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scenario_e_swampy_stealth [2018/11/26 11:34]
triptycho [Map]
scenario_e_swampy_stealth [2019/06/28 08:51]
triptycho [Tweaks]
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 <​file>​ <​file>​
   (goal)   (goal)
-    ​+- F 
-  ​~ ​  \+{     \
 C       D C       D
   \   /   \   /
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 ==== Regions ==== ==== Regions ====
 ^ (Region A) Into the Swamp  ^^^ ^ (Region A) Into the Swamp  ^^^
-| //The first things ​you see upon entering the vile swamp are plentiful poisonous mushrooms. This is unlikely to be pleasant walk.//  |||+| //The first thing you see upon entering the vile swamp is a swarm of strange yellow beetles. A disturbing scent lingers in the air.//  |||
 ^ Exit  ^  To  ^ Obstacle ​ | ^ Exit  ^  To  ^ Obstacle ​ |
-| North  |  B  | [[analects_book_4_part_2_chapter_1#​long_path|Long Path]] ​ |+| North  |  B  |  |
 ^ Hazards ​ ||| ^ Hazards ​ |||
-| [[analects_book_4_part_2_chapter_1#​noxious_fungi|Noxious Fungi]]  ||| +| [[analects_book_4_part_2_chapter_1#​fright_beetles|Fright Beetles]]  | Respawn: 1; Pursue except to C  ​|| 
 +\\
 ^ (Region B) The Shallows ​ ^^^ ^ (Region B) The Shallows ​ ^^^
-| //You're forced ​to wade through ​muddy water that comes halfway to your knees. The water deepens to one sidefarther from the road; an opposite ​path looks dry, but it runs much closer to the checkpoint.//  |||+| //You have to walk carefully ​through ​these shallowsas a heavy splashing step might alert the nearby guards. There'​s a dry path to the northeast that looks easy enough to travel, but it'll take you closer to the guards. The northwest path leads into murky waters.//  |||
 ^ Exit  ^  To  ^ Obstacle ​ | ^ Exit  ^  To  ^ Obstacle ​ |
-| Northwest ​ |  C  | [[analects_book_4_part_2_chapter_3#​murky_pool|Murky Pool]] ​ |+| Northwest ​ |  C  |  |
 | Northeast ​ |  D  | -  | | Northeast ​ |  D  | -  |
 +| South  |  A  | -  |
 ^ Hazards ​ ||| ^ Hazards ​ |||
 | [[analects_book_4_part_2_chapter_1#​bored_guard|Bored Guard]] ​ | Does not patrol ​ || | [[analects_book_4_part_2_chapter_1#​bored_guard|Bored Guard]] ​ | Does not patrol ​ ||
- +| [[analects_book_4_part_2_chapter_1#​noisy_walkway|Noisy Walkway]] ​ | Not Hidden; +1 Inflict level  || 
-^ (Region C) Deadly ​Waters ​ ^^^ +^ Secrets ​ ||| 
-| //The water is deep enough here to force you to swim. You sense movement around you; you're not alone. You'll need to find a way to dry land quickly.//  |||+| [[Analects Book 5 Chapter 1|Fortune]] ​  | Hidden: 1d6  || 
 +\\ 
 +^ (Region C) Murky Waters ​ ^^^ 
 +| //The water is a bit chilled and deep enough here to force you to swim. Obscuring brambles from swamp trees makes it difficult ​to figure out which direction ​to head.//  |||
 ^ Note  ^^^ ^ Note  ^^^
 | This region requires swimming. ​ ||| | This region requires swimming. ​ |||
 ^ Exit  ^  To  ^ Obstacle ​ | ^ Exit  ^  To  ^ Obstacle ​ |
-Northeast ​ ​| ​ E  | Hidden: ​1d4  | +North  ​| ​ E  | Hidden: ​1d6  | 
-| Southeast ​ |  B  | [[analects_book_4_part_2_chapter_3#​murky_pool|Murky Pool]] ​ |+| Southeast ​ |  B  |  |
 ^ Hazards ​ ||| ^ Hazards ​ |||
 | [[analects_book_4_part_2_chapter_3#​carnivorous_fish|Carnivorous Fish]] ​ | Cannot leave this region ​ || | [[analects_book_4_part_2_chapter_3#​carnivorous_fish|Carnivorous Fish]] ​ | Cannot leave this region ​ ||
 +\\
 ^ (Region D) Thicket ​ ^^^ ^ (Region D) Thicket ​ ^^^
 | //This dense thicket keeps you out of sight for now, but you have to be careful not to make so much noise that you alert the guards nearby.// ​ ||| | //This dense thicket keeps you out of sight for now, but you have to be careful not to make so much noise that you alert the guards nearby.// ​ |||
