* * * Wizards Community Thread * * * -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Thread : Get away Started at 12-06-04 08:24 PM by Nifftin Visit at http://forums.gleemax.com/showthread.php?t=347806 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 1] Author : Nifftin Date : 12-06-04 08:24 PM Thread Title : Get away Does anyone have any ideas for chasing down foes that run away? Or perhaps a thief in a crowded market? -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 2] Author : failhelm Date : 12-06-04 10:01 PM Does anyone have any ideas for chasing down foes that run away? Or perhaps a thief in a crowded market? Here's a great one I called Highbar robbery @ least I think it was mine, who knows? It takes place at a bar called, suprise: Highbar. I used it to bring a party together, pcs are 1st level and the bar gets robbed by guys with crossbows. If the PCs suggest trouble they threaten an easy kill, like the magi or some innocent. I made it a good size of bandits too 4-6. They take the parties stuff, yeah all that stuff they just bought. The pcs are then forced to get their stuff back being low level and with no equip, except what was hidden or storred elsewhere. In my adventure the bartender offers a reward (unstatted at the time) for anyone who catches the thieves and offers use of some horses (if the party is lacking). Anyway, let @ lest 1 or 2 thief get away, but let the pcs get all the stuff back, they are the heroes after all. I also ran a great dungeon module where the party gets back some silver press plates for some local duke. It's got danger, traps, and bad guys - fun stuff, also 1st level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 3] Author : failhelm Date : 12-07-04 01:02 AM Here is another I did, too good to not post. Scenario Small village, holy ruins near by. People are cordial but not friendly. Party quickly learns that people have gone missing or are gone, but people do not seem upset, instead they its more like they have come to accept these dissapearances. Village folk is so afraid that when the party makes any hint of suggestion the towns folk become EXTREMELY angry toward the party (not violent). The towns folk believe that if the party gets involved then more people will disapear. There are also NO clerics, or religious shrines/symbols anywhere. Any sign of them, show removal. Here's what's really happening: Some thieves discovered the local ruins had magical enchantements on them that would allow them to fool the local towns folk into thinking that the OLD gods have returned and are greatly angered. The city sits atop a serious of tunnels that run all they out to the ruins (which has an old underground structure). The thieves use the magic of the ruins to trick the village into giving up valuables. When people don't pay up or can't, they are taken at night through the secret tunnel system and sold into slavery. In my campaign I used aliens instead of magic, which later tied into that other module that eludes me at the moment. Just a twist I wanted to do, I'll post how I did it if anyone is interested. The best thing about this adventure was the awkward position it put the players into. The town didn't want their help, and if they found out they might become hostile toward the party OR more people might actually get hurt. It's helpful to through in one towns person whom tries to help them, but disappears, this is a good way to make the party feel some urgency. I had the characters discover the undergound tunnels under the city by off chance. A concealed door in their INN room, it eluded them for 2 days, and allowed the theives guild to try and scare them off by being able to sneak into their rooms and mess w/ them. The players became genuine heros after this one in this small village and the cleric brought their faith back, each member of the party was able to help in their own small way to restore the village onto the path of being normal again. As for the towns folk already sold into slavery, do as you will. This was meant for a party no greater than 2nd level avg. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 4] Author : RobertFisher Date : 12-07-04 01:02 PM Does anyone have any ideas for chasing down foes that run away? Or perhaps a thief in a crowded market? At its most basic level, a chase in D&D comes down to movement rate (& thus encumbrance). Beyond that, however, