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 ====== DM's Toolbox Book 2 Chapter 1: Exploration Scenarios Level 1 ====== ====== DM's Toolbox Book 2 Chapter 1: Exploration Scenarios Level 1 ======
- 
-[[dmstoolbox|Back to DM's Toolbox Table of Contents]] 
  
 Find a collection of level 1 exploration scenarios below. For more information,​ see [[Player'​s Guide Chapter 4|Player'​s Guide Chapter 5: Exploration]],​ [[DM's Guide Chapter 3|DM's Guide Chapter 3: Running Scenarios]],​ and [[Analects Book 5 Chapter 1|Analects Book 5 Chapter 1: Fortunes]]. Find a collection of level 1 exploration scenarios below. For more information,​ see [[Player'​s Guide Chapter 4|Player'​s Guide Chapter 5: Exploration]],​ [[DM's Guide Chapter 3|DM's Guide Chapter 3: Running Scenarios]],​ and [[Analects Book 5 Chapter 1|Analects Book 5 Chapter 1: Fortunes]].
  
-===== A Dark and Stormy Night ===== +Next: [[dm_s_toolbox_book_2_chapter_2|Chapter 2: Exploration Scenarios Level 2]]
-In this scenario, the PCs venture across a large city at night during a storm. The heroes begin in a shopping district (likely emerging from an inn or tavern) and are hurrying to the palace. Perhaps they have information about an imminent threat to the crown and must throw caution - quite literally - to the wind?+
  
-=== Note === +^ Scenario ​ ^ Type  ^ Setting ​ ^ 
-This scenario might be the first time the players deal with human Creature challenges in exploration. The enemies here model the PCs being accosted by opportunistic criminals that are seeking to avoid actual confrontation. Defeating a Pickpocket represents maintaining sufficient awareness ​and alertness to avoid being pilfered. Damage to a PC might represent a very brief scuffle during a pickpocket attempt, but more commonly it represents ​the risk of other injuries from either giving chase or getting away from the hoodlums. Because the pickpockets aren't interested in a fight and will always seek to flee (or worst case surrender), no combat scenarios break out here.+^ [[scenario_e_a_dark_and_stormy_night|A Dark and Stormy Night]] ​ | Normal ​ | Civilization ​ | 
 +^ [[scenario_e_the_forgotten_caves|The Forgotten Caves]] ​ | Normal ​ | Dungeon ​ | 
 +^ [[scenario_e_navigating_the_forest|Navigating ​the Forest]] ​ | Normal ​ | Wilderness ​ | 
 +^ [[scenario_e_sewer_pursuit|Sewer Pursuit]] ​ | Chase  | Civilization/​Dungeon ​ | 
 +^ [[scenario_e_sneaking_through_the_castle|Sneaking Through ​the Castle]] ​ | Stealth ​ | Civilization ​ | 
 +^ [[scenario_e_sneaking_through_the_village|Sneaking Through ​the Village]] ​ | Stealth ​ | Civilization ​ | 
 +^ [[scenario_e_storm_and_the_castle|Storm ​and the Castle]] ​ | Normal ​ | Civilization ​ | 
 +^ [[scenario_e_swampy_stealth|Swampy Stealth]] ​ | Stealth ​ | Wilderness ​ | 
 +^ [[scenario_e_traversing_the_ruins|Traversing ​the Ruins]] ​ | Normal ​ | Dungeon ​ |
  
-==== Map ==== +[[dmstoolbox|Back to DM'​s ​Toolbox Table of Contents]]
-^ Setting ​ | Civilization ​ | +
-^ Type  | Normal ​ | +
-^ Lighting ​ | Dark  | +
-<​file>​ +
-  (goal) +
-    H +
-    { +
-    G +
-  /   \ +
-D       F +
-|       | +
-C – B – E +
-    | +
-    A +
- ​(start) +
-</​file>​ +
-==== Regions ==== +
-^ (Region A) Silver District ​ ^^^ +
-| //Drops of rain begin to fall as the wind picks up. A storm is coming, and you have little choice but to brave it.//  ||| +
-^ Notes  ^^^ +
-| The Roving Pickpocket will follow PCs to the Fishing Harbor and Lake Park, but it will not venture into the Gated Community or Flooding Slums. ​ ||| +
-^ Exit  ^  To  ^ Obstacle ​ | +
-| North  |  B  | -  | +
-^ Hazards ​ ||| +
-[[analects_book_4_part_2_chapter_1#​roving_pickpocket|Roving Pickpocket]] ​ | Hidden: 1d4  | Respawn 1  | +
- +
-^ (Region B) Fishing Harbor ​ ^^^ +
