Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
All About Skill Challenges
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="LostSoul" data-source="post: 5435954" data-attributes="member: 386"><p>Here's a thought. Determine what the poison does. It doesn't have to be death; it could be corruption of the mind - madness or domination. (A Divine-magic infused poison?) It could be corruption of the body - weakness or a sleeping sickness. It could be contagious - he seems fine, but in reality he's a vessel for the zombie apocalypse.</p><p></p><p>There are a lot of things that you can do with poison!</p><p></p><p>Here's another thought. For running the mechanical resolution of actions taken to acquire the antidote in the swamp, you might not want to go with the standard X successes before Y failures option.</p><p></p><p>What you may want to do instead is determine where in the setting the antidote can be found. (This can include multiple locations and probably should, though that's more complex.) Then allow the players to determine their PC's actions. Based on the actions of the PCs, determine what hazards they may face.</p><p></p><p>This can easily be ad-libbed. Wandering monsters, poison in the swamp, lizardfolk raids, disease, false antidotes, a lizardfolk camp, etc.</p><p></p><p>If you want to structure it, draw a map. Each hex has a specific hazard - and possibly a boon. Place antidotes within the swamp. As they travel, the PCs must negotiate the hazards of the swamp (from simply getting lost to any of the above - you can pre-build "wandering monsters" for each hex). Success on their actions means that they come through (relatively) unharmed. Failure triggers the consequences of the hazard.</p><p></p><p>Time is also a factor.</p><p></p><p>The distance between the starting position and the antidote(s) is your Complexity. Each hex requires a check. In this way you'll avoid some of the pitfalls of Skill Challenges.</p><p> </p><p></p><p></p><p>I would determine the results of the negotiation based on what the PCs actually say and do. Failure could result in immediate attack, the lizardfolk closing the borders, going to war, simply asking the PCs to leave; success could mean requiring initiation rites, the payment of high-quality steel weapons and magic items, access to labour, etc.</p><p></p><p>In order to set this up you'll need to know the motivations, goals, desires, disposition, and general worldview of the lizardfolk.</p><p> </p><p></p><p></p><p>If you find the third scenario boring, make sure to either resolve it quickly or put tension on the outcome of the encounter. A lizardman raiding party may not be a match for the PCs, but if a few of them escape to warn others of the PC's actions... that could have dire consequences for the PCs (defending against hit-and-run attacks from lizardfolk in their home environment) and the PC's home community (war!).</p></blockquote><p></p>
[QUOTE="LostSoul, post: 5435954, member: 386"] Here's a thought. Determine what the poison does. It doesn't have to be death; it could be corruption of the mind - madness or domination. (A Divine-magic infused poison?) It could be corruption of the body - weakness or a sleeping sickness. It could be contagious - he seems fine, but in reality he's a vessel for the zombie apocalypse. There are a lot of things that you can do with poison! Here's another thought. For running the mechanical resolution of actions taken to acquire the antidote in the swamp, you might not want to go with the standard X successes before Y failures option. What you may want to do instead is determine where in the setting the antidote can be found. (This can include multiple locations and probably should, though that's more complex.) Then allow the players to determine their PC's actions. Based on the actions of the PCs, determine what hazards they may face. This can easily be ad-libbed. Wandering monsters, poison in the swamp, lizardfolk raids, disease, false antidotes, a lizardfolk camp, etc. If you want to structure it, draw a map. Each hex has a specific hazard - and possibly a boon. Place antidotes within the swamp. As they travel, the PCs must negotiate the hazards of the swamp (from simply getting lost to any of the above - you can pre-build "wandering monsters" for each hex). Success on their actions means that they come through (relatively) unharmed. Failure triggers the consequences of the hazard. Time is also a factor. The distance between the starting position and the antidote(s) is your Complexity. Each hex requires a check. In this way you'll avoid some of the pitfalls of Skill Challenges. I would determine the results of the negotiation based on what the PCs actually say and do. Failure could result in immediate attack, the lizardfolk closing the borders, going to war, simply asking the PCs to leave; success could mean requiring initiation rites, the payment of high-quality steel weapons and magic items, access to labour, etc. In order to set this up you'll need to know the motivations, goals, desires, disposition, and general worldview of the lizardfolk. If you find the third scenario boring, make sure to either resolve it quickly or put tension on the outcome of the encounter. A lizardman raiding party may not be a match for the PCs, but if a few of them escape to warn others of the PC's actions... that could have dire consequences for the PCs (defending against hit-and-run attacks from lizardfolk in their home environment) and the PC's home community (war!). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
All About Skill Challenges
Top