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Lack of sleep and being chased
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<blockquote data-quote="MarauderX" data-source="post: 1440816" data-attributes="member: 9990"><p>After a day/night of running, and still moving on without rest I have the PCs make a DC=15 fort save, minus 1 for each hour they slept. If they miss it, they are fatigued. I have them make this same save every 4 hours of moving, no matter how fast. If they made the last save, the new save is DC=20, then 25, 30, 35... until they miss it and become fatigued. Once fatigued and still moving 4 hours, they need to start making the saves again, starting at 15 or they become exhausted. According to the SRD: </p><p>Quoting that to the rules lawyer players should quell them a bit, and so should the slack on fatigue. If they try to rest for a little bit, any PCs keeping watch should need to make a fort save vs. the last DC they had to not fall asleep or be caught unaware. If they are all sleeping, perfect time to kill an NPC, or wake them all with very close howling. </p><p></p><p>Some more advice:</p><p>Watch out for player creativity when running this. I have done the same thing several times (as mentioned before), typically with some modified krenshars supported by other pack hunters. A lot might depend on the party level, as they will take different tactics. One party scaled some trees and use missle fire to tag a few of them. That same group used bait as well, and waited for them to move to a closer range before launching an attack, with a hasted melee and other invisibles. Thankfully the baddies have some hiding ability to escape, and could smell the invisibles (downwind) to avoid them. Be prepared for animal companions and familiar abilities for the party to keep track of the pack. </p><p></p><p>To raise the fear level I added a few incompetants to go with the party through the woods, and have them fight a direct battle at first. This uses up much of the casters' resources and kills some extras in graphic horror-movie fashion. The idea is for the players to recognize to run, not to stay and fight. I tell the players that I am out to kill as many of the PCs as I can. </p><p></p><p>Settings like this is great stuff for ranger and druid players as they become invaluable to the party for tracking, finding directions, and general forest knowledge. It will also make the others realize the value of those core classes, and how much the others are out of their element, so give the 'outdoorsman' classes wilderness checks often. </p><p></p><p>Some more ideas to give the PCs for raising stress levels in your game: narrowly escaping the pack over a fallen log across a river; PCs climbing/descending a cliff to thwart them again (pooches can't climb rocks); giving them choices of which terrain to go (rocky, follow a river, stay in the forest, etc.); spot some militia a few hundred yards away, then attack them before the PCs can reach them; a lucky find of 1 horse (who gets it to go home 1st?). </p><p></p><p>I kept account of ammo, encumberance, rations and other equipment for the players in case they decided to hole up in a cave that contained a bear. It's interesting how soon players will strip off their heavy armor in order to escape.</p><p></p><p>Have fun with it -</p><p>~MX</p></blockquote><p></p>
[QUOTE="MarauderX, post: 1440816, member: 9990"] After a day/night of running, and still moving on without rest I have the PCs make a DC=15 fort save, minus 1 for each hour they slept. If they miss it, they are fatigued. I have them make this same save every 4 hours of moving, no matter how fast. If they made the last save, the new save is DC=20, then 25, 30, 35... until they miss it and become fatigued. Once fatigued and still moving 4 hours, they need to start making the saves again, starting at 15 or they become exhausted. According to the SRD: Quoting that to the rules lawyer players should quell them a bit, and so should the slack on fatigue. If they try to rest for a little bit, any PCs keeping watch should need to make a fort save vs. the last DC they had to not fall asleep or be caught unaware. If they are all sleeping, perfect time to kill an NPC, or wake them all with very close howling. Some more advice: Watch out for player creativity when running this. I have done the same thing several times (as mentioned before), typically with some modified krenshars supported by other pack hunters. A lot might depend on the party level, as they will take different tactics. One party scaled some trees and use missle fire to tag a few of them. That same group used bait as well, and waited for them to move to a closer range before launching an attack, with a hasted melee and other invisibles. Thankfully the baddies have some hiding ability to escape, and could smell the invisibles (downwind) to avoid them. Be prepared for animal companions and familiar abilities for the party to keep track of the pack. To raise the fear level I added a few incompetants to go with the party through the woods, and have them fight a direct battle at first. This uses up much of the casters' resources and kills some extras in graphic horror-movie fashion. The idea is for the players to recognize to run, not to stay and fight. I tell the players that I am out to kill as many of the PCs as I can. Settings like this is great stuff for ranger and druid players as they become invaluable to the party for tracking, finding directions, and general forest knowledge. It will also make the others realize the value of those core classes, and how much the others are out of their element, so give the 'outdoorsman' classes wilderness checks often. Some more ideas to give the PCs for raising stress levels in your game: narrowly escaping the pack over a fallen log across a river; PCs climbing/descending a cliff to thwart them again (pooches can't climb rocks); giving them choices of which terrain to go (rocky, follow a river, stay in the forest, etc.); spot some militia a few hundred yards away, then attack them before the PCs can reach them; a lucky find of 1 horse (who gets it to go home 1st?). I kept account of ammo, encumberance, rations and other equipment for the players in case they decided to hole up in a cave that contained a bear. It's interesting how soon players will strip off their heavy armor in order to escape. Have fun with it - ~MX [/QUOTE]
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