Unless the doors to the final area lock during combat, you could also have transitioned from the area with any surviving party member, raised and healed the party, and returned for more. Apparently hostiles in Faerun don't know how to follow adventurers through doors, and lack the intelligence to take the opportunity to heal or resurrect their own allies during the respite.
I've fixed those enemy short-comings in my current module, where the OnClientEnter script of certain areas force-rests any hostile creatures in that area. If your party leaves and rests during a fight, they return finding that all their surviving enemies have done the same (hit points and spells having been restored). ![]()





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