TaranTheWanderer
Legend
So, I started running HoDQ. The cast is: Wood Elf Rogue, hafling druid, Goliath Paladin, Dragonborn Wizard. In the second session, when they were trying to rescue the people from the church, they got TPK'd.
They attacked the back of the church but one of the cultists got hit and didn't die. He ran, they failed to drop him. I gave them several rounds as the cultist tried convincing the group in the front to help stop the PCs. Eventually and, a Bit by bit, a few more kobolds showed up. Things were fine until the goliath dropped. They would have fled right there but the problem was no-one in the party was strong enough to move him. They refused to retreat and they all dropped defending him.
So, now, since the kobolds were taking prisoners, I'm starting their next session captured and tied up in the bandit camp, skipping the whole 'travel to the camp' part of the adventure. I leveled them to 2nd because they succeeded in rescuing the people from the church.
Here's my issue: The adventure is a bit rail-roady. The adventure wants them to rescue the monk and retreat and then come back later when the army has 'moved off' so they can explore the hatchery. Assaulting the hatchery too soon is suicide but I don't really want to tell them 'no, don't do that.'
If I hint too loudly that they are over their heads and they just sneak out of the camp, they will, likely, not want to go back because the bandits will recognize them and they will know they can't assault the camp....
so....I'm not sure my next move...should they just be tied up after the bandits have moved on? Or should I have them wake up en-route to the bandit camp and see if they can escape before they reach it?
Now that I'm typing it, I like that last solution.
They attacked the back of the church but one of the cultists got hit and didn't die. He ran, they failed to drop him. I gave them several rounds as the cultist tried convincing the group in the front to help stop the PCs. Eventually and, a Bit by bit, a few more kobolds showed up. Things were fine until the goliath dropped. They would have fled right there but the problem was no-one in the party was strong enough to move him. They refused to retreat and they all dropped defending him.
So, now, since the kobolds were taking prisoners, I'm starting their next session captured and tied up in the bandit camp, skipping the whole 'travel to the camp' part of the adventure. I leveled them to 2nd because they succeeded in rescuing the people from the church.
Here's my issue: The adventure is a bit rail-roady. The adventure wants them to rescue the monk and retreat and then come back later when the army has 'moved off' so they can explore the hatchery. Assaulting the hatchery too soon is suicide but I don't really want to tell them 'no, don't do that.'
If I hint too loudly that they are over their heads and they just sneak out of the camp, they will, likely, not want to go back because the bandits will recognize them and they will know they can't assault the camp....
so....I'm not sure my next move...should they just be tied up after the bandits have moved on? Or should I have them wake up en-route to the bandit camp and see if they can escape before they reach it?
Now that I'm typing it, I like that last solution.
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