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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: 4455404" data-attributes="member: 386"><p>We played again last Thursday. Things were pretty simple, but I did add to the module by using the "random encounter skill challenge" that I came up with last time.</p><p></p><p>First, they went into the skill challenge with Sir Keegan. This went well, I thought, but failures in the skill challenge didn't translate well. He just kept raising his sword, calling the PCs servants of Orcus, etc. Not much change in the situation for each roll. They won on the last roll, and he gave them his sword. It all worked out, but I felt it lacked some tension.</p><p></p><p>We talked about skill challenges after the game over some drinks, and I think we had some good ideas. More on that later.</p><p></p><p>After Sir Keegan they headed down to the second level. Cleaned up the remaining zombies at the top of the stairs in no time flat.</p><p></p><p>I had the Warchief and the remaining hobgoblins guarding the entrance, and this turned into one really close fight. The Warlock moved out in front to start off the combat, and, using Hellish Rebuke, blocked himself from damage. I wanted to do something cool to him using page 42 instead of an attack, but couldn't think of anything at the time. Oh well; the fight was cool, the Warlock and Wizard nearly went down and the Warlord went down a few times.</p><p></p><p>One of the hobgoblin grunts ran away to alert the ghoul from room 17, so I told the players that they didn't have a chance to get a short rest between fights. They hid out in a nearby room and the Wizard used Ghost Sound to trick the oncoming ghouls into searching the upper levels. One successful Arcana check vs. the Ghoul's Will defense and the PCs were in the clear.</p><p></p><p>They went to the trap room, and it was cool, but I think it would have been even more awesome if I had the ghoul show up and attack them while they were in the middle of it. I didn't want to overwhelm them, though, and I thought the ghoul and his zombie horde would be tough.</p><p></p><p>When they did encounter the ghoul and his zombies - the PCs in room 17, ghouls blocking their exit, the Cathedral down the stairs - it was pretty cool. The ghoul told them they were trapped, just like he was trapped when Sir Keegan went on his rampage. He would wait until they killed and ate each other, becoming a monster like him.</p><p></p><p>The Warlod revealed Sir Keegan's sword and the ghoul flew into a rage, attacking immediately (after a successful Diplomacy check). The PCs totally creamed them, and at this point I kicked myself for not having the ghoul attack in the trap room! It would have made both encounters awesome.</p><p></p><p>After the fight, I had a vampire spawn from the Cathedral room open the door and hiss at them - no time for a short rest. And that's where we ended.</p><p></p><p>The talk about the skill challenges was interesting. We were trying to decide how best to handle them. Here are some thoughts we had:</p><p></p><ul> <li data-xf-list-type="ul">Skill challenges should be used when the group wants to go into detail on something and wants to have the end point be totally unknown - as opposed to regular skill checks, when there's more of a binary pass-or-fail, simple and quick mechanic.</li> <li data-xf-list-type="ul">We won't set up a goal for the skill challenge - we won't know what success or failure means until we get there.</li> <li data-xf-list-type="ul">The DM will push hard against the PCs, "forcing" an action/roll of some kind.</li> <li data-xf-list-type="ul">The DM or the players can end the skill challenge at any point if they are satisfied with what's going on in the fictional situation. If the PCs are okay with whatever situation the DM is pushing on them, we can end the challenge (because there is no longer a conflict).</li> <li data-xf-list-type="ul">Each roll will be very important and will resolve the stated action, which will change the situation.</li> <li data-xf-list-type="ul">The overall success and failure means that we know when to stop rolling, sticking with those results. This was the tricky thing. We decided that I, the DM, would have the authority to really be a bastard, doing things like taking away all their healing surges, throwing them in prison without their equipment, that sort of thing. Success would mean no more rolling for whatever just happened. It's hard to explain but you know it when you see it.</li> </ul></blockquote><p></p>
[QUOTE="LostSoul, post: 4455404, member: 386"] We played again last Thursday. Things were pretty simple, but I did add to the module by using the "random encounter skill challenge" that I came up with last time. First, they went into the skill challenge with Sir Keegan. This went well, I thought, but failures in the skill challenge didn't translate well. He just kept raising his sword, calling the PCs servants of Orcus, etc. Not much change in the situation for each roll. They won on the last roll, and he gave them his sword. It all worked out, but I felt it lacked some tension. We talked about skill challenges after the game over some drinks, and I think we had some good ideas. More on that later. After Sir Keegan they headed down to the second level. Cleaned up the remaining zombies at the top of the stairs in no time flat. I had the Warchief and the remaining hobgoblins guarding the entrance, and this turned into one really close fight. The Warlock moved out in front to start off the combat, and, using Hellish Rebuke, blocked himself from damage. I wanted to do something cool to him using page 42 instead of an attack, but couldn't think of anything at the time. Oh well; the fight was cool, the Warlock and Wizard nearly went down and the Warlord went down a few times. One of the hobgoblin grunts ran away to alert the ghoul from room 17, so I told the players that they didn't have a chance to get a short rest between fights. They hid out in a nearby room and the Wizard used Ghost Sound to trick the oncoming ghouls into searching the upper levels. One successful Arcana check vs. the Ghoul's Will defense and the PCs were in the clear. They went to the trap room, and it was cool, but I think it would have been even more awesome if I had the ghoul show up and attack them while they were in the middle of it. I didn't want to overwhelm them, though, and I thought the ghoul and his zombie horde would be tough. When they did encounter the ghoul and his zombies - the PCs in room 17, ghouls blocking their exit, the Cathedral down the stairs - it was pretty cool. The ghoul told them they were trapped, just like he was trapped when Sir Keegan went on his rampage. He would wait until they killed and ate each other, becoming a monster like him. The Warlod revealed Sir Keegan's sword and the ghoul flew into a rage, attacking immediately (after a successful Diplomacy check). The PCs totally creamed them, and at this point I kicked myself for not having the ghoul attack in the trap room! It would have made both encounters awesome. After the fight, I had a vampire spawn from the Cathedral room open the door and hiss at them - no time for a short rest. And that's where we ended. The talk about the skill challenges was interesting. We were trying to decide how best to handle them. Here are some thoughts we had: [list][*]Skill challenges should be used when the group wants to go into detail on something and wants to have the end point be totally unknown - as opposed to regular skill checks, when there's more of a binary pass-or-fail, simple and quick mechanic. [*]We won't set up a goal for the skill challenge - we won't know what success or failure means until we get there. [*]The DM will push hard against the PCs, "forcing" an action/roll of some kind. [*]The DM or the players can end the skill challenge at any point if they are satisfied with what's going on in the fictional situation. If the PCs are okay with whatever situation the DM is pushing on them, we can end the challenge (because there is no longer a conflict). [*]Each roll will be very important and will resolve the stated action, which will change the situation. [*]The overall success and failure means that we know when to stop rolling, sticking with those results. This was the tricky thing. We decided that I, the DM, would have the authority to really be a bastard, doing things like taking away all their healing surges, throwing them in prison without their equipment, that sort of thing. Success would mean no more rolling for whatever just happened. It's hard to explain but you know it when you see it.[/list] [/QUOTE]
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