-| //You reach the lake as the storm rages into full strength. The west road leads through a park, while the east road heads into the slums.// ​ ||| +
-^ Exit  ^  To  ^ Obstacle ​ | +
-| West  |  C  | -  | +
-| East  |  E  | -  | +
-| South  |  A  | -  | +
-^ Hazards ​ ||| +
-| [[analects_book_4_part_2_chapter_1#​thunderstorm|Thunderstorm]] ​ ||| +
- +
-^ (Region C) Lake Park  ^^^ +
-| //When the weather is nice, this park is a place of beauty and serenity. But on this stormy night, the trees offer no protection from nature'​s fury.// ​ ||| +
-^ Notes  ^^^ +
-| PCs in this region can choose ​to treat the setting as wilderness at will.  ||| +
-^ Exit  ^  To  ^ Obstacle ​ | +
-| North  |  D  | [[analects_book_4_part_2_chapter_1#​long_path|Long Path]] ​ | +
-| East  |  B  | -  | +
-^ Hazards ​ ||| +
-| [[analects_book_4_part_2_chapter_1#​thunderstorm|Thunderstorm]] ​ ||| +
- +
-^ (Region D) Gated Community ​ ^^^ +
-| //This lakeside residential district is for the upper class. A locked gate bars entry, and in this storm there'​s ​no easy way around it. At least there'​s partial shelter from the worst of the storm.// ​ ||| +
-^ Exit  ^  To  ^ Obstacle ​ | +
-| Northeast ​ |  G  | [[analects_book_4_part_2_chapter_1#​standard_locked_door|Standard Locked Door]] ​ | +
-| South  |  C  | [[analects_book_4_part_2_chapter_1#​long_path|Long Path]] ​ | +
-^ Hazards ​ ||| +
-| [[analects_book_4_part_2_chapter_1#​chilled_winds|Chilled Winds]] ​ ||| +
-^ Secrets ​ ||| +
-| [[Analects Book 5 Chapter 1|Fortune]] ​  | Hidden: 1d6  || +
- +
-^ (Region E) Flooding Slums  ^^^ +
-| //This silty, marshy side of the lake frequently floods during heavy rains, making it inhabited only by the poor. It is currently raining heavily, which means wading and even swimming is required to progress forward.// ​ ||| +
-^ Notes  ^^^ +
-| Non-flying entities in this region are swimming. ​ ||| +
-^ Exit  ^  To  ^ Obstacle ​ | +
-| North  |  F  | [[analects_book_4_part_2_chapter_1#​rough_trail|Rough Trail]] ​ | +
-| West  |  B  | -  | +
-^ Hazards ​ ||| +
-| Flooded Streets (Hand limits reduced by 1 for non-Aquatic entities while in this region) ​ ||| +
- +
-^ (Region F) Broken Roads  ^^^ +
-| //This higher ground is less flooded, but the rains regularly wash away the ground beneath the roads, making traversal rather hazardous even on a clear day.// ​ ||| +
-^ Exit  ^  To  ^ Obstacle ​ | +
-| Northwest ​ |  G  | -  | +
-| South  |  C  | [[analects_book_4_part_2_chapter_1#​rough_trail|Rough Trail]] ​ | +
-^ Hazards ​ ||| +
-| [[analects_book_4_part_2_chapter_1#​chilled_winds|Chilled Winds]] ​ ||| +
-| [[analects_book_4_part_2_chapter_1#​shallow_pits|Shallow Pits]] ​ ||| +
-^ Secrets ​ ||| +
-| [[Analects Book 5 Chapter 1|Fortune]] ​  | Hidden: 1d6  || +
- +
-^ (Region G) Maze of Streets ​ ^^^ +
-| //This crowded old district is difficult to navigate when visibility is good, but at least the many tall buildings and awnings provide some shelter from the storm. Still, it'll take some effort to figure out the proper way forward.// ​ ||| +
-^ Exit  ^  To  ^ Obstacle ​ | +
-| North  |  H  | Hidden: 1d6  | +
-| Southwest ​ |  D  | [[analects_book_4_part_2_chapter_1#​standard_locked_door|Standard Locked Door]] ​ | +
-| Southeast ​ |  F  | -  | +
-^ Hazards ​ ||| +
-| [[analects_book_4_part_2_chapter_1#​roving_pickpocket|Roving Pickpocket]] ​ | Hidden: 1d4  | Respawn: 1  | +
- +
-^ (Region H) Bridge to the Palace District ​ ^^^ +
-| //This arching stone bridge over the river gives access to the palace district. The surface is extremely slippery, and crossing it will leave you completely open to the worst of the elements.// ​ ||| +
-^ Exit  ^  To  ^ Obstacle ​ | +
-| North  |  Goal  | [[analects_book_4_part_2_chapter_2#​slick_surface|Slick Surface]] ​ | +
-| South  |  A  | -  | +
-^ Hazards ​ ||| +
-| [[analects_book_4_part_2_chapter_1#​thunderstorm|Thunderstorm]] ​ ||| +
- +
-==== Tweaks ==== +
-To up the drama, you can convert this into a [[chase|chase]] scenario by adding a round limit. Since this is a fairly large scenario, you may want to go with a high limit, such as 7. If the PCs are actually chasing someone or being chased, you could instead give them a round limit per region of 2 (with automatic failure if the PCs backtrack). +
- +
-Most of the challenges in this scenario scale well for varying player counts. If you have 3 or fewer PCs with no one capable of picking locks, consider swapping the Standard Locked Door for the [[analects_book_4_part_2_chapter_1#​simple_locked_door|Simple]] variety. Groups size 5 or higher may find parts of the scenario easier, with the Roving Pickpockets being a lesser threat; consider upgrading one or both to [[analects_book_4_part_2_chapter_2#​saboteur|Saboteurs]],​ in which case these may be agents of whoever the villain is rather than common criminals looking for an opportunistic score. Saboteurs would be willing to follow the PCs further than the Pickpockets would care to brave. +
- +
-If the climate and time of year make the Chilled Winds feel out of place, consider using [[analects_book_4_part_2_chapter_2#​fierce_winds|Fierce Winds]] instead, though this will increase the difficulty slightly. If instead you want to focus on winter conditions, you could change the Thunderstorms to [[analects_book_4_part_2_chapter_2#​blizzard|Blizzards]]. While these are level 2, they rely on combining with other sources of Cold damage to be truly threatening. +
- +
- +
-===== Traversing the Ruins ===== +
-This scenario is suitable for a standard dungeon crawl. The default flavor is a set of above-ground crumbled ruins, but you can use it for an underground dungeon with minimal tweaks. +
- +
-==== Map ==== +
-^ Setting ​ | Dungeon ​ | +
-^ Type  | Normal ​ | +
-^ Lighting ​ | Lit  | +
-<​file>​ +
-  ~ G – H (goal) +
-E   v \ +
-|   ​D ​  F +
-B   ​^ ​  | +
-  – A – C +
- ​(start) +
-</​file>​ +
-==== Regions ==== +
-^ (Region A) Crossroads ​ ^^^ +
-| //The passage you've been following continues to the northwest. An old wooden door rests closed on the east wall. Rubble on the north wall looks like it could be climbed without a lot of difficulty.// ​ ||| +
-^ Exit  ^  To  ^ Obstacle ​ | +
-| Northwest ​ |  B  | -  | +
-| East  |  C  | [[analects_book_4_part_2_chapter_1#​simple_locked_door|Simple Locked Door]] ​ | +
-| Up  |  D  | [[analects_book_4_part_2_chapter_1#​steep_incline|Steep Incline]] (Height 1)  | +
-^ Hazards ​ ||| +
-| Buzzing Insects (effect) ​ | Take 1 damage if start & end turn here  || +
- +
-^ (Region B) Long Passage ​ ^^^ +
-| //This ancient hallway continues straight ahead for quite a ways. Side rooms and any furnishings or decor have long since crumbled away, leaving the place dusty and bare.// ​ ||| +
-^ Exit  ^  To  ^ Obstacle ​ | +
-| North  |  E  | -  | +
-| Southeast ​ |  A  | -  | +
-^ Hazards ​ ||| +
-| [[analects_book_4_part_2_chapter_1#​wall_darts|Wall Darts]] ​ ||| +
-^ Secrets ​ ||| +
-| [[Analects Book 5 Chapter 1|Fortune]] ​  | Hidden: 1d6  || +
- +
-^ (Region C) Fairy Fountain ​ ^^^ +
-| //A remarkable fountain that is somehow still in excellent repair awaits you in the center of this old chamber. The water looks pristine and inviting. There is almost certainly magic at work here - magic that has drawn nests of horrid insects to this place.// ​ ||| +
-^ Notes  ^^^ +
-| The first PC to spend a Strategy to drink from the Fairy Fountain gets their choice: Gain 1 Karma, heal 1 Injury, recover to max EP, or draw 3 cards. Delver, Pilgrim, and Witch PCs recognize the Fountain'​s effects upon entering. ​ ||| +
-^ Exit  ^  To  ^ Obstacle ​ | +
-| North  |  F  | -  | +
-| West  |  A  | [[analects_book_4_part_2_chapter_1#​simple_locked_door|Simple Locked Door]] ​ | +
-^ Hazards ​ ||| +
