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<blockquote data-quote="!DWolf" data-source="post: 8141733" data-attributes="member: 7026314"><p>So I didn’t get to test the experimental modifications to my old skirmisher rules in yesterday’s jungle game, but because of the discussion in the other threads about the system being unable to handle stacking encounters and fight-rest-fight-rest-fight-rest being the only way it can run (and me strongly disagreeing with both these assertions), I figured I would write up some of what happened (there was other exploration stuff and conversation with npcs for about an hour in the beginning):</p><p>To start with while exploring the island the characters had discovered and done a few useful things: <ul> <li data-xf-list-type="ul">Through the wise use of a potion of water breathing they managed to obtain a pirate’s buried treasure, said treasure including three powerful scrolls (two of which they already used, the remaining being a scroll of fireball) and a bunch of talismans.</li> <li data-xf-list-type="ul">They befriended a powerful dryad who was able to let them move more quickly through the jungle than they otherwise could.</li> <li data-xf-list-type="ul">They found an unhinged shipwreck survivor who greatly desired to kill the cannibals that were hunting them.</li> <li data-xf-list-type="ul">Their previous raid on the cannibal camp killed the enemy spellcaster (who was the brains of the outfit).</li> </ul><p></p><p>So three characters (two players couldn’t make the session): a wizard, a cleric, and a fighter decided to go to the cannibal camp and see if they could sneak into the (dead) witch’s hut and try to steal the magic items they previously detected. I used my raid system for this. At vantage 1 they determined that 17 enemies, including the leader, were in the camp but they decided to press on to vantage 2 (from which they had the easiest route to the hut), luck wasn’t with them and the enemy spotted them and rallied. The characters decided to retreat - but also to try and lure the cannibals out and head along a loop and so they could get back to the enemy camp while it was empty.</p><p></p><p>The cannibals followed and a chase started - the characters dealt with the trackless jungle, angry monkeys (Level -3), dense foliage, a ravine, and a steep hill. Getting to the top of the hill, they decided that it was a good place to make a stand and whittle down the cannibals. Javelins rained down on them, most being deflected by the foliage and their shields, as the cannibals advanced in three groups of five (with the leader being in the second group). The first group got to the hill and began climbing while the characters focused fire on the pointman, then the second group got to the hill while the first was climbing it and they bunched up. The wizard decided then was perfect time to use the scroll of fireball and just devastated the enemy - five died outright. The cannibals kept coming though and an epic fight ensued as three waves of the enemy came up the hill and were met by multiple burning hands (cleric of Sarenrae) and the fighters sword. The end result was the characters standing with a couple hp remaining each (two had wounds), fourteen dead enemies (Level -1 each) and the enemy leader (Level +2) completely untouched. They booked it. After a couple more chase obstacles they stumbled into quicksand (level +1) but managed to escape. They then tried to lure the enemy leader into the quicksand but he saw though it and started around. The characters responded by circling around the other side and back the way they came, beating him back to camp. They were exhausted and wounded and they decided instead of entering the camp to retreat across the river to the dryad’s hill where the cannibals feared to tread.</p><p></p><p>The next day they grabbed their survivor buddy and tried to sneak into camp (I again used the raid system): two Critical fails on the final approach. The enemy railed (the leader and two level -1s) while the characters tried to quickly choose good tactical positions. The resulting fight was brutal and it looked like the leader was going to win: he had just under half hp left while the characters were barely on their feet with most wounded and their ally at 1 hp - then the Wizard hit him for insane damage with a critical shocking grasp and he died. They then rested and explored the enemy camp. There was some rp/moral dilemma with what to do with the cannibals unable to fight and the session ended with them deciding to descend into the cave system below.</p><p></p><p>So the overall the sequence went like this: Exploration (other stuff) - Rest - Exploration (recon) - Exploration (Chase + hazard) - Encounter (combat) - Exploration (Chase) - Encounter (hazard) - Exploration (chase) - Rest - Exploration (recon) - Encounter (combat) - Rest - Exploration (investigation and roleplay); and, if you crunch the numbers, the party to mostly defeat a group of enemies and hazards that on paper had a budget of 575 xp (for reference an extreme encounter for 3 characters is 120 xp) and then defeated a 140 xp encounter. And the game ran perfectly doing this - it was a fantastic session.</p></blockquote><p></p>
