D&D 5E Is this a good encounter?

Ancalagon said:
The players will instantly realized that there are way too many spiders to take on, and retreat is in order.
They will, will they? ;)

Anticipate at least the following questions:
  • Besides the "easily defensible" tower, what else is around us?
  • How far is it to run back to the gate out of the Old City?
  • How many spiders, roughly? Dozens? Hundreds?
  • Do they come in waves? Are they acting like a focused hive mind or like animals which can be easily distracted or dissuaded?
  • Are these giant wolf spiders (CR 1/4) or giant spiders (CR 1)?
  • Would the spiders' climbing still work on oil-slicked stone?

1: Is this a good idea? I think it's fairly dramatic, but it suffers from the fact that the PCs can't really influence the events, unless their defense of the tower is so fierce and effective that the spiders are driven off. I'm not a big fan of railroading.

It's up to the players. What if they decide that an all-out retreat is more appropriate than fortifying themselves in a tower? Might want to have some chase obstacles ready and a plan for a thrilling "Chased by Giant Spiders Out of the Old City" scenario!

2: Is there any advice for this generic "defense vs the horde" scenario? I know that in 5e being outnumbered is bad, worse than previous editions, so I welcome input on that aspect too.

IF that's how the players decide to handle this encounter, there are a few suggestions I have:

1. Send the spiders at them in waves. Don't send 100 spiders at them all at once. Waves makes your job as DM more manageable & allows you to ratchet the tension/suspense of the scenario. During or in between the waves, feel free to introduce complications or opportunities for exploration / creative problem-solving.

2. You are offering a solution for the PCs' escape that amounts to a Deus Ex Machina. It also means that any good-aligned PCs get to stand by and watch innocent NPCs get killed off (when was the last time that flew with heroic-minded players?). Instead, you need to make your scenario more multi-dimensional. Maybe some of the "Tamasic Men" could fly away safely, but not all of them; they're debating what to do, and beg the PCs to provide them a diversion so all of them can escape & promise to send help. Maybe some of the "Tamasic Men" offer to carry the PCs to safety, but either overestimate their strength or plan to betray the PCs and drop them into the horde of spiders. Maybe there's a secret escape passage underground that one of the young "Tamasic Men" knows of, but is afraid to bring it up because it's culturally taboo somehow.
 

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Don't assume that the PCs will come to the conclusion you want them to have regarding their chances, or the tower. Players sometimes make decisions for weird reasons, so be prepared for them to charge or just stop where they are and try to defend an area with fire, or other dumbass strategy. If you give them too much prompting, then you really are railroading them.

Also, the butterfly men seem to serve no narrative purpose except to show how weak, cowardly and stupid natives are and if they are so weak, how have they lived so long in this obviously very deadly jungle?
 

I don't like the second part.
They will escape because there is no point in fighting, why would the players attack the spiders from the roof? It would be better to enter the tower, barricade the door and wait some time till the spiders go back to their lair. If those Tamasic men can not fly long enough to avoid some spiders besides the tower then they should know how to avoid the spiders if they have survived so long and they eat, drink, etc.

If you don't change that at least I would change the ending, one Tamasic man flies, dies and attracts some spiders, the PCs get the idea that they could escape using those men, but the other men don't want to fly after seeing how his friend died. There's a dilemma there, risk the life fighting or kill those butterflies, the decision lies with the players.

Another option is the typical, the spiders don't come near the tower because something bad is there. For example the players are well received by those Tamasic men, they will share their food, give them some shelter, etc. They shouls suspect something is not going good, at night when they are well drugged they will discover how those people reproduce and end with wings:
"This is my mother, she needs more children...and I need brothers!". Have you seen Aliens 4? ;D
 

Again I don't have time to post a full reply but an important point:

The spiders can climb the tower wall. The Tamasic men have survived by keeping a low profile and staying away from the direction the PCs (and spiders) are coming from. They may not have been here for very long either.
 

