Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
No More 15-Minute Adventuring Day: Campsites
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Goonalan" data-source="post: 5752738" data-attributes="member: 16069"><p>I kinda do this already, forex I played through KOTS with a bunch of noobs not so long ago- I've DM'ed KOTS quite a few times now, and so-</p><p></p><p>When they wandered into the caves section (which serves no real purpose) I made it clear that this was a place that the Goblins don't go, when they found the secret chamber there I made it doubly clear that this was a 'safe hidden' place.</p><p></p><p>Same goes for the Hidden Armory which was behind a secret door.</p><p></p><p>The point being the players grasped the idea that they had a bolt-hole in which they could 'probably' take an extended rest undiscovered.</p><p></p><p>The reason I did this is because if they decided to drop anchor just anywhere in the dungeon then I was going to bring the bad guys to them- as I've done with previous KOTS wanderers in the past.</p><p></p><p>The threat needs to be active, finding somewhere to get in an extended rest should be difficult to achieve, but in 4e, not impossible.</p><p></p><p>Lastly should they vacate the dungeon and head for home then as stated previously the bad guys make ready for their return, or else abandon the lair.</p><p></p><p>As it happens with the newbs they got the hints that the caves were safe but decided to clear the area out before taking an extended rest- alas two of them (including the Cleric) died in the attempt. Admittedly they were on their seventh encounter of the day, low on Surges, but still in a very heroic frame of mind.</p><p></p><p>I think their having a safe place to retreat to actually encouraged them to keep going till they were out of resources. They loved it by the way, and learnt (slightly) from their mistake. Although they are actually in the process of repeating it in TL at the moment, in the Horned Hold, they've just finished their 6th encounter in a row and are pushing on with a max of 2 Healing Surges left/PC and most Dailies spent. However this is because the room set aside in the dungeon for the players extended rest (the Ruined Shrine) so terrified them they turned tail (after a close run thing with the Wights) and instead decided that plowing through the Duergar was far preferable than resting up- they hate Wights now (they lost 2-3 Surges each in the fight before they got in a Short Rest and had to spend more).</p><p></p><p>Keep 'em on their toes, that's what I say.</p></blockquote><p></p>
[QUOTE="Goonalan, post: 5752738, member: 16069"] I kinda do this already, forex I played through KOTS with a bunch of noobs not so long ago- I've DM'ed KOTS quite a few times now, and so- When they wandered into the caves section (which serves no real purpose) I made it clear that this was a place that the Goblins don't go, when they found the secret chamber there I made it doubly clear that this was a 'safe hidden' place. Same goes for the Hidden Armory which was behind a secret door. The point being the players grasped the idea that they had a bolt-hole in which they could 'probably' take an extended rest undiscovered. The reason I did this is because if they decided to drop anchor just anywhere in the dungeon then I was going to bring the bad guys to them- as I've done with previous KOTS wanderers in the past. The threat needs to be active, finding somewhere to get in an extended rest should be difficult to achieve, but in 4e, not impossible. Lastly should they vacate the dungeon and head for home then as stated previously the bad guys make ready for their return, or else abandon the lair. As it happens with the newbs they got the hints that the caves were safe but decided to clear the area out before taking an extended rest- alas two of them (including the Cleric) died in the attempt. Admittedly they were on their seventh encounter of the day, low on Surges, but still in a very heroic frame of mind. I think their having a safe place to retreat to actually encouraged them to keep going till they were out of resources. They loved it by the way, and learnt (slightly) from their mistake. Although they are actually in the process of repeating it in TL at the moment, in the Horned Hold, they've just finished their 6th encounter in a row and are pushing on with a max of 2 Healing Surges left/PC and most Dailies spent. However this is because the room set aside in the dungeon for the players extended rest (the Ruined Shrine) so terrified them they turned tail (after a close run thing with the Wights) and instead decided that plowing through the Duergar was far preferable than resting up- they hate Wights now (they lost 2-3 Surges each in the fight before they got in a Short Rest and had to spend more). Keep 'em on their toes, that's what I say. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
No More 15-Minute Adventuring Day: Campsites
Top