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<blockquote data-quote="Pseudopsyche" data-source="post: 4398225" data-attributes="member: 54600"><p>You don't have that big of a mess here. You (narrowly) avoided the real disaster of having the PCs fight three encounters' worth of monsters, the outside force and both inside waves, at the same time. After slaughtering the minions, the PCs were probably wise to retreat, leaving only two encounters' worth.</p><p></p><p>Since Irontooth's job is to take out adventurers who might interfere, I would definitely have at least half of the remaining forces pursue the PCs. I don't see Irontooth retreating to the keep and admitting he allowed five adventurers to massacre his forces, so plan for him to make a last stand at the cave, perhaps fortified by additional traps. If the PCs don't seem likely to return to the cave, Irontooth can take all of his remaining henchmen on a desperate strike against the PCs. Depending on the outcome of the initial pursuit of the PCs, you could have Irontooth follow immediately afterwards, as a second wave of pursuers.</p><p></p><p>It's important not just to consider what Irontooth would do, but also how you want the adventure to unfold. For example, having the forces outside the cave retreat into the cave was realistic, but put you in the position of the PCs wandering into certain death if they had all attacked at once. In 20/20 hindsight, having the outside forces attack the PCs, perhaps coming up their own route to the cliffs above the waterfall, would have been the most expedient way to preserve the following encounters as written. As another example, having the kobolds not give chase at all risks killing the momentum of the adventure entirely.</p></blockquote><p></p>
[QUOTE="Pseudopsyche, post: 4398225, member: 54600"] You don't have that big of a mess here. You (narrowly) avoided the real disaster of having the PCs fight three encounters' worth of monsters, the outside force and both inside waves, at the same time. After slaughtering the minions, the PCs were probably wise to retreat, leaving only two encounters' worth. Since Irontooth's job is to take out adventurers who might interfere, I would definitely have at least half of the remaining forces pursue the PCs. I don't see Irontooth retreating to the keep and admitting he allowed five adventurers to massacre his forces, so plan for him to make a last stand at the cave, perhaps fortified by additional traps. If the PCs don't seem likely to return to the cave, Irontooth can take all of his remaining henchmen on a desperate strike against the PCs. Depending on the outcome of the initial pursuit of the PCs, you could have Irontooth follow immediately afterwards, as a second wave of pursuers. It's important not just to consider what Irontooth would do, but also how you want the adventure to unfold. For example, having the forces outside the cave retreat into the cave was realistic, but put you in the position of the PCs wandering into certain death if they had all attacked at once. In 20/20 hindsight, having the outside forces attack the PCs, perhaps coming up their own route to the cliffs above the waterfall, would have been the most expedient way to preserve the following encounters as written. As another example, having the kobolds not give chase at all risks killing the momentum of the adventure entirely. [/QUOTE]
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