I don't understand. If the spiders are not intelligent and their prey is gone (in the tower) they should come back to their lairs, the worst thing the players can do is fight them in the roof of the tower. At most the players would gain 1-2 rounds of shots and we are talking about a paladin, a barbarian and a cleric fighting a horde of I suppose giant spiders that can climb 60feet per round (18m) or climb 30 feet and shoot them perhaps with better bonuses.
If the spiders are tiny the best thing they should do is a fire.
 

If this were a story, it could be interesting.

As a player I would hate it. It seems like everything has been decided and the player has a "script" rather than agency. At least the way it's described.
 

This has potential, but it's far too railroady for my taste. I offer the following suggestions:

Add an NPC guide who will be with the party. When the spider horde attacks, have him call for the retreat. This should get the players in the right mindset (as some players never thing of retreat), but they may not retreat, even against overwhelming odds.

Introduce the tower before the horde. Allow the PCs to go up to it and meet the butterfly people if they want. That will help them think of it as a place to fall back to, since they've already encountered it.

Have more than 1 option. You can have 1,000 options, and the players are going to choose #1,001. It's a frickling law of nature or something. If you provide another defensive position other than the tower, you can have the spiders see the butterfly people, and slowly break off the attack for easier prey. Maybe not as dramatic, but allows for more player options.

Oh, and if you want to keep them from just fleeing out of old town, you can have part of the horde have moved to cut them off, giving them the choice of trying to fight their way through without protection, or seeking shelter.
 
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Hello

First of all, thank you everyone for your comments, it was very helpful.

I think my biggest mistake here is one of *writing*, as in how I wrote the post. At every step, the PCs have choices. Some are the "obvious" choice, some are really silly, some are unlikely but predictable, and then there is the rare but always delightful "what the?!" option you could never, ever foresee as a DM that the players will throw your way once in a while. All I tried to do was to describe what would happen following a string of predictable choices.

This adventure may not happen at all! The PCs may not take the job, for once ... maybe they *don't* want to find that special ruin for a fee! ;)

I like it. As long as you don't over saturate your campaign with them, dramatic (and dangerous) set piece encounters like this can be exciting to play. I like how the first small encounter you included is a nice foreshadow/warning of what is to come and should make the reveal feel less of a "gotcha" type situation. It will only feel railroady if you force them to take the bait and force them down the "correct" solution. Simply describe the environment and the situation and let the PCs decide what to do. If I were you I might make a small change by describing the tower being visible before the ambush happens. That way, when it happens and if the PCs decide to take cover in it, it will feel more like their own idea and cleverness rather than presenting the solution to the problem.
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The point about introducing the tower *before* the spider horde shows up is an excellent one. I will certainly do that.

If you're players are the type to try to make checks to learn about their foes you could feed them information along the lines of "spiders fear fire" which will get them thinking.

Giving a thought about what weakness these spiders have that the PCs could plausibly know about is something I will have to do clearly.

You could also have something occur after a set amount of time that ends the encounter. Perhaps after spending an hour in the tower some top predator comes along and drives the spiders off, but leaves the PCs with a new challenge (but a single enemy challenge which is more manageable to run).

I don't want this to turn into a TPK, so an external intervention could be necessary. There is a powerful (and potentially dangerous) NPC the heroes might run into this area, that could intervene... but I would rather not, as this is even *more* deus ex machina than the flight of the Tamasic men.

My question would be – what happens if the PCs don’t retreat, or don’t go to the tower, or don’t barricade the door? I presume you know how your group generally reacts, but it’s always dangerous to plan an adventure based around a series of outcomes that may or may not happen. It might be better to plan the adventure to account for multiple paths, and adjust based on the PCs actions.

And if you’re planning on throwing overwhelming odds at them, I would suggest having a plan if they don’t do the thing (retreating). Maybe they end up cocooned for later, and have to get their gear and escape. Or the weight of the spiders in one pace causes a collapse, temporarily separating them from the spiders.

This is an encounter, not an adventure. But you are right that not retreating could happen - I can see the barbarian deciding to do a heroic stand and the others not wanting to leave him behind...

