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<blockquote data-quote="nittanytbone" data-source="post: 4655759" data-attributes="member: 35709"><p>It might be reasonable to assume that the reinforcing monsters take 5 minutes to get geared up and ready to move out.</p><p></p><p>After all, the fleeing monster has to:</p><p></p><p>1) Get back to the lair.</p><p>2) Convince the leader that there's a threat.</p><p>3) The leader needs to mobilize the Quick Reaction Force, if the monsters have one.</p><p>4) The QRF needs to don armor and grab weapons/other equipment.</p><p>5) The QRF needs to proceed back towards the encounter area, likely at a cautious speed if they fear ambush or are accompanied by a leader type.</p><p></p><p>That would give the players time to squeeze in a short rest and refresh powers.</p><p></p><p>If the monsters are particularly well organized or alert maybe they will interrupt the short rest. In this case, I would either make the "counterattack" about 1/2 to 3/4 of a standard encounter (maybe two standard monsters and four minions vs. a standard 4 person party) so that its respectable but not overwhelming.</p><p></p><p>Or, I would make the PCs aware of the QRF in some way. That way the PCs have a CHOICE to decide how to deal with it. Perhaps they'll opt to use a ritual to divert or delay the QRF. Maybe they'll divert a lot of resources to stopping leakers/runners from sounding an alarm. Maybe they'll raid the lair and kill off the QRF before returning later to polish off the other guards at their leisure. Perhaps they'll try to hide from the QRF. Maybe they'll just gut it out and be prepared for that second encounter. In any event, there's a choice.</p></blockquote><p></p>
[QUOTE="nittanytbone, post: 4655759, member: 35709"] It might be reasonable to assume that the reinforcing monsters take 5 minutes to get geared up and ready to move out. After all, the fleeing monster has to: 1) Get back to the lair. 2) Convince the leader that there's a threat. 3) The leader needs to mobilize the Quick Reaction Force, if the monsters have one. 4) The QRF needs to don armor and grab weapons/other equipment. 5) The QRF needs to proceed back towards the encounter area, likely at a cautious speed if they fear ambush or are accompanied by a leader type. That would give the players time to squeeze in a short rest and refresh powers. If the monsters are particularly well organized or alert maybe they will interrupt the short rest. In this case, I would either make the "counterattack" about 1/2 to 3/4 of a standard encounter (maybe two standard monsters and four minions vs. a standard 4 person party) so that its respectable but not overwhelming. Or, I would make the PCs aware of the QRF in some way. That way the PCs have a CHOICE to decide how to deal with it. Perhaps they'll opt to use a ritual to divert or delay the QRF. Maybe they'll divert a lot of resources to stopping leakers/runners from sounding an alarm. Maybe they'll raid the lair and kill off the QRF before returning later to polish off the other guards at their leisure. Perhaps they'll try to hide from the QRF. Maybe they'll just gut it out and be prepared for that second encounter. In any event, there's a choice. [/QUOTE]
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