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scenario_e_canyon_gate [2018/12/11 08:36]
triptycho [Tweaks]
scenario_e_canyon_gate [2018/12/11 08:38]
triptycho [Tweaks]
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 A magical gate blocks access into the PCs' destination - ancient ruins, repurposed catacombs, or the lair of the adventure'​s villain. Controls for the gate are nearby, but no troops are posted guard. Instead, the PCs must deal with the natural hazards of the desert canyon. A magical gate blocks access into the PCs' destination - ancient ruins, repurposed catacombs, or the lair of the adventure'​s villain. Controls for the gate are nearby, but no troops are posted guard. Instead, the PCs must deal with the natural hazards of the desert canyon.
  
-The regions here represent quite a bit of ground. You should have each round take somewhere between 10 and 30 minutes of time. Otherwise a hazard like the Scorching Sun wouldn'​t really be such a problem.+The regions here represent quite a bit of ground. You should have each round take somewhere between 10 and 30 minutes of time. Otherwise a hazard like the Scorching Sun wouldn'​t really be such a problem. If you lean toward the longer time spans, allow PCs to change their equipped Clothing or Armor with their Strategy Phase. This is especially appropriate if you follow the suggestions in the Tweaks section for changing the time of day mid-scenario.
  
 ==== Map ==== ==== Map ====
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 You might choose to use a very high level Obstacle for the Force Field (at least level 7 or higher). If you do, make the Obstacle immune to automatic traversal effects, including from Karma, until at least two devices are triggered. Make sure your players know this so they don't waste Karma on an impossible effort. You may have each device deal around 1/4 of the Obstacle'​s EP in damage instead of simply defeating it once all are thrown; that way PCs might have a chance at pushing through, however faint, by only flipping 2 or 3 of the devices. You might choose to use a very high level Obstacle for the Force Field (at least level 7 or higher). If you do, make the Obstacle immune to automatic traversal effects, including from Karma, until at least two devices are triggered. Make sure your players know this so they don't waste Karma on an impossible effort. You may have each device deal around 1/4 of the Obstacle'​s EP in damage instead of simply defeating it once all are thrown; that way PCs might have a chance at pushing through, however faint, by only flipping 2 or 3 of the devices.
  
-This scenario assumes it's daytime. If it's night, swap the Scorching Sun for different themed Environs, such as [[analects_book_4_part_2_chapter_2#​fierce_winds|Fierce Winds]], [[analects_book_4_part_2_chapter_1#​chilled_winds|Chilled Winds]], or [[analects_book_4_part_2_chapter_3#​unsettling_ambiance|Unsettling Ambiance]]. Use a combination of weaker and stronger Environs if you want to preserve the overall difficulty without needing to change other things. You could even switch these mid-scenario if the time of day changes across rounds (for instance, if it was nearly sunset, you might swap the Suns for the above Environs after 2-4 rounds or so).+This scenario assumes it's daytime. If it's night, ​all regions but A are dark (A goes dark when the Force Field is disabled), and swap the Scorching Sun for different themed Environs, such as [[analects_book_4_part_2_chapter_2#​fierce_winds|Fierce Winds]], [[analects_book_4_part_2_chapter_1#​chilled_winds|Chilled Winds]], or [[analects_book_4_part_2_chapter_3#​unsettling_ambiance|Unsettling Ambiance]]. Use a combination of weaker and stronger Environs if you want to preserve the overall difficulty without needing to change other things. You could even switch these mid-scenario ​(along with the lighting) ​if the time of day changes across rounds (for instance, if it was nearly sunset, you might swap the Suns for the above Environs after 2-4 rounds or so).
  
 If you have three players or fewer, drop the Respawn timer on the Cave Bats to 2. If you have five or more PCs, add another Cave Bats to F. You could also consider throwing in a [[analects_book_4_part_2_chapter_2#​saboteur|Saboteur]] somewhere, and [[analects_book_4_part_2_chapter_3#​rigged_nets|Rigged Nets]] could work well in B or E. If you have three players or fewer, drop the Respawn timer on the Cave Bats to 2. If you have five or more PCs, add another Cave Bats to F. You could also consider throwing in a [[analects_book_4_part_2_chapter_2#​saboteur|Saboteur]] somewhere, and [[analects_book_4_part_2_chapter_3#​rigged_nets|Rigged Nets]] could work well in B or E.
  
 [[dm_s_toolbox_book_2_chapter_2|More level 2 exploration scenarios]] [[dm_s_toolbox_book_2_chapter_2|More level 2 exploration scenarios]]
scenario_e_canyon_gate.txt ยท Last modified: 2018/12/11 08:38 by triptycho