LostSoul
Adventurer
Spoilers follow for Keep on the Shadowfell. If you want to play, you probably shouldn't read this thread.
In our last game, the PCs got in way over their heads as 3 encounter's worth of monsters dropped in on them. As a result, two PCs were left behind - the Fighter and the Warlock (Infernal pact, if it matters). I said they were captured because I think a prison breakout scenario could be really cool.
What I am looking for is some advice, thoughts, and ideas on how to run the breakout.
I want both groups of PCs - the captured and the free - to be involved at the same time as much as possible.
For example, this is what I'm thinking of doing for the first encounter:
[sblock=The Dead Walk and Kalarel's Curse]
To start off the game:
Cut to the torture room. The hobgoblin Warchief has been giving them a hard time.
Kalarel steps in.
Cut back to The Dead Walk.
Cut back to the torture chamber.
The curse is here.[/sblock]
That keeps both groups running at the same time, everyone involved, the encounter back in Winterhaven tied to skill challenge. Great.
I'm not sure how to run things from then on, though! That's where I'm getting a little stuck.
Thoughts:
Brainstorm away!
In our last game, the PCs got in way over their heads as 3 encounter's worth of monsters dropped in on them. As a result, two PCs were left behind - the Fighter and the Warlock (Infernal pact, if it matters). I said they were captured because I think a prison breakout scenario could be really cool.
What I am looking for is some advice, thoughts, and ideas on how to run the breakout.
I want both groups of PCs - the captured and the free - to be involved at the same time as much as possible.
For example, this is what I'm thinking of doing for the first encounter:
[sblock=The Dead Walk and Kalarel's Curse]
To start off the game:
- Read the boxed text on page 60 for "The Dead Walk" encounter.
- Replace Lord Padraig with Rond Telfem.
- Cut off the speech at "We are in peril!"
Cut to the torture room. The hobgoblin Warchief has been giving them a hard time.
- "You killed my warcaster! It'll be a while before another one comes. This is what you get for it!"
- They each lose a healing surge as he sears their flesh with hot pokers.
Kalarel steps in.
- "Stop!"
- The hobgoblins freak out, even the Warchief. Not something hobgoblins are known to do.
- "You are in my hands now. You think your friends will save you? My spy in Winterhaven is dealing with them as we speak."
Cut back to The Dead Walk.
- Set up the encounter.
- Roll initiative for everyone.
- Group the prisoners and Kalarel apart from the others so as not to ruin the flow. Run their encounter last.
Cut back to the torture chamber.
- Announce a skill challenge.
- Goal and Context:
- In the Keep.
- Kalarel wants to curse the PCs: if they don't do as he commands, they will slowly waste away.
- His command: Kill the other PCs.
- Success: They are not cursed. Other benefits possible based on roleplay.
- Complexity: 3 (8 successes before 3 failures).
- Level: 4. DCs are 7, 12, 17.
- Special:
- What happens in The Dead Walk ties into here:
- If Ninaren is killed, they get a +2 to their checks.
- If the Magic Circle is disabled, they get a +2 to their checks.
- If all the zombies are killed, they get a +2 to their checks.
- Each success rolled by the PC will lower the Endurance checks on the curse by 1.
- Rewards: 525 xp.
The curse is here.[/sblock]
That keeps both groups running at the same time, everyone involved, the encounter back in Winterhaven tied to skill challenge. Great.
I'm not sure how to run things from then on, though! That's where I'm getting a little stuck.
Thoughts:
- I am thinking about running a large-scale skill challenge that will run in the background - maybe allowing a roll after each encounter. But if I do this, how can I have encounters for both groups of players at the same time? And is the skill challenge mechanic too forced/metagame for this sort of thing?
- I'll refresh the hobgoblins a bit - not sure how many, though!
- I am planning to wing things heavily. What I do want is to have some sort of system for determining what obstacles the PCs will face - something simple, like a random encounter table.
- Where do I want to hold the PCs? I don't think I want to leave them in the torture chamber, it's too close to the exit, but I don't want to put them too far down in the dungeon.
Brainstorm away!