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<blockquote data-quote="Quickleaf" data-source="post: 6061525" data-attributes="member: 20323"><p>On your 1a, the original module only gave the Strike Force something like 55 kobolds, so if I go by that, eventually the PCs can eliminate the commandos altogether. So if the "eyes" only affect the next encounter, no skill challenge or ritual would be needed. However, if the "eyes" have mountain-wide lingering effects (which I think is more interesting), then some ways to undo them are needed. If I use a number track for a "horizon" then there should be actions the PCs can take to reduce their place on that number track. For example:</p><p></p><p>* Take out the Dragonstrike Force commandos (reduce horizon track by -1)</p><p>* Set up traps of their own (reduce horizon track by -1)</p><p>* Cast a ritual of obscuring or seeming (reduce horizon track by -1 or more)</p><p>* Flood the Animal Husbandry with sunlight and manipulate that light with mirrors to other areas (reduce horizon track by -1)</p><p></p><p>Rally, it depends *what* the event horizon would be.</p><p></p><p></p><p>My hesitation in making it a curse/condition is two-fold. First, it doesnt take into account the kobold surveillance and adaptation (whihc i realize its not intended to). Second, a character could have the "paranoid" condition without the player having buy-in (either themself feeling a bit paranoid or being game to roleplay being paranoid). Let me explain...</p><p></p><p>For a lot of player unfamiliar with Tucker's Kobolds, the idea that kobolds could be a threat when you're 11th level is ridiculous. You laugh at kobolds at that level. Now that attitude could come up with any variety of mechanics I use, but it would feel like a "cheap shot" if I tell a player who feels this way: "Your character is feeling paranoid from the relentless kobold eyes peering at you." OTOH, if the player can connect the dots between unwise/cocky actions they take and a nasty encounter later, that is giving them a direct experience that might make them a bit paranoid (or not, it's their character so it's up to them). But if there is some looming horizons, the player will definitely feel suspense. Very little buy-in is needed to create the suspense using a horizon.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6061525, member: 20323"] On your 1a, the original module only gave the Strike Force something like 55 kobolds, so if I go by that, eventually the PCs can eliminate the commandos altogether. So if the "eyes" only affect the next encounter, no skill challenge or ritual would be needed. However, if the "eyes" have mountain-wide lingering effects (which I think is more interesting), then some ways to undo them are needed. If I use a number track for a "horizon" then there should be actions the PCs can take to reduce their place on that number track. For example: * Take out the Dragonstrike Force commandos (reduce horizon track by -1) * Set up traps of their own (reduce horizon track by -1) * Cast a ritual of obscuring or seeming (reduce horizon track by -1 or more) * Flood the Animal Husbandry with sunlight and manipulate that light with mirrors to other areas (reduce horizon track by -1) Rally, it depends *what* the event horizon would be. My hesitation in making it a curse/condition is two-fold. First, it doesnt take into account the kobold surveillance and adaptation (whihc i realize its not intended to). Second, a character could have the "paranoid" condition without the player having buy-in (either themself feeling a bit paranoid or being game to roleplay being paranoid). Let me explain... For a lot of player unfamiliar with Tucker's Kobolds, the idea that kobolds could be a threat when you're 11th level is ridiculous. You laugh at kobolds at that level. Now that attitude could come up with any variety of mechanics I use, but it would feel like a "cheap shot" if I tell a player who feels this way: "Your character is feeling paranoid from the relentless kobold eyes peering at you." OTOH, if the player can connect the dots between unwise/cocky actions they take and a nasty encounter later, that is giving them a direct experience that might make them a bit paranoid (or not, it's their character so it's up to them). But if there is some looming horizons, the player will definitely feel suspense. Very little buy-in is needed to create the suspense using a horizon. [/QUOTE]
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