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[5e] Printable Adventure: Krillo's Tomb
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<blockquote data-quote="John Out West" data-source="post: 7601065" data-attributes="member: 6893656"><p>Danke, a lot of its due to our collaboration with <a href="https://www.patreon.com/PaperMage" target="_blank">Papermage</a> who makes the minis. The dwarf script started out as world building, but I was able to finagle it into a puzzle.</p><p></p><p></p><p></p><p></p><p>My philosophy on stealth is the same as combat, in that I generally want the environment to take on a big role. With the Stacking Advantage Rule, players know when they have to roll based on their environmental conditions. If they can stay out of visual and auditory range, use cover, and use distractions, then they generally never have to roll. </p><p>More stealthy players can sneak up and create different paths as well, or take down a guard to help clear a path. I think this system rewards players for splitting up, or at the very least not making simultaneous rolls while is sneaking as a group. The purpose was to make it feel more like a combat, where each player has individual strengths and weaknesses, and made their own decisions rather than following the leader with a group roll. I feel like with these rules, each player can have a rule in moving the group forward, even if its just making a distraction and drawing the guards forward.</p><p></p><p>For example, in the first scene, a character could sneak past the tired guard in area C, then let down a rope from Area D from behind the box's cover, allowing players in area A to move in without a roll. </p><p>Another example, a player could climb the ladder into Area F, then grapple and throw the guard off the ledge (Letting gravity do the killing), to clear the area for the rest of the players.</p><p></p><p>Magic is definitely an option. Prestidigitation to snuff out torches & fires have very exciting possibilities. Plus using invisibility to walk by, although they could still be heard and draw suspicion. Casting charm can help distract them as well. However, I think mundane means typically are the funnest. A simple rock can distract a guard and send them far enough that you don't need to make checks anymore.</p><p></p><p>I definitely agree that I should add a note for the difficulty of each encounter. Although most of my notes will probably be "This is designed to be hard, unless the players are clever." The first sneaking mission is pretty much designed as a tutorial, since getting caught can actually get you past a few guards, and the guards are very lenient. (They assume you are lost archaeologists) Meanwhile, the boss monster at the end specifically does the "Hero Throw" as to not murder the players immediately.</p><p></p><p></p><p></p><p></p><p>Thanks, I was partnered up with <a href="https://www.patreon.com/PaperMage" target="_blank">Papermage</a> on a different project and I got inspired. Pending the success of this one, i'll try and convince them to create set pieces as well, like necrotic trees and dragon boneyards.</p></blockquote><p></p>
[QUOTE="John Out West, post: 7601065, member: 6893656"] Danke, a lot of its due to our collaboration with [URL="https://www.patreon.com/PaperMage"]Papermage[/URL] who makes the minis. The dwarf script started out as world building, but I was able to finagle it into a puzzle. My philosophy on stealth is the same as combat, in that I generally want the environment to take on a big role. With the Stacking Advantage Rule, players know when they have to roll based on their environmental conditions. If they can stay out of visual and auditory range, use cover, and use distractions, then they generally never have to roll. More stealthy players can sneak up and create different paths as well, or take down a guard to help clear a path. I think this system rewards players for splitting up, or at the very least not making simultaneous rolls while is sneaking as a group. The purpose was to make it feel more like a combat, where each player has individual strengths and weaknesses, and made their own decisions rather than following the leader with a group roll. I feel like with these rules, each player can have a rule in moving the group forward, even if its just making a distraction and drawing the guards forward. For example, in the first scene, a character could sneak past the tired guard in area C, then let down a rope from Area D from behind the box's cover, allowing players in area A to move in without a roll. Another example, a player could climb the ladder into Area F, then grapple and throw the guard off the ledge (Letting gravity do the killing), to clear the area for the rest of the players. Magic is definitely an option. Prestidigitation to snuff out torches & fires have very exciting possibilities. Plus using invisibility to walk by, although they could still be heard and draw suspicion. Casting charm can help distract them as well. However, I think mundane means typically are the funnest. A simple rock can distract a guard and send them far enough that you don't need to make checks anymore. I definitely agree that I should add a note for the difficulty of each encounter. Although most of my notes will probably be "This is designed to be hard, unless the players are clever." The first sneaking mission is pretty much designed as a tutorial, since getting caught can actually get you past a few guards, and the guards are very lenient. (They assume you are lost archaeologists) Meanwhile, the boss monster at the end specifically does the "Hero Throw" as to not murder the players immediately. Thanks, I was partnered up with [URL="https://www.patreon.com/PaperMage"]Papermage[/URL] on a different project and I got inspired. Pending the success of this one, i'll try and convince them to create set pieces as well, like necrotic trees and dragon boneyards. [/QUOTE]
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