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scenario_e_traversing_the_ruins [2019/06/28 09:20] triptycho [Tweaks] |
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Pursuing Creatures can likely see the PCs in A (at least once the door is defeated). However, they shouldn't start pursuit until the PCs enter their starting regions (or if they are targeted with a ranged Action, such as from a Hunter). | Pursuing Creatures can likely see the PCs in A (at least once the door is defeated). However, they shouldn't start pursuit until the PCs enter their starting regions (or if they are targeted with a ranged Action, such as from a Hunter). | ||
- | To make the area fully underground, make everything dark, remove the special attributes of the Fungal Thicket and Overgrown Halls, and reword the descriptions. You can also make everything dark if it's nighttime or heavily inclement weather. This change slightly increases the difficulty, so consider making the exit visible rather than Hidden and include another Fortune there instead (at Hidden: 1d6). | + | For fully underground ruins, make everything dark, remove the special attributes of the Fungal Thicket and Overgrown Halls, and reword the descriptions. You can also make everything dark if it's nighttime or heavily inclement weather. This change slightly increases the difficulty, so consider making the exit visible rather than Hidden and include another Fortune there instead (at Hidden: 1d6). |
PCs early in their career might lack climbing equipment, which could make the Deep Pits especially perilous (or worse, frustrating). You could use [[analects_book_4_part_2_chapter_1#shallow_pits|Shallow Pits]] instead, which have the additional advantage of scaling with player counts. If you have six players, though, don't hold back; throw the pair of Deep Pits at them. With that many players, there's less of an excuse for not having climbing equipment, and players have more counter-measures available even without that. | PCs early in their career might lack climbing equipment, which could make the Deep Pits especially perilous (or worse, frustrating). You could use [[analects_book_4_part_2_chapter_1#shallow_pits|Shallow Pits]] instead, which have the additional advantage of scaling with player counts. If you have six players, though, don't hold back; throw the pair of Deep Pits at them. With that many players, there's less of an excuse for not having climbing equipment, and players have more counter-measures available even without that. |