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Question on stealth checks in fortress - Adventure One, Chapter Two
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<blockquote data-quote="The1exile" data-source="post: 6671846" data-attributes="member: 6798820"><p>When I ran it, I had moving around the outer area up to the gate on the map between the outer fort and the docks (not to the lighthouse itself) be one round of checks. After that I improvised something for them trying to bluff their way through the gate. Each character's failure counted as one failure, because I only used the guard alertness mechanic to limit them going everywhere in the fortress before their reinforcements arrived, and if I did one failure per party check then they would have had loads of attempts.</p><p></p><p>For this particular section I would recommend you just remind the players of their mission (i.e. to open the sea gate, not to scout the entire fortress) and improvise any challenges rather than relying on the book's explicit rule.</p></blockquote><p></p>
[QUOTE="The1exile, post: 6671846, member: 6798820"] When I ran it, I had moving around the outer area up to the gate on the map between the outer fort and the docks (not to the lighthouse itself) be one round of checks. After that I improvised something for them trying to bluff their way through the gate. Each character's failure counted as one failure, because I only used the guard alertness mechanic to limit them going everywhere in the fortress before their reinforcements arrived, and if I did one failure per party check then they would have had loads of attempts. For this particular section I would recommend you just remind the players of their mission (i.e. to open the sea gate, not to scout the entire fortress) and improvise any challenges rather than relying on the book's explicit rule. [/QUOTE]
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Question on stealth checks in fortress - Adventure One, Chapter Two
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