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Castle Maure - Not All That
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<blockquote data-quote="Numion" data-source="post: 2617949" data-attributes="member: 124"><p>I did make the Gnoll Cleric a running pest for them (or actually she did what the module suggested - retreated further down and gathered troops to assault the PCs later, and I was able to snuff one them), because she was able to get away. Due to my players tactics the ranger unfortunately got caught in his room, and with no way to escape was beaten to a pulp before he could make suitable adjustments to his tactics.</p><p></p><p>In any case, disintegrate is a disintegrate, and it's probable that some, even high level, opposition NPCs are going to get vaporized if the module has no logical reason to make the PCs feel they need to get information or something else from said NPC.</p><p></p><p></p><p></p><p>I do acknowledge that, but the problem is that Castle Maure doesn't really reward or require the PCs to ask questions before shooting, or even later. The adventure hook is to catch the bozo who's been known to go there. While some of the encounters are connected, there isn't any larger mystery to the place that would require asking questions (while there indeed is a cool backstory). In Banewarrens there is investigation required - why are the villains breaching the place? Who are they? Who's their boss? How to get to them? Maure is less connected, and while asking questions could lend some <em>tactical</em> advice (whats behind the next corridor? What spells did the bozo use?), brute force approach works also, even too well for seasoned and tactical minded party.</p><p></p><p>Besides, the encounters are quite often wired for immediate combat with the tactics that are provided for the villains. Quite often the NPCs plan for ambush, and PCs are quite likely to not parlay after that.</p><p></p><p>My 'defense' here isn't rock solid here because you can always return to doubting my DMing skills or my players inclination for bloodshed, but please try to back your arguments with stuff from the module, and whats written there, as much as possible.</p></blockquote><p></p>
[QUOTE="Numion, post: 2617949, member: 124"] I did make the Gnoll Cleric a running pest for them (or actually she did what the module suggested - retreated further down and gathered troops to assault the PCs later, and I was able to snuff one them), because she was able to get away. Due to my players tactics the ranger unfortunately got caught in his room, and with no way to escape was beaten to a pulp before he could make suitable adjustments to his tactics. In any case, disintegrate is a disintegrate, and it's probable that some, even high level, opposition NPCs are going to get vaporized if the module has no logical reason to make the PCs feel they need to get information or something else from said NPC. I do acknowledge that, but the problem is that Castle Maure doesn't really reward or require the PCs to ask questions before shooting, or even later. The adventure hook is to catch the bozo who's been known to go there. While some of the encounters are connected, there isn't any larger mystery to the place that would require asking questions (while there indeed is a cool backstory). In Banewarrens there is investigation required - why are the villains breaching the place? Who are they? Who's their boss? How to get to them? Maure is less connected, and while asking questions could lend some [I]tactical[/I] advice (whats behind the next corridor? What spells did the bozo use?), brute force approach works also, even too well for seasoned and tactical minded party. Besides, the encounters are quite often wired for immediate combat with the tactics that are provided for the villains. Quite often the NPCs plan for ambush, and PCs are quite likely to not parlay after that. My 'defense' here isn't rock solid here because you can always return to doubting my DMing skills or my players inclination for bloodshed, but please try to back your arguments with stuff from the module, and whats written there, as much as possible. [/QUOTE]
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