kengar
First Post
OK. here's the situation:
Party discovered the hideout of a kidnapping ring (several peasants were snatched and the party went after the bad guys). They fought the baddies and cleared the place out but no sign of hostages. In the last room they fought in, they discovered a magic portal. Party decides to hoof it back to town (2 days each way) and rest up/buy new gear with the loot, etc. before tackling the portal. I already chided them slightly for walking away from potentially saving the peasants, but here's the second problem: there is a timetable of events going on beyond the portal. If the party delays too long, they would miss the "window" to deal with things and BAD Things can happen. End of the world-type things.
Now, I don't want to just trash the whole adventure by saying "You blew it!" and blowing up the planet, but this is a recurring problem with these players. They are often quite timid when it comes to pressing on when they are down a few spell slots or HP and they have the chance to walk away with some cash. I would like to teach them a lesson here about being heroes, but I don't want to just smack them down or railroad them.
I should also mention that the party is 8th level and this group was originally designed as more of a one-off for this module as opposed to an ongoing campaign (though there's no reason why the characters couldn't continue to be played). I play with this group regularly, though and part of me would really like to take this opportunity to give them an object lesson about being too cautious/calculating.
Any ideas on this? Thanks.
Party discovered the hideout of a kidnapping ring (several peasants were snatched and the party went after the bad guys). They fought the baddies and cleared the place out but no sign of hostages. In the last room they fought in, they discovered a magic portal. Party decides to hoof it back to town (2 days each way) and rest up/buy new gear with the loot, etc. before tackling the portal. I already chided them slightly for walking away from potentially saving the peasants, but here's the second problem: there is a timetable of events going on beyond the portal. If the party delays too long, they would miss the "window" to deal with things and BAD Things can happen. End of the world-type things.
Now, I don't want to just trash the whole adventure by saying "You blew it!" and blowing up the planet, but this is a recurring problem with these players. They are often quite timid when it comes to pressing on when they are down a few spell slots or HP and they have the chance to walk away with some cash. I would like to teach them a lesson here about being heroes, but I don't want to just smack them down or railroad them.
I should also mention that the party is 8th level and this group was originally designed as more of a one-off for this module as opposed to an ongoing campaign (though there's no reason why the characters couldn't continue to be played). I play with this group regularly, though and part of me would really like to take this opportunity to give them an object lesson about being too cautious/calculating.
Any ideas on this? Thanks.