I do like the capture thing, it has some potential.

As for the Tamasic Men, have they encountered their kind before? If you’re planning on staging their grisly demise to develop pathos, I’d advise giving the PCs more of a reason to care. Maybe they’re the last of their kind, or are trying to carry their chrysalis-bound young to safety.
3 of the PCs are "not from here" and have no idea what the heck these are. They are also the type to show compassion to the weak. The local PC does know what they are and probably sees them as vermin.

They will, will they? ;)

Anticipate at least the following questions:
  • Besides the "easily defensible" tower, what else is around us?
  • How far is it to run back to the gate out of the Old City?
  • How many spiders, roughly? Dozens? Hundreds?
  • Do they come in waves? Are they acting like a focused hive mind or like animals which can be easily distracted or dissuaded?
  • Are these giant wolf spiders (CR 1/4) or giant spiders (CR 1)?
  • Would the spiders' climbing still work on oil-slicked stone?
All good questions!

It's up to the players. What if they decide that an all-out retreat is more appropriate than fortifying themselves in a tower? Might want to have some chase obstacles ready and a plan for a thrilling "Chased by Giant Spiders Out of the Old City" scenario!

Indeed. One of the PCs is a bit... sluggish... being a slugman and all that, but the others would probably (haha) try to help it along. This jungle/ruin exploration scenario has encounters for when the PCs know where they are, and random encounters when they are lost, so they will have a decent idea of where to retreat to. Having this happen when they are lost would be limiting their choice.


This has potential, but it's far too railroady for my taste. I offer the following suggestions:

Add an NPC guide who will be with the party. When the spider horde attacks, have him call for the retreat. This should get the players in the right mindset (as some players never thing of retreat), but they may not retreat, even against overwhelming odds.

There will be an NPC and yes, that NPC would say something like "there are too many!!!"

Introduce the tower before the horde. Allow the PCs to go up to it and meet the butterfly people if they want. That will help them think of it as a place to fall back to, since they've already encountered it.

This was suggested above. I guess the question is "how much gap, time wise, between the heroes seeing the tower and seeing the spider horde?" Do the heroes have time to meet the Tamasic men?

Have more than 1 option. You can have 1,000 options, and the players are going to choose #1,001. It's a frickling law of nature or something. If you provide another defensive position other than the tower, you can have the spiders see the butterfly people, and slowly break off the attack for easier prey. Maybe not as dramatic, but allows for more player options.

There will be other fighting positions - even a wall is better than nothing - but the tower is the best one. The Tamasic men are cowards and would not reveal themselves during an attack... although hmmm, your idea is worth thinking about.

Oh, and if you want to keep them from just fleeing out of old town, you can have part of the horde have moved to cut them off, giving them the choice of trying to fight their way through without protection, or seeking shelter.

If they run away and successfully evade them, they get away, I wouldn't "keep them" from doing so.

I should mention that on one side of Old Town is the Jungle of Lahag. If they run into that (PCs right) instead of back to town, the spiders will not pursue, because they feel the jungle is too dangerous! I guess I'll have to come up with a Jungle encounter.
 

For all of those saying "your PCs will do something unexpected!!!"

Well.

This specific encounter hasn't occurred yet, but the "foreshadowing" encounter (the fight with a few spiders) happened during tonight's session. What did the paladin do?

Cast speak with animals!

Unfortunately he did it while the barbarian was on a rampage, so the negotiations attempt didn't quite work, but it shows that the PCs have other options up their sleeves!

cheers
 

Another option: don't put the tamasics in that particular tower. If and when the players EVER rush into any tower, while pursuing foes or being pursued, then they find tamasics in THAT tower, and thus have the complication of innocents being affected by the PC's actions.

If they saw a tamasic or two, flying, in the long distance, that might be good foreshadowing for later on actually meeting a tamasic or group of tamasics.

As for waves of creatures attacking a tower, there is a genre of games called Tower Defense.
 

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