User Tools

Site Tools


scenario_e_sneaking_through_the_castle

Differences

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

Link to this comparison view

Both sides previous revision Previous revision
Last revision Both sides next revision
scenario_e_sneaking_through_the_castle [2019/05/29 10:19]
triptycho [Regions]
scenario_e_sneaking_through_the_castle [2019/05/29 10:21]
triptycho [Tweaks]
Line 116: Line 116:
  
 ==== Tweaks ==== ==== Tweaks ====
-If there are 5 or more players, you may wish to add a second Vermin Swarm to E. You could even upgrade them to [[analects_book_4_part_2_chapter_3#​plague_rats|Plague Rats]] instead, though this provides a very different kind of danger than just EP loss and may not be what you're looking for. You could also give some Seekers a Respawn timer to represent other guards wandering through the area and/or upgrade the Bored Guard in D to the Trained version. +Feel free to play your Seekers intelligently rather than strictly following the provided patrol notes. Alerted Seekers should generally pursue the PCs (or at least where they think whatever they saw or heard might have gone), even if they don't normally wander about. For extra fun, if the Vermin Swarm follows the PCs into F, the Torch Bearer might panic. Be sure to play this up descriptively. Of course a screaming guard might also alert other nearby guards, such as the guard in D (if not defeated) or even those off-map (such as any north of D, or even the patrol way back in A-B). This should put the PCs on a time crunch to complete the scenario before more Seekers arrive.
- +
-If there are 3 or fewer players, consider removing the Creaky Door at C-D. You might also downgrade the Vermin Swarm to [[analects_book_4_part_2_chapter_1#​fright_beetles|Fright Beetles]] or an [[analects_book_4_part_2_chapter_1#​ant_swarm|Ant Swarm]] or remove one of the traps in G, though there aren't a lot of sources of EP damage in this scenario. +
- +
-Feel free to play your Seekers intelligently rather than strictly following the provided patrol notes. Alerted Seekers should generally pursue the PCs (or at least where they think whatever they saw or heard might have gone), even if they don't normally wander about. For extra fun, if the Vermin Swarm follows the PCs into F, the Torch Bearer might panic and stop playing Actions against the PCs, focused entirely on the rats now running about the dungeon. Be sure to play this up descriptively. Of course a screaming guard might also alert other nearby guards, such as the guard in D (if not defeated) or even those off-map (such as any north of D, or even the patrol way back in A-B). This should put the PCs on a time crunch to complete the scenario before more Seekers arrive.+
  
 Challenges like the Creaky Doors and Noisy Walkway assume that the extra noise generated could potentially alert other guards, even if the PCs have methodically disposed of every Seeker they'​ve come across. You might decide that there are no other guards close enough, however; you may then remove these Challenges. This likely only affects the final Creaky Door and perhaps the Noisy Walkway in E. Challenges like the Creaky Doors and Noisy Walkway assume that the extra noise generated could potentially alert other guards, even if the PCs have methodically disposed of every Seeker they'​ve come across. You might decide that there are no other guards close enough, however; you may then remove these Challenges. This likely only affects the final Creaky Door and perhaps the Noisy Walkway in E.
scenario_e_sneaking_through_the_castle.txt · Last modified: 2019/05/30 10:43 by triptycho