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Sandboxing in the Nentir Vale (was: Emergent Features in KotS)
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<blockquote data-quote="LostSoul" data-source="post: 4396229" data-attributes="member: 386"><p>We played again tonight, and I am finding that I really need to improve my tactics. My bad guys are getting creamed by the PCs. More practice is what I need, I guess, because I don't want to take the time to think out a great strategy if it slows the game down.</p><p></p><p>So, time for interesting features:</p><p></p><p>After slamming the door shut on the hobgoblin torturer - the door of the IRON MAIDEN - the PCs took over the room and decided to use its features to extract some information from one of the surviving goblins. (They just didn't trust Splug. I wonder why?)</p><p></p><p>He pointed out that Balgron the Fat, the goblin subchief, had his lair just through the door down the other way. The door that he was trying so hard to get to, but couldn't because he was being roasted from behind by flames from hell.</p><p></p><p>The PCs snuck up on the lair - stealth had worked well in the first encounter, why not the second? - and with help from a ghost sound (+2) and some sound effects I liked (another +2), the Rogue slipped past the guards. He heard the heavy snoring from Balgron the Fat and decided to kill him.</p><p></p><p>He didn't expect to see a goblin guard watching over Balgron while the subchief slept. The Rogue had a surprise round - he wanted to kill the guard before he could make a sound.</p><p></p><p>After some table talk - basically working out the parameters of what he could do - we decided on this: with some nice RP - the Rogue moving up to the goblin, sweeping his legs and then putting his knee on the goblin's throat - he could knock the goblin prone and silence him until the end of the Rogue's next turn.</p><p></p><p>A successful Dex vs. Reflex - it had worked!</p><p></p><p>Good thing, too. The goblin won init. </p><p></p><p>He tried to break the Rogue's hold on him, which he did (if he had failed, the silenced condition would have "sustain minor"), and he tried to shout out a warning. Nothing came out but a squeak. Remember - "end of the Rogue's next turn." </p><p></p><p>Stupid goblin.</p><p></p><p>The Rogue then slipped behind the curtain and performed his Daily power on the helpless subchief - Final Strike, I think - and the Coup de Grace damage was greater than the bloodied damage.</p><p></p><p>The rest of the battle was a mop-up.</p><p></p><p>After that, they killed the rest of the goblins on the level, capturing a few. Have to remember - the goblins will be willing to work for the PCs and will try to make some kind of deal for their lives.</p><p></p><p>edit: I should also note that I gave the Rogue an individual Quest on the spot: if he kills Balgron, he gets the XP. I wanted to tempt him to be daring!</p></blockquote><p></p>
[QUOTE="LostSoul, post: 4396229, member: 386"] We played again tonight, and I am finding that I really need to improve my tactics. My bad guys are getting creamed by the PCs. More practice is what I need, I guess, because I don't want to take the time to think out a great strategy if it slows the game down. So, time for interesting features: After slamming the door shut on the hobgoblin torturer - the door of the IRON MAIDEN - the PCs took over the room and decided to use its features to extract some information from one of the surviving goblins. (They just didn't trust Splug. I wonder why?) He pointed out that Balgron the Fat, the goblin subchief, had his lair just through the door down the other way. The door that he was trying so hard to get to, but couldn't because he was being roasted from behind by flames from hell. The PCs snuck up on the lair - stealth had worked well in the first encounter, why not the second? - and with help from a ghost sound (+2) and some sound effects I liked (another +2), the Rogue slipped past the guards. He heard the heavy snoring from Balgron the Fat and decided to kill him. He didn't expect to see a goblin guard watching over Balgron while the subchief slept. The Rogue had a surprise round - he wanted to kill the guard before he could make a sound. After some table talk - basically working out the parameters of what he could do - we decided on this: with some nice RP - the Rogue moving up to the goblin, sweeping his legs and then putting his knee on the goblin's throat - he could knock the goblin prone and silence him until the end of the Rogue's next turn. A successful Dex vs. Reflex - it had worked! Good thing, too. The goblin won init. He tried to break the Rogue's hold on him, which he did (if he had failed, the silenced condition would have "sustain minor"), and he tried to shout out a warning. Nothing came out but a squeak. Remember - "end of the Rogue's next turn." Stupid goblin. The Rogue then slipped behind the curtain and performed his Daily power on the helpless subchief - Final Strike, I think - and the Coup de Grace damage was greater than the bloodied damage. The rest of the battle was a mop-up. After that, they killed the rest of the goblins on the level, capturing a few. Have to remember - the goblins will be willing to work for the PCs and will try to make some kind of deal for their lives. edit: I should also note that I gave the Rogue an individual Quest on the spot: if he kills Balgron, he gets the XP. I wanted to tempt him to be daring! [/QUOTE]
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