Here is a list of things that should not be considered the height of tactical genius in DnD:
1. using invisibility, fly, scrying, teleport
2. killing monsters in a pit that can't climb, fly, use missle weapons, or take cover
3. bypassing a portcullis when you can cast 5th level spells
4. turning undead
5. not getting hurt by a trap that you found (even if you have to waste a spell like stoneshape to do it because you forgot to bring a 10 ft pole into the dungeon with you)
6. not falling into a pit that you've found (I'm not even an adventurer and I can usually avoid falling into pits that I'm aware of - even without using a 5th level spell!)
I'm sure there's more to the list, but I'd have to read the rest of this thread to think of them.
Basically, I think a passing familiarity with DnD is enough to solve the problem that I see here. Even if a published module doesn't consider these things, it's easy enough for a DM to make a few adjustments to the module in a few minutes. Or just accept that the PCs will get the poorly guarded McGuffin and start planning for the next encounter area rather than fret too much about the poor monsters in the pit that were doomed from the start.
If the Lord of Blades has never heard of scrying and isn't protecting himself against it then I don't know how he got to be lord of anything. He should talk to some spell casters and find out what kinds of stuff they can do before he starts calling himself "Lord of Blades" and attracting unwanted attention.
If the DM wasn't expected the PCs to use magic to destroy the bridge then what in the world was he thinking? IMO the DM in the examples above got the expected result. If a PC turning undead somehow breaks a module, then something's really wrong but I don't think it takes a lot of thinking to solve the problem. DMs should read the players handbook and see what kinds of stuff PCs can do.
1. using invisibility, fly, scrying, teleport
2. killing monsters in a pit that can't climb, fly, use missle weapons, or take cover
3. bypassing a portcullis when you can cast 5th level spells
4. turning undead
5. not getting hurt by a trap that you found (even if you have to waste a spell like stoneshape to do it because you forgot to bring a 10 ft pole into the dungeon with you)
6. not falling into a pit that you've found (I'm not even an adventurer and I can usually avoid falling into pits that I'm aware of - even without using a 5th level spell!)
I'm sure there's more to the list, but I'd have to read the rest of this thread to think of them.
Basically, I think a passing familiarity with DnD is enough to solve the problem that I see here. Even if a published module doesn't consider these things, it's easy enough for a DM to make a few adjustments to the module in a few minutes. Or just accept that the PCs will get the poorly guarded McGuffin and start planning for the next encounter area rather than fret too much about the poor monsters in the pit that were doomed from the start.
If the Lord of Blades has never heard of scrying and isn't protecting himself against it then I don't know how he got to be lord of anything. He should talk to some spell casters and find out what kinds of stuff they can do before he starts calling himself "Lord of Blades" and attracting unwanted attention.
If the DM wasn't expected the PCs to use magic to destroy the bridge then what in the world was he thinking? IMO the DM in the examples above got the expected result. If a PC turning undead somehow breaks a module, then something's really wrong but I don't think it takes a lot of thinking to solve the problem. DMs should read the players handbook and see what kinds of stuff PCs can do.