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scenario_e_sneaking_through_the_castle [2018/11/29 07:45]
triptycho [Tweaks]
scenario_e_sneaking_through_the_castle [2018/11/29 07:47] (current)
triptycho [Tweaks]
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 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. 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, converting ​the scenario from Stealth to Normal.+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.
  
 The map provided in this scenario assumes the PCs are headed directly to their destination,​ which is the norm when sneaking about. However, if your players prefer to exhaustively explore even in such situations, there are lots of places where you can add additional rooms and hallways for them. You could add a region or two off of B, blocked by [[analects_book_4_part_2_chapter_3#​reinforced_locked_door|Reinforced Locked Doors]], containing Fortunes or other goodies. It's probably not necessary to add more dangers into these regions since the PCs are put at greater risk from the patrols; however, it's not unreasonable to include some Environs there for EP damage, such as [[analects_book_4_part_2_chapter_1#​acrid_smoke|Acrid Smoke]], [[analects_book_4_part_2_chapter_1#​crumbling_infrastructure|Crumbling Infrastructure]],​ or [[analects_book_4_part_2_chapter_2#​blue_mold|Blue Mold]]. The map provided in this scenario assumes the PCs are headed directly to their destination,​ which is the norm when sneaking about. However, if your players prefer to exhaustively explore even in such situations, there are lots of places where you can add additional rooms and hallways for them. You could add a region or two off of B, blocked by [[analects_book_4_part_2_chapter_3#​reinforced_locked_door|Reinforced Locked Doors]], containing Fortunes or other goodies. It's probably not necessary to add more dangers into these regions since the PCs are put at greater risk from the patrols; however, it's not unreasonable to include some Environs there for EP damage, such as [[analects_book_4_part_2_chapter_1#​acrid_smoke|Acrid Smoke]], [[analects_book_4_part_2_chapter_1#​crumbling_infrastructure|Crumbling Infrastructure]],​ or [[analects_book_4_part_2_chapter_2#​blue_mold|Blue Mold]].
scenario_e_sneaking_through_the_castle.txt ยท Last modified: 2018/11/29 07:47 by triptycho