Four adventurers walk into a forest...

apocalypstick

First Post
... and come across something they want to run from. Okay. So they flee. Now, this is a dense forest, with lots of underbrush and deadwood and exposed roots, so Reflex saves are going to come into play.

My question is whether or not there would be some sort of check to see if the party manages to stay together, or if some of them get separated from their companions. Running at breakneck speed away from the Fiendish Troll or whatever, I imagine that some of them might lose track of their party.

I'm thinking Wisdom checks, but would like everyone else's input on this.
 

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Spot checks to keep an eye on your companions. Balance checks to keep from falling and disappearing into the underbrush. Listen checks to hear them crashing through the bush (and/or yelling their companions' names). Survival/track to find the other PCs' trail(s).
 

Although retreating, these are still basically a group of combat ready people, right? I think staying together would only be a problem if there were a character that had a real aversion to the woods, and even then three other people could, I expect, keep them in tow. I like the idea of people fleeing in opposite directions, too (it is funny), but I could only see imposing that if a Fear effect had been targeted at the characters. I don’t think it gives them much credit to lose each other during an ordinary retreat, even a rapid one. If a WIS save is used, the DC should only be 5 or so, I think.
 

I don't know if I'd require RFX saves or Balance checks to aviod falling while running through the woods.

I'd probably just reduce the base movement speed of the characters. I suppose if they wanted to try to run at insane speeds ANYWAYS... I'd allow them to exceed the allowable movement, and make balance checks to keep standing. I'd make the balance check in this case fairly steep though, because they're not looking where they're going, and running through the underbrush faster than they should be. I think I'd make the balance check at least DC 10.

In terms of the characters getting separated, if any character falls down, the others need to make spot checks to notice. If they fail, they keep running unless the character cries out or something.
 

Don't forget that there is a good chance that not all the PC's run at the same speed... So one of them stands a good chance of being the Fiendish Troll's meal...


Maitre D
 

Keith said:
Although retreating, these are still basically a group of combat ready people, right? I think staying together would only be a problem if there were a character that had a real aversion to the woods, and even then three other people could, I expect, keep them in tow. I like the idea of people fleeing in opposite directions, too (it is funny), but I could only see imposing that if a Fear effect had been targeted at the characters. I don’t think it gives them much credit to lose each other during an ordinary retreat, even a rapid one. If a WIS save is used, the DC should only be 5 or so, I think.
I agree with this 237%. If Navy SEALs break off an engagement, I don't think they have any problems getting away in the same direction. Or not tripping over themselves as they do it.

Melee combat is a far more difficult act of dexterity and footwork than simply running through a forest. Give the PCs some credit. ;)
 

I can see both sides of this.

I think it might be an interesting scene to have the PC's get tripped up and separated like this. It jibes pretty well with my concept of how confusing and terrifying jungle warfare can be.

I also think that as a player, I might not have much fun with this. Especially if I were surprised by these kinds of requirements.

I think a good solution would be one where you kept the rolls to a minimum (only one check per round or minute), and gave the players some options.

Give them the choice to either make balance checks ("You find a huge fallen tree in your path that you could probably run along and make better time") or reflex saves ("Other paths are covered by undergrowth, fallen branches, and uneven rocks. Any of this could give way at any moment underneath your feet.") Heck, you could even brainstorm some other options that might suit other characters better: Give the Ranger/Druid a Survival/Wilderness Lore check to realize that there's a ridge nearby that will likely be much easier to traverse. Give the fighter an option to knock over a rotted out tree in an attempt to slow down his pursuers. Remind the cleric that oak trees are sacred to his god, and he might be able to find sanctuary if he could climb up one.

This way, you give your players the appearance that they can accomplish something by using their character's strengths. But you also get to introduce some creative and interesting aspects to an otherwise very boring chase scene.

But that's not really your question, is it? The players aren't going to like the idea that they can't just stick together because they want to. If I were a 10th level ranger, and I rolled a 1 on some Wisdom check to see if I could stay with my party, I'd be pretty ticked off when you told me that I was lost/separated.

I'd recommend being very clear as to the surroundings, and how easy it might be to get lost. You could always use the concealment mechanic, saying that every 5' of foliage provides 50% concealment (and allowing the troll to follow by scent and sound). That way, the PC's know that if they get separated, they could lose track of their friends. You could then use listen checks to get back in touch with one another.

Spider
 

Don't forget that there is a good chance that not all the PC's run at the same speed... So one of them stands a good chance of being the Fiendish Troll's meal...

Heh. "I don't have to outrun the Fiendish Troll..."

-Hyp.
 


It occurs to me that the Run skill ought to be expanded to include 'Manouvering whilst running' rather than just 'run faster'
The advantages are:
1. One skill to rule them all (instead of three or four)
2. Its easier to set DCs for entangling undergrowth and tripping logs for one skill
3. Opposed rolls to set relative position of runners (ie person with highest successful roll is at the front, person with lowest at the back - if the Trolls run check is higher then your lunch!)
4. It makes the Run skill a bit more useful

Perhaps give a +/- 2 for each 10ft difference to speed (ie Dwarfs spd 20 have a -2 to speed a Werewolf spd 40 gets +2), and synergy bonus for Balance etc
 

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