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Out of the Abyss: Pursuit! (Spoilers)
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<blockquote data-quote="Goober4473" data-source="post: 6816352" data-attributes="member: 6675240"><p>The intent is to keep the party moving at fast pace, as if they're actually in a hurry and have enemies on their tail. Though I think I'm going to nix the pursuit increase on random encounters, since those really shouldn't be taking more than a couple minutes, and I think I'll start with only one scouting party, and ramp them up a bit more when encounters with them are less deadly, and killing scouting parties becomes viable.</p><p></p><p>So I'd say we're looking more like:</p><p></p><p>Day 1 Escape; Scouts at 4, main force at 2.</p><p>Day 2 Travel at fast pace; Scouts still at 4, main force at 1.</p><p>Day 3 Travel at normal pace, cover tracks (which I'm having reduce only the closest pursuer's track) and forage; Scouts still at 4, main force still at 1.</p><p>Day 4 Travel at normal pace, fail to cover tracks while foraging; Encounter with scouts, who return to 4, main force bumps up to 1.</p><p>Day 5 Travel at fast pace over convenient terrain feature; Scouts at 3, main force at 0.</p><p>etc.</p><p></p><p>[Edit]: I'm definitely going with the one scouts start. Here's my current plans:</p><p></p><p><strong>Start:</strong> Scouts, Main Force; 2 boxes each.</p><p><strong>After Gracklstugh:</strong> Scouts, Main Force, 0 boxes each. After 1d4+1 days, add extra scouts. Replace dead scouts at pursuit equal to Main Force after 1d4+1 days.</p></blockquote><p></p>
[QUOTE="Goober4473, post: 6816352, member: 6675240"] The intent is to keep the party moving at fast pace, as if they're actually in a hurry and have enemies on their tail. Though I think I'm going to nix the pursuit increase on random encounters, since those really shouldn't be taking more than a couple minutes, and I think I'll start with only one scouting party, and ramp them up a bit more when encounters with them are less deadly, and killing scouting parties becomes viable. So I'd say we're looking more like: Day 1 Escape; Scouts at 4, main force at 2. Day 2 Travel at fast pace; Scouts still at 4, main force at 1. Day 3 Travel at normal pace, cover tracks (which I'm having reduce only the closest pursuer's track) and forage; Scouts still at 4, main force still at 1. Day 4 Travel at normal pace, fail to cover tracks while foraging; Encounter with scouts, who return to 4, main force bumps up to 1. Day 5 Travel at fast pace over convenient terrain feature; Scouts at 3, main force at 0. etc. [Edit]: I'm definitely going with the one scouts start. Here's my current plans: [B]Start:[/B] Scouts, Main Force; 2 boxes each. [B]After Gracklstugh:[/B] Scouts, Main Force, 0 boxes each. After 1d4+1 days, add extra scouts. Replace dead scouts at pursuit equal to Main Force after 1d4+1 days. [/QUOTE]
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Out of the Abyss: Pursuit! (Spoilers)
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