If you read the session report I posted last night, you can see why a lot of James Raggi's modules will never, ever work quite as he intended when I run them - there's no way to build mood with guys who view every NPC as a pawn in a quest to acquire XP. Yes, I could change the way I run the game to penalize that sort of behavior, but that's not what I want to do, and my players wouldn't stick around if I did. This is pretty much how we play and how we like it, not a request for suggestions.
So back on point - something like Death Love Doom would fall apart completely, and even the Monolith with its murderous host of brain invaders would just be an opportunity to wreak havoc. Poor Zeke never stood a chance. He didn't even get off his one-liner, because he was gagged and I foolishly didn't anticipate his murder at the time he was tied up.
The players have really been all about doing random wilderness adventures lately, which means there's no pressure on me to actually work on the dungeon levels. You can blame them if you're wondering why ASE4-5 isn't out. I'm too lazy to do anything without a deadline.
Anyhow, if you're wondering about the hiatus, I spent a whole lot of time working on designing guitar amps and watching Breaking Bad start-to-finish instead of playing D&D.