dead end?


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Have them get knocked out and locked up in not-quite-inescapable cells, as the Vecna-worshippers begin the 20-hour-long ritual required to purify them to the point of being worthy sacrifices to their god.
 

sure the encounter as currently written would kill them. But you're the DM you can change it.

A. just nerf it.
B. split it in two.
C. NPC reinforcements

I'm thinking a combination of A and C. Have an NPC party of Over confident braggarts march right past the party telling them to stand down. Then have them run out of the dungeon all bloodied. The PCs can then head into the last encounter with the monsters all low on HP etc..

Then have the NPC recur later in the campaign.


Problems are opportunities for creativity.
 

yeah i already reduced the upcoming encounters down to only 1 (the final one) but sending reinforcements sounds a little too much like "i want you to survive this".
in addition, when a NPC party comes along i know what my players would do.... attack them. ;-)

tell you what i'll do, i'll keep the final encounter as it is, but i will include a trap in the room before, and also some cover possibilities. if the players are smart enough they can lure the enemies into the trap and/or into a very bad position for them. this should increase my players chances IF they play SMART.

the encounter is not so difficult by itself as well (LVL3, 700XP) with a controller, 2 soldiers and 2 skirmishers. the party is level 2.

they'll also get the usual action points for their last encounters and then that's it. for me it sounds more than doable.

if they survive they hopefully get the feeling that they really overcame some thing difficult.
if they die they'll have to play good characters from now on, including at least 1 cleric. ;-)
 

Coldaan said:
if they die they'll have to play good characters from now on, including at least 1 cleric. ;-)
Nah, they'll just have to play smart characters. Evil parties can do just fine as long as the characters aren't morons who overextend themselves. They need to stop acting like a bad fantasy villain and start acting like a really scary comic villain (a well-written Joker, for example, or Darksied).
 

It seems that your party is (in game) heavily exhausted and more then a bit wounded. You'd think that they'd "regroup" somewhere else.

Just find an easily defendable place in the dungeon and wait it out. The only trouble they should have is hoping that nothing happens in the meantime, no one slaughters them and the opponents don't do something else in the meantime (like summoning up something or whatnot, haven't read the scenario)
 

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