| Post/Author/DateTime | Post |
|---|---|
| #1timwilJun 24, 2009 8:04:59 | So my party wants to take an extended rest inside the monastery. They thought of doing it at the Hall of Moradin by making sure the altar cannot be slid to allow entrance to the hall by reinforcements coming from below. How would you handle that? Strength checks? Can the orcs from below break the altar to enter the room? Then they went downstairs and decided to rest at the Hall of Heroes. That's where we ended the adventure. How should I treat that? I guess the monsters on the staircase leading below should get up and attack them as they are sleeping? That would just push that encounter one room up, and make it a bit less dramatic (I liked the idea of the staircase where being pushed means falling down, probably dying). What about after they deal with this encounter? Should more reinforcements appear to disturb their sleep? I mean, after all, the cave in downstairs blocks reinforcements from coming, doesn't it? Any help would be welcome ![]() |
| #2thellarenJun 24, 2009 12:48:16 | I've never understood the big deal with taking an extended rest. People in D&D campaigns have been taking extended rests for 30 years now, and until 4th Edition came out, it wasn't a problem. (a) Go outside. (b) Set up camp. (c) Set a watch. (d) Sleep. If they don't go outside, they just pile up the dead bodies wherever they think the bad guys are going to be coming from (in both cases, they should have a fairly impressive pile by now...) as a little message to those who would try to interrupt their rest. |
| #3timwilJun 24, 2009 13:18:41 | Well it seems that 4E encourages to minimize the use of extended rests, hence the action points concept. I actually didn't really understand why my party decided to rest; they hadn't really used any daily powers (they started using them just in the very end of the encounter, to finish it off quickly; they would have won in a brief anyhow), and they had about 80% of their healing surges left. They just told themselves: "we had 3 fights already and it's late in the evening, so we better have a rest". I wanted to discourage them from taking the rest, but after all, I have no control over their wills, and didn't try to force myself. The thing is that if they rest completely outside then according to the adventure the Orcs fill up their ranks again. It's just not clear from where, because the cave-in at the bottom prevents others from coming. I can "chat" and have more Orcs that were originally in the complex appear... or I can have those in the deeper chambers climb up - but that would make the entire adventure bland, with all the encounters taking place elsewhere than where they intended to originally... |
| #4ForgarnJun 24, 2009 15:58:47 | Well it seems that 4E encourages to minimize the use of extended rests, hence the action points concept. I actually didn't really understand why my party decided to rest; they hadn't really used any daily powers (they started using them just in the very end of the encounter, to finish it off quickly; they would have won in a brief anyhow), and they had about 80% of their healing surges left. They just told themselves: "we had 3 fights already and it's late in the evening, so we better have a rest". I wanted to discourage them from taking the rest, but after all, I have no control over their wills, and didn't try to force myself. Here's the thing, from the Compendium: Duration: An extended rest is at least 6 hours long. If they rested in the Monastery then they cannot take another e-rest for 12 hours, which means the decent to the Hall of Heros and the fighting of the orcs there would have had to take 12 hours. Ain't happenin' captain. They could take a short rest there, but not an extended one. Now they could also wait there until the 12 hours has elapsed, but that means at least 3 more encounters (in my book anyway) until they can rest. You may not have control over their wills, but you do have control over the environment. Bring in some more encounters. Every interruption adds time onto the rest. By the time they are actually ready for a rest, the should deserve it. |
| #5RoadtoadJun 25, 2009 0:48:20 | My group took an extended rest by doing pretty much what you said: they blocked the opening and slept in the monastery balcony. Since the adventure's clearly designed to wear the group down, I had the orcs try to break through the blocked opening three times during the rest. Three Endurance checks to account for the bad night's sleep, with each failure costing a healing surge. Also, the orcs set an ambush in the room below the temple (don't remember the encounter names, but the one with the big statue) instead of just all sitting around waiting to be shot. The orcs hid in the monks' cells and came charging out when the group was in the middle of the room, surrounding them. Additionally, I pretty much killed Kalad in my head as soon as they gave Og eight extra hours to work him over. I still let my group witness his death, of course, but I gave them basically no chance to do anything about it. Future references to Kalad in the Adventure Path will be replaced with some other NPC. |
