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Ack! Sleeping in Hobgoblin Barracks (Lost Mine of Phandelver)
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<blockquote data-quote="Jaelommiss" data-source="post: 6460653" data-attributes="member: 6775925"><p>No, you're not. After reading you post, I'd say you know <em>exactly</em> what to do. You know what <em>should </em>happen next. You just don't want to because you'll have some rather upset players on your hands. Or perhaps you're not a ruthless jerk like myself. Depending on your table that's not necessarily a bad thing. </p><p></p><p></p><p>What would I do in your situation? Glad you asked. </p><p></p><p>Before anything else choose a time that the next load of hobgoblins will return at. No changing this time. </p><p></p><p>Recap the last session, making sure to emphasize that they're in a hobgoblin barracks. If you're lucky they were just tired last week and someone will clue in that sleeping there is a very, VERY bad idea. </p><p></p><p>Next I'd ask what they do to prepare for the rest. With luck they will at least bar the doors (a barracks should have beds and footlockers) and set a watch rotation. Ask if they will be sleeping in their armour. If you impose a penalty for that is up to you.</p><p></p><p>Ask what the players do during the rest. Is it eight hours of sleep, a couple hours preparing spells after six hours sleep? Figure out when they will be awake. I'd also figure out how they are keeping track of the hours. Without someone keeping time I would roll a d4 and add that to the eight hours of their rest. </p><p></p><p>Then we get to the fun bit. When the hobgoblins arrive, have them talking loudly (DC 15 passive perception, -5 penalty to anyone sleeping) as they approach the door. If it hasn't been barricaded then they open it after two rounds. If the door is blocked they will try to kick it open, assuming it to be stuck, and adding an additional round until the door opens. Players who succeed on DC 10 passive perception (-5 for sleeping) will wake up. </p><p></p><p>The hobgoblins go silent when they see their dead comrades piled up in the corner. Anyone awake at this time will now be aware of them if they were not already. </p><p></p><p>If everyone is asleep, the hobgoblins will try to sneak to the adventurers. Players whose passive perception -5 beats at least one stealth roll will wake up. After one round each hobgoblin will coup-de-grace a player, starting with those closest to the door. This will likely kill the player, though they are now awake if they survive. DC 10 passive perception (again -5 penalty for sleeping) to hear this and wake up. Each player can use an entire turn to get up and grab their weapons. Remind those who took their armour off to adjust their AC. Anyone awake can use their action to wake another player.</p><p></p><p>If any players are awake then the hobgoblins will attack them. As soon as the first attack action is taken or spell is cast, sleeping players wake up. Hobgoblins target threats before sleeping characters. Once a character is unconscious the hobgoblins move on to the next target. Once half of the hobgoblins are slain, the remainder retreat to tell the Black Spider and get support. </p><p></p><p>It goes without saying that the characters do not gain the benefit of a long rest from this, though I would give them a short rest if they spend over an hour resting before the goblin attack. </p><p></p><p>Really I would expect this to end in a well deserved TPK. If you let them get away with this, then they will try it again, and again, and again. </p><p></p><p></p><p></p><p>As an alternative you could ask them all to make intelligence checks before saying something along the lines of "anyone who scored a two or higher gets the feeling that sleeping in a hobgoblin barracks with its freshly butchered occupants would be a very bad idea."</p></blockquote><p></p>
[QUOTE="Jaelommiss, post: 6460653, member: 6775925"] No, you're not. After reading you post, I'd say you know [I]exactly[/I] what to do. You know what [I]should [/I]happen next. You just don't want to because you'll have some rather upset players on your hands. Or perhaps you're not a ruthless jerk like myself. Depending on your table that's not necessarily a bad thing. What would I do in your situation? Glad you asked. Before anything else choose a time that the next load of hobgoblins will return at. No changing this time. Recap the last session, making sure to emphasize that they're in a hobgoblin barracks. If you're lucky they were just tired last week and someone will clue in that sleeping there is a very, VERY bad idea. Next I'd ask what they do to prepare for the rest. With luck they will at least bar the doors (a barracks should have beds and footlockers) and set a watch rotation. Ask if they will be sleeping in their armour. If you impose a penalty for that is up to you. Ask what the players do during the rest. Is it eight hours of sleep, a couple hours preparing spells after six hours sleep? Figure out when they will be awake. I'd also figure out how they are keeping track of the hours. Without someone keeping time I would roll a d4 and add that to the eight hours of their rest. Then we get to the fun bit. When the hobgoblins arrive, have them talking loudly (DC 15 passive perception, -5 penalty to anyone sleeping) as they approach the door. If it hasn't been barricaded then they open it after two rounds. If the door is blocked they will try to kick it open, assuming it to be stuck, and adding an additional round until the door opens. Players who succeed on DC 10 passive perception (-5 for sleeping) will wake up. The hobgoblins go silent when they see their dead comrades piled up in the corner. Anyone awake at this time will now be aware of them if they were not already. If everyone is asleep, the hobgoblins will try to sneak to the adventurers. Players whose passive perception -5 beats at least one stealth roll will wake up. After one round each hobgoblin will coup-de-grace a player, starting with those closest to the door. This will likely kill the player, though they are now awake if they survive. DC 10 passive perception (again -5 penalty for sleeping) to hear this and wake up. Each player can use an entire turn to get up and grab their weapons. Remind those who took their armour off to adjust their AC. Anyone awake can use their action to wake another player. If any players are awake then the hobgoblins will attack them. As soon as the first attack action is taken or spell is cast, sleeping players wake up. Hobgoblins target threats before sleeping characters. Once a character is unconscious the hobgoblins move on to the next target. Once half of the hobgoblins are slain, the remainder retreat to tell the Black Spider and get support. It goes without saying that the characters do not gain the benefit of a long rest from this, though I would give them a short rest if they spend over an hour resting before the goblin attack. Really I would expect this to end in a well deserved TPK. If you let them get away with this, then they will try it again, and again, and again. As an alternative you could ask them all to make intelligence checks before saying something along the lines of "anyone who scored a two or higher gets the feeling that sleeping in a hobgoblin barracks with its freshly butchered occupants would be a very bad idea." [/QUOTE]
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