D&D 5E PotA-Spoilers may follow

I let them rest in the keeps, I harassed them in the temples with escalating encounters - unless they found an obvious secret/safe spot.

In the fane of the eye I made a bee-line straight towards them when they tried to rest and made it obvious that the prophets were getting visions of their location. I attacked them with quite powerful cultist groups from the random encounter table designed for later in the adventure.

Getting them OUT of the temples is a good thing, as they get to interact a bit with the world and NPCs again. Otherwise it can end up one huge dungeon crawl.

My group has also made a few mistakes - specifically not actually managing to kill any prophets yet, despite clearing out large chunks of the temples. Which unfortunately for them means that the temples will regenerate over time and all their hard work is for naught.
 
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I let them rest in the keeps, I harassed them in the temples with escalating encounters - unless they found an obvious secret/safe spot.

In the fane of the eye I made a bee-line straight towards them when they tried to rest and made it obvious that the prophets were getting visions of their location. I attacked them with quite powerful cultist groups from the random encounter table designed for later in the adventure.

Getting them OUT of the temples is a good thing, as they get to interact a bit with the world and NPCs again. Otherwise it can end up one huge dungeon crawl.

My group has also made a few mistakes - specifically not actually managing to kill any prophets yet, despite clearing out large chunks of the temples. Which unfortunately for them means that the temples will regenerate over time and all their hard work is for naught.

I should point out that the book says they won't be able to get a rest in the keeps ether. Not without the prophets sending forces to harass them
 

I should point out that the book says they won't be able to get a rest in the keeps ether. Not without the prophets sending forces to harass them



Yeah.

Albeit my groups wiped out or infiltrated the upper keeps without needing to rest. I let them rest there subsequently.

They have the Knights of Samular helping them guard Feathergale Spire, and the Zhentarium moved in and took over Riverguard keep after they cleared that out.
 

I always try and use common sense rules. If they just make camp in a room where they just killed a bunch of bad guys, they'll get nothing. If they find some way of getting out the way then maybe. I'll then apply some time moving forward to the dungeon. Eg the bad guys notice missing companions and are now on higher alert.

For example. Mid way through lance rock the party needed a long rest. They retreated to the wilderness and made camp, which took the time through midnight and morning, prompting two random encounter rolls. Fortunately for them, nothing came up. In the mean time, Oreoth went to his charnel cave and resurrected more zombies, and reset some traps.

In Feathergale Spire, the PCs arrived slightly beaten up from a random encounter and the sky raiders. They approached peacefully, so they were offered a chance to freshen up before the feast, which I counted as a short rest. The thief broke into the commander's office and found the letter about the delegates while the rest of the party were hunting the manticore. Now they are all back (end of session) they need to get out fast, so there is no chance I'm letting them have any kind of rest.

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I should point out that the book says they won't be able to get a rest in the keeps ether. Not without the prophets sending forces to harass them
Where in the book plz... so I can show my players[emoji2]
Yeah.

Albeit my groups wiped out or infiltrated the upper keeps without needing to rest. I let them rest there subsequently.

They have the Knights of Samular helping them guard Feathergale Spire, and the Zhentarium moved in and took over Riverguard keep after they cleared that out.


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...man, having 2 Eldrich Knights and a Wizard and a War Priest really trivializes these encounters.
Each Knight can do about 25 points of damage x 3 or 4 a round. 150 dpr, plus Fireballs / hypnotic pattern shuts down so many major encounters.
Then they cast Tiny Hut to rest

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