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Horde of the Dragon Queen (what am I doing wrong)spoilers
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<blockquote data-quote="TaranTheWanderer" data-source="post: 7628800" data-attributes="member: 15882"><p>I did prep...I just didn't read a lot of extra on-line stuff. I read the adventure from cover to cover, made plot hooks for all the PCs, dropped potion in tough areas and even reduced enemies in a couple places.</p><p></p><p></p><p></p><p>I've been thinking about it. One of the PCs (who couldn't make the previous session) can go back to find help. New adventuring group. They can find the old one and then choose which PCs to play. But it feels shallow after a while. Giving them a mulligan after the first TPK seems fair...but two? There would have to be a serious setback. I'm not sure Frulam would be likely to keep them alive. But she might just torture them for a while to figure out who they are and what they know. It's possible they'd still be alive especially since she's supposed to sit on the dragon eggs for a week or so. </p><p></p><p></p><p></p><p>As I said, I did prep. The group never seems to want to 'slow down' or retreat so maybe I should consider this. The more I think about it, the more I think they pushed too hard and fast. As enemies would retreat to get help, they'd make chase in to a new room and be forced to deal with a room full of enemies. Then another enemy would go get help and they'd make chase again...they never considered backing off.</p><p></p><p></p><p></p><p>They did some smart things: stealth, checking for traps (half the time), tricked some kobolds in the hatchery room into thinking one of them was Cyanwrath with disguise self and managed avoid that fight and to discover the roper and avoid a potentially lethal fight.</p><p></p><p></p><p></p><p>Wizard stays back mostly, the Goliath is a Paladin but got hit with a couple lucky rolls. The first TPK, he was just spent. I don't use flanking. I usually have one enemy use the 'help' action to flank and allow the second enemy to attack with advantage. It works well with mooks. My kobolds tend to fight with caution, using their pack tactics and always retreating when overwhelmed to run and get help or lead enemies into traps. I just find there's almost no time to rest and recuperate. In the hatchery, there was always one enemy who would flee to get help and they'd run after him into a room full of enemies where a new fight would happen. They would just keep pushing. </p><p></p><p></p><p>Might be a good idea. The group knew EXACTLY how many enemies there were because they had done a great deal of investigation ahead of time. I could have given them a couple less enemies. But, once again, it feels a bit cheap to me...and to be honest, I was worried they'd just destroy the encounter. Cultists have a very low AC and very little hps. But the party still only had 1 attack/round and the wizard and druid only had one spell slot.</p></blockquote><p></p>
[QUOTE="TaranTheWanderer, post: 7628800, member: 15882"] I did prep...I just didn't read a lot of extra on-line stuff. I read the adventure from cover to cover, made plot hooks for all the PCs, dropped potion in tough areas and even reduced enemies in a couple places. I've been thinking about it. One of the PCs (who couldn't make the previous session) can go back to find help. New adventuring group. They can find the old one and then choose which PCs to play. But it feels shallow after a while. Giving them a mulligan after the first TPK seems fair...but two? There would have to be a serious setback. I'm not sure Frulam would be likely to keep them alive. But she might just torture them for a while to figure out who they are and what they know. It's possible they'd still be alive especially since she's supposed to sit on the dragon eggs for a week or so. As I said, I did prep. The group never seems to want to 'slow down' or retreat so maybe I should consider this. The more I think about it, the more I think they pushed too hard and fast. As enemies would retreat to get help, they'd make chase in to a new room and be forced to deal with a room full of enemies. Then another enemy would go get help and they'd make chase again...they never considered backing off. They did some smart things: stealth, checking for traps (half the time), tricked some kobolds in the hatchery room into thinking one of them was Cyanwrath with disguise self and managed avoid that fight and to discover the roper and avoid a potentially lethal fight. Wizard stays back mostly, the Goliath is a Paladin but got hit with a couple lucky rolls. The first TPK, he was just spent. I don't use flanking. I usually have one enemy use the 'help' action to flank and allow the second enemy to attack with advantage. It works well with mooks. My kobolds tend to fight with caution, using their pack tactics and always retreating when overwhelmed to run and get help or lead enemies into traps. I just find there's almost no time to rest and recuperate. In the hatchery, there was always one enemy who would flee to get help and they'd run after him into a room full of enemies where a new fight would happen. They would just keep pushing. Might be a good idea. The group knew EXACTLY how many enemies there were because they had done a great deal of investigation ahead of time. I could have given them a couple less enemies. But, once again, it feels a bit cheap to me...and to be honest, I was worried they'd just destroy the encounter. Cultists have a very low AC and very little hps. But the party still only had 1 attack/round and the wizard and druid only had one spell slot. [/QUOTE]
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