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<blockquote data-quote="Water Bob" data-source="post: 6578309" data-attributes="member: 92305"><p><strong>-- THE SUNLESS CITADEL CONVERSION --</strong></p><p><strong></strong></p><p><strong></strong></p><p><strong>WAR DOGS</strong></p><p></p><p></p><p>It occurred to me today that my players are usually pretty resourceful. It would not surprise me at all if they engineered a way to take a horse or two away from their followers, using the darkness as an advantage. I'm the type of GM that likes to allow the players to do whatever they want (and they also have to live with the consequences). The horsemen are pretty tough for 1st level characters, but with the ingenuity of my players, and maybe a Fate Point spent, I could see it happening.</p><p></p><p>On the other hand, the adventure I'm preparing really begins once the PCs enter the crack in the ground to explore the dungeon. I don't like to railroad my players. No, scratch that. I don't like my players to <em>feel</em> railroaded (even if that's exactly what happened to them). The GM-ing trick is to get the players into the hole in the ground and have it seem like it was their idea from the start.</p><p></p><p>So, I set up a situation to encourage that circumstance. Even then, I've played games in the past where the players still did something much different than what I was expecting. In this case, if they don't go into the hole, I'll probably throw a fight at them to burn up the game sessions, then re-evaluate and re-plan before the next game session.</p><p></p><p>As it stands here, going down into the ravine (that they will find) will certainly become an obvious way to get away from the Horsemen trailing the party.</p><p></p><p>And...to encourage that set of events, I think I'll give the horsemen some dogs. Big, mean, tough, dogs. War dogs. These dogs have been cross-bred with wild wolves then taught discipline. They're tracker dogs. And, the things, at HD 2 with +2 HP per level (min 6 HP), are pretty tough for 1st level characters. If needed, I'll only throw one or two at the PCs. And, hopefully, it will turn into a situation where the PCs run and jump into the ravine to escape the war dogs that are about to pounce on the party....with the horsemen not far behind.</p><p></p><p>War Dogs are covered on page 375 of the 2E core rulebook as part of the entry on the Wolf.</p><p></p><p>I like to roll HP, so give the first dog 12 HP and the second make HP 16.</p><p></p><p>As for XP, these should be worth about 150 points each.</p></blockquote><p></p>
[QUOTE="Water Bob, post: 6578309, member: 92305"] [b]-- THE SUNLESS CITADEL CONVERSION -- WAR DOGS[/b] It occurred to me today that my players are usually pretty resourceful. It would not surprise me at all if they engineered a way to take a horse or two away from their followers, using the darkness as an advantage. I'm the type of GM that likes to allow the players to do whatever they want (and they also have to live with the consequences). The horsemen are pretty tough for 1st level characters, but with the ingenuity of my players, and maybe a Fate Point spent, I could see it happening. On the other hand, the adventure I'm preparing really begins once the PCs enter the crack in the ground to explore the dungeon. I don't like to railroad my players. No, scratch that. I don't like my players to [i]feel[/i] railroaded (even if that's exactly what happened to them). The GM-ing trick is to get the players into the hole in the ground and have it seem like it was their idea from the start. So, I set up a situation to encourage that circumstance. Even then, I've played games in the past where the players still did something much different than what I was expecting. In this case, if they don't go into the hole, I'll probably throw a fight at them to burn up the game sessions, then re-evaluate and re-plan before the next game session. As it stands here, going down into the ravine (that they will find) will certainly become an obvious way to get away from the Horsemen trailing the party. And...to encourage that set of events, I think I'll give the horsemen some dogs. Big, mean, tough, dogs. War dogs. These dogs have been cross-bred with wild wolves then taught discipline. They're tracker dogs. And, the things, at HD 2 with +2 HP per level (min 6 HP), are pretty tough for 1st level characters. If needed, I'll only throw one or two at the PCs. And, hopefully, it will turn into a situation where the PCs run and jump into the ravine to escape the war dogs that are about to pounce on the party....with the horsemen not far behind. War Dogs are covered on page 375 of the 2E core rulebook as part of the entry on the Wolf. I like to roll HP, so give the first dog 12 HP and the second make HP 16. As for XP, these should be worth about 150 points each. [/QUOTE]
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