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Pit of Chaos and movement

PostPosted: April 14th, 2017, 3:13 pm
by The Admiral
How do people handle this? I see two options.
1) No movement on whole pit of chaos squares.
2) No movement on whole and partial pit of chaos squares.

I go for option 2, but also allow movement on partial squares that contain less than half pit.

Re: Pit of Chaos and movement

PostPosted: April 14th, 2017, 3:32 pm
by knightkrawler
As I'll build my dungeon 2.5D style, tiles with grids, I will have a rule for such things written down.
It might be: if a figure's base fits completely into the "safe" part of the square, all is fine.
If it doesn't, but there is both a "safe" and an "unsafe" part in the same square, then you roll a die. On a [insert a symbol according to the danger here], you fall into whatever the case may be.
On the original tile, intuitively, I would handle it exactly as you.
I have wondered about that shitty quest book entry...

Re: Pit of Chaos and movement

PostPosted: July 6th, 2017, 5:57 pm
by Daedalus
I'm for no movement on whole Pit of Chaos squares and mostly Pit of Chaos squares. I'd allow movement on partial squares that contain less than half pit. If a square can't be agreed to contain less than half pit, treat it like a special pit trap--rolling a skull means you're now Morcar's boy.

The Pit of Chaos is a pit: ". . . Anyone moving into the pit. . ." Others may not agree, but I'd also allow moving over it:
3) Jump a whole or mostly-pit Pit of Chaos square like a pit trap.

If you wanted a Pit of Chaos in a home-brewed Quest, the EQP provides further rules guidance from a long pit trap:
4) Jump 3 whole or mostly-pit Pit of Chaos squares by rolling a black shield. Jump 2 squares by rolling a white shield.

5) Other tricks to cross Pit of Chaos squares:
  • Rabbit Boots from RotWL
  • Ice Bridge Spell Scroll from the BQP
  • Air Walk potion from the EQP
  • Wand of Magic, Wall of Stone, and Pass Through Rock (or Wall of Stone and Elven Cloak of Passage) for an unlikely move across 2 Pit of Chaos squares