
Gwydion |

One of my worst habits when running a pregenerated adventure is sitting down and detailing the tactics of a dungeon as a whole, rather than each individual encounter. I find that it tends to help make the combat feel a little more realistic and gives it an ebb-and-flow that your standard, "Open a door, kill the orc" approach.
That being said, here is what I've come up with for the Malachite Fortress. Feel free to critique it, correct it or use it.
The assumption is that Kazmojen has been alerted to the presence of people in Jzadirune. Round 0 is the round in which the PCs enter M3. The purpose of this scenario is to keep the PCs from entering the rest of the Fortress (Kazmojen wants to keep them bottled up) and to not disrupt the business dealings with Pyllrat.
Round 0:
Stone spike attacks.
Combat alerts M4.
Combat alerts M6.
Round 1:
Xukasas opens s.d. (M4)
1 hob in M6 moves M9 and alerts M9.
3 hobs in M6 move s.d. to M3.
Round 2:
Xukasas moves into M3.
1 hob in M6 opens s.d. to M3.
2 hobs in M6 move into M3.
2 hobs in M9 move to M6.
2 hobs in M9 wake up.
Round 3:
1 hob in M6 guards the s.d.
2 hobs in M6 move into M3
2 hobs in M9 arm themselves.
1 hob in M9 moves through M13 towards M20.
Round 4:
2 hobs in M9 move M6 and guard it.
1 hob in M20 moves M13 moves M20 and alerts them.
Round 5:
1 hob in M20 moves M13 towards M9.
1 hob in M20 moves M13 towards M34.
1 hob in M20 alerts M21.
Round 6:
1 hob in M13 moves M6 and guards it.
1 hob in M13 moves M34 and alerts them.
Zarkat and 3 hobs in M21 move M13 towards M9.
Round 7:
1 hob in M34 alerts M22.
1 hob in M34 bars doors between M34 and M22.
1 hob in M22 alerts M26 by calling out the alarm.
Zarkat and 3 hobs move M13.
Round 8:
Zarkat and 3 hobs make it to passageway next to M6.
1 hob in M26 opens the door and moves M22.
1 hob in M26 moves M22 and opens door to M27.
2 hobs move M27.
Round 9:
Zarkat and 3 hobs move into M6 to guard it.
1 hob in M27 open s.d. to M28.
1 hob in M27 moves M28 and opens s.d. to M5.
2 hobs in M22 move M27.
Round 10:
1 hob in M28 moves into M5.
3 hobs from M27 move into M5.
Round 11:
4 hobs in M5 move up to the s.d. into M3.
Round 12:
1 hob in M5 opens the s.d to M3.
3 hobs enter M3 and join the combat.

farewell2kings |

I'm totally with you Gwydion. My players know that if they make a mistake, the whole dungeon is going to come down on them like a ton of bricks. They use silence spells quite a bit to isolate battle sounds.
I've mentioned on other threads that the idea that the monsters just hang around waiting to get slaughtered in their room is unrealistic. (I know, I know...it's a fantasy game)
Back in the days when I actually designed my own dungeons, I would have comprehensive tactics drawn up for the inhabitants, whose fluid tactics and prepared defensive positions always gave my players a hard time.
As a joke, in one campaign I ran in the late 80's, the players named their party the 47th Subterranean Assault Engineers. They toted quite a it of alchemist's fire, oil flasks, smoke pushing air bellows and rope. They set up "basecamps" and entered rooms like a squad of Marines smoking out Japanese sappers on Iwo Jima.
I'm a little more "tradiitonal" now that I run almost exclusively pre-written adventures from Dungeon, but I still modify tactics a lot.
Here's a thread talking about a similar topic when I ran the adventure:

Gwydion |

Secret doors are soundproof (see page 64, first column), so the fight with the stone spike is isolated from the rest of the fortress, except for Xukasus.
Since the secret doors are a line of defense, it would be silly of Kaz to keep them open, dontcha think?
Good points.
From my understanding of the secret doors in the Malachite Fortress, they are no more soundproof than the walls. While this does reduce the amount of noise that can be heard, the tactics are based on Kazmojen's knowledge of the PC's coming down into the Fortress. I've set up the hobgoblins in M6 to be on alert for anyone coming down the elevator from Jzadirune, so they'll be making a Listen check to notice the combat.
As for the secret doors remaining open, my unstated intent was for 'guarding' NPCs to close off all the doors except for the ones from M6 and M5. This allows them to provide covering fire and quick reinforcements into the battle in M3.
The downside of this plan of attack (besides the lethality of the combat iteslf) is that the dungeon will be cleared of combat fairly quickly, leaving the Hammerers, the dretches, the forges and the bazaar itself as the only populated areas.