[QUOTE="!DWolf, post: 8141733, member: 7026314"] So I didn’t get to test the experimental modifications to my old skirmisher rules in yesterday’s jungle game, but because of the discussion in the other threads about the system being unable to handle stacking encounters and fight-rest-fight-rest-fight-rest being the only way it can run (and me strongly disagreeing with both these assertions), I figured I would write up some of what happened (there was other exploration stuff and conversation with npcs for about an hour in the beginning): To start with while exploring the island the characters had discovered and done a few useful things:[list] [*]Through the wise use of a potion of water breathing they managed to obtain a pirate’s buried treasure, said treasure including three powerful scrolls (two of which they already used, the remaining being a scroll of fireball) and a bunch of talismans. [*]They befriended a powerful dryad who was able to let them move more quickly through the jungle than they otherwise could. [*]They found an unhinged shipwreck survivor who greatly desired to kill the cannibals that were hunting them. [*]Their previous raid on the cannibal camp killed the enemy spellcaster (who was the brains of the outfit). [/list] So three characters (two players couldn’t make the session): a wizard, a cleric, and a fighter decided to go to the cannibal camp and see if they could sneak into the (dead) witch’s hut and try to steal the magic items they previously detected. I used my raid system for this. At vantage 1 they determined that 17 enemies, including the leader, were in the camp but they decided to press on to vantage 2 (from which they had the easiest route to the hut), luck wasn’t with them and the enemy spotted them and rallied. The characters decided to retreat - but also to try and lure the cannibals out and head along a loop and so they could get back to the enemy camp while it was empty. The cannibals followed and a chase started - the characters dealt with the trackless jungle, angry monkeys (Level -3), dense foliage, a ravine, and a steep hill. Getting to the top of the hill, they decided that it was a good place to make a stand and whittle down the cannibals. Javelins rained down on them, most being deflected by the foliage and their shields, as the cannibals advanced in three groups of five (with the leader being in the second group). The first group got to the hill and began climbing while the characters focused fire on the pointman, then the second group got to the hill while the first was climbing it and they bunched up. The wizard decided then was perfect time to use the scroll of fireball and just devastated the enemy - five died outright. The cannibals kept coming though and an epic fight ensued as three waves of the enemy came up the hill and were met by multiple burning hands (cleric of Sarenrae) and the fighters sword. The end result was the characters standing with a couple hp remaining each (two had wounds), fourteen dead enemies (Level -1 each) and the enemy leader (Level +2) completely untouched. They booked it. After a couple more chase obstacles they stumbled into quicksand (level +1) but managed to escape. They then tried to lure the enemy leader into the quicksand but he saw though it and started around. The characters responded by circling around the other side and back the way they came, beating him back to camp. They were exhausted and wounded and they decided instead of entering the camp to retreat across the river to the dryad’s hill where the cannibals feared to tread. The next day they grabbed their survivor buddy and tried to sneak into camp (I again used the raid system): two Critical fails on the final approach. The enemy railed (the leader and two level -1s) while the characters tried to quickly choose good tactical positions. The resulting fight was brutal and it looked like the leader was going to win: he had just under half hp left while the characters were barely on their feet with most wounded and their ally at 1 hp - then the Wizard hit him for insane damage with a critical shocking grasp and he died. They then rested and explored the enemy camp. There was some rp/moral dilemma with what to do with the cannibals unable to fight and the session ended with them deciding to descend into the cave system below. So the overall the sequence went like this: Exploration (other stuff) - Rest - Exploration (recon) - Exploration (Chase + hazard) - Encounter (combat) - Exploration (Chase) - Encounter (hazard) - Exploration (chase) - Rest - Exploration (recon) - Encounter (combat) - Rest - Exploration (investigation and roleplay); and, if you crunch the numbers, the party to mostly defeat a group of enemies and hazards that on paper had a budget of 575 xp (for reference an extreme encounter for 3 characters is 120 xp) and then defeated a 140 xp encounter. And the game ran perfectly doing this - it was a fantastic session. [/QUOTE]
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