H1: Alerting the Keep and other Challenges

Post/Author/DateTimePost
#1

Crimson_red

Sep 28, 2008 17:16:53
I'm currently running Keep on the Shadowfell and my PCs have just completed Area 12: Hobgoblin Guard Room, the first encounter on the second level of the keep.

The Context:

Throughout the first level of the keep I've been pretty lax on the PCs about taking extended rests; allowing them to do so without consquence. They've taken 3 rest on the upper level, 1 in the torture chamber (they had completely cleared the Goblins), 1 in the Hidden armory (Patrol didn't find them), and 1 in the Secret chamber in the natural caverns. I also decided the patrol hadn't entered the goblin areas, and thus hadn't clued in to the intrusion. They are unaware up to this point.

The PCs have since attacked area 12, overcoming the guards, and have now decided to take an extended rest in the Hidden armory again. The patrol has again failed to locate them, but there is no way they've missed that the Keep is under attack now. Not to mention, all the other Hobgoblins on the second level; over the 6 hours of extended rest, these guys must have moved around, or atleast noted the lack of activity in the next area.

The Question:

Now that the Hobgoblins are alerted to the PCs, what are there likely response? And what are the best way to communicate to the PCs that they have 'awakened the hive', so to speak?

My Thoughts thus far:

-First thing is reconstituting encounter Area 12 using the Hobgoblin Patrol (Level 4; 902 XP), they'll also pull some of the beds out of the nearest bunk room to erect as barriers/obstructions.
Its my hope that this should make for a reasonable response while miking it a new encounter.

-Second, I want the Hobgoblins actively alert and scouring the Keep, but I don't want these encounters to take up much time or resources; I just want to show the players that things have change.
To that end, I was thinking of placing small patrols made up of three or four minions (Hobgoblin grunts, Goblin Cutters, and maybe some Kobold Minions) at various points in the Keep to show it is no longer asleep.

-Additional, should I do anything with encounters 13 and 14? I want to leave these unchanged, but would that make sense? Admittedly, 6-10 hours is a long time to wait for the PCs to show up again.

What do you think?
#2

DKase

Sep 29, 2008 5:02:34
A well laid ambush is a good way to let the PC's know that the inhabitants of the keep are actively taking measures against them. At this point, the monsters probably have a good idea of what the PC's might be after and will also know that fighting them head on might not yield the best results.

Choose an area suited for the creatures (trap laden high ground would work). The point of the ambush will be more or less to start to grind on the PC's resources. Keep up the pressure with skirmish battles during when the PCs attempt to take an extended rest. Ultimately they'll either attempt to take the keep in one go, or retreat to Winterhaven to lick their wounds for a bit.
#3

Tony_Vargas

Sep 29, 2008 17:06:03
A realistic response might be for the hobgoblins to consolidate most of thier numbers in a defensible area and wait for the invaders. Alternately, they could divide themselves up into many patrols. The purpose of the patrols is to scream really loudly before they die, so the rest of the hobgoblins can descend upon the invaders from all directions.

It seems that normally, the heavy doors and thick dungeon walls of the keep leave various encounters more or less isolated. Some sort of signals could be set up (something as simple as a minion or two at each intersection and doorway to repeat yelled messages, perhaps). Or, maybe they'd even call in help from Kalarel's assistant, like having his homunculus sneak around looking for the party so they can be ambushed.
#4

Crimson_red

Sep 30, 2008 14:44:16
Thanks for your responses, they've already helped with setting up whats to come.

I'm still going to use area 12 for the next confrontation, but I'm going to change up my tactics a bit, make it more of an ambush.

I'll have the barriers (made using the beds from surrounding rooms) placed to funnel the PCs towards the well, if any PCs take this path, soldiers or grunts crouching behind the barriers will try to bull rush them into the well.

The straw mattresses from the beds will be shredded and used to make difficult terrain before the barricades, reducing the chance the PCs can move past the well, or take the long way around the barriers. I'm also considering making this difficult terrain into a fire hazard if any fire based area attacks occure in or adjacent to those squares (ignighting the straw, wool, and other matterials).

I'll have the corridors to the spider room and second well room also baricaded, restricting movement. Behind these barriers, the two archers will stand, keeping watch and attempting to draw the PCs in the main area. If the PCs advance on the second archer (well room), he'll fall back behind the well for cover and call for help. I'll have 2 grunts respond, to slow the PCs.

As for area 14, I'm thinking of changing it so the trapped gate closes, trapping the PCs inside the room, instead of out. The Hobgoblins have noticed that the PCs take a very wholistic approach to scouring the keep and hope to trap and kill them if they get past the new guard station (any cries for help from area 12 wont reach the warchief until they've been almost entirely overwhelmed)

I'll also leave area 13 as is, even being on the alert, they want units getting some rest in I think.

Depending how things go, I may beef up some of the later encounters, as I'm sure my PCs will reach 4th level before reaching areas 18 & 19. I can do this in ways to make the keep appear more alert, better prepared if not necessarily better manned.

As for if the PCs will keep going, or head to winterhaven to rest, I'm almost certain they will keep going, they haven't returned yet and are determined to finish it in one go.

Not only that but they got it in their heads that they have only 2 more 'days' to go before Kalarel completes the ritual. To keep track of time I created a calender, and put us in early spring, as a result (unintensional) the spring equinox occures in two days time; the players have reasoned this is the only thing that has truely delayed Kalarel.

I'm thinking of running with this posibility...