robus
Lowcountry Low Roller
So I was prepping for tonight's SKT session which occurs in the Maelstrom. Great setting - looking forward to presenting it to my players and hoping they get the right feel.
However, I then read that the two guards of the throne room are stupid Hill Giants??!! And you can easily fool them into letting you pass?? WTF? The giant world is in turmoil and the Storm Giants are relying on a couple of idiots to guard their leader? Was it done for laughs?
Then there's a room with a geyser that erupts every hour (damaging a creature if they're in the room when it goes off) - but no advice on how to track time (perhaps there's something in the DMG but I don't think so...)
Then there's some sharks that are locked behind portcullises and no indication on how/when they might be released effectively making them a non-entity.
This is not the first time I've run into stuff like this. But what gives? Why are things like this put in the adventures? With all the assets they have why make these kinds of bad choices.
(The "Harshnag ex machina" was another crappy design element too IMHO).
However, I then read that the two guards of the throne room are stupid Hill Giants??!! And you can easily fool them into letting you pass?? WTF? The giant world is in turmoil and the Storm Giants are relying on a couple of idiots to guard their leader? Was it done for laughs?
Then there's a room with a geyser that erupts every hour (damaging a creature if they're in the room when it goes off) - but no advice on how to track time (perhaps there's something in the DMG but I don't think so...)
Then there's some sharks that are locked behind portcullises and no indication on how/when they might be released effectively making them a non-entity.
This is not the first time I've run into stuff like this. But what gives? Why are things like this put in the adventures? With all the assets they have why make these kinds of bad choices.
(The "Harshnag ex machina" was another crappy design element too IMHO).