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have fun storming Cragmaw Castle! (LMoP spoilers)
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<blockquote data-quote="GlassJaw" data-source="post: 7164347" data-attributes="member: 22103"><p>So the ragtag bunch of bumbling misfits that I DM for "attempted" a stealthy approach into Cragmaw Castle, which lasted all of 10 seconds.</p><p></p><p>Basically they alerted the front half of the castle (rooms 1-7) in fairly short order. However, I tend to play hobgoblins as rather crafty and battle-hardened and they started barking out orders to the goblins, which included telling some goblins to run and alert the rest of the castle.</p><p></p><p>The party mopped up and took some time searching. While this was happening, I had the hobgoblins release the owlbear, which detected the party as they made their way towards room 12 (the owlbear broke the door down and charged). That's where we ended the last session.</p><p></p><p>The party is somewhat banged up and they discussed resting before moving forward (they are expecting the castle to have a dungeon where the boss will be). Since the final room is written so that the players interrupt a negotiation for Gundren and the map, I'm trying to decide what to do if the party leaves and rests. The adventure gives details in the event Grol and the doppleganger are alerted but not if the players leave for a significant length of time.</p><p></p><p>Since the rest of the castle is wiped out, I can't imagine they would stick around. I could have Grol and the remaining enemies take the fight to the players, hoping to take them out while they are weakened.</p><p></p><p>Grol and doppleganger could flee with Gundren and the map. This would be a huge complication for the players since they are relying on finding Gundren (or the map) to give them the location to Wave Echo Cave.</p><p></p><p>I also had a couple of more "out-of-the-box" ideas:</p><p></p><p>1. The pressure of the attack makes the negotiation go sour between Grol and the doppleganger. A fight breaks out and knowing it is outnumbered, the doppleganger flees. Grol stays put and waits for reinforcements? Or leaves with Gundren and makes his way towards Wave Echo Cave? Not sure how to resolve this idea.</p><p></p><p>2. The optional hobgoblin warband arrives as the players are leaving the castle. This could be bad for the players (hehehe) but it may force them back into the castle to rescue Gundren ASAP and find a way to retreat to safety. As a DM, this sounds fun for me.</p><p></p><p>Any thoughts would be appreciated!</p></blockquote><p></p>
[QUOTE="GlassJaw, post: 7164347, member: 22103"] So the ragtag bunch of bumbling misfits that I DM for "attempted" a stealthy approach into Cragmaw Castle, which lasted all of 10 seconds. Basically they alerted the front half of the castle (rooms 1-7) in fairly short order. However, I tend to play hobgoblins as rather crafty and battle-hardened and they started barking out orders to the goblins, which included telling some goblins to run and alert the rest of the castle. The party mopped up and took some time searching. While this was happening, I had the hobgoblins release the owlbear, which detected the party as they made their way towards room 12 (the owlbear broke the door down and charged). That's where we ended the last session. The party is somewhat banged up and they discussed resting before moving forward (they are expecting the castle to have a dungeon where the boss will be). Since the final room is written so that the players interrupt a negotiation for Gundren and the map, I'm trying to decide what to do if the party leaves and rests. The adventure gives details in the event Grol and the doppleganger are alerted but not if the players leave for a significant length of time. Since the rest of the castle is wiped out, I can't imagine they would stick around. I could have Grol and the remaining enemies take the fight to the players, hoping to take them out while they are weakened. Grol and doppleganger could flee with Gundren and the map. This would be a huge complication for the players since they are relying on finding Gundren (or the map) to give them the location to Wave Echo Cave. I also had a couple of more "out-of-the-box" ideas: 1. The pressure of the attack makes the negotiation go sour between Grol and the doppleganger. A fight breaks out and knowing it is outnumbered, the doppleganger flees. Grol stays put and waits for reinforcements? Or leaves with Gundren and makes his way towards Wave Echo Cave? Not sure how to resolve this idea. 2. The optional hobgoblin warband arrives as the players are leaving the castle. This could be bad for the players (hehehe) but it may force them back into the castle to rescue Gundren ASAP and find a way to retreat to safety. As a DM, this sounds fun for me. Any thoughts would be appreciated! [/QUOTE]
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