Gwydion |

Yeah, I ad-libbed a lot of the exploration once the areas were cleared of opponents. I had the party make some Search rolls and then described a whole series of rooms to them at one time to speed through the process.
I have found that is a weakness of Jzadirune during my first run-through. (I know several DMs have commented on it in other threads, but it bears repeating here.) My PCs are hot-and-heavy to clear the place out and use it as a base of operations (they don't have a clue about the AP) but the layout as described in Life's Bazaar has a great deal of ... empty rooms.
It's great for the feeling of abandonment. It's not-so-great when your PCs want to search every room.

dodo |

From my understanding of the secret doors in the Malachite Fortress, they are no more soundproof than the walls. While this does reduce the amount of noise that can be heard, the tactics are based on Kazmojen's knowledge of the PC's coming down into the Fortress. I've set up the hobgoblins in M6 to be on alert for anyone coming down the elevator from Jzadirune, so they'll be making a Listen check to notice the combat.
I took the soundproof secret doors as the author's way of keeping certain battles isolated whereas others could bring down the whole dungeon. The spike and Xukasus are pretty tough by themselves, but my party would cut through hobgoblins like butter.
As for the secret doors remaining open, my unstated intent was for 'guarding' NPCs to close off all the doors except for the ones from M6 and M5. This allows them to provide covering fire and quick reinforcements into the battle in M3.
If guards are rushing through secret doors then they're no longer secret. If you just switch your "dungeon coming down on their heads for making too much noise" battle to M6 then you've got the entire fortress side coming through double doors, or even better, the hobgoblins make a tactical retreat to the large hallway with the pits. The hallway M22 is a much better place for hobgoblin archers and melee warriors to make a stand, because if they start losing then Kaz is going to come out to help clean up.
My party made a foray and retreated so I doubled the number of hobgoblins (assuming Kaz has recruiters in the underdark) in M6 and in the barracks. Those hobgoblins were really so much chaff for the grinder, but by the time they got to Kaz they really had to rely on quick thinking and a low level spell to take him out without fighting.
The downside of this plan of attack (besides the lethality of the combat iteslf) is that the dungeon will be cleared of combat fairly quickly, leaving the Hammerers, the dretches, the forges and the bazaar itself as the only populated areas.
When they're wandering through the depopulated dungeon, looking at upended tables and half eaten meals, they'll really appreciate how they took out an entire dungeon in one battle.

DMFTodd |

I don't think monsters should remain in their rooms waiting to be killed but I also don't think every group of monsters should be a well-honed tactical brigade using split-second timing and never making a mistake.
Kazmojen is INT 8. Hobgoblins are INT 10. Having them respond instantly with well thought-out tactics seems a bit much.

Gwydion |

I don't think monsters should remain in their rooms waiting to be killed but I also don't think every group of monsters should be a well-honed tactical brigade using split-second timing and never making a mistake.
Kazmojen is INT 8. Hobgoblins are INT 10. Having them respond instantly with well thought-out tactics seems a bit much.
True, but hobgoblins are depicted as being militaristic in nature, tending to use good small unit tactics. Just because they are of average intelligence doesn't mean that they can't use a well-thought-out plan.
Note that my assumptions for this plan of attack requires that Kazmojen be alerted to the PCs and their imminent descent into the Malachite Fortress. (This is the scenario in which my PCs have found themselves.)
It's not a matter of instant combat readiness at all times, but rather of a pre-planned defensive maneuver that keeps the PCs from disrupting Kazmojen's business.
The only secret doors that would remain open were the two between M3 - M5 and M3 - M6. As reinforcements would be coming through them to attack the PCs, the presence of said secret doors would be revealed to the PCs. Why close it and cut off the sortie from the rest of the hobgoblin defenders when you can keep it open and bolster the attack with javelins and hand axes?

DMFTodd |

Let's look at your round 2:
Round 2:
Xukasas moves into M3.
1 hob in M6 opens s.d. to M3.
2 hobs in M6 move into M3.
2 hobs in M9 move to M6.
2 hobs in M9 wake up.
So within 12 seconds of the PC's making an appearance, you have 8 hobgoblins alerted and taking actions. Some of these hobgoblins are 150 ft away from where the battle is taking place and have heard the battle through 2 doors (or they've left 2 doors open). Judging by this you have 3 hobgoblins on full 24/7 alert - 1 with his hand ready to open a secret door and 2 more poised in starting blocks to move through said door as soon as it is open.
Not one hobgoblin has moved away from his post, has set down his weapon, or is otherwise busy or distracted. All of the hobgoblins have made pretty good listen checks - or they have a flawless "fire bucket" warning system set up.
That's one crack group of military hobgoblins.

farewell2kings |

Those creatures live there. They know they might get attacked. They're militaristic in nature.
I don't see much a problem here with having them respond so quickly and efficiently--they live in a world of constant attacking/defending and worrying about death around every corner--10 INT or not, I'd be a pretty jittery too and have response plans/escape plans/contingency plans.
I'd venture to say that most people who "knew" they were going to get attacked in their home sooner or later would do some planning and target hardening.

