TaranTheWanderer
Legend
they can only cast one spell per round until all the guards run back out of the room so it doesn’t really matter how many slots they have or don’t have, doesn’t it? Do you want them to run out of spells?I like the idea of having limited spell slots. I also like the idea of bargaining for slots. I expect this encounter might need some more straightforward interactive elements.
So, at the beginning of the encounter, after they have been introduced to the scene, I would ask the spellcasters to reveal how many spells they cast in this encounter. They will be bound to cast that number of spells.
Ehh, something doesn't feel right.
I might have each spell caster roll a 1d4 and that is how many spells they must cast in the encounter. If they cast anymore they will lose extra spell slots at the end of the encounter, one for each they went over the roll. This puts a little more game into it. Too much?
The goal is to remove everyone from the room. Maybe have a time limit:
The god of time and trickiness wants to give the PCs a second chance because he finds them interesting.
He allows them to go back in time to try to save themselves. They have 30 seconds to find out what happened (triggered the alarm)
So the combat can only go 5 rounds. Or more if you want. In those finite number of rounds, they must ‘undo’ all the damage and death they caused to the guards. Once all the guards are alive and standing and out of the room, they win. If you have time, you may redo the fight in forward motion to see if they can be victorious.
On each round have a prescribed event happen:
Round 1 (or last round): final killing blow
Round 2: chandelier is falls and kills a guard and a pc and (un) traps someone
Round 3: two guards (un) throw alchemist fire and retreat from the room
Etc…
Last round: alarm goes off
Failure to ‘heal’ the guards and have them back out of the room within the prescribed time limit means they never learn what happened and they die permanently
 
				 
 
		 
 
		 
 
		 
 
		 
 
		 
 
		 
 
		 
 
		