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| #1mahughes1970May 22, 2015 6:01:02 | Advise and or help welcome. Playing Hoard of the Dragon Queen, my players have traveled to the castle in the swamp, there they did a bit of exploring before they were recognized by the Red Wizard. They began fighting with him and ultimately they killed him in the courtyard area. A rather significant battle ensued with several members of the Cult of the Dragon to include the bullywugs attacking them, they were assisted in the fight by the revolting lizard folk, who took the chance to disrupt and kill many of the bullywugs. The PC's fled into the tower where the Red Wizard had been staying which also is the barracks area for Dralmorrer on the second floor. As stated in the text Dralmorrer is rarely there so the players explored the area and went up to his quarters on the 2nd floor where they found the raven in the cage, the raven began squawking rather loudly which brought several of the Dragonwing cultitsts to investigate. A fight ensued with a few of the Dragonwing getting killed, but not before they were able to call for reinforcements to include Dralmorrer himself. Now the players find themselves trapped on the second floor with several cultists, several dragonwings, and Dralmorrer occupying the 1st floor and preparing to assault the players who really have no escape from the 2nd floor. I am looking for any suggestions or advise on how other DM's might handle this scenario because it looks like the players have backed themselves into a corner here and this could potentially result in a tpk. So my question is this: How would you suggest the PC's make an escape? What as a DM could I do within the context of the story to give them a bit of an assist?
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| #2BRJNMay 22, 2015 14:42:14 | While the Cult's big toughies get ready at the bottom of the stairs, have a wave of Lizardmen show up outside, working to take down the Bullywugs. Bullywugs retreat towards the Cultists "for mutual protection" (actually for their self-preservation), throwing the Cultists' attack / plan into disorder. After a minute or two, it is clear the Cultists can defeat the Lizardmen - unless the PCs intervene. Oh and p.s. this is your chance to get out of the dead-end part of the building, guys.
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| #3CFKMay 22, 2015 14:45:06 | Nice one!
Drive the players up. Let the cultists light up the ground floor and then let it slowely burn to the second. Make sure the players understand that it'll reach them in a couple of rounds... You could justify it by them shouting "Now nobody can have the stuff in that tower!"
That'll ensure you that the players won't start fighting a losing battle downstairs.
On top of that tower (where they won't burn yet) are the 4 gargoyls. For a change, let them speak common! Let the characters stike a deal with them. If you help to disasemble the stargazer, they pick you up, with the stargazer, and fly the party to just another tower. If they do it stealthly, the cultists will think they burned to death...
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| #4mahughes1970May 22, 2015 17:39:07 | Very good suggestions both of them. I was thinking along the same lines as BRJN with having a bit of timely intervention by the lizardfolk to provide an ample window of opportunity for the PC's to get out of the jam they are in. |