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scenario_e_country_horror_story [2019/01/03 13:22]
triptycho [Regions]
scenario_e_country_horror_story [2019/01/03 13:34] (current)
triptycho [Tweaks]
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 ^ Lighting ​ | A, B, & C are lit; remaining regions are dark  | ^ Lighting ​ | A, B, & C are lit; remaining regions are dark  |
 <​file>​ <​file>​
-(start) 
     (1F)        (B1)     (1F)        (B1)
    ​B ​   <     E - F ~ G    ​B ​   <     E - F ~ G
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 ^ (Region E) Cellar ​ ^^^ ^ (Region E) Cellar ​ ^^^
-| //This cellar is stockpiled with food as though the owners are expecting a shortage. There are also a scattering of strange devices - sharp metal things, bloodstained restraints, and shelves of old tomes.// ​ |||+| //This cellar is stockpiled with food as though the owners are expecting a shortage. There are also a scattering of strange devices - sharp metal things, vials of questionable contents, bloodstained restraints, and shelves of old tomes.// ​ |||
 ^ Exit  ^  To  ^ Obstacle ​ | ^ Exit  ^  To  ^ Obstacle ​ |
 | East  |  F  | -  | | East  |  F  | -  |
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 ==== Tweaks ==== ==== Tweaks ====
-This scenario assumes the PCs intend to directly investigate the farmstead. You can easily expand the scenario, adding more regions to the 1F area for PCs to explore. For instance, you could add a maze of crops that features [[analects_book_4_part_2_chapter_2#​whispers_of_madness|Whispers of Madness]] and becomes suddenly blocked by an [[analects_book_4_part_2_chapter_2#​overgrown_paths|Overgrown Path]] upon entering, though it holds an additional Fortune secreted away for brave PCs to discover.+This scenario assumes the PCs intend to directly investigate the farmstead. You can easily expand the scenario, adding more regions to the 1F area for PCs to explore. For instance, you could add a maze of crops (wilderness setting) ​that features [[analects_book_4_part_2_chapter_2#​whispers_of_madness|Whispers of Madness]] and becomes suddenly blocked by an [[analects_book_4_part_2_chapter_2#​overgrown_paths|Overgrown Path]] upon entering, though it holds an additional Fortune secreted away for brave PCs to discover.
  
 With five players, lower the Respawn timers for the Rats to 1. Consider adding some more Obstacles, such as [[analects_book_4_part_2_chapter_2#​daunting_corridor|Daunting Corridors]] or [[analects_book_4_part_2_chapter_3#​haunted_passage|Haunted Passages]] at some of the B1 unblocked exits. You could also add a [[analects_book_4_part_2_chapter_4#​jump_scare|Jump Scare]] or two. With five players, lower the Respawn timers for the Rats to 1. Consider adding some more Obstacles, such as [[analects_book_4_part_2_chapter_2#​daunting_corridor|Daunting Corridors]] or [[analects_book_4_part_2_chapter_3#​haunted_passage|Haunted Passages]] at some of the B1 unblocked exits. You could also add a [[analects_book_4_part_2_chapter_4#​jump_scare|Jump Scare]] or two.
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 Add an impish agent of the pestilence demons by including a respawning [[analects_book_4_part_2_chapter_2#​saboteur|Saboteur]] that stalks the PCs throughout the scenario. Add an impish agent of the pestilence demons by including a respawning [[analects_book_4_part_2_chapter_2#​saboteur|Saboteur]] that stalks the PCs throughout the scenario.
  
-Turn the scenario into stealth by swapping a country couple for an entire cult. Use [[analects_book_4_part_2_chapter_2#​guard_dog|Guard Dogs]] outside and [[analects_book_4_part_2_chapter_3#​torch_bearer|Torch Bearers]] underground. Be sure to add several Jump Scares, and include a [[analects_book_4_part_2_chapter_3#​magic_mouth|Magic Mouth]] that utters terrifying things. Include [[analects_book_4_part_2_chapter_2#​bell_tripwires|Bell Tripwires]] somewhere key, such as B, F, or G.+Turn the scenario into stealth by swapping a country couple for an entire cult (or a large cult-family). Use [[analects_book_4_part_2_chapter_2#​guard_dog|Guard Dogs]] outside and [[analects_book_4_part_2_chapter_3#​torch_bearer|Torch Bearers]] underground. Be sure to add several Jump Scares, and include a [[analects_book_4_part_2_chapter_3#​magic_mouth|Magic Mouth]] that utters terrifying things. Include [[analects_book_4_part_2_chapter_2#​bell_tripwires|Bell Tripwires]] somewhere key, such as B, F, or G. Triggering the Deep Pits Trap should cost the PCs a Stealth Token (and any Torch Bearers should head that way to investigate the collapse regardless),​ and bashing down doors shouldn'​t be an option without automatically failing (nor should illuminating underground passages except with sources like a Wax Candle).
  
 [[dm_s_toolbox_book_2_chapter_3|More level 3 exploration scenarios]] [[dm_s_toolbox_book_2_chapter_3|More level 3 exploration scenarios]]
scenario_e_country_horror_story.1546550571.txt.gz ยท Last modified: 2019/01/03 13:22 by triptycho