painandgreed
First Post
el-remmen said:I think Quasqueton is saying (and I agree) that a well-designed adventure would be more explicit about all these details.
My issue with it seems to be that there is ongoing action that is not addressed in the module. I could see how the basillisks perhaps wandered in a day or two ago and were walled up and keep breaking out. I'm not sure how often they break out but if the random enounter chart is every turn, and there is a 1 in 20 chance of it being a baskilisk, then they probably break out pretty often. Once every couple of hours assuming that the PCs are the only ones encoutnering wandering monsters in the complex. Then the PCs, should they even discover this fact after entering, should be able to retreat and let attrition take it's toll as orcs and basilisks (or ghouls) fight it out. These sort of cramped living quarters for monsters should end up in fairly quick resolutions if they are encountered on the wandering monster charts. If the wandering monsters are hostile to the non-wandering monsters there should be a chance for some conflict not related to the PCs. If the adventure takes a long time (I know I've been in parties that have retreated to heal and return later), then methods should be provided to resolve such issues. I do not think that modules design that assumes that everywhere the PCs are not is in time stop are well designed. If the orc guards in their sleeping quarters are alway awake and arguing, not matter when the PCs investigate the room, it violates some verssimilitude and is not good design. This might be all right if the module is on a set time table, but whether such constructs are good module design would be another issue.