SpellObjectEnthusiast
Adventurer
Faction Play in KotB is very sparely detailed, given only a single paragraph across 36 pages mentioning the idea of turning the various factions against each other. The same section DISCOURAGES the GM from doing any kind of faction play if they have a larger party.It's wild to me that someone can say with a straight face that there's nothing to do in KotB except go to the caves and murder everyone there. I've run this module many times, converted it to every edition of D&D that exists to do so, and I've never had a single group of players do this. Even the most murderhobo group I've ever run through it got mixed up in the politics and factions in the caves.
Am I saying that no one ever went in and just systematically murdered everything that moves in the entire cave complex? No. I'm very sure plenty of groups have done that. But I don't believe that it's the standard method, and I can't believe that someone actually read the thing and came away with the idea that it's the only possible mode of play.
Meanwhile, the module is full of encounters where the GM is explicitly told to have the monsters attack the party on sight, including:
- The Lizardmen
- The Mad Hermit
- The Kobold Lair entrance
- The Kobold Lair guards
- The Kobold Lair common grounds
- The Orc Lair entrance
- The Orc Lair ambush
- The Goblin Lair entrance
- The Goblin Lair guard post
- The imprisoned gnoll
- The Hobgoblin Lair guard post
- The trapped Hero
- The stirge cave
- The fire beetle cave
- The minotaur
- The Gnoll guard post
- The skeleton rooms
- The zombie rooms
- The torture chamber
- The medusa
Very few rooms contain monsters which have explicit direction for negotions (namely, the Ogre, some of the prisoners/slaves, many of whom are written to then immediately betray the party) or contain anything other than humanoids to kill (very few traps, tricks, or puzzles to be found here).