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KotS Party Situation.. (long)
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<blockquote data-quote="Oompa" data-source="post: 4834747" data-attributes="member: 59252"><p>Hello all..</p><p> </p><p>My 6 players are in a kind of annoying situation without knowing it, i as a dm want them to have fun, challenge them and not punish them for how things went.. so i am in need of some advice..</p><p> </p><p>My players are running Keep on the Shadowfell, they cleared level one totally and are now down on level 2. They fought the hobgoblins in area 12, Splug betrayed them there and left to area 13/14 where the hobgoblin warchief is.</p><p> </p><p>Here comes the catch.. My players directly went to area 15 (the cube) after area 12, they fought the cube and rested in its dark corridors..</p><p></p><p>Now they left area 15, and went straight into area 16 (the trap room) and now they dealt with a few traps and opened the door to the south (area 17, the zombie room)</p><p> </p><p>This is were we stopped last session and my players knowing will fight the zombies.. and than head into the area 18 (orcus underpriest) and then to 19, fighting Kalarel..</p><p> </p><p>Now the warchief is in service of Kalarel, stop all intruders so the most logic thing is that the warchief holds back until the party has started fighting the zombies, and than flank them.. But all the hobgoblins from area 13/14 and the zombies is going to be overkill..</p><p> </p><p>But ignoring the baddy's from 13/14 seems unlogical..</p><p></p><p>I was thinking about letting my players fight everyone, they think they die but they are all going to be knocked out and brought to Kalarel, wake up in a corner after 6 hours (they are full hp, daily's and stuff back) Kalarel is on the brink of succeeding his ritual, the players must break free from simple restrains (some simple rope) and they can go all out on Kalarel and maybe some extra hobgoblin guards from 13/14..</p><p> </p><p>And when they defeat Kalarel they only have to fight a bit of zombies and hobgoblins (if they did not flee after Kalarel's death) on the way back..</p><p> </p><p>I useally run simple straightforward adventures and i dont want to slaughter my pc's but they should also learn that they should check all area's before going further to prevent this kind of situation..</p><p> </p><p>Anyone having other tips for me? My players are combat orientated but lack tactics <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></blockquote><p></p>
[QUOTE="Oompa, post: 4834747, member: 59252"] Hello all.. My 6 players are in a kind of annoying situation without knowing it, i as a dm want them to have fun, challenge them and not punish them for how things went.. so i am in need of some advice.. My players are running Keep on the Shadowfell, they cleared level one totally and are now down on level 2. They fought the hobgoblins in area 12, Splug betrayed them there and left to area 13/14 where the hobgoblin warchief is. Here comes the catch.. My players directly went to area 15 (the cube) after area 12, they fought the cube and rested in its dark corridors.. Now they left area 15, and went straight into area 16 (the trap room) and now they dealt with a few traps and opened the door to the south (area 17, the zombie room) This is were we stopped last session and my players knowing will fight the zombies.. and than head into the area 18 (orcus underpriest) and then to 19, fighting Kalarel.. Now the warchief is in service of Kalarel, stop all intruders so the most logic thing is that the warchief holds back until the party has started fighting the zombies, and than flank them.. But all the hobgoblins from area 13/14 and the zombies is going to be overkill.. But ignoring the baddy's from 13/14 seems unlogical.. I was thinking about letting my players fight everyone, they think they die but they are all going to be knocked out and brought to Kalarel, wake up in a corner after 6 hours (they are full hp, daily's and stuff back) Kalarel is on the brink of succeeding his ritual, the players must break free from simple restrains (some simple rope) and they can go all out on Kalarel and maybe some extra hobgoblin guards from 13/14.. And when they defeat Kalarel they only have to fight a bit of zombies and hobgoblins (if they did not flee after Kalarel's death) on the way back.. I useally run simple straightforward adventures and i dont want to slaughter my pc's but they should also learn that they should check all area's before going further to prevent this kind of situation.. Anyone having other tips for me? My players are combat orientated but lack tactics :) [/QUOTE]
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