Extended Rests and long adventures....

Otterscrubber

First Post
In our latest adventure in Thunderspire my group finds itself assaulting a group of demonic dwarves in a 3 tower fort. We seem to be doing well, our 5 man team having cleared the 2 smaller towers and made some headway into the larger 3rd tower, but we now face a conundrum I was hoping to avoid. We are out of healing surges and need to rest. There is simply no way we can finish it out without taking an extended rest yet I can't see a good way to sleep for 8 hours while we are basically storming the castle. I'm curious to see what others have done when faced with a long adventure with few logical resting points.
 

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Agreed.

You're in the enemy's hold, there should BE no resting points. Not in caves of monsters, not in dungeons, and certainly not in their castle. They need to leave, rest, and deal with the defenses that will be bolstered slightly (tho not too much, a minor encounter here and there to reflect their readiness)
 

yep, back to town for a few beers, a sleep, a quick stop at the local merchants to cash in some treasure for healing potions and back into the fray i'd say.
 

Run away. Either go back to town, which is a sheltered, protected area, or go into hiding in one of the many side caves. When you're rested, return and fight.

Spoiler that relates to the actual adventure!!!

[sblock]The Duergar cannot get reinforcements until a week has gone by. Its possible you've officially learned this, but either way, there it is. So when you return, you're going to be facing the same number of enemies. The most they can do is rearrange themselves within the Duergar fortress, or run away. The DM might have some roving Duergar patrols come in to assist with defense, but a full scale reinforcement after you leave takes prohibitively long.[/sblock]
 

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