Nutation
Explorer
Here are some notes I wrote for the Los Angeles judge crowd.
General: This scenario has two plot tracks based on whether the PCs support the Red Plumes or attack them as bandits. Don’t push them to either track, but they do have to choose a side.
Print page 12 as a handout (6 copies).
Part 1: The introductory fight is meant to be quick. Rather than rolling attacks for NPC on NPC, here are some numbers:
RP Patrol attacking Thug does 7 damage.
RP Cavalry attacking Thug does 10 damage.
Thug attacking RP does 5 damage (8 with advantage).
Thug attacking RP Cavalry can basically be ignored.
The thugs flee if 3 are dropped (and are the enemy). The Red Plumes flee if two drop (and are the enemy).
Part 2-3 Caravan Fight as Guards: The bandits are supposed to fight the combination of PCs and RP (one RP Patrol arrives after the caravan stops). Then, surviving RP attack the PCs at the Shrine (p.17). Note: The RP are probably alternatively supposed to attack after the caravan is stopped (p.16) and that fight is resolved.
Streamlining: Ignore all RP and two Thugs, then judge the surviving RP based on how well the PCs did. Generally, use only 3 RP Patrol for the Shrine attack.
Part 2-3 Caravan Fight as Bandits: The bandits are only mentioned in tactics, so use noncombat bandits as you wish to climb on wagons and move them to a different range category. Make it interesting.
Duergar: The characters are entitled to a short rest before this encounter.
Rewards: RP Patrol are erroneously listed as 100XP. This should be 200XP.
Missing stat block: The Spy (paste it in from another module)
General: This scenario has two plot tracks based on whether the PCs support the Red Plumes or attack them as bandits. Don’t push them to either track, but they do have to choose a side.
Print page 12 as a handout (6 copies).
Part 1: The introductory fight is meant to be quick. Rather than rolling attacks for NPC on NPC, here are some numbers:
RP Patrol attacking Thug does 7 damage.
RP Cavalry attacking Thug does 10 damage.
Thug attacking RP does 5 damage (8 with advantage).
Thug attacking RP Cavalry can basically be ignored.
The thugs flee if 3 are dropped (and are the enemy). The Red Plumes flee if two drop (and are the enemy).
Part 2-3 Caravan Fight as Guards: The bandits are supposed to fight the combination of PCs and RP (one RP Patrol arrives after the caravan stops). Then, surviving RP attack the PCs at the Shrine (p.17). Note: The RP are probably alternatively supposed to attack after the caravan is stopped (p.16) and that fight is resolved.
Streamlining: Ignore all RP and two Thugs, then judge the surviving RP based on how well the PCs did. Generally, use only 3 RP Patrol for the Shrine attack.
Part 2-3 Caravan Fight as Bandits: The bandits are only mentioned in tactics, so use noncombat bandits as you wish to climb on wagons and move them to a different range category. Make it interesting.
Duergar: The characters are entitled to a short rest before this encounter.
Rewards: RP Patrol are erroneously listed as 100XP. This should be 200XP.
Missing stat block: The Spy (paste it in from another module)