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How to Run Combats in a Cavernous Dungeon Without Alerting All NPC's?
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<blockquote data-quote="ezo" data-source="post: 9483821" data-attributes="member: 7037866"><p>This is perfect IMO of what a dungeon <em>SHOULD BE</em>!</p><p></p><p>The party is a group of invaders entering the giant stronghold and will have to be extremely cautious, understand the use of bottlenecks, and be prepared to fight tooth and nail for each inch once the general alert has been sounded.</p><p></p><p>2 should be handled by stealth or swarm the lone kobold, grapple and silence it, etc.</p><p></p><p>3 will have some general noise coming from it, but the PCs will have to be cautious. A lookout should watch from the entry and others ready to move up in case 4 or 5 are alerted.</p><p></p><p>4 as an armory can have ringing hammers, etc. which will cause more issue of alarm when that STOPS! A giant from 5 might come to find out <em>why</em> the giants in here aren't making sounds anymore.</p><p></p><p>5 is dangerous as 6 will likely not only hear sounds of battle but see it. A giant here might run past area 2 to 12 for help.</p><p></p><p>6 will probably see one troll engage the party to "slow them down" and help those at 5 while the other runs to 7 to start spreading the alert! They will act on the round after they notice battle at 5.</p><p></p><p>7 will likely be alerted by a troll in 6 and move to help with the troll back to 5. Arriving 3-4 rounds after battle in 5 has begun.</p><p></p><p>8 being chained keeps them here. If the dragons are roaring, it would echo and be heard throughout the caves. The PCs will likey hear this in general, giving them a warning of their presence in the caves.</p><p></p><p>9 is fairly removed but could have a giant from 11 come get it to help fight at area 11.</p><p></p><p>10 will likely move to engage the PCs at area 11 but probably no further. Depending on the nature of the ghost, it might be a temporary ally to the PCs instead?</p><p></p><p>11 is like 5 being centrally located along a couple tunnels. Depending on which direction the PCs arrive from, there are sufficient numbers here for one to run for aid and sound the alert if it already hasn't been done.</p><p></p><p>12 a giant will flee from here to alert those at 11, returning a few rounds later with the rest.</p><p></p><p>13 omitted. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>14. the dire bears will come to 11 if they are not trapped in the pit itself.</p><p></p><p>15 the general will likely come to 11 if any alarm is sounded.</p><p></p><p>Overall, giants will likely have horns to sound for alarm, gongs as well hanging in key areas. They are military and will move quickly when the alarm sounds!</p><p></p><p>I was in a game where we faced Fire Giants in the Hall (from AtG module series) and the party faced something like 5 "encounters" in a row, wave after wave, and the entire battle took something like 40 rounds and like 5 hours to play out. It was insane. We finished a lot by stealth, but when the alarm was given we had to dig deep and rely on some luck as well to put it out.</p></blockquote><p></p>
[QUOTE="ezo, post: 9483821, member: 7037866"] This is perfect IMO of what a dungeon [I]SHOULD BE[/I]! The party is a group of invaders entering the giant stronghold and will have to be extremely cautious, understand the use of bottlenecks, and be prepared to fight tooth and nail for each inch once the general alert has been sounded. 2 should be handled by stealth or swarm the lone kobold, grapple and silence it, etc. 3 will have some general noise coming from it, but the PCs will have to be cautious. A lookout should watch from the entry and others ready to move up in case 4 or 5 are alerted. 4 as an armory can have ringing hammers, etc. which will cause more issue of alarm when that STOPS! A giant from 5 might come to find out [I]why[/I] the giants in here aren't making sounds anymore. 5 is dangerous as 6 will likely not only hear sounds of battle but see it. A giant here might run past area 2 to 12 for help. 6 will probably see one troll engage the party to "slow them down" and help those at 5 while the other runs to 7 to start spreading the alert! They will act on the round after they notice battle at 5. 7 will likely be alerted by a troll in 6 and move to help with the troll back to 5. Arriving 3-4 rounds after battle in 5 has begun. 8 being chained keeps them here. If the dragons are roaring, it would echo and be heard throughout the caves. The PCs will likey hear this in general, giving them a warning of their presence in the caves. 9 is fairly removed but could have a giant from 11 come get it to help fight at area 11. 10 will likely move to engage the PCs at area 11 but probably no further. Depending on the nature of the ghost, it might be a temporary ally to the PCs instead? 11 is like 5 being centrally located along a couple tunnels. Depending on which direction the PCs arrive from, there are sufficient numbers here for one to run for aid and sound the alert if it already hasn't been done. 12 a giant will flee from here to alert those at 11, returning a few rounds later with the rest. 13 omitted. :) 14. the dire bears will come to 11 if they are not trapped in the pit itself. 15 the general will likely come to 11 if any alarm is sounded. Overall, giants will likely have horns to sound for alarm, gongs as well hanging in key areas. They are military and will move quickly when the alarm sounds! I was in a game where we faced Fire Giants in the Hall (from AtG module series) and the party faced something like 5 "encounters" in a row, wave after wave, and the entire battle took something like 40 rounds and like 5 hours to play out. It was insane. We finished a lot by stealth, but when the alarm was given we had to dig deep and rely on some luck as well to put it out. [/QUOTE]
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