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Rule of Three 2/28
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<blockquote data-quote="Andor" data-source="post: 5834857" data-attributes="member: 1879"><p>I've run into this as a player. We were running through a 3e module, Nightfang Spire I think, and we were woefully underpowered for it. We had lots of characters and the right levels but we were a poorly meshed team of non-optimized characters with some real weaknesses. We actually should have all died on the way into the spire if the GM had played the mooncalf encounter in keeping with the things INT score. At 7-8th level we had no good way to deal with a flying blaster. *facepalm*</p><p></p><p>At any rate our only way to get through the tower was to go room by room and rest each time. And I kept saying "What the hell?" It was a tower full of incorporeal undead, run by a highly intelligent foe who had to know we were there. But we somehow camped, safely, undisturbed, day after day as we loudly and destructively rampaged thorugh his house. They wouldn't even follow my suggestion to retreat some reasonable distance after each encounter. I eventually shrugged and went with the flow, but it wasn't fun and did not pass the sniff test.</p><p></p><p>As for the kobolds, they have human INT. If they know you are after the McGuffin why wouldn't they respond intelligently and creatively? Maybe they send teams off in three directions to lead you astray while they bury it out back in the midden and start calling in favors from the surrounding creatures they have been dealing with for years to ambush the party. Or fortify the living hell out of the last chamber and all hole up there and wait for you. Or offer half the tribe as a snackrifice to summon a demon. Or sell it to your rivals in exchange for protection? Staying in their own keyed encouter locations and ignoring the blood seeping under the door from the last room is not what I would describe as "human int". Well, unless they are teenaged kobolds having an illicit party while the parents are out of town and the PCs are the monsters who kill anyone who sneaks off to get some nookie.</p></blockquote><p></p>
[QUOTE="Andor, post: 5834857, member: 1879"] I've run into this as a player. We were running through a 3e module, Nightfang Spire I think, and we were woefully underpowered for it. We had lots of characters and the right levels but we were a poorly meshed team of non-optimized characters with some real weaknesses. We actually should have all died on the way into the spire if the GM had played the mooncalf encounter in keeping with the things INT score. At 7-8th level we had no good way to deal with a flying blaster. *facepalm* At any rate our only way to get through the tower was to go room by room and rest each time. And I kept saying "What the hell?" It was a tower full of incorporeal undead, run by a highly intelligent foe who had to know we were there. But we somehow camped, safely, undisturbed, day after day as we loudly and destructively rampaged thorugh his house. They wouldn't even follow my suggestion to retreat some reasonable distance after each encounter. I eventually shrugged and went with the flow, but it wasn't fun and did not pass the sniff test. As for the kobolds, they have human INT. If they know you are after the McGuffin why wouldn't they respond intelligently and creatively? Maybe they send teams off in three directions to lead you astray while they bury it out back in the midden and start calling in favors from the surrounding creatures they have been dealing with for years to ambush the party. Or fortify the living hell out of the last chamber and all hole up there and wait for you. Or offer half the tribe as a snackrifice to summon a demon. Or sell it to your rivals in exchange for protection? Staying in their own keyed encouter locations and ignoring the blood seeping under the door from the last room is not what I would describe as "human int". Well, unless they are teenaged kobolds having an illicit party while the parents are out of town and the PCs are the monsters who kill anyone who sneaks off to get some nookie. [/QUOTE]
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