Halp!! Players want to think beyond my single-mindedness!


Adventures


Okay, so here's the thing:

I'm going to hopefully be running gallows of madness tomorrow for my players BUT...one of the players just professed a desire to run an inquisitor who's all about the bluff/intimidate. He's passionate about it and I'm expecting a very antagonistic/hard-headed/zealous character in an adventure that has most social encounters using either diplomacy or knowledge checks, and one offering a strength check possibility and one with an intelligence check possibility. I literally only saw one encounter where bluff or intimidate would do the trick.

I'm a newbie DM running an adventure module, should I be trying to accommodate or just have the NPCs crack down on someone trying to intimidate or bluff them? A successful bluff check against one specific NPC would end up sending them straight to the required location and bypass a whole host of social encounters and two combat encounters, effectively cutting maybe a quarter or half of the whole adventure. Take away the large portion of those social encounters and the adventure minimizes real fast. Gallows of madness has two follow up adventures but I am not prepped for them (haven't read them at all, and I'm a slow reader).

Should I recommend that he 'slow down' and put an eye to diplomacy and knowledge checks or have NPCs crack down on him or....is there some way to work with/around this?


<spoilers>
Are you discussing about trying to bluff their way through to finding Gelian's house? If that is the case, just say that they won't give information regarding the location of the house until they have brought proof that the apprentices are in danger, because why would you give the address of your employee to complete strangers covered head to toe with weapons?

Edit: Just saw how long ago this thread was sorry, I hope it worked out...

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