Help my adventure!

Tsillanabor

First Post
http://www.enworld.org/showthread.php?t=163771

In the above thread is an adventure, at the end of which my PCs are chasing a group of ogres that have a sword belonging to the paladin's church. We broke from that storyline for a bit to adventure with our other characters, but now the group wants to continue the previous adventure. Unfortunately, I'm stumped. How do I make an overland chase interesting?
 

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That depends on who they are running from (the church?) and where they are running to (if any where in particular), the composition of the group (i.e. classes, races, alignment, etc) and any other details you care to add to the above description. I have not read the link you'd provided so pardon the fact that I may be asking questions to which answers may be found at the link.

DS.
 

They are chasing three ogres. The ogres are not evil, but they don't know much about them other than that. The ogres have class levels and are probably capable of surviving a fight with the party.

The party averages 8th level. We have a paladin, an elf rogue/wizard/druid (going for Arcane Heirophant), a half-dragon kobold fighter, and a human ranger. Due to players coming in and leaving, I need to introduce a githzerai swordsage and another character that I don't know yet.
 

Plan an Encounter

Tsillanabor said:
Due to players coming in and leaving, I need to introduce a githzerai swordsage and another character that I don't know yet.
The chase scene could crash through the swordsage's camp, possibly with the other character there as well. If the PC's team up with the campers, that would be one way to get them together.

In other news, I recommend devising some sort of encounter using terrain. Some thoughts:

1. Have a pass through a cleft in the hills, possibly with a bandit ambush that runs from the ogres (spot check for PC's to notice bandits running away).
2. One ogre falls down, becoming relatively easy prey for the PC's. Do they stop to fight him? Capture him and question him? Split up?
3. Have the ogres split up. Who do the PC's follow? Where are the ogres going?
4. The ogres run to a lake edge and throw the sword as far out into the water as they can.
5. The sword is an intelligent item and, when the PC's finally confront the ogres, it flies into the air and begins attacking the ogres.

Just a few thoughts. I'm too tired to think of more.
 

Uhm have the sword be like a key of sorts that opens planar rifts left and right so long as its no under church protection. The ogres aren't evil but they certainly liked the sword. :)
 



OK, lets's assume a long chase. An ogre has a base speed of 40ft. That means that at a walk, the Ogres are doing 32 miles a day. The party, at a walk, can do 24- but they can outpace the Ogres if they're on lightly loaded horses.

If the party have light horses that aren't loaded down- or if they ride their horses almost to death then heal them magically and keep going- they can catch the Ogres. Otherwise, they will need to convince the Ogres that they've shaken them, then sneak up close enough that the Ogres have no choice other than to fight. If the Ogres force-march, they'll be able to get away.

Possible ways to spice up a chase:
Make it so that if nothing untoward happens, the PCs steadily gain on the Ogres. Then throw Encounters at them. Possibly ones that seem unnatural- and drop a hint that the Ogres have something to do with it. They don't just have to win, they have to win quickly.

Shortcuts that take miles off the chase, but are dangerous.

The Ogres raid a village ahead. When the PCs reach it, the inhabitants assume they're more raiders.
 



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