 ^ Exit  ^  To  ^ Obstacle ​ | ^ Exit  ^  To  ^ Obstacle ​ |
-| Northwest ​ |  ​ | [[analects_book_4_part_2_chapter_2#wall_of_foliage|Wall of Foliage]]  |+| Northwest ​ |  ​ | [[analects_book_4_part_2_chapter_1#rough_trail|Rough Trail]]  |
 | Southwest ​ |  B  | -  | | Southwest ​ |  B  | -  |
 ^ Hazards ​ ||| ^ Hazards ​ |||
-| [[analects_book_4_part_2_chapter_1#​noisy_walkway|Noisy Walkway]]  ||| +| [[analects_book_4_part_2_chapter_1#​bored_guard|Bored Guard]] x2  | Does not patrol ​ || 
-| [[analects_book_4_part_2_chapter_1#​bored_guard|Bored Guard]]  Does not patrol ​ || +^ Secrets ​ ||| 
- +| [[Analects Book 5 Chapter 1|Fortune]]   ​Hidden: 1d6  || 
-^ (Region E) The Blockade ​ ^^^+\\ 
 +^ (Region E) Deep Swamp  ^^^ 
 +| //​You'​ve ventured pretty far into the swamp. Strange poisonous mushrooms and other odd plants are plentiful through here; you need to be careful what you touch.// ​ ||| 
 +^ Exit  ^  To  ^ Obstacle ​ | 
 +| East  |  F  | -  | 
 +| South  |  B  | -  | 
 +^ Hazards ​ ||| 
 +| [[analects_book_4_part_2_chapter_2#​foul_vapor|Foul Vapor]] ​ ||| 
 +\\ 
 +^ (Region F) The Blockade ​ ^^^
 | //​You'​ve made it alongside the checkpoint and are almost home-free. But the foliage is less dense here, leaving you more open to detection.// ​ ||| | //​You'​ve made it alongside the checkpoint and are almost home-free. But the foliage is less dense here, leaving you more open to detection.// ​ |||
 ^ Exit  ^  To  ^ Obstacle ​ | ^ Exit  ^  To  ^ Obstacle ​ |
-| North  |  Goal  | [[analects_book_4_part_2_chapter_1#​rough_trail|Rough Trail]]  | +| North  |  Goal  | [[analects_book_4_part_2_chapter_1#​long_path|Long Path]]  | 
-Southwest ​ ​|  ​ | -  | +West  ​|  ​ | -  | 
-| Southeast ​ |  D  | [[analects_book_4_part_2_chapter_2#wall_of_foliage|Wall of Foliage]]  |+| Southeast ​ |  D  | [[analects_book_4_part_2_chapter_1#rough_trail|Rough Trail]]  |
 ^ Hazards ​ ||| ^ Hazards ​ |||
 +| [[analects_book_4_part_2_chapter_1#​bored_guard|Bored Guard]] ​ | Does not patrol ​ ||
 | [[analects_book_4_part_2_chapter_1#​trained_guard|Trained Guard]] ​ | Does not patrol ​ || | [[analects_book_4_part_2_chapter_1#​trained_guard|Trained Guard]] ​ | Does not patrol ​ ||
 +| [[analects_book_4_part_2_chapter_3#​rigged_nets|Rigged Nets]] ​ |||
 +
 +=== Two Players ===
 +  * As Three Players
 +  * Remove the Trained Guard in F
 +
 +=== Three Players ===
 +  * Hidden exit in C reduced to 1d4
 +  * Remove one Bored Guard in D
 +  * Swap the Foul Vapor in E for [[analects_book_4_part_2_chapter_1#​noxious_fungi|Noxious Fungi]]
 +  * Remove the Rigged Nets in F
 +
 +=== Five Players ===
 +  * Swap the Fright Beetles in A for a [[analects_book_4_part_2_chapter_2#​vermin_swarm|Vermin Swarm]]
 +  * Upgrade the Bored Guards in B, D, and F to Trained Guards
 +  * Exit E-F blocked by [[analects_book_4_part_2_chapter_2#​overgrown_paths|Overgrown Paths]]
 +
 +=== Six Players ===
 +  * As Five Players
 +  * Add another Carnivorous Fish in C
  
 ==== Victory ==== ==== Victory ====
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 ==== Tweaks ==== ==== Tweaks ====
-If there are 5 or more players, consider swapping the Bored Guards for Trained Guards due to the higher number of Stealth Tokens on offer. Alternatively you might increase the number of Bored Guards to force more players to play Reactions against them. +You can swap the terrain for a normal forest with just a few descriptive tweaks. For a larger change, such as changing the location to caves or tunnels, you'll need to do a little more. The Setting becomes Dungeon, most of the regions become dark (whichever aren't lit by the denizens the PCs are sneaking past), and you'll need to swap the Wall of Foliage for some other Obstacle, such as a [[analects_book_4_part_2_chapter_2#​wooden_blockade|Wooden Blockade]]. The Blockade ups the difficulty a bit, so if you have 2 or 3 players, consider cutting its EP in half.
