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Ack! Sleeping in Hobgoblin Barracks (Lost Mine of Phandelver)
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<blockquote data-quote="jayoungr" data-source="post: 6460623" data-attributes="member: 6702445"><p>So my group finally made it to Wave Echo Cave tonight. They have cleared out about half of it, mostly on the western side. The last place they cleared out was room 11, the hobgoblin barracks. To my utter disbelief, once they finished with the battle they announced they were going to pile the hobgoblin corpses in the corner and have a long rest in the room.</p><p></p><p><em>I</em> know (but they don't) that this barracks is the leading edge of the Black Spider's operation. I tried to drop them some hints. I had them all roll intelligence (investigation), hoping I could drop them a hint about what might be going on, but no one rolled above a 9. When they complained that the hobgoblins had very little treasure on them, I even said, "Someone must be underpaying them," hoping they'd take the hint and move to a safer area to spend the night. They haven't even stopped to wonder what a bunch of hobgoblins were doing holed up deep in the mine. Possibly they were more focused on just finishing up for the night, because that's where we ended the session.</p><p></p><p>But um...I'm at a loss as to what to do now! They really should be discovered before they can finish a long rest; Nezznar has another shift of hobgoblins who are bound to be using the room. But how should I handle it? I'd appreciate it if the board can help me lay out the various options with their pros and cons. I have a feeling I'm missing a lot here.</p><p></p><p>Thoughts:</p><p></p><p>I don't feel too guilty about denying them a long rest, since I don't think there's any way they would have eight undisturbed hours in that room. Reality check, though--would that be unfair?</p><p></p><p>Nezznar would almost certainly want to take them alive, if he hears about them. Could be interesting--he might propose an alliance, as suggested in the adventure.</p><p></p><p>Should I them some kind of saving throw to wake up as soon as someone opens the door? Is it unfair to assume someone finds them without them waking up?</p><p></p><p>How about if the remaining hobgoblins try to capture them? I think I have to give them a chance to fight their way free if I do that, but there should be a penalty for being asleep. Automatic surprise round? How many hobgoblins are a fair number to try to capture them? They fought off seven in the room before; it wasn't an easy fight, and they blew some of their long-rest-recharge abilities.</p><p></p><p>Just ... ack, how do I handle this? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" /> We wanted to finish the adventure this weekend, so we'll be playing another session either Saturday night or Sunday afternoon.</p><p></p><p>***</p><p></p><p>Oh, and while I have your attention: Just why does Mormesk the Wraith want to get rid of that Spectator, anyway?</p></blockquote><p></p>
[QUOTE="jayoungr, post: 6460623, member: 6702445"] So my group finally made it to Wave Echo Cave tonight. They have cleared out about half of it, mostly on the western side. The last place they cleared out was room 11, the hobgoblin barracks. To my utter disbelief, once they finished with the battle they announced they were going to pile the hobgoblin corpses in the corner and have a long rest in the room. [i]I[/i] know (but they don't) that this barracks is the leading edge of the Black Spider's operation. I tried to drop them some hints. I had them all roll intelligence (investigation), hoping I could drop them a hint about what might be going on, but no one rolled above a 9. When they complained that the hobgoblins had very little treasure on them, I even said, "Someone must be underpaying them," hoping they'd take the hint and move to a safer area to spend the night. They haven't even stopped to wonder what a bunch of hobgoblins were doing holed up deep in the mine. Possibly they were more focused on just finishing up for the night, because that's where we ended the session. But um...I'm at a loss as to what to do now! They really should be discovered before they can finish a long rest; Nezznar has another shift of hobgoblins who are bound to be using the room. But how should I handle it? I'd appreciate it if the board can help me lay out the various options with their pros and cons. I have a feeling I'm missing a lot here. Thoughts: I don't feel too guilty about denying them a long rest, since I don't think there's any way they would have eight undisturbed hours in that room. Reality check, though--would that be unfair? Nezznar would almost certainly want to take them alive, if he hears about them. Could be interesting--he might propose an alliance, as suggested in the adventure. Should I them some kind of saving throw to wake up as soon as someone opens the door? Is it unfair to assume someone finds them without them waking up? How about if the remaining hobgoblins try to capture them? I think I have to give them a chance to fight their way free if I do that, but there should be a penalty for being asleep. Automatic surprise round? How many hobgoblins are a fair number to try to capture them? They fought off seven in the room before; it wasn't an easy fight, and they blew some of their long-rest-recharge abilities. Just ... ack, how do I handle this? :confused: We wanted to finish the adventure this weekend, so we'll be playing another session either Saturday night or Sunday afternoon. *** Oh, and while I have your attention: Just why does Mormesk the Wraith want to get rid of that Spectator, anyway? [/QUOTE]
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Ack! Sleeping in Hobgoblin Barracks (Lost Mine of Phandelver)
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