My players have explored most of the northern part of the first floor. While on the way back south after fleeing from the manticores, the party took a short rest via Rope Trick in the hall of Waterdhavian noble statues. While resting, a group of 3 carrion crawlers emerged from the north-east passageway, who made their ways to the Undertaker's watch to feast on the bandits' corpses. The players left after resting and found their way to the hall of mirrors, killing off the shadows but in bad condition. The fighter was left at 5 HP and a Strength score of 8 (I gave the party 300 XP each instead of the intended 100 because, as it turns out, shadows should actually have a CR closer to 1 or 2. They're pretty nasty in groups).
As the party made their way back to the entrance to take a long rest, they encountered the crawlers from earlier in the pillar forest. We left the session there.
Now, I'm reasonably sure the players can survive (they're 5th level, and the party comprises of 2 wizards, a samurai fighter, a rogue/warlock, and an expert sidekick standing in for another player), but I still don't want a TPK if it can be avoided. The crawlers aren't hungry anymore so I'm considering having the crawlers flee if one of them dies, though I don't want the players to feel that they have plot armour. Inversely, I also don't want the players to feel that I'm being too harsh if they're killed.
What would you do? The next session is this weekend so any answers are appreciated.
I mean if you're DMing well, the risk of death will always be present in an encounter.
My first question would be have the crawlers noticed the party yet? If not then stealth might still be an option. Can the players sneak past the Crawlers unnoticed?
Second, would be to have the Crawlers target the sidekick. Given the Crawlers are described as patient predators who stun and kill in peace, I'd have them attempt to down and then drag off the sidekick. One the sidekick is poisoned, the crawlers drag the sidekick off and disengage the fight. From there it's up to your players. If they decide to pursue they are doing so in full knowledge that it might wipe their characters. I'd say that's pretty much an exemplar of how to do a collaborative process. You've given the players the choice.
A final option, given how intelligent these things have been described as, is to have them flee once hit. They have a sense of self-preservation. These monsters are going to want to save themselves if they are injured.
I mean if you're DMing well, the risk of death will always be present in an encounter.
My first question would be have the crawlers noticed the party yet? If not then stealth might still be an option. Can the players sneak past the Crawlers unnoticed?
The crawlers have technically noticed the party, but I might give them a chance to sneak past.
Second, would be to have the Crawlers target the sidekick. Given the Crawlers are described as patient predators who stun and kill in peace, I'd have them attempt to down and then drag off the sidekick. One the sidekick is poisoned, the crawlers drag the sidekick off and disengage the fight. From there it's up to your players. If they decide to pursue they are doing so in full knowledge that it might wipe their characters. I'd say that's pretty much an exemplar of how to do a collaborative process. You've given the players the choice.
I should have clarified; the sidekick is another player's character. I had swapped their sheet (rogue) for an expert sidekick to make them easier to run. Killing off the character would be kind of a dick move, though I have been considering asking the player if they'd be okay with the character being kidnapped
A final option, given how intelligent these things have been described as, is to have them flee once hit. They have a sense of self-preservation. These monsters are going to want to save themselves if they are injured.
Yeah, I'll probably have the crawlers flee if one is killed. I want to encourage players to think creatively so if someone does something clever, the likelyhood of the crawlers running away will probably be higher. As I said, the crawlers aren't hungry anymore so they're less likely to run (or crawl) head-first into danger. I can have the remaining crawlers reappear somewhere later.
Maybe I could even have the crawlers make morale checks whenever they take damage?
Personally, I wouldn't bother with morale checks. D&D as a system gets in the way and slows things down enough as it is.
Another thought is that perhaps as they've eaten you could nerf their speed? Take it down by 5-10ft? That way if the players choose to dash away, the Crawlers aren't going to effectively be able to give chase?
Personally, I wouldn't bother with morale checks. D&D as a system gets in the way and slows things down enough as it is.
Another thought is that perhaps as they've eaten you could nerf their speed? Take it down by 5-10ft? That way if the players choose to dash away, the Crawlers aren't going to effectively be able to give chase?
