D&D General What would you do? (Example from my game)

el-remmen

Moderator Emeritus
You are a party of four 5th level PCs.

So far, you on your way into the dungeon you have fought off a pair of giant toads, battled a huge group of zombies led by a wight, and encountered an angry swarm of bats.

Down in the lower levels you have eviscerated a poor lonely ogre, and destroyed a group of gnolls + their leader (paladin went down in the process). Afterwards you took a short rest using rope trick and then encountered some bugbears and goblins who discovered the gnoll carnage, had a running fight into an area with literally dozens of goblins - killed some, parleyed with some, ended up having to fight a contingent led by a tough bugbear and too loyal to "the Master" to be convinced to leave, and barely won, with the paladin dropping twice (getting back to positive HPs during the fight before dropping again) and the druid dropping once near the end.

Everyone is conscious and stable now.

They know (from parleying) the remaining dungeon includes a fork to choose between going to where "the master" is (or should be), some mysterious ice caves that are an "elemental node" (whatever that means) where the master also spends time, and "the crypts." Their goal is killing the master, and if possible destroying or blocking off the node.

They want a long rest, but are deep in the dungeon and are deciding what is the best course of action.

Some options the players considered:
  • try to take a short rest and push on after the master
  • find a room to hole up in and try for a long rest (perhaps the crypts?)
  • try and take a short rest and then flee the dungeon and go back to a camp in the wilderness* to try for a long rest there.
  • just flee the dungeon and go back to a camp in the wilderness* to try for a long rest there. (no short rest first)

They have dismissed trying for a long rest in the dungeon, as they figure it is only a matter of time until someone discovers the carnage or comes looking for somebody who is now dead. They are split on the safety of a short rest. And worry about what kind of ambush would lay in wait for them, should they leave and come back.

They know where all the passageways and doors in their immediate area go, and are pretty certain enemies can only come from one way (which is also the way out). Beyond that there are two ways out (a secret but long and somewhat physically treacherous way that you took down here) or the main route, which is quick but the one the ruins/dungeon occupants use.

* they spent a whole day before approaching the adventure site, finding/making (and using) a hidden campsite within 2 hours march of the surface ruins before heading in, so feel confident about its safety if they can make it there.

The party consists of:

a human vengeance paladin. He's got an AC of 19 (with chainmail +1 it also grants +1 on saves vs. magic + shield), a long sword +1 (he can spend a HD to deal bonus cold damage or heal that many hps), and is down to 1 hit point out of 48 and has no hit dice left. He's out of spell slots and used his channel divinity already.

a multiclassed human swashbuckler rogue / fighter. He's got an AC of 17 (using a magic buckler), and a short sword +1 (deals an additional +1d6 damage when used in shadowy illumination, in complete darkness, or while invisible). He is down to 3 out of 46 hps and has 2d10 and 1d8 hit dice left. He has a single potion of greater healing.

a halfling gloomstalker ranger, no spell slots left, AC of 15. and has a +1 magic bow that lets him take an extra shot as a bonus action PB times per day (and crits on a 19 or 20), grows goodberries 1/day, and allows casting pass without trace by spending a HD, but only in natural/wilderness environments. He is at 43 of 48 hps and has 3 HD left. He has no spell slots left. He has 7 goodberries on him. He is the only character with darkvision.

a tabaxi circle of the stars druid. She has an AC of 14 and has a dagger +2, that crits on a 19 or 20 and deals an additional 1d4 exploding necrotic damage on a crit. She has 1 of 42 hps left, and 2 HD. She has not used any wild shapes and has 2 3rd level slots left, but has no 3rd level spells prepared. Instead of darkvision, tabaxi's in my game get advantage on saves/checks dealing with falling or being knocked prone, and low-light vision (grandfathered from 3E)

there is also a 5th level NPC human diviner wizard, who is a little bumbling and not really into being told what to do or telling others what he can do. He has an AC of 10 and is at 28 of 35 hps and has all his HD. He is good at "watching the back" and switching out a bad/too good d20 roll when the DM remembers and is feeling generous with his 2 dice per day. The PCs don't know how many slots he has left. HE usually only acts when conditions are exactly right for maximum success and finds this standard is rarely reached.


Tell me, what would you do? Or ask the DM in trying to figure out what to do?
 

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MNljUR.gif

Get to that long rest. :3
 

Has things been telegraphed that there is stall a lot going on and it is dangerous? Are there less wandering monsters or sounds of bad guys moving about. Are there less patrols or changing off in distant corridors? Do the players have the right information? Sometimes I am not sure if I have told the players enough to help them make decisions, and can easily point them one way or the other if I am not careful.

It certainly seems that they need a long rest. Pulling out of the dungeon is generally easier than going forward unless there are many unexplored passages that allow the bad guys to be behind them. The players did take precautions to set up something and maybe should be allowed to be rewarded for their thinking.

What is the monster strength? Are they depleted enough to not be able to send out patrols to search for the PCs? Are they only partially damaged and are able to reinforce areas and send units out to take revenge on the neighboring villages and towns? Do the leaders need to flee thinking they will be assaulted again, or do they believe they are too powerful still?

The NPC might be able to use the aid action if he is not doing much else on his turns. This can at least grant one of the combat PCs advantage on attacks. I did see some power that allowed this to be at 30ft a few times per day if that would help without being in combat. He could also be scouting out tunnels that lead to safe places or steer away from trouble.
 


As a player, I’d be thinking along these lines - It seems like you have some decent stealth in the party, plus a diviner who may be able to use some spells to avoid combats - I would argue for the long rest out of the dungeon. I would be making the argument that while it feels like a retreat, we are whittling away their defenses as well. They can only replace so many bodies, and we can attempt to sneak back in. Also, I would question whether we were absolutely sure there was no secondary way in. Some scouting outside may still be worthwhile.
 



Has things been telegraphed that there is stall a lot going on and it is dangerous?

Yes. They know the various factions working for and with "the Master" are often at odds and this makes dealing with them volatile but also potentially using them against each other. In fact, they are at the dungeon ostensibly at the behest of the bugbear who runs the place in alliance with the Master and is double-crossing him. So they got a bunch of info going in (but not a map).

Are there less wandering monsters or sounds of bad guys moving about. Are there less patrols or changing off in distant corridors?
They don't know. But they have not heard any in the few minutes after the fight died down. It is an isolated area of the dungeon, so they are not too concerned sound carried and there is at least one closed door between where they are and where they definitely know other denizens are.
Do the players have the right information?
They trust the info they have. They were betrayed by the lone gnoll they let go after interrogating (instead of just leaving as promised, it went to warn the bugbears - but since they are rivals, it ended up dying for its betrayal anyway), but everything it said during the interrogation has turned out to be true so far. Everything the bugbear leader informed them about also seems to be true so far as well.
 


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