- +
-You can swap the terrain for a normal forest with just a few descriptive tweaks. For a larger change, such as changing the location to caves or tunnels, you'll need to do a little more. The Setting becomes Dungeon, most of the regions become dark (whichever aren't lit by the denizens the PCs are sneaking past), and you'll need to swap the Wall of Foliage for some other Obstacle, such as a [[analects_book_4_part_2_chapter_2#​wooden_blockade|Wooden Blockade]]. The Blockade ups the difficulty a bit, so if you have only 3 players, consider cutting its EP in half.+
  
 This scenario assumes the PCs are sneaking about during the day. At night it's even more dangerous as all regions except E are dark, and the PCs can't use any light (except for from sources such as a Wax Candle) without immediately being seen by the guards. Hopefully the players understand the stacking pain of trying to swim dangerous waters in the dark, but if they'​re new to the game, point this out before they go charging into C. This scenario assumes the PCs are sneaking about during the day. At night it's even more dangerous as all regions except E are dark, and the PCs can't use any light (except for from sources such as a Wax Candle) without immediately being seen by the guards. Hopefully the players understand the stacking pain of trying to swim dangerous waters in the dark, but if they'​re new to the game, point this out before they go charging into C.
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 It's also assumed that the PCs are sneaking on the west side of the checkpoint (or similar point of interest). If they'​re sneaking on the east side, simply mirror the scenario such that D is on the west and C is on the east. You can make similar directional changes for sneaking across the north or south side. It's also assumed that the PCs are sneaking on the west side of the checkpoint (or similar point of interest). If they'​re sneaking on the east side, simply mirror the scenario such that D is on the west and C is on the east. You can make similar directional changes for sneaking across the north or south side.
  
-If the PCs are headed far enough into the swamp that they can't possibly be detected, ​run a similar ​scenario ​instead ​such as [[scenario_e_trudging_the_foul_swamp|Trudging the Foul Swamp]].+If you want to run a swampy exploration ​scenario such as this without the stealth component, simply remove all the Seekers and the Noisy Walkway. Make the Thicket more interesting by changing it into a Spider Nest, including ​[[analects_book_4_part_2_chapter_1#​spider_webs|Spider Webs]] and a [[analects_book_4_part_2_chapter_1#​vermin_swarm|Vermin Swarm]]. Or, make it muddy shallows stalked by [[analects_book_4_part_2_chapter_2#​mud_hands|Mud Hands]] or a [[analects_book_4_part_2_chapter_1#​small_gelatinous_skulk|Small Gelatinous Skulk]]. 
 + 
 +Consider ruling that traversing the muck-filled swamp has left the PCs Filthy. Taking the west path would also drench PCs, leaving them Wet, though that has no particular implications for this scenario at least.
  
 [[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_swampy_stealth.txt · Last modified: 2019/06/28 08:51 by triptycho