*SPOILERS* - How to Run DCC #80.5, Glipkerio's Gambit?
Posted: Sun May 05, 2019 8:33 am
*SPOILER ALERT - PLAYERS, STOP READING NOW!*
I was looking into running Glipkerio's Gambit for a group of level 2 PCs, but I was put off from doing so by what seemed to be some rather daunting elements. Have others on here run this module as it is written, and how did it go if so, specifically in relation to the following:
-There is an ice bridge over a "chasm" in area 1-4. The text suggests that it can be crossed by one of three methods: a DC 20 STR check (leaping), a DC 15 AGL check (navigating the "perilously thin" bridge), or a DC 10 STR check and two movement actions (climbing the wall across). At best, this represents a 50% chance of falling into the chasm, which, being that it is not a 10' pit but a yawning gap in the earth, I suppose equals instant death. Just working on sheer statistics, 50% or more of the party is likely to die right here, and there's no other way up the mountain. I can't do that to my players for no reason.
-In area 2, the only way to reach the Temple of Destiny is by climbing the Staircase of Fate, which is also pictured on a Player Handout. Only certain stairs can be stepped on, or the entire thing collapses, sending PCs sliding and potentially causing damage from traps. The thing is, the clue that supposedly unlocks the secret of this thing seems to be to be extraordinarily unlikely to be deciphered IMO. How long did it take your players to get this, or did they? It seems like, plus the DC 10 AGL check even to hop from stair to stair even if they do figure it out, this would take hours of really tedious dice-rolling and would bog down the session.
Thanks!
I was looking into running Glipkerio's Gambit for a group of level 2 PCs, but I was put off from doing so by what seemed to be some rather daunting elements. Have others on here run this module as it is written, and how did it go if so, specifically in relation to the following:
-There is an ice bridge over a "chasm" in area 1-4. The text suggests that it can be crossed by one of three methods: a DC 20 STR check (leaping), a DC 15 AGL check (navigating the "perilously thin" bridge), or a DC 10 STR check and two movement actions (climbing the wall across). At best, this represents a 50% chance of falling into the chasm, which, being that it is not a 10' pit but a yawning gap in the earth, I suppose equals instant death. Just working on sheer statistics, 50% or more of the party is likely to die right here, and there's no other way up the mountain. I can't do that to my players for no reason.
-In area 2, the only way to reach the Temple of Destiny is by climbing the Staircase of Fate, which is also pictured on a Player Handout. Only certain stairs can be stepped on, or the entire thing collapses, sending PCs sliding and potentially causing damage from traps. The thing is, the clue that supposedly unlocks the secret of this thing seems to be to be extraordinarily unlikely to be deciphered IMO. How long did it take your players to get this, or did they? It seems like, plus the DC 10 AGL check even to hop from stair to stair even if they do figure it out, this would take hours of really tedious dice-rolling and would bog down the session.
Thanks!