Resting in a Dungeon Crawl

Nate Jones

First Post
I'm a pretty neophyte DM, and have justed started the Shackled City Adventure Path. The first adventure entails the PCs pluming the depths of one 60 room ancinet underground ruins to reach a second dungeon, wherein they are to rescue a few captured children. Predictably, they ran out of gas 4 encounters into the dungeon, and we ended the session there. However, never having DM'd nor played a dungeon crawl, I'm quite at a loss as to what happens next.

What is standard practice for allowing low-level parties to regain resources? In a large dungeon (60+ rooms), I feel it would be unfair to penalize them for not tackling it all in one go, but I can't see any immediate options that don't strain the credulity of belief. If they rest inside, they are likely to get attacked at night (A bad situation, since they likely are down on resources), or at best, ambushed as soon as they leave their safe zone. If they leave to rest, and then return, it would seem illogical that the dungeon remain static (especially if they do this over the course of, say, one week), but if the foes intelligently set up against the intruders, the PCs' chances of succeeding exponentially decrease. At first or second level, they PCs won't have access to nifty spells like Magnificent Mansion or Rope Trick. What do most DMs do in these situations?
 

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A scroll of Rope Trick at an appropriate caster level to last long enough to allow a rest deals with that issue - if a more mundane spider hole can't be found and barricaded.
 

Steel_Wind said:
A scroll of Rope Trick at an appropriate caster level to last long enough to allow a rest deals with that issue - if a more mundane spider hole can't be found and barricaded.

That might work, but 3 150 gp scrolls of Rope Trick per night is a hefty price for a second level party to pay per night of rest, and far out of reach of a first level party. To even a third level party, it represents a very significant investment of resources.
 

If you run a 60 room dungeon, the PCs are going to need to rest and return. Either they find a secure location in the dungeon & barricade themselves (or you use that cheese-o-rama '2nd level' spell, Rope Trick), or (my preference) they leave and return. If they're dumb & camp right outside dungeon, they get ambushed in the night & prob wiped out. If they move off ten miles say they can prob camp overnight & come back next day. If the dungeon is a typical Chaos realm it will have somewhat reoorganised itself, but not enough to become a death trap. A fully organised 60 room dungeon would be a major military force anyway & wholly unsuitable for 1st level PCs to tackle; like sending 4 terrorists to attack and clear out Fort Bragg.
 

At what point would intelligent inhabitants just decide staying isn't worth it? 30% causalities? 50%? 80%?

And in general, what do intelligent inhabitants do after the PCs arrive, kill three or four encounters worth, and then dive under the radar (Either rope tricking, hiding or leaving)? Do they just sit around thinking "Well, that was weird. Let's hope it doesn't happen again. Alright, everyone, carry on with your business." It just seems kind of incredulous to assume dungeon inhabitants continue on with their ordinary activities after the PCs assault. Dungeon Crawling and the four encounter rule seem like staples of D&D tradition. How are they logically reconciled in the average game?
 
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S'mon said:
A fully organised 60 room dungeon would be a major military force anyway & wholly unsuitable for 1st level PCs to tackle; like sending 4 terrorists to attack and clear out Fort Bragg.

Hello, World of Darkness adventure!
 

I'm not familiar with the adventure you're playing so I can't speak to it specifically, but traditionally the issues you're dealing with are dealt with two ways:

1) low level (especially 1st level) characters should only be adventuring in chaotic and disorganized environments, where the bad guys don't have effective reaction strategies (or are so badly organized or mutually antagonistic that they won't implement them effectively even if they do have them) and the dungeon should have lots of empty space and not be regularly patrolled; between these two factors a party that plays intelligently (employing stealth and effective scouting, not getting caught without an escape route or leaving obvious trails for the bad guys to follow, etc.) should be able to retreat, rest, and come back later. In other words, for low level parties the DM needs to "stack the deck" in creating a forgiving environment, one which is uniquely situated to allow parties to make multiple forays without the place turning into a fortress. That said, however, even a group of completely disorganized bad guys are likely to have reacted in at least some way to the party's initial foray, so the second and subsequent forays will (or at least should) be tougher than the first -- less chance of achieving surprise, reinforcements will come sooner, more guards in key areas, etc. -- which leads us to point

