We are in the midst of running HS1: The Orcs of Stonefang pass. My players have managed to get into some trouble and I didn't do a great job of getting them out.
They had just successfully defended the Gatehouse and claimed the Grasping Hand. They entered the side hallway to move towards the Pit of Doom and decided the scare the three orcs, thus warning the Ogre, Orc Archers and Troll Shaman in the Pit room.
Upon arrival, they charged straight into combat and with a few unfortunate rolls (and fortunate for the monsters), drew into a quick TPK. I gave them a quick out by continuing the earthquake and assuming that the Troll Shaman wanted to try sacrificing them (or something).
An easy escape from some distracted Orc Archers on guard using the Grasping Hand to dominate their guard...and they decided to run straight into the next room rather than back the way they came. They even got to hear the dwarf warning of an ambush...but pressed on.
Fortunately it was a good stopping point. In retrospect, I should have stopped it when they all went down to better plan.
So now, what to do?
1) I can nerf the next room's encounter to just a couple of minions, assume Duggin isn't part of the protection ritual, and let him help while the protection ritual is shifted to block the doors. Then they can rest a bit, learn of Stonefang, and go fight the encounter from which they fled along with Duggin.
2) Perhaps all of the animal themed Severed Eyes leaders are rivals, hoping to claim credit before Gruumsh for the conquest of the pass. The Troll Shaman might coerce them into acting as his vanguard in an assault against the next Orc leader at the Citadel. I'm frankly worried that they will wind up dead again with this scenario.
3) Have Stonefang partially emerge off camera, all mighty roaring, and sweep off the Ogre/Troll Shaman encounter...then fall back into his hole to continue rebuilding his strength. They can then rest, and fight the real encounter in the next room.
Other ideas? Help!
They had just successfully defended the Gatehouse and claimed the Grasping Hand. They entered the side hallway to move towards the Pit of Doom and decided the scare the three orcs, thus warning the Ogre, Orc Archers and Troll Shaman in the Pit room.
Upon arrival, they charged straight into combat and with a few unfortunate rolls (and fortunate for the monsters), drew into a quick TPK. I gave them a quick out by continuing the earthquake and assuming that the Troll Shaman wanted to try sacrificing them (or something).
An easy escape from some distracted Orc Archers on guard using the Grasping Hand to dominate their guard...and they decided to run straight into the next room rather than back the way they came. They even got to hear the dwarf warning of an ambush...but pressed on.
Fortunately it was a good stopping point. In retrospect, I should have stopped it when they all went down to better plan.
So now, what to do?
1) I can nerf the next room's encounter to just a couple of minions, assume Duggin isn't part of the protection ritual, and let him help while the protection ritual is shifted to block the doors. Then they can rest a bit, learn of Stonefang, and go fight the encounter from which they fled along with Duggin.
2) Perhaps all of the animal themed Severed Eyes leaders are rivals, hoping to claim credit before Gruumsh for the conquest of the pass. The Troll Shaman might coerce them into acting as his vanguard in an assault against the next Orc leader at the Citadel. I'm frankly worried that they will wind up dead again with this scenario.
3) Have Stonefang partially emerge off camera, all mighty roaring, and sweep off the Ogre/Troll Shaman encounter...then fall back into his hole to continue rebuilding his strength. They can then rest, and fight the real encounter in the next room.
Other ideas? Help!