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Escaping a Wild Hunt
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<blockquote data-quote="Blue" data-source="post: 8206389" data-attributes="member: 20564"><p>I'm putting together a challenge where the party is in the feywild in a forest realm that's claimed by the Court of Gloaming and are running to a locked portal to get them to another Court. They have angered the local Lord by rescuing the guide (who knows location & how to open the portal), who was slumbering for a thousand years for a past slight. The session ended with the horns of a (not THE) Wild Hunt echoing through the perpetual twilight of the sky.</p><p></p><p>We have a guide who's been sleeping for over a hundred years, the party unobserved but their general proximity known, and I am looking to fill about 60-90 minutes with an escape sequence., with hopefully one battle with other goals than just winning.</p><p></p><p>I do group checks for things like the whole party sneaking, and between many stealthy characters and Pass without Trace, I expect that they will be able to hide <em>fantastically</em>. I don't want to handwave that ability away, but I also don't want it to trivialize this. So what else can I throw at them to leverage other abilities they have.</p><p></p><p>Couple of ideas I already have</p><ul> <li data-xf-list-type="ul">Need to find a particular flower (or other MacGuffin) to open the portal. Which may lead to splitting the party and changing the stealth checks.</li> <li data-xf-list-type="ul">Guide getting lost due to things changing in the 100+ years he's been asleep and needing navigation help.</li> <li data-xf-list-type="ul">Multiple valid paths, one emphisizing speed/direct route and and another stealth.</li> <li data-xf-list-type="ul">Detection of forcing waiting for them at a bridge and needing to either fight or detour.</li> </ul><p>(Don't want to do a running battle to get through the portal - did one of those 2 sessions back for them to get to the feywilds.)</p><p></p><p>So, what ideas do you have? How would you improve the ones I have? Especially ideas that play up on how fantastical the feywilds are compared to the mortal realm.</p></blockquote><p></p>
[QUOTE="Blue, post: 8206389, member: 20564"] I'm putting together a challenge where the party is in the feywild in a forest realm that's claimed by the Court of Gloaming and are running to a locked portal to get them to another Court. They have angered the local Lord by rescuing the guide (who knows location & how to open the portal), who was slumbering for a thousand years for a past slight. The session ended with the horns of a (not THE) Wild Hunt echoing through the perpetual twilight of the sky. We have a guide who's been sleeping for over a hundred years, the party unobserved but their general proximity known, and I am looking to fill about 60-90 minutes with an escape sequence., with hopefully one battle with other goals than just winning. I do group checks for things like the whole party sneaking, and between many stealthy characters and Pass without Trace, I expect that they will be able to hide [I]fantastically[/I]. I don't want to handwave that ability away, but I also don't want it to trivialize this. So what else can I throw at them to leverage other abilities they have. Couple of ideas I already have [LIST] [*]Need to find a particular flower (or other MacGuffin) to open the portal. Which may lead to splitting the party and changing the stealth checks. [*]Guide getting lost due to things changing in the 100+ years he's been asleep and needing navigation help. [*]Multiple valid paths, one emphisizing speed/direct route and and another stealth. [*]Detection of forcing waiting for them at a bridge and needing to either fight or detour. [/LIST] (Don't want to do a running battle to get through the portal - did one of those 2 sessions back for them to get to the feywilds.) So, what ideas do you have? How would you improve the ones I have? Especially ideas that play up on how fantastical the feywilds are compared to the mortal realm. [/QUOTE]
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