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I'm not sure I understand how a thief on a rope would solve room #21 any better. Could you elaborate?
I'm not sure I understand how a thief on a rope would solve room #21 any better. Could you elaborate?
5) From a safe distance, watch how they die.
6) Have your cleric or mage reanimate the summoned monsters. (You may need to sew them back together with a needle and thread before they make good scouts.)
7) Watch them die again.
The thief enters the room flying. There is no weight on the floor so the agitation isn't set off. The thief can scout the stuff in the room and move those things of interest to the doorway for later investigation.
This would also include the Thief unhooking the tapestries at the ceiling and not yanking on them.
Should the Thief resort to cutting the tapestries loose, he'll almost certainly be flying above the resulting sea of slime as opposed to in it. Even if the ruling is he is attacked by the slime, it'd likely be a normal attack that allows the Thief and party to respond.
I'm not sure I understand how a thief on a rope would solve room #21 any better. Could you elaborate?
It's rope + flight. Flight solves most of the problems, but a) flight in 1e had a random duration.
As a DM, I would certainly be a hard-ass on this approach. Some things are obvious (failing into a pit), but do you know how they really died (spikes, poison, etc?). I would also be biased by D&D 3.5 in which summoned creatures return to their home plane upon being killed (so you cannot study the body, revive, etc). The 1e version of the spell does not say it explicitly, but then again neither does the 3e version - it is in the write-up of Summoning spells in the 3.x PHB.
Flight in 1e still does have a random duration. I've never understood why so many ENWorlders discuss 1e in the past tense, it's bizarre.
Excellent!A lot of the module can be completed by a simple, almost algorithmic procedure. I call it the "Penal battalion mine clearance technique".