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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: 4928371" data-attributes="member: 386"><p>Just finished playing. A quick recap here.</p><p></p><p>We only had 3 players, so 3 third-level PCs ventured into the Cairngorms - a level 6 area. Dangerous, but smart play would triumph and lead to generous rewards. Exactly the kind of play I am looking for in this game.</p><p></p><p>The PCs went in, encounter some wandering monsters:</p><p></p><ul> <li data-xf-list-type="ul">A clutch of griffons, a mating pair and two nearly grown, flying around. They ignored the party due to their lack of horses.</li> <li data-xf-list-type="ul">The survivors of the Guttersnipe Goblin Tribe, 4 goblins and 4 hobgoblins. The PCs laid an ambush; at a tense moment in the fight, where one hobgoblin had readied an action to coup de grace a PC, the goblins tried to parley. The PCs killed them, but only barely. My DM notes said that they would not fight, but would attempt to gain allies.</li> <li data-xf-list-type="ul">Camping out on the side of a mountain using a ritual to summon nature spirits to hide them, dire wolves approached, following their scent, but lost it and moved on.</li> </ul><p></p><p>The PCs spotted an old PC - Malchior, now a battle wight - leading a group of zombies to his old family tomb in the Cairngorms. The PCs laid an ambush; three of the zombies turned out to be ghouls and the fight was very close. Once again the PCs triumphed.</p><p></p><p>Cool features:</p><p></p><p>A quick flowing mountain stream that knocked you prone and dragged you downstream. (+9 vs. Fort, prone and slide 1d6 squares.)</p><p>Players strategizing and planning out when to engage, using rituals to hide themselves.</p><p>Setting up an amush and creating a trap on the fly using the damage guidelines on page 42. (A rockslide; level 5; +8 vs Ref in a specific area; 3d10+4 damage, miss half, area turns to difficult terrain; DC 21 Endurance and Atheletics checks to create the trap, failure on either one indicates the loss of a Healing Surge.)</p><p>The utter kick-assitude of the Druid Daily 5 power, Wall of Thorns (or whatever it's called).</p><p>Using the PC's Intimidate checks as monster morale checks (Free Actions).</p><p>Giving the elven Ranger a +2 to saves against ghoul paralysis.</p><p>Sharok the dwarven druid making a diving leap off a 15-foot cliff, driving a Corruption Corpse into the wall (attack vs. Reflex, push 2 and prone, Sharok takes 1d10 falling damage and falls prone).</p><p></p><p>I'm sure there were a few others; I was in an ad-libbing mood tonight.</p><p></p><p>edit: One other cool thing. When the hobgoblin was readying an action to coup de grace Umar, I described him holding Umar's head in his hand. That meant he didn't have his shield ready. When Sharok attacked, the 2 points of AC from being without his shield was the difference.</p></blockquote><p></p>
[QUOTE="LostSoul, post: 4928371, member: 386"] Just finished playing. A quick recap here. We only had 3 players, so 3 third-level PCs ventured into the Cairngorms - a level 6 area. Dangerous, but smart play would triumph and lead to generous rewards. Exactly the kind of play I am looking for in this game. The PCs went in, encounter some wandering monsters: [list][*]A clutch of griffons, a mating pair and two nearly grown, flying around. They ignored the party due to their lack of horses. [*]The survivors of the Guttersnipe Goblin Tribe, 4 goblins and 4 hobgoblins. The PCs laid an ambush; at a tense moment in the fight, where one hobgoblin had readied an action to coup de grace a PC, the goblins tried to parley. The PCs killed them, but only barely. My DM notes said that they would not fight, but would attempt to gain allies. [*]Camping out on the side of a mountain using a ritual to summon nature spirits to hide them, dire wolves approached, following their scent, but lost it and moved on.[/list] The PCs spotted an old PC - Malchior, now a battle wight - leading a group of zombies to his old family tomb in the Cairngorms. The PCs laid an ambush; three of the zombies turned out to be ghouls and the fight was very close. Once again the PCs triumphed. Cool features: A quick flowing mountain stream that knocked you prone and dragged you downstream. (+9 vs. Fort, prone and slide 1d6 squares.) Players strategizing and planning out when to engage, using rituals to hide themselves. Setting up an amush and creating a trap on the fly using the damage guidelines on page 42. (A rockslide; level 5; +8 vs Ref in a specific area; 3d10+4 damage, miss half, area turns to difficult terrain; DC 21 Endurance and Atheletics checks to create the trap, failure on either one indicates the loss of a Healing Surge.) The utter kick-assitude of the Druid Daily 5 power, Wall of Thorns (or whatever it's called). Using the PC's Intimidate checks as monster morale checks (Free Actions). Giving the elven Ranger a +2 to saves against ghoul paralysis. Sharok the dwarven druid making a diving leap off a 15-foot cliff, driving a Corruption Corpse into the wall (attack vs. Reflex, push 2 and prone, Sharok takes 1d10 falling damage and falls prone). I'm sure there were a few others; I was in an ad-libbing mood tonight. edit: One other cool thing. When the hobgoblin was readying an action to coup de grace Umar, I described him holding Umar's head in his hand. That meant he didn't have his shield ready. When Sharok attacked, the 2 points of AC from being without his shield was the difference. [/QUOTE]
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