Touc
|
We're engaged in the death-friendly adventure path "Age of Worms" and the 3rd level party has charged into a dungeon, guns-a-blazin', and ran out of spells and daily abilities. It's a reactive dungeon, and the bad guys are on notice there's invaders. As a GM, I'm inclined to not let them sit idly by and let the party "rest up." (they tried, and the bad guys tried smoking them out with fire).
The bad guys don't know the party's low on fuel. The party knows it can't leave the "dungeon" (a mine with cultists) lest the cultists scatter to the winds or get reinforcements.
As a GM, I know the bad guys have more than enough firepower to mop the floor with the PCs, but I'd like a realistic option to give the party a fighting chance to "rest" safely. Just can't figure out a reason the bad guys would sit idly by for 8 hours in their own compound, much less not seek reinforcements or set more things on fire.
| Jason Rice |
You said it yourself. The bad guys don't know the party's low on fuel. If they went in with guns-a-blazin, then at least SOME of the badguys will think that this is a tough group. I'd let them get away with it once. Maybe the bad guys try to gather reinforcements before attacking, or only the people that think the party is low on power attacks... Which will ammount to a probing attack if any of them escape.
| fictionfan |
Send a scouting force first. If they party is really worn down it might be quite a challenge. If they can kill the scouts before they return the bad guys will be to scared to attack. If any get back the bad guys will know of their weakness and attack full force.
In general it's better to kill a few players then let them feel your pulling your punches. It makes victory so much sweeter.
edit: Expect them to complain, but don't take it personally. Most people yell at video games two, but still enjoy them.