this room.</p><p></p><p>This might work. Would take a long time, but I can see it working.</p><p></p><p>Similar to how my group got across.</p><p></p><p>”The slipstuff will be totally unaffected by any force, magical or otherwise.” </p><p></p><p>This could work.</p><p></p><p>This could work.</p><p></p><p>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.</p><p></p><p><em>Levitate</em> does not work in this room.</p><p></p><p>I think this would probably work, but it requires a set of unusual magic items (<em>immovable rods</em>).</p><p></p><p>Sort of what my group did (minus the ghoul bodies).</p><p></p><p>So, of 13 solutions used, 4 should not have worked (according to the explicit text), 3 would only work with a very charitable DM, and 6 would work by the text and most DMs.</p><p></p><p>The group I recently ran through this took a long time (well over an hour) to figure something out. They took down the door (8’x8’) to the room and laid it across the first pit, making a bridge. This got them across the first obstacle. Not coming up with anything for the next pit (they had no other doors), the fighter, ranger, and cleric just slid across the floor and fell into the far pit. They each made their poison saves (they had no idea how deadly those blades were, and that they were coated with disease, not poison). The halfling sorcerer used two <em>unseen servants</em> and his pseudo dragon familiar to slowly move across the floor, to the other pit, where the fighter and ranger lifted him from one side to the other without falling in.</p><p></p><p>To get back across, they used all the flotsam of the dungeon – kayaks, dead monsters, another door – to fill in the pits.</p><p></p><p>******</p><p></p><p>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?</p><p></p><p>Quasqueton</p></blockquote><p></p>
[QUOTE="Quasqueton, post: 2871922, member: 3854"] Interesting. Some of the solutions shouldn’t have actually worked, according to the module. 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? [i]Levitate[/i] does not work in this room. This might work. Would take a long time, but I can see it working. Similar to how my group got across. ”The slipstuff will be totally unaffected by any force, magical or otherwise.” This could work. This could work. 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. [i]Levitate[/i] does not work in this room. I think this would probably work, but it requires a set of unusual magic items ([i]immovable rods[/i]). Sort of what my group did (minus the ghoul bodies). So, of 13 solutions used, 4 should not have worked (according to the explicit text), 3 would only work with a very charitable DM, and 6 would work by the text and most DMs. The group I recently ran through this took a long time (well over an hour) to figure something out. They took down the door (8’x8’) to the room and laid it across the first pit, making a bridge. This got them across the first obstacle. Not coming up with anything for the next pit (they had no other doors), the fighter, ranger, and cleric just slid across the floor and fell into the far pit. They each made their poison saves (they had no idea how deadly those blades were, and that they were coated with disease, not poison). The halfling sorcerer used two [i]unseen servants[/i] and his pseudo dragon familiar to slowly move across the floor, to the other pit, where the fighter and ranger lifted him from one side to the other without falling in. To get back across, they used all the flotsam of the dungeon – kayaks, dead monsters, another door – to fill in the pits. ****** 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? Quasqueton [/QUOTE]
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