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General Tabletop Discussion
*Dungeons & Dragons
"Run away! Run away!" ... what if they don't?
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<blockquote data-quote="Les Moore" data-source="post: 7452357" data-attributes="member: 6958032"><p>The TPK can be a way for the campaign to live on. New characters in the module can now buy the partial map of the dungeon from a NPC at a local</p><p>tavern, for instance. Some halfling, or goblin, who was intent on robbing the party, may have seen the whole episode, and have crucial info for sale </p><p>about the dungeon which could save the next party of explorers a lot of time and trouble.</p><p></p><p>Pming, you mention pursuit. As a beekeeper, I have some experience in this area. The closer to a lair, or home setting </p><p>you are, IME, the more rigorously it will be defended. Pursuit is usually in direct proportion to how much interaction</p><p>you had with the monsters in question, and whether they were injured before you turned and fled.</p></blockquote><p></p>
[QUOTE="Les Moore, post: 7452357, member: 6958032"] The TPK can be a way for the campaign to live on. New characters in the module can now buy the partial map of the dungeon from a NPC at a local tavern, for instance. Some halfling, or goblin, who was intent on robbing the party, may have seen the whole episode, and have crucial info for sale about the dungeon which could save the next party of explorers a lot of time and trouble. Pming, you mention pursuit. As a beekeeper, I have some experience in this area. The closer to a lair, or home setting you are, IME, the more rigorously it will be defended. Pursuit is usually in direct proportion to how much interaction you had with the monsters in question, and whether they were injured before you turned and fled. [/QUOTE]
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Community
General Tabletop Discussion
*Dungeons & Dragons
"Run away! Run away!" ... what if they don't?
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