The Trouble With Lairs
Lairs are distinguished from
megadungeons in that they are the abode of one singular organized
body.
Key thing here is that many players aren't used to
fighting something organized. Many of the PCs around my version of
Yggsburgh have had their worst runs when invading lairs. Whether the
lair was the Pod
Caverns of the Sinister Shroom or my own 'Kobolds of Ever
Winter', they've had runs against lairs that should have ended
adventuring careers, even for those that survived. Many of these runs
were losing propositions, where they used up in supplies and
expendables many times what they were able to pull out of the
dungeon. Sometimes you 'eat
the barr' and sometimes...
It's the kinda thing
that aught to drive them to find megadungeon type environments where
there is more exploitable
chaos. And that's why I run sandboxes, so they can choose their
preferred level of risk and reward.
I shouldn't be too harsh
on my players in this post. As a player, I've heard the echoes of the old
Gauntlet video game sarcastically tell me "That
was a valiant effort". Some players were trained by
videogames with each encounter separate from the one before, and the
guards where in the same place at the next visit. Others were trained
by DMs who apparently were trained by videogames. Get off my
lawn!
Here are 24 ways (1d12, use a d6 for high/low) that monsters in lairs can respond to
an invasion of the hearth and home. Some may be beyond the
capabilities of less accomplished critters like goblins, but even the
lowliest humanoid will change their tactics rather than go extinct.
If you think that a response isn't appropriate for the critters, I
suggest the critters pick up their mobile loot (did they even know
about the hoard from the lost empire, or the hidden library of the
original monastery?) and skedaddle. Each of these may be used by a
faction within a megadungeon, of course. But then the party can
choose to take on the baddies next door.
What the Lair Will Do to Prepare for Another Incursion
(Or what 40-400 kobolds will do after you pay them a visit.)
1. Breed/train new servants/pets
that complicate matters for the PCs.
2. Create/use a new entrance
and block the old one.
3. Create/use a new entrance and trap the
old one.
4. Plan an ambush after their entrance.
5. Double the
guards.
6. Make a new alarm so their guards are reinforced
quicker.
7. Pack up their treasure and leave for a new lair.
8.
Run more patrols outside their lair to search for the party's camp
(increase wandering monster chance with the additional chance being
the patrol. If the usual chance is 1/1d6, add the patrol on a 2 in
addition to the 1/1d6).
9. Ally with a spellcaster.
10. Ally
with a powerful monster.
11. Poison the weapons of some
guards.
12. Have trackers ready to follow the party after their
next raid.
13. Pay the corrupt merchant who buys their surplus
slaves and loot to take out a hit on the party. (This is dirty pool
if there wasn't already such a connection that the party could have
found or used.)
14. Find better armor for their guards.
15.
Attempt to hide their lair.
16. Beseech their god to curse the
party.
17. Use fire. With oil. Tucker's
Kobolds?
18. Pack up their treasure and leave for a new
lair, but leave traps.
19. Convince another tribe to trade lairs.
20. Offer the adventuring party treasure to get them to leave them alone, 1 in 4 chance the treasure is
cursed. Plus, roll again for their back up plan.
21. Break the seal on the portal/demon chest/bad news package that releases a demon/plaque/uncontrolled badness. Again, best if the party had found a legend/heard the babble of an insane ex-wizard or something before this happens.
22. Offer the adventuring party directions and an advantage to attack the next lair down the block. 1 in 4 chance that the offer is a trap.
23. Make it appear that they have abandoned their lair, only to leap out from secret doors after the party is deep within the complex.
24. Ask the best fighter in the party to become their next chief. 1 in 4 chance this is an offer in earnest, but otherwise a rival will attempt to catch the PC unawares.
Example: After a party expedition that reached
the 2nd level of his lair, the Sinister Shroom bred
'fungoid prowlers', which I borrowed stole from Ancient Vaults. These 6 legged crawlers moved across the ceiling to
drop down on the rear of the PCs, complicating one of the better
attempts the players made to take on the Pod Caverns tactically
('does everyone have a glaive-guissarme?')
A great post and I am happy to see the 'prowlers in action.
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