Kol Korran
2009-03-22, 12:29 PM
long story short, the DMing role has been thrust on me sooner than expected. i have DMed plenty in 3.5, and played a little bit in 4e.
anywho, i'm DMing for 5 players, all 1st level, the normal roles. as to my questions:
1- part of the adventure takes place in jungle ruins, with shifters (reduced to level 1-3) and wolves on searching for the party. the party is warned to avoid combat (by a companion that escorts them), because every search party carries a horn to summon the others. plus, when the party gets close to the other side of the ruined city, there are two pairs of sentinels on top of high story buildings. (shifter minions)
questions: how would you deal with an entire group sneaking? with the entire situation? just as a skill challange? what special actions do you anticipate the characters might take to affect the outcome, and how should they be handled?
my thoughts are a for the first part is a skill challenge of 6 succeses, 3 failures, moderate DCS.
- stealth: two roles every round. after each failed role the party must succeed at another role (outisde the play) to avoid being dound out
- nature: navigate the jungle, anticipate overgrowth, the wolves.
- knoweledge history: you recognize the general city plan, and can add +2 to the next nature checks. (usable up to 3 times)
- atheltics: overcome a difficult obstacle that shortens the way (only once)
failure would bring them to combat with a search party, (their level of an encounter) after which they must succeed on a stealth check to avoid meeting another. (further search parties are bigger)
question: could streetwise be used? even if it's those are just ancient ruins? any other skills?
then for the sentinel towers, i expect the party to deal with it in one of two ways: either sneak past the entire party, or send the rogue and warlcok to take the sentinels out. (by then they will know some are minions)
- entire group sneaking: only the worst sneak modifier of the group is applied. and the DC goes up for every character with an armor that causes a skill penalty (4 succeses before 2 failures)
failure would bring a fairly big force on their trail (2 levels more)
question: would you deal with this option in another way?
- take the sentinels out: first take down the wolf at the entrance, by either nature or intimidate. only the sneaky characters roll for stealth two roles: two failures calls the search party, one loses the surprise at the battle at the top. then a mini battle on the top of the sentinel towers (against two minions) the battle must end before the shifters second turn in which they call reinforcements.
question: good enough "mini encounter structure"?
the only smart ideas i can think that the characters might use are on the line of a diversion: burn part of the forest, or send someone with a high stealth to another part of the city, or even a simple ghost sound. all could be either played out, or simply give bonuses to skills (or even immediate succeses)
question: what else do you think i should be prepared for?
after this th party clear the ruins (there are ruins all ovcver the island they are on), and while the shifters are looking for them, the party makes way, until they reach the bridge...
but that might be for another thread, this one has gone too long.the next one is right here (http://www.giantitp.com/forums/showthread.php?p=5912059#post5912059)
all help or opinions would be appreciated...
anywho, i'm DMing for 5 players, all 1st level, the normal roles. as to my questions:
1- part of the adventure takes place in jungle ruins, with shifters (reduced to level 1-3) and wolves on searching for the party. the party is warned to avoid combat (by a companion that escorts them), because every search party carries a horn to summon the others. plus, when the party gets close to the other side of the ruined city, there are two pairs of sentinels on top of high story buildings. (shifter minions)
questions: how would you deal with an entire group sneaking? with the entire situation? just as a skill challange? what special actions do you anticipate the characters might take to affect the outcome, and how should they be handled?
my thoughts are a for the first part is a skill challenge of 6 succeses, 3 failures, moderate DCS.
- stealth: two roles every round. after each failed role the party must succeed at another role (outisde the play) to avoid being dound out
- nature: navigate the jungle, anticipate overgrowth, the wolves.
- knoweledge history: you recognize the general city plan, and can add +2 to the next nature checks. (usable up to 3 times)
- atheltics: overcome a difficult obstacle that shortens the way (only once)
failure would bring them to combat with a search party, (their level of an encounter) after which they must succeed on a stealth check to avoid meeting another. (further search parties are bigger)
question: could streetwise be used? even if it's those are just ancient ruins? any other skills?
then for the sentinel towers, i expect the party to deal with it in one of two ways: either sneak past the entire party, or send the rogue and warlcok to take the sentinels out. (by then they will know some are minions)
- entire group sneaking: only the worst sneak modifier of the group is applied. and the DC goes up for every character with an armor that causes a skill penalty (4 succeses before 2 failures)
failure would bring a fairly big force on their trail (2 levels more)
question: would you deal with this option in another way?
- take the sentinels out: first take down the wolf at the entrance, by either nature or intimidate. only the sneaky characters roll for stealth two roles: two failures calls the search party, one loses the surprise at the battle at the top. then a mini battle on the top of the sentinel towers (against two minions) the battle must end before the shifters second turn in which they call reinforcements.
question: good enough "mini encounter structure"?
the only smart ideas i can think that the characters might use are on the line of a diversion: burn part of the forest, or send someone with a high stealth to another part of the city, or even a simple ghost sound. all could be either played out, or simply give bonuses to skills (or even immediate succeses)
question: what else do you think i should be prepared for?
after this th party clear the ruins (there are ruins all ovcver the island they are on), and while the shifters are looking for them, the party makes way, until they reach the bridge...
but that might be for another thread, this one has gone too long.the next one is right here (http://www.giantitp.com/forums/showthread.php?p=5912059#post5912059)
all help or opinions would be appreciated...