Tearlach |

Thanks for all the hard work Gwydion. I was just starting to write up something similar as my players are close, but to my surprise you had done the work for me.
If people dont like it, they dont have to use it, or can modify. But IMO dont bag a guy for giving something free to the community.
Your effort is appreciated sir.

Chef's Slaad |

You're right Tearlach.
If I may offer a sugestion Gwyndon:
delay the alerting of the hobgoblins (a part of your round 2 actions) by a few rounds. Maybe 5 rounds, i.e. 30 seconds? It give them time to get their gear together, co-ordinate their actions etc.
The attack in the hallway (M22 iirc) is pretty leathal as is. a coordinated, all-out asault is a potential TPK. Your party is probably still first or second level and has very little reserves.
giving them those five extra rounds may be just enough to set up some kind of ambush, or run away if the stone spike and Xukasus encounter didn't go as well as they planned. Add liberal use of horns to warn the party that a large group is coming their way.

Gwydion |

If I may offer a sugestion Gwyndon:delay the alerting of the hobgoblins (a part of your round 2 actions) by a few rounds. Maybe 5 rounds, i.e. 30 seconds? It give them time to get their gear together, co-ordinate their actions etc.
I considered that. This represents the 'best-case' scenario; I don't have my SCAP at hand here at work (silly insurance company) but the DC for hearing through the secret door is the same as hearing through the walls, so it's not an automatic assumption that the hobgoblins in M6 will hear the combat.
The attack in the hallway (M22 iirc) is pretty leathal as is. a coordinated, all-out asault is a potential TPK. Your party is probably still first or second level and has very little reserves.
giving them those five extra rounds may be just enough to set up some kind of ambush, or run away if the stone spike and Xukasus encounter didn't go as well as they planned. Add liberal use of horns to warn the party that a large group is coming their way.
My gut on the way the combat will run is that the PCs will blow into M3 and drop the stone spike and Xukasas within 5 rounds. As I stated earlier, while I only have four players in my game, they all rolled exceptional stats and include a under-powered Bugbear, so they can be assured of hitting fairly regularly at low levels and can dish out decent damage.
I definitely agree that it has TPK potential, but I'm using the Captured! sidebar suggestion. If the PCs do fall, they won't be slain out-of-hand, but rather captured and considered for the Bazaar. A perfect set-up for the 2-3 more PCs I hope to be adding in the next week... =)
I appreciate everyone's input on this. One of the things I really enjoy about the SCAP community is how friendly everyone is towards one another and how much feedback everyone gives.

Gwydion |

It was an interesting experience.
I ran the encounter as listed above, and it worked amazingly well. The PCs dropped the Stone spike just as the first pair of hobs arrived, then dropped Xukasas as the first group of reinforcements arrive in M6.
At that point, the monk was down to negs, but the cleric brought him back up to full.
The party went full-tilt into M6 and took out the 3 hobs fairly quickly. Zarkad and his trio lost one of the hobs as they rushed into M6 and then backed into the passage between M6 and M9 and took cover.
The bugbear PC beheaded Xukasas and threw the head into the hallway (Intimidate check) which caused one of the hobs to flee. There was a bit of maneuvering as the PCs tried to get good shots on Zarkad and the remaining hobbo; the cleric dropped the hobbo finally with a critical crossbow shot and the monk went down to negs when he tried to charge Zarkad.
I had decided before the combat to give Xukasas and Zarkad the ability to control the animated chains. Zarkad used it to excellent effect as the chains unwound from the statue of Zenith and grappled the cleric - it was a bit of a surprise for them, as they assumed that the statue was a golem and that the chains were preventing it from attacking.
The chains dropped the cleric to negs from an AoO, and then Zarkad dropped the NPC rogue to negs as she tried to shank him. Right as the hobs from M22 entered from M5 and tried to take down the bugbear.
End result: the bugbear managed to outmaneuver the hobs and fled to M3. The hobs have closed the secret doors leading to M3, and the bugbear can't find a way to open them (he keeps failing his Search check.) The other PCs are stabilized and were captured by the hobs, and are going to be tossed into the cells until they heal.
The bugbear is going to ascend back up into Cauldron and find some help to take on the rest of Kazmojen's little band, which will tie in perfectly with my adding a few new players next week (we only have three right now.)
I appreciate the input everyone gave me!