2) the party should use their resources effectively so as to minimize risk and exposure -- if you've only got sufficient resources to last through four encounters, you want to get as much accomplished with those resources as possible, meaning if you're exploring a 60-room dungeon you don't want to just fight the first four monsters you meet, retreat to rest, and come back 15 times, but rather you want be strategic about it, to avoid or circumvent as many non-essential encounters as possible to maintain your resources for those encounters that are essential, allowing you to complete the dungeon in as few expeditions as possible -- a 60-room dungeon is likely well beyond the means of even a very careful and clever party to beat in a single expedition, but might be possible in 2 or 3, whereas a more careless party might take a half dozen or more (remembering, as above, that the dungeon is likely to get a little tougher with each new foray as the inhabitants react to and learn from the party's actions -- take too long, allow the bad guys too much time to react, and eventually the dungeon will become impossible (I've had this situation occur a couple times in my games)). So, a clever party will always be looking to run away from, sneak past, trick, negotiate with, or bribe minor/non-essential encounters so they can get past them without having to use up their crucial combat and magic resources; wandering monsters become the ultimate bane who should always be run away from and never fought, because they use up resources without accomplishing anything (you're no closer to your goal and have now used up 1/4 of your resources needlessly).

If you have a 1st edition DMG (and if you don't you probably should, for reasons just like this) there's a great essay (pp. 104-105) about Monster Organization and how monsters of various intelligence, alignment, and organization levels are likely to react to repeated forays by adventurers which should give a good idea of how to handle these sorts of situations (and emphasize the fact that, given sufficient time and foreknowledge, even a group of statistically weak opponents can challenge a much tougher party if they're of sufficient intelligence and organization).

This also ties into your other point about "when will intelligent monsters just give up?" That's a very good question which should always be kept in mind. The answer, of course, depends on the monsters -- their strength, their discipline (and alignment), their motivation, etc. A group of chaotic bandits who are camped out in or near the dungeon because they're planning to raid it themselves probably won't stick around in the face of a threatening party; a group of weak lawful monsters (like goblins or kobolds) will probably have good morale as long as the leader-types are present, but will fold quickly once those figures are defeated or neutralized; a group defending a special lair (a holy site, ancestral burial ground, etc.) will stick around longer than a group who is just lodging in a random set of caves/ruins. Remember also that a group of monsters that does decide to pack up and leave the dungeon will of course take all of their best and most valuable treasure with them (and will attempt to hide what they can't take with them), and may leave booby-traps behind out of spite (or with an eye towards a possible eventual return). And just because one set of monsters has left doesn't mean another set won't take their place (especially if the location being abandoned is "prime real estate" for monsters -- easily defensible, near a water source, etc.).
 


Nate Jones said:
I'm a pretty neophyte DM, and have justed started the Shackled City Adventure Path. The first adventure entails the PCs pluming the depths of one 60 room ancinet underground ruins to reach a second dungeon, wherein they are to rescue a few captured children.

Hi Nate,

Have your PC's obtained any of the strange keys for the gear-doors in Jzadirune? It's been a couple years since I ran the SCAP, but IIRC, you need specificly "lettered" keys to open the corresponding "lettered" gear-doors in the dungeon and only specific denizen's of Jzadirune have keys to certain doors. It shouldn't be outside of the scope of believability for your PC's to find a room in which they can setup camp where there is only one way in/out, set a watch, and not have them attacked by too many roving monsters, since most of the monsters don't have keys, let alone multiple keys to different gear-doors.

However, since the PC's may not realize the siginifigance of the keys and will not know which denizens have which keys, it gives you a chance to really play up the creepiness of Jzadirune, since they will be unsure of their safety and probably pretty paranoid by the time they've survived 4 or so encounters.
 


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