-| [[analects_book_4_part_2_chapter_1#​fright_beetles|Fright Beetles]] ​ | Respawn 2, or 1 if > 3 PCs  || +
-^ Secrets ​ ||| +
-| [[Analects Book 5 Chapter 1|Fortune]] ​  | Hidden: 1d8  || +
- +
-^ (Region D) Ruined Upper Floor  ^^^ +
-| //A few half-crumbled platforms are all that remain of this portion of the upper floor of these ruins. Dirt mounds reveal a rather significant infestation of ants.// ​ ||| +
-^ Exit  ^  To  ^ Obstacle ​ | +
-| Down  |  G  | [[analects_book_4_part_2_chapter_1#​steep_incline|Steep Incline]] (Height 1)  | +
-| Down  |  A  | [[analects_book_4_part_2_chapter_1#​steep_incline|Steep Incline]] (Height 1)  | +
-^ Hazards ​ ||| +
-| [[analects_book_4_part_2_chapter_1#​ant_swarm|Ant Swarm]] ​ | Respawn 2, or 1 if > 3 PCs  || +
-^ Secrets ​ ||| +
-| [[Analects Book 5 Chapter 1|Fortune]] ​  | Hidden: 1d4  || +
- +
-^ (Region E) Fungal Thicket ​ ^^^ +
-| //Large mushrooms have taken over this chamber, growing through deep cracks in the stone floor. A pungent scent hangs in the air.// ​ ||| +
-^ Notes  ^^^ +
-| PCs in this region can choose to treat the setting as wilderness at will.  ||| +
-^ Exit  ^  To  ^ Obstacle ​ | +
-| Northeast ​ |  G  | Hidden: 1d4  | +
-| South  |  B  | -  | +
-^ Hazards ​ ||| +
-| [[analects_book_4_part_2_chapter_1#​noxious_fungi|Noxious Fungi]] ​ ||| +
- +
-^ (Region F) Dusty Hall  ^^^ +
-| //This old hall is covered in dust and small bits of rubble. There'​s no evidence that any creature has walked this ground in a very long time.// ​ ||| +
-^ Exit  ^  To  ^ Obstacle ​ | +
-| Northwest ​ |  G  | -  | +
-| South  |  C  | -  | +
-^ Hazards ​ ||| +
-| -  ||| +
-^ Secrets ​ ||| +
-| Lever   | Hidden: 1d6, defeats the Murder-holes in G  || +
- +
-^ (Region G) Overgrown Halls  ^^^ +
-| //The ruins are in even worse shape here, and nature is slowly reclaiming these tunnels. Roots and vines snake through the crumbling ceiling and walls.// ​ ||| +
-^ Notes  ^^^ +
-| PCs in this region can choose to treat the setting as wilderness at will.  ||| +
-^ Exit  ^  To  ^ Obstacle ​ | +
-| Southwest ​ |  E  | Hidden: 1d4  | +
-| East  |  H  | [[analects_book_4_part_2_chapter_1#​tight_crawlspace|Tight Crawlspace]] ​ | +
-| Southeast ​ |  F  | -  | +
-| Up  |  D  | [[analects_book_4_part_2_chapter_1#​steep_incline|Steep Incline]] (Height 1) | +
-^ Hazards ​ ||| +
-| [[analects_book_4_part_2_chapter_1#​murder-holes|Murder-holes]] ​ | Disable: lever in F  || +
- +
-^ (Region H) Antechamber ​ ^^^ +
-| //The structure suddenly becomes more intact; whatever is ahead, the builders took extra care with this section. Perhaps it's what you're looking for?// ​ ||| +
-^ Exit  ^  To  ^ Obstacle ​ | +
-| North  |  Goal  | -  | +
-| West  |  G  | [[analects_book_4_part_2_chapter_1#​tight_crawlspace|Tight Crawlspace]] | +
-^ Hazards ​ ||| +
-| [[analects_book_4_part_2_chapter_1#​small_gelatinous_skulk|Small Gelatinous Skulk]] ​ | Hidden: 1d8  || +
- +
-==== Tweaks ==== +
-For high numbers of players, consider swapping one or both of the mook Creatures for regulars, such as the [[analects_book_4_part_2_chapter_1#​vermin_swarm|Vermin Swarm]]. To make the area fully underground,​ remove the special attributes of the Fungal Thicket and Overgrown Halls, swapping for more appropriate descriptions,​ and change the Noxious Fungi out for [[analects_book_4_part_2_chapter_1#​crumbling_infrastructure|Crumbling Infrastructure]]. This change slightly increases the difficulty, so consider making the exit visible rather than Hidden and include another Fortune there instead (at Hidden: 1d6). If there are five players, you can make this swap without changing the exit. +
- +
-For surface ruins in the daytime, all regions should be lit. If underground or at night, all regions should be dark.+
dm_s_toolbox_book_2_chapter_1.1542817902.txt.gz · Last modified: 2018/11/21 08:31 by triptycho