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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: 9484352" data-attributes="member: 7037866"><p>While I completely agree with [USER=59816]@FitzTheRuke[/USER] (and in some of my own comment mentioned things like "arrive 3-4 rounds later" etc.), these are supposed to be militant stone giants it seems, so I would suggest a random d6+2 to determine arrival times myself. Also, definitely factor in the distance! Even the giants going from 5 to 4 using a move+dash would take 2 rounds---if they left immediately when hearing the noise (hence the 3 round minimum). Not all the giants will be awake as well, so that bears some consideration.</p><p></p><p>I would so keep in mind light sources and line of sight. While the giants will likely have torches, lanterns, and campfires to provide light in areas, the passageways will probably be dark since they have darkvision and would not need the light just when moving.</p><p></p><p>It also helps me when (on battlemaps), I place the precise location of each creature before the PCs get close to them. I don't imagine that the four giants in area 5 are all just lying on their bedrolls, for instance.</p><p></p><p>The giants will make noise and won't care probably. So, the PCs should get some advance warning in all likelihood unless you think the giants have a reason to be cautious (like discovering dead comrades!).</p><p></p><p>Which brings me to a couple more points:</p><p></p><p>1) Stone giants are NOT stupid. They have INT 10 and WIS 12, so while not brilliant they should be played like having average(ish) brains and act accordingly. When more than two giants are present, they can bottleneck an area, using their reach to their advantage when PCs engage, and have rear ranks throwing stones. Stone giants are particularly deadly with thrown stones!</p><p></p><p>2) As these are militant and have sufficient numbers, they should have (at least minimal) patrols once in a while. So random encounters could certainly happen.</p></blockquote><p></p>
[QUOTE="ezo, post: 9484352, member: 7037866"] While I completely agree with [USER=59816]@FitzTheRuke[/USER] (and in some of my own comment mentioned things like "arrive 3-4 rounds later" etc.), these are supposed to be militant stone giants it seems, so I would suggest a random d6+2 to determine arrival times myself. Also, definitely factor in the distance! Even the giants going from 5 to 4 using a move+dash would take 2 rounds---if they left immediately when hearing the noise (hence the 3 round minimum). Not all the giants will be awake as well, so that bears some consideration. I would so keep in mind light sources and line of sight. While the giants will likely have torches, lanterns, and campfires to provide light in areas, the passageways will probably be dark since they have darkvision and would not need the light just when moving. It also helps me when (on battlemaps), I place the precise location of each creature before the PCs get close to them. I don't imagine that the four giants in area 5 are all just lying on their bedrolls, for instance. The giants will make noise and won't care probably. So, the PCs should get some advance warning in all likelihood unless you think the giants have a reason to be cautious (like discovering dead comrades!). Which brings me to a couple more points: 1) Stone giants are NOT stupid. They have INT 10 and WIS 12, so while not brilliant they should be played like having average(ish) brains and act accordingly. When more than two giants are present, they can bottleneck an area, using their reach to their advantage when PCs engage, and have rear ranks throwing stones. Stone giants are particularly deadly with thrown stones! 2) As these are militant and have sufficient numbers, they should have (at least minimal) patrols once in a while. So random encounters could certainly happen. [/QUOTE]
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