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<blockquote data-quote="Nytmare" data-source="post: 4660926" data-attributes="member: 55178"><p>The only double encounters my players managed to run into in KOTS were:</p><ul> <li data-xf-list-type="ul">The Kobold Lair - Kobolds start to retreat and the group splits up so that they can chase the ones who went inside. TPK.</li> <li data-xf-list-type="ul">Keep Entrance - Players try to move the fight to the doorway to the east and get hit from the other side by goblins at the excavation site. 1/2 PK.</li> <li data-xf-list-type="ul">Maze of Caves - They run away from the rats and the jelly straight into the blue slime's room. 3/4 PK.</li> <li data-xf-list-type="ul">The Torture Chamber - The players force the goblins out of the room so the goblins turn around and get everyone at the Chieftan's Lair to help them out. TPK.</li> <li data-xf-list-type="ul">Zombies in the Crypt - The tactical geniuses take up a position off the edge of the map to the east and run into what would have been the Skeletal Legion. Instead I make all the sarcophogi empty so that they don't get TPK'd again.</li> <li data-xf-list-type="ul">The Chamber of Shadows - I had already set up that the ritual was taking place in the chamber alone, so they couldn't dawdle. This translated into them pushing past the encounter in the room above, rushing downstairs to stop things, and having to deal with both encounters at once. Tee. Pee. Kay. Also the bad guys win.</li> </ul><p>I think that all of us managed to learn from this first adventure. They now have a healthy fear of assuming the world ends at the edge of the battle map, and I feel comfortable ignoring what the adventure says is sitting in the next room. Looking back (and had I been running this adventure NOT trying to learn the system at the same time) I know that I could have tweaked things down so that the entire thing was closer to their power level instead of an out and out massacre, but man... I've never had this kind of revolving door of characters in one of my games.</p></blockquote><p></p>
[QUOTE="Nytmare, post: 4660926, member: 55178"] The only double encounters my players managed to run into in KOTS were: [LIST] [*]The Kobold Lair - Kobolds start to retreat and the group splits up so that they can chase the ones who went inside. TPK. [*]Keep Entrance - Players try to move the fight to the doorway to the east and get hit from the other side by goblins at the excavation site. 1/2 PK. [*]Maze of Caves - They run away from the rats and the jelly straight into the blue slime's room. 3/4 PK. [*]The Torture Chamber - The players force the goblins out of the room so the goblins turn around and get everyone at the Chieftan's Lair to help them out. TPK. [*]Zombies in the Crypt - The tactical geniuses take up a position off the edge of the map to the east and run into what would have been the Skeletal Legion. Instead I make all the sarcophogi empty so that they don't get TPK'd again. [*]The Chamber of Shadows - I had already set up that the ritual was taking place in the chamber alone, so they couldn't dawdle. This translated into them pushing past the encounter in the room above, rushing downstairs to stop things, and having to deal with both encounters at once. Tee. Pee. Kay. Also the bad guys win. [/LIST]I think that all of us managed to learn from this first adventure. They now have a healthy fear of assuming the world ends at the edge of the battle map, and I feel comfortable ignoring what the adventure says is sitting in the next room. Looking back (and had I been running this adventure NOT trying to learn the system at the same time) I know that I could have tweaked things down so that the entire thing was closer to their power level instead of an out and out massacre, but man... I've never had this kind of revolving door of characters in one of my games. [/QUOTE]
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