Obvious player things that modules often don't get

A bottleneck puzzle/trap/gate that for some reason the party can't figure out and basically say screw it and go another way (usually away from your planned session).

Summon thoqqua as stated earlier. So much for trying to get the PCs to go a certain way. Who put that on the summon list anyway?
 

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When characters get out of hand with stone shape it is time to remind them of things like pockets of gas (flammable, poisonous, etc.) and cave-ins.
 

Few seem to get that the entire adventure doesn't have to be one big long combat. Also, many mods seem to neglect the player whom uses charisma to get out of situations. I had a case with a recent dungeon adventure that lightly touched the idea that an npc would negotiate but did not go much further. It seems they should think about different types of parties as opposed to one or two.
 

Refuse to follow heavy-handed plot points that seemed like a good idea to the designer but are about a million miles from anything the players would consider (Rose Quarry and final encounter in Shadows of the Last War, Im looking at you! Not attack the Karnathi camp?? Just hand the treasure over to the BBEG??? WTF??? Who writes this stuff???)

Ahem. It's been almost a year and I still have issues about that adventure... :heh:
 

To be fair, high-level adventures just CAN'T account for everything the party might do: there's just so many more options available to high-level parties. Which doesn't excuse ignoring things like invisibility and fly that can be pretty much assumed by the time the party reaches mid-levels....
 

Mark Hope said:
Refuse to follow heavy-handed plot points that seemed like a good idea to the designer but are about a million miles from anything the players would consider (Rose Quarry and final encounter in Shadows of the Last War, Im looking at you! Not attack the Karnathi camp?? Just hand the treasure over to the BBEG??? WTF??? Who writes this stuff???)

Ahem. It's been almost a year and I still have issues about that adventure... :heh:
But it was the funny and the TPK was worth it just for the look on the DMs face. :D I still chuckle about it from time to time.

That said, for a few moments it was touch and go - after TPK'ing the PCs I thought the DM was considering killing us in RL as well for being bloody minded to the very end in the face of stupidly stupendous odds.

Have to agree that for a well plotted adventure finale this really didn't cut it -
- hand over treasure to the BBEG? Yeah right... *draws sword and charges*
 

Mark Hope said:
final encounter in Shadows of the Last War, Im looking at you!
Teehee! When we came out of the cave to be confronted by the BBEG, our guys were hauling around one of the adamantine hatches that they'd removed with a combo of dispel magic and stone shape. Bastard still walked off with the mcguffin, but at least we had a fortune in adamantine to console us!
 

crazy_cat said:
But it was the funny and the TPK was worth it just for the look on the DMs face. :D I still chuckle about it from time to time.

That said, for a few moments it was touch and go - after TPK'ing the PCs I thought the DM was considering killing us in RL as well for being bloody minded to the very end in the face of stupidly stupendous odds.

Have to agree that for a well plotted adventure finale this really didn't cut it -
- hand over treasure to the BBEG? Yeah right... *draws sword and charges*
I'm still sure that he added those zombies hiding under the cave floor to spite us :p...

But yeah, it was a hoot, and the look of dawning horror on the DM's face made it worthwhile. I will pay real money if you guys manage to do it again in the upcoming Eberron games during my "paternity leave", lol...

blargney the second said:
Teehee! When we came out of the cave to be confronted by the BBEG, our guys were hauling around one of the adamantine hatches that they'd removed with a combo of dispel magic and stone shape. Bastard still walked off with the mcguffin, but at least we had a fortune in adamantine to console us!
Ha! When we found those hatches, that was the first thing that I suggested. We were never able to figure out a way to do it, though, being only 3rd or 4th level. Couldn't figure out how to active the enormous death-machine cannon in the heart of the dungeon either. Oh well. Probably not a bad thing, that, given the mentality of the PCs...
 

Make drastic and effective use of a largely uninhabited plane with 1:8760 time dilation.
Plane shift in combat, relax, sleep, re-prepare all spells, eat breakfast, play a game of chess, plane shift back, Teleport without error to the combat, and find only 3 rounds have passed. 8-O

All this, and using the plane to perform spell research and epic magic item creation while on the brink of pan-planer armageddon.
 

Arkham said:
Make drastic and effective use of a largely uninhabited plane with 1:8760 time dilation.
Plane shift in combat, relax, sleep, re-prepare all spells, eat breakfast, play a game of chess, plane shift back, Teleport without error to the combat, and find only 3 rounds have passed. 8-O

All this, and using the plane to perform spell research and epic magic item creation while on the brink of pan-planer armageddon.
Ah yes, Monty Hall's Demiplane. :p
 

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