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Cordo Crowfoot
Dynama
(10/2/03 12:12 am)
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Three earth bridge area questions
1) The Gray Render's glyphs - they can just be used once or once per day? More of an interpretation question than anything because a strict reading the text indicates only once, but that isn't necessarily intuitive with tattoo-like glyphs.

2) The dwarven bolt hole water trap - Once this thing fills up with water that's it, the pit is full of water forever? I didn't see any notes about resetting so was wondering what the interpreatation was on this as well.

3) The door has a search and disable device DC listed. If the group searches the door and is successful I was thinking of something like "You see some stains at the top of the door indicating there might have been water seepage at some time. It's possible this is a water trap." Any less blatant suggestions? Disable device -- it seems the only thing you could do would be jam the door closed. Agree?

"They were immediately and absolutely recognizable as adventurers. They were hardy and dangerous, lawless, stripped of allegiance or morality, living off their wits, stealing and killing, hiring themselves out to whoever and whatever came... They were scum who died violent deaths, hanging on to a certain cachet among the impressionable through their undeniable bravery and their occasionally impressive exploits" China Mieville, Perdido Street Station

Infiniti2000
Cherub
(10/2/03 6:05 am)
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ezSupporter
Re: Three earth bridge area questions
1. I'd say they almost have to be 1/day or something like that. Otherwise, surely by now the render would have used them, and who has the capability to put them back?

2. That trap has got to reset somehow. Perhaps the water slowly drains after a few days or a week.

3. Pretty much, that's the only method. Or, just not open the door. ;)

Thrommel
Runechild (mod)
Council of Magisters

(10/2/03 7:05 am)
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Re: Three earth bridge area questions
Just fyi, that water trap is nasty. My party was so loaded down with gear they couldn't swim, so the dwarven tank decided to use his ungodly Con to his advantage and just hold his breath on the bottom.

He was hoping to wait it out, but as you suggest, there's no reset time on the trap.

If the party monk hadn't had slippers of spider climb and a lot of rope, half the party would have drowned.

And yes, decide what mechanics are needed to close the door once it opens and the water starts rushing in. That was also a point of contention when I ran it. When the whole party is stuck in the room with water gushing in and the only way they can stop it is for the rogue to make a Disable Device check, everyone else feels pretty useless.

I'd consider letting people make a DC 10 Strength check to aid another on that check.

-Thrommel, who notes: give a party enough rope and they'll save themselves.

~Council of Magisters~
~ Arcana Unearthed ~

Infiniti2000
Cherub
(10/2/03 7:15 am)
Reply
ezSupporter
Swimming
Note that in 3.5, it is not as nasty because Swim checks are MUCH easier (no longer a -1/5 pounds).

Cordo Crowfoot
Dynama
(10/2/03 8:40 am)
Reply
Re: Swimming
Hmm Disable Device when it is already open... I wasn't even considering that just before it opens.

By the way Thrommel, it's great to see you showing your bony visage around here again! :D

Thrommel
Runechild (mod)
Council of Magisters

(10/2/03 10:12 am)
Reply
Re: Swimming
Oh, I'm always around. Sometimes you guys say what I want to say before I can say it!

Does that make you smart or me predictable?

-Thrommel, who thinks it's probably both. Which was the predictable thing to say, now wasn't it?

~Council of Magisters~
~ Arcana Unearthed ~

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