MM3 expected monster combo unnecessarily lethal?


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I don't have MM3 yet, so I'm assuming from what has been posted prior that you expect the unconsciousness effect to hit at least twice if you have two monsters using the power.

Why not approach this from a fun role playing perspective rather than a kill-the-PCs perspective?

As subterfuge oriented monsters, they will not attack until they expect to easily kill the party. Any combat that happens completely on their terms should be expected to TPK, or at least come close.

The PCs have already failed their save or die roll when they failed the critical Insight roll(s). Now, its up to the DM to either let things take their obvious course and kill some or all of the PCs or to have the story take an interesting turn and give the PCs the upper hand again.

If you allow the PCs to discover the jackalweres before they have sprung their surprise, then the jackalweres will fight to survive rather than destroy. A monster fighting to survive is going to use their unconsciousness attack, and then use the next standard action to further their chance of survival by running away or attacking a PC who is preventing them from escaping. A monster that feels it has the upper hand or has serious bloodthirst issues is the monster thats going to blow a standard action to kill a unconscious opponent.

If you are set on having the seriously threatening form of the fight, you could set it up having the PCs discover a Deceiver and one or two other weres, and then have the Deceiver use its unconsciousness attack and run away, and return later with a full compliment of friends. At least then the PCs are mechanically informed of the risks, and its up to them to handle the situation as well as they can.
 

In my game, the PCs just dropped anchor on a new continent, and are setting up a colony. And a pack of jackalweres (holed up several days from any other settlements) noticed this and have decided to try and infiltrate. Or rather, the Deceiver has posed as a native being attacked by natives of an enemy tribe (his jackalwere friends posing as enemies and hightailing it out of there as soon as the PCs showed up). The Deceiver has managed to get them to teach him their language, and the PCs (due to some good and bad insight rolls) think the Deceiver is just trying to get them to go after the other tribe because they have a feud. (Which isn't far off the mark, but still).

So when the PCs do meet the Jackalweres in combat, it's going to be in full force because they were led into a trap for believing their "Guide".

Another option is that the Deceivers lead the PCs into the trap but opt for a TPKnockout rather then a TPKill.

Taking the party alive can be a very valid plot path:
The Deceivers have another enemy that the players normally would have avoided. They want the players to take out their enemy in exchange for freedom (with either valuables or some colonists as a hostage).

Slaves - in this economy it's a great time to invest in adventurers.

Sacrifice - the Deceivers worship a demon/fey/something that wants live sacrifices.

Ransom - valid if the PCs have strong allies.
 


In all seriousness

Sorry about the pic earlier. In all seriousness there is a lot less sting for death in 4E then there is in other editions. If you have a really tough encounter and the party gets beaten, it isn't the end of the world. Heroic tales are full of examples of heroes coming back from setbacks.

Just have a back up plan ready either way.

The PCs are captured and will soon be killed and prepared for a meal. Maybe there is a runt or weakling in the pack that wants to use the PC's to become the alpha male. There are a lot of different ways you can take the story based on what happens.
 

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