and a pack of wild dogs outside. meant we couldn't run still
Rothe said:Personally as a DM this would not have been an barrier to players running away if they are normal wild dogs.
Rothe said:It does sound fun, grim and gritty. The first encounter sounds very tough but they overcame it. Fair? It seems fair to me, but a diaglo raised a point above that makes me "wonder"
diaglo said:dwarf druid. he grew up underground. he did prevent the dogs from attacking us. but his CHa is teh suxx.
we did feed the dogs the dead lizard men. 4 of them plus 2 kobolds. and we were told there were 10 dogs during the encounter.
I can see that. A reasonable gamble to take just making it through one night.loki44 said:I don't think the dogs were the primary deterrent to running away, at least for me. We were all severely wounded and/or disabled and hadn't fared well with the overland jaunt previously. I think we were hoping to hang out at least one more night in order to replenish healing spells. If we could've made it til the next morning we would've been in halfway decent shape for a mad dash.
diaglo said:dwarf druid. he grew up underground. he did prevent the dogs from attacking us. but his CHa is teh suxx.
we did feed the dogs the dead lizard men. 4 of them plus 2 kobolds. and we were told there were 10 dogs during the encounter.
JoeBlank said:We were never very scared of the dogs, and the druid did an adequate job of feeding them and keeping them calm. But with half the party still disabled, we did not think the time was right to make a run for safety.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.