That's a very good idea, especially if I describe to the players that the crawlers are noticeably fatter and their movements are slower than earlier - there were quite a lot of bandits, even accounting for the 5-6 who got blasted to ash from a fireball. Reducing their speed would in theory allow them to make a couple of opportunity attacks, whist still allowing players to flee if things take a turn for the worse. I can then have the crawlers show up later, hungry again, ideally when the party is better prepared.
[Spoilers for level 1 of DotMM]
My players have explored most of the northern part of the first floor. While on the way back south after fleeing from the manticores, the party took a short rest via Rope Trick in the hall of Waterdhavian noble statues. While resting, a group of 3 carrion crawlers emerged from the north-east passageway, who made their ways to the Undertaker's watch to feast on the bandits' corpses. The players left after resting and found their way to the hall of mirrors, killing off the shadows but in bad condition. The fighter was left at 5 HP and a Strength score of 8 (I gave the party 300 XP each instead of the intended 100 because, as it turns out, shadows should actually have a CR closer to 1 or 2. They're pretty nasty in groups).
As the party made their way back to the entrance to take a long rest, they encountered the crawlers from earlier in the pillar forest. We left the session there.
Now, I'm reasonably sure the players can survive (they're 5th level, and the party comprises of 2 wizards, a samurai fighter, a rogue/warlock, and an expert sidekick standing in for another player), but I still don't want a TPK if it can be avoided. The crawlers aren't hungry anymore so I'm considering having the crawlers flee if one of them dies, though I don't want the players to feel that they have plot armour. Inversely, I also don't want the players to feel that I'm being too harsh if they're killed.
What would you do? The next session is this weekend so any answers are appreciated.
[REDACTED]
I mean if you're DMing well, the risk of death will always be present in an encounter.
My first question would be have the crawlers noticed the party yet? If not then stealth might still be an option. Can the players sneak past the Crawlers unnoticed?
Second, would be to have the Crawlers target the sidekick. Given the Crawlers are described as patient predators who stun and kill in peace, I'd have them attempt to down and then drag off the sidekick. One the sidekick is poisoned, the crawlers drag the sidekick off and disengage the fight. From there it's up to your players. If they decide to pursue they are doing so in full knowledge that it might wipe their characters. I'd say that's pretty much an exemplar of how to do a collaborative process. You've given the players the choice.
A final option, given how intelligent these things have been described as, is to have them flee once hit. They have a sense of self-preservation. These monsters are going to want to save themselves if they are injured.
DM session planning template - My version of maps for 'Lost Mine of Phandelver' - Send your party to The Circus - Other DM Resources - Maps, Tokens, Quests - 'Better' Player Character Injury Tables?
Actor, Writer, Director & Teacher by day - GM/DM in my off hours.
The crawlers have technically noticed the party, but I might give them a chance to sneak past.
I should have clarified; the sidekick is another player's character. I had swapped their sheet (rogue) for an expert sidekick to make them easier to run. Killing off the character would be kind of a dick move, though I have been considering asking the player if they'd be okay with the character being kidnapped
Yeah, I'll probably have the crawlers flee if one is killed. I want to encourage players to think creatively so if someone does something clever, the likelyhood of the crawlers running away will probably be higher. As I said, the crawlers aren't hungry anymore so they're less likely to run (or crawl) head-first into danger. I can have the remaining crawlers reappear somewhere later.
Maybe I could even have the crawlers make morale checks whenever they take damage?
[REDACTED]
Personally, I wouldn't bother with morale checks. D&D as a system gets in the way and slows things down enough as it is.
Another thought is that perhaps as they've eaten you could nerf their speed? Take it down by 5-10ft? That way if the players choose to dash away, the Crawlers aren't going to effectively be able to give chase?
DM session planning template - My version of maps for 'Lost Mine of Phandelver' - Send your party to The Circus - Other DM Resources - Maps, Tokens, Quests - 'Better' Player Character Injury Tables?
Actor, Writer, Director & Teacher by day - GM/DM in my off hours.
That's a very good idea, especially if I describe to the players that the crawlers are noticeably fatter and their movements are slower than earlier - there were quite a lot of bandits, even accounting for the 5-6 who got blasted to ash from a fireball. Reducing their speed would in theory allow them to make a couple of opportunity attacks, whist still allowing players to flee if things take a turn for the worse. I can then have the crawlers show up later, hungry again, ideally when the party is better prepared.
Thank you 👌
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