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Help!! My smart players are acting like idiots (lengthy rant)
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<blockquote data-quote="Capellan" data-source="post: 434428" data-attributes="member: 6294"><p>I'd suggest this:</p><p></p><p>First, let the "sneak in and find a safe house" plan work. Let them get a place with a clear view of the tower entrance.</p><p></p><p>Second, have one of the lowest caste approach the door area: he is immediately confronted by 4-6 elites who stand watch over him until one of the leaders comes by (this might give the PCs a hint that they won't get close, but don't make it too blatant a warning). The leader gives the minion something - possible a scroll case - and the minion heads off into the swamp - alone.</p><p></p><p>Hopefully the PCs chase off after the messenger (for that's what he is) and put paid to him. Once they get the tube open (make sure to trap it with a spell like <em>fire trap</em> to underline that these NPCs have some magic) they find a scroll (or fragments thereof, if the trap went off) which gives a situation report on the attempts to get into the power. Useful surviving fragments would include:</p><p></p><p>- "all the standard magicks of opening and disenchanting have failed"</p><p>- "investigations into other buildings continue - these may hold the key"</p><p></p><p>That should make the PCs a bit more careful.</p><p></p><p>Of course, there is always the chance that they don't go after the messenger. If they don't, go with a fallback plan: show the PCs an attempt to get through the door.</p><p></p><p>Have one of the NPC leaders approach the door and work some reasonably powerful spell (4th-5th level maybe), targetted on the door. Then have the door reflect back magical energy on the caster, who is knocked off his feet and has to be helped away by his minions.</p><p></p><p>Again, this should give them a clue that <em>Knock</em> isn't going to cut it, and they'll start thinking about some other option.</p></blockquote><p></p>
[QUOTE="Capellan, post: 434428, member: 6294"] I'd suggest this: First, let the "sneak in and find a safe house" plan work. Let them get a place with a clear view of the tower entrance. Second, have one of the lowest caste approach the door area: he is immediately confronted by 4-6 elites who stand watch over him until one of the leaders comes by (this might give the PCs a hint that they won't get close, but don't make it too blatant a warning). The leader gives the minion something - possible a scroll case - and the minion heads off into the swamp - alone. Hopefully the PCs chase off after the messenger (for that's what he is) and put paid to him. Once they get the tube open (make sure to trap it with a spell like [I]fire trap[/I] to underline that these NPCs have some magic) they find a scroll (or fragments thereof, if the trap went off) which gives a situation report on the attempts to get into the power. Useful surviving fragments would include: - "all the standard magicks of opening and disenchanting have failed" - "investigations into other buildings continue - these may hold the key" That should make the PCs a bit more careful. Of course, there is always the chance that they don't go after the messenger. If they don't, go with a fallback plan: show the PCs an attempt to get through the door. Have one of the NPC leaders approach the door and work some reasonably powerful spell (4th-5th level maybe), targetted on the door. Then have the door reflect back magical energy on the caster, who is knocked off his feet and has to be helped away by his minions. Again, this should give them a clue that [I]Knock[/I] isn't going to cut it, and they'll start thinking about some other option. [/QUOTE]
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