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Castle Maure - Not All That
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<blockquote data-quote="Bagpuss" data-source="post: 2618801" data-attributes="member: 3987"><p>I seriously wondered if I got a different version of Dungeon when I read Manure Castle (someone had to do the obvious pun). Everyone was raving about it put it struck me as completely dreadful from the first door onwards.</p><p></p><p>Spoilers follow </p><p></p><p>The Unopenable Doors.. </p><p></p><p>The following is the player information...</p><p></p><p></p><p></p><p>I'm a little curious as to how the players know how thick closed doors are by looking at only the outside, but lets, let that one slide. </p><p></p><p>The doors are described as scraped and scratched, yet in the DM's info he's told, spells or items that cause damage merely rebound off and do no harm to the doors.</p><p></p><p>Opening spells like passwall fail on the door (no mention if they would work okay on the wall just to the side). So unless you give them them a MINOR ARTIFACT (Silver Key of Portals) or they use a wish/miracle or go astral they are stuck.</p><p></p><p>"Clever players may hit upon the idea of setting up camp near the Doors and waiting for someone to come out."</p><p></p><p>Clever? Or if they get bored of banging their heads against a dead end.</p><p></p><p>Anyway assuming the PC's wait and don't give in and find a better adventure to do, some Gnolls leave the dungeon in 1d6 hours.</p><p></p><p>Now you have to hope one of these gnolls is kind enough to hold the door open for the PC's as the doors cannot be jammed, held or barred open by anyone other than the opener. The again maybe these gnolls have some way of getting back in with them, no mention of it in there description, but since they are carrying an letter and are off to bring someone back I guess they must have a copy of the minor artifact (Silver Key of Portals) on them as well, for the return trip.</p><p></p><p>The rest of the first floor seems just a collection of encounters where the DM gets to rub in the fact Mordenkainen's been and knicked all the good stuff already. That or the DM gets to read about what the room was used for 1000 years ago, but now its empty, or has X random monster living in it. This carries on until the party get killed by a bunch of Bordak's. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>Seemed an entire waste of the issue for me.</p><p></p><p>I'm glad some folks enjoyed it however.</p></blockquote><p></p>
[QUOTE="Bagpuss, post: 2618801, member: 3987"] I seriously wondered if I got a different version of Dungeon when I read Manure Castle (someone had to do the obvious pun). Everyone was raving about it put it struck me as completely dreadful from the first door onwards. Spoilers follow The Unopenable Doors.. The following is the player information... I'm a little curious as to how the players know how thick closed doors are by looking at only the outside, but lets, let that one slide. The doors are described as scraped and scratched, yet in the DM's info he's told, spells or items that cause damage merely rebound off and do no harm to the doors. Opening spells like passwall fail on the door (no mention if they would work okay on the wall just to the side). So unless you give them them a MINOR ARTIFACT (Silver Key of Portals) or they use a wish/miracle or go astral they are stuck. "Clever players may hit upon the idea of setting up camp near the Doors and waiting for someone to come out." Clever? Or if they get bored of banging their heads against a dead end. Anyway assuming the PC's wait and don't give in and find a better adventure to do, some Gnolls leave the dungeon in 1d6 hours. Now you have to hope one of these gnolls is kind enough to hold the door open for the PC's as the doors cannot be jammed, held or barred open by anyone other than the opener. The again maybe these gnolls have some way of getting back in with them, no mention of it in there description, but since they are carrying an letter and are off to bring someone back I guess they must have a copy of the minor artifact (Silver Key of Portals) on them as well, for the return trip. The rest of the first floor seems just a collection of encounters where the DM gets to rub in the fact Mordenkainen's been and knicked all the good stuff already. That or the DM gets to read about what the room was used for 1000 years ago, but now its empty, or has X random monster living in it. This carries on until the party get killed by a bunch of Bordak's. ;) Seemed an entire waste of the issue for me. I'm glad some folks enjoyed it however. [/QUOTE]
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