User Tools

Site Tools


scenario_e_sewer_pursuit

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
scenario_e_sewer_pursuit [2019/06/28 08:36]
triptycho [Regions]
scenario_e_sewer_pursuit [2019/06/28 08:41] (current)
triptycho [Tweaks]
Line 106: Line 106:
  
 ==== Tweaks ==== ==== Tweaks ====
-Boost the difficulty for higher player counts by swapping the Simple Locked Door in E with the [[analects_book_4_part_2_chapter_1#​standard_locked_door|Standard variety]] and the Long Path in F for [[analects_book_4_part_2_chapter_1#​winding_tunnels|Winding Tunnels]]. If you want EP damage to be a threat, add more Environs, such as [[analects_book_4_part_2_chapter_1#​noxious_fungi|Noxious Fungi]] or [[analects_book_4_part_2_chapter_2#​blue_mold|Blue Mold]] to A and [[analects_book_4_part_2_chapter_3#​steam_vents|Steam Vents]] to D. 
- 
-If you need to make the scenario easier, such as for lower player counts, you could swap the Slick Surface in A for something like a [[analects_book_4_part_2_chapter_1#​tight_crawlspace|Tight Crawlspace]]. Change the description of B so that the room slopes northward out of the water instead of having a ladder; then, change the Damaged Staircase out for a [[analects_book_4_part_2_chapter_1#​steep_incline|Steep Incline]]. 
- 
-Remember that combat scenarios run significantly faster than exploration in terms of in-game time. If all the PCs decide to head from A into C, you might decide to upgrade the spiders from swarms of the common variety to the larger monstrous kind. Put this scenario on hold, then run a combat scenario filled with spider enemies. If the PCs win, they can continue without any slowdown; however, if they fail, they retreat back to A and each suffer an Injury. They could then try again or take the alternate route (which in this case almost guarantees that they lose this scenario, too). 
- 
 Sometimes chase scenes are more exciting when, instead of a general round limit, there'​s an incrementing limit as the PCs advance. This can "​feel"​ more like being on the heels of someone (as opposed to, say, trying to escape an area before it collapses). If you want to run this scenario that way, have the PCs start with a 2 round limit. Increase the round limit by 1 the first time a PC makes it into either C or D (but not both; PCs shouldn'​t get an extra round because they split up). Increase the round limit by 1 again when a PC first makes it into E, then by 1 once more when a PC first enters F. This method is also useful for ending a doomed scenario early if the PCs have bad luck at the beginning. Sometimes chase scenes are more exciting when, instead of a general round limit, there'​s an incrementing limit as the PCs advance. This can "​feel"​ more like being on the heels of someone (as opposed to, say, trying to escape an area before it collapses). If you want to run this scenario that way, have the PCs start with a 2 round limit. Increase the round limit by 1 the first time a PC makes it into either C or D (but not both; PCs shouldn'​t get an extra round because they split up). Increase the round limit by 1 again when a PC first makes it into E, then by 1 once more when a PC first enters F. This method is also useful for ending a doomed scenario early if the PCs have bad luck at the beginning.
  
Line 117: Line 111:
  
 Each round in this scenario is assumed to take somewhere from 2-5 minutes, making it rather quick by exploration standards. If you want a longer timeline, it's best to tweak some descriptions to give the quarry more of a head start (so that PCs are following tracks and trails instead of noises). It could be awkward to try to make sense of the PCs being visibly on the heels of their enemy for 30-60 minutes while dealing with the various Challenges in the scenario. Longer scenarios also mean that one or two PCs might be alone with the quarry for quite some time when they catch up if they were ahead of the rest of the party. Each round in this scenario is assumed to take somewhere from 2-5 minutes, making it rather quick by exploration standards. If you want a longer timeline, it's best to tweak some descriptions to give the quarry more of a head start (so that PCs are following tracks and trails instead of noises). It could be awkward to try to make sense of the PCs being visibly on the heels of their enemy for 30-60 minutes while dealing with the various Challenges in the scenario. Longer scenarios also mean that one or two PCs might be alone with the quarry for quite some time when they catch up if they were ahead of the rest of the party.
 +
 +You might want to give the players a choice about what type of scenario to run. You could upgrade the spider swarms to the larger monstrous kind, resulting in a combat scenario if PCs take that route. Since combat is so much faster than exploration in terms of in-game time, you could rule that the PCs gain tons of ground and catch their quarry as long as they'​re able to best the spiders. If they want to take the longer path avoiding the spiders, then run this scenario, eliminating region C.
  
 [[dm_s_toolbox_book_2_chapter_1|More level 1 exploration scenarios]] [[dm_s_toolbox_book_2_chapter_1|More level 1 exploration scenarios]]
scenario_e_sewer_pursuit.txt ยท Last modified: 2019/06/28 08:41 by triptycho