| #6timwilJun 26, 2009 3:39:47 | Well they intend to rest in the Hall of Heroes, which is midway through the monastery. Again, I don't really know why, as they have most of their healing surges and daily powers left. I think I will just stress out that they hear the shouts of orcs downstairs (one of the PCs has a passive Perception of 21), and maybe even something which sounds like the painful cries of a dwarf, hinting to them that there are still dwarven survivers below. If they still decide to rest, then I might have Kalad die. I think the problem is Rivenroar - that adventure gave the PCs too much time to save the prisoners, without any of them really dying if they do not hurry up. One thing I feel uncomfortable with though is just conjuring more orcs out of think air from the depths of the dungeon. They cannot call for reinforcements from below because Kalad has blocked the tunnel. I might then bring reinforcements from above, although the party made sure that the monastery's wall's doors are shut and locked; I guess orcs can still manage to break the doors down or climb the wall. It can be that a scout party that came through the tunnels went outside to the wilderness and is now returning back. |
| #7laserwolfJun 26, 2009 8:49:33 | Don't worry about conjuring orcs "out of thin air". If the players have not reached the Forge then they haven't explored the entire monastery, meaning everything else is a black box. You are the only one that is aware of the number of orcs that exist in the remaining encounters. Yes, the tunnel has been closed but that doesn't mean that the number of orcs that made it through is limited to the number that are described in the encounters. This may seem to break the realism for you, but it breaks the realism more for the party to think they could sleep in an overrun monastery without consequences. Even worse for them to gain a benefit, such as taking away orcs from the hardest encounters. That said, reinforcements should be pretty low level encounters. Maybe about half strength of the original, and more composed of minions. You want reinforcements to slow the party down and let them know there are consequences, but not tax their resources so much that the party can't make progress. |
| #8RoadtoadJun 26, 2009 11:47:31 | Did they clear Into the Depths yet? If not, those orcs are on their way up the steps right now! If the party rests, they're going to get ambushed. Have one of the orcs say something to another one about Kalad... maybe "I thought there was only that one survivor" as a remark of surprise when they come upon the group... maybe that will get them moving to try to save him. If they still rest, kill him. Maybe have their sleep disturbed by his death cries. Shame on them for trying to take a rest without scouting the GIANT HALLWAY leading out of the room. |
| #9rachwededJun 26, 2009 13:33:51 | i am more worried that the earlier encounters are going to be a walk in the park. i had to bolster the encounters towards the end of RAR because the last few encounters were all level 1 and by that point all the party were level 2, sinruth had been chopped up easy and it would have been an anti-climax. (for reference i doubled the minion skeletons in the room with the wight and boneshard. added a zombie to the ghoul and zombie patrol. made the gnome arcanist able to summon an evistro demon as an encounter power. this last one was an issue because the party won the fight before without taking more than two hits between them so pursued a fleeing were-rat without resting...so entered this fight without encounter powers! one died as a result, had they have come in fully loaded though it would have been too easy i feel) some of the encounters are level 1 in both monastery and vents and others are only level 2. anyone found this an issue? party for reference: tiefling infernalock dwarf bear shaman half elf swordmage dwarf twf ranger longtooth paladin |
| #10RoadtoadJun 26, 2009 17:38:18 | i am more worried that the earlier encounters are going to be a walk in the park. I, too, pumped up the end of Rivenroar, but I found the adventures in the Monastery to be fine... they scale up: 1, 2, 4, 3*, 6. (* Into the Depths should not count as level 3... get the PCs onto the stairs and go crazy with Bellybows and you can pile up the falling damage and chaos.) My group had a hell of a time dealing with Og and company. The Eye of Gruumsh hung back until there was a good cluster of melee fighting, and then dropped his Hammer of Chaos, downing my group's Warlord, Paladin, and Fighter, leaving the ranged Ranger, Rogue, and Druid in a bit of a panic, but they pulled through (thanks in part to a nat 20 on the fighter's first death save). Anyway, point is... the dungeon felt like it scaled up just fine. We're hitting the Vents tomorrow night, so I'll keep you posted on that, but it also seems to scale up as they go. |