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Dragon Heist TPK
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<blockquote data-quote="WaterRabbit" data-source="post: 7500733" data-attributes="member: 2445"><p>I hate to break it to you, but if you don't know your creatures capabilities, then don't get upset when the encounter doesn't play out as you hoped. There is literally NO way the creature in question with his pet do not know about the party when they enter the lair.</p><p></p><p>The creature in question is a mid-level messenger which is why it leaves the scene when the party approaches. Someone mentioned that this scene is a bit lackluster, but that is on the DM as well for not understanding the role the creature plays and why it is there.</p><p></p><p>This encounter should not have been a TPK from the creature, that is on the DM for running it that way.</p><p></p><p>My complaint in the book comes in Chapter 3, where they don't provide a good adventure flow chart to run the investigation, which can easily dead end without the DM having to railroad them back onto the path. They break the rule of providing at least three obvious avenues for the players to pursue.</p><p></p><p>If the DM had problems with this encounter, the rest of the adventure is also going to play out poorly because so much of it depends upon the DM to fill in the blanks as this adventure is woefully underdeveloped. Chapter 2 is completely upon the DM to develop.</p><p></p><p>Chapter 3 will require most DM to spend extra time to fix, since it really only provides one path through it that players can easily miss.</p><p></p><p>So far I am not that impressed with the adventure part of this supplement. The investigation portions are surprisingly poor given the people that worked on it.</p></blockquote><p></p>
[QUOTE="WaterRabbit, post: 7500733, member: 2445"] I hate to break it to you, but if you don't know your creatures capabilities, then don't get upset when the encounter doesn't play out as you hoped. There is literally NO way the creature in question with his pet do not know about the party when they enter the lair. The creature in question is a mid-level messenger which is why it leaves the scene when the party approaches. Someone mentioned that this scene is a bit lackluster, but that is on the DM as well for not understanding the role the creature plays and why it is there. This encounter should not have been a TPK from the creature, that is on the DM for running it that way. My complaint in the book comes in Chapter 3, where they don't provide a good adventure flow chart to run the investigation, which can easily dead end without the DM having to railroad them back onto the path. They break the rule of providing at least three obvious avenues for the players to pursue. If the DM had problems with this encounter, the rest of the adventure is also going to play out poorly because so much of it depends upon the DM to fill in the blanks as this adventure is woefully underdeveloped. Chapter 2 is completely upon the DM to develop. Chapter 3 will require most DM to spend extra time to fix, since it really only provides one path through it that players can easily miss. So far I am not that impressed with the adventure part of this supplement. The investigation portions are surprisingly poor given the people that worked on it. [/QUOTE]
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