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[5e] Printable Adventure: Krillo's Tomb
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<blockquote data-quote="John Out West" data-source="post: 7601128" data-attributes="member: 6893656"><p>Excellent feedback, thank you. Added in the page numbers, plus added references to the rules sections & Handouts.</p><p></p><p>I was going for kind of a spooky 50's movie look with the "It came from the Shadow Realm" font, but maybe that didn't come across. Changed it to a solid black.</p><p></p><p>The current rules for stealth in 5e are essentially non-existent. Stealth could be an entire pillar of gameplay alongside exploration, combat, and social, which was my aspirations while writing them. </p><p></p><p>Its mentioned in "Roleplaying Krillo" that the leaders of the excavation wont listen to him, as they are intelligent, but not worldly. I added a bit of extra info to pad that area and make it more clear that the leaders won't listen to reason and don't want to endanger anyone else.</p><p></p><p>With the multiple ways to get past the guards, this goes back to Robus' "You should say what difficulty of an encounter this should be." Since this is designed to be an easy encounter that teaches the stealth gameplay, as later they'll be hiding from the boss monster, who cannot be bribed or bluffed past. I've made the note in each section of what kind of difficulty it was designed for.</p><p></p><p>The guards are quite weak, but they're each 1/2 CR and there are six of them, so apparently its balanced for the level. I generally will prefer low health, since knocking out guards would be fun to do. (Its why we krillo gives them clubs) The scene will be plenty difficult enough (For a tutorial) without adding dogs or dark vision, but in later "It came from the Shadow Realm!" editions i'll definitely step up the difficulty.</p><p></p><p>I just added some information about defeating traps with characters in a later trap section, so thanks for that. However, I definitely want it to be solved by the players more than the characters, so the DC's are an absurdly high 20, and the traps activate if they get less than 10 on the check. I also added a dexterity save with the same DC20, since I want the "Click" trap reaction to still have meaning. This way, if they've done their research, they can make predictions about the trap and avoid the damage by being clever players, rather than just rolling well.</p><p></p><p>You are correct, i assume the traps will auto hit, even with the DC20 dex save. Considering all the resources they have to avoid the traps, including clues in both codes and the environment, if they get hit by a trap i would say its their fault. That being said, there are four more scenes after this one, and i'd prefer the players not to lose all their health at scene 2.</p><p></p><p>The stealth rules do use passive perception, largely. Only when a character fails a check against passive perception do the contests begin, as the guard changes from an Aware state to a Suspicious state.</p><p></p><p>The stacking advantage was designed to fill in a hole in the stealth gameplay, since otherwise there is too much rolling. It also turns it more into a strategic game than a crapshoot, since now you can look at the terrain and find areas where you do not need to roll to get past the guards. Its not really "Stacking Disadvantage" as it is an indicator that "This guard has so many obstacles to overcome in seeing you that he doesn't even get a chance to perceive you." So, if you are in shadows, during a foggy day, then it will be so hard to see you that the guard doesn't even get a check. I think this works well as a system.</p><p></p><p>I changed the location on the maps of the triangles to have them sit on top of the tents in such a way that you will not confuse the markers with the tent's floor textures. Good catch!</p></blockquote><p></p>
[QUOTE="John Out West, post: 7601128, member: 6893656"] Excellent feedback, thank you. Added in the page numbers, plus added references to the rules sections & Handouts. I was going for kind of a spooky 50's movie look with the "It came from the Shadow Realm" font, but maybe that didn't come across. Changed it to a solid black. The current rules for stealth in 5e are essentially non-existent. Stealth could be an entire pillar of gameplay alongside exploration, combat, and social, which was my aspirations while writing them. Its mentioned in "Roleplaying Krillo" that the leaders of the excavation wont listen to him, as they are intelligent, but not worldly. I added a bit of extra info to pad that area and make it more clear that the leaders won't listen to reason and don't want to endanger anyone else. With the multiple ways to get past the guards, this goes back to Robus' "You should say what difficulty of an encounter this should be." Since this is designed to be an easy encounter that teaches the stealth gameplay, as later they'll be hiding from the boss monster, who cannot be bribed or bluffed past. I've made the note in each section of what kind of difficulty it was designed for. The guards are quite weak, but they're each 1/2 CR and there are six of them, so apparently its balanced for the level. I generally will prefer low health, since knocking out guards would be fun to do. (Its why we krillo gives them clubs) The scene will be plenty difficult enough (For a tutorial) without adding dogs or dark vision, but in later "It came from the Shadow Realm!" editions i'll definitely step up the difficulty. I just added some information about defeating traps with characters in a later trap section, so thanks for that. However, I definitely want it to be solved by the players more than the characters, so the DC's are an absurdly high 20, and the traps activate if they get less than 10 on the check. I also added a dexterity save with the same DC20, since I want the "Click" trap reaction to still have meaning. This way, if they've done their research, they can make predictions about the trap and avoid the damage by being clever players, rather than just rolling well. You are correct, i assume the traps will auto hit, even with the DC20 dex save. Considering all the resources they have to avoid the traps, including clues in both codes and the environment, if they get hit by a trap i would say its their fault. That being said, there are four more scenes after this one, and i'd prefer the players not to lose all their health at scene 2. The stealth rules do use passive perception, largely. Only when a character fails a check against passive perception do the contests begin, as the guard changes from an Aware state to a Suspicious state. The stacking advantage was designed to fill in a hole in the stealth gameplay, since otherwise there is too much rolling. It also turns it more into a strategic game than a crapshoot, since now you can look at the terrain and find areas where you do not need to roll to get past the guards. Its not really "Stacking Disadvantage" as it is an indicator that "This guard has so many obstacles to overcome in seeing you that he doesn't even get a chance to perceive you." So, if you are in shadows, during a foggy day, then it will be so hard to see you that the guard doesn't even get a check. I think this works well as a system. I changed the location on the maps of the triangles to have them sit on top of the tents in such a way that you will not confuse the markers with the tent's floor textures. Good catch! [/QUOTE]
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