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Running a chase scene
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<blockquote data-quote="Greenfield" data-source="post: 5846972" data-attributes="member: 6669384"><p>It really depends on how you've designed your Hunt. I know that there's a Hunt spelled out in one of the MMs, though I can't recall exactly which one off hand.</p><p></p><p>It also depends on your group's level and ability.</p><p></p><p>My group was about 8th level when I ran it, and I ended up custom designing my Hunt. </p><p></p><p>First thing I did was tone down the Huntsman. For story reasons (my Hunt scene was run in China, not Ireland) I had the leader of this group be someone other than the demi-god that leads it in actual Irish Mythology. I also toned him down from the less powerful Master of the Hunt from the afore-mentioned MM volume.</p><p></p><p>The next thing I did was design my own Sluagh. I toned down the individual members, but increased their number. The MM had the Hunt consist of something like 6 of the hounds. I wanted 30, a pack big enough to give the PC's a feeling of inescapability.</p><p></p><p>I based them on the Shadow Mastiff, advancing them a couple of HD and raising the Save DC on their howl by a few points. The standard Will Save DC is 13. I think I bumped it to a 15 or so. I also added a Shadow Walk ability 3 times a day. They already have Shadow Blend, which is in many ways better than Invisibility. They're normally a CR 5 creature, I think I bumped them to 7s or 8s. </p><p></p><p>According to the MM write up, their home plane is the Plane of Shadows, and I stuck with that. Being aspects of a divine function, I added the Celestial template to them as well. Remember that the function of the Hunt was to sweep up the souls of the dead and take them to Tor, the Celtic land of the dead. I also made the tireless, the way undead and/or constructs are. No CON score at all.</p><p></p><p>One thing to consider: Their terrifying howl can affect not only PCs but their horses, Familiars and/or Animal Companions as well.</p><p></p><p>Another aspect to consider adding: When the Huntsman sounds his horn, mortals within 300 feet must make a Will Save (set your DC appropriately for your group). If they fail they will either run with the hunt that night as additional hunters caught up in the madness of the moment, or they'll flee from it, and end up being hunted.</p><p></p><p>Usually mortals caught up in the madness usually run with/from the hunt until they drop from exhaustion. The Hunt won't actually hurt them when this happens, since their true quarry are the souls of the dead.</p><p></p><p>Now in your case, what they're doing seems kind of strange. Sort of like following the Assassin into that dark alley to see what he's up to. They're actively hunting a divine hunting party.</p><p></p><p>Can you fill in a few blanks? Like level, party size and/or composition, how or why they're doing this?</p></blockquote><p></p>
[QUOTE="Greenfield, post: 5846972, member: 6669384"] It really depends on how you've designed your Hunt. I know that there's a Hunt spelled out in one of the MMs, though I can't recall exactly which one off hand. It also depends on your group's level and ability. My group was about 8th level when I ran it, and I ended up custom designing my Hunt. First thing I did was tone down the Huntsman. For story reasons (my Hunt scene was run in China, not Ireland) I had the leader of this group be someone other than the demi-god that leads it in actual Irish Mythology. I also toned him down from the less powerful Master of the Hunt from the afore-mentioned MM volume. The next thing I did was design my own Sluagh. I toned down the individual members, but increased their number. The MM had the Hunt consist of something like 6 of the hounds. I wanted 30, a pack big enough to give the PC's a feeling of inescapability. I based them on the Shadow Mastiff, advancing them a couple of HD and raising the Save DC on their howl by a few points. The standard Will Save DC is 13. I think I bumped it to a 15 or so. I also added a Shadow Walk ability 3 times a day. They already have Shadow Blend, which is in many ways better than Invisibility. They're normally a CR 5 creature, I think I bumped them to 7s or 8s. According to the MM write up, their home plane is the Plane of Shadows, and I stuck with that. Being aspects of a divine function, I added the Celestial template to them as well. Remember that the function of the Hunt was to sweep up the souls of the dead and take them to Tor, the Celtic land of the dead. I also made the tireless, the way undead and/or constructs are. No CON score at all. One thing to consider: Their terrifying howl can affect not only PCs but their horses, Familiars and/or Animal Companions as well. Another aspect to consider adding: When the Huntsman sounds his horn, mortals within 300 feet must make a Will Save (set your DC appropriately for your group). If they fail they will either run with the hunt that night as additional hunters caught up in the madness of the moment, or they'll flee from it, and end up being hunted. Usually mortals caught up in the madness usually run with/from the hunt until they drop from exhaustion. The Hunt won't actually hurt them when this happens, since their true quarry are the souls of the dead. Now in your case, what they're doing seems kind of strange. Sort of like following the Assassin into that dark alley to see what he's up to. They're actively hunting a divine hunting party. Can you fill in a few blanks? Like level, party size and/or composition, how or why they're doing this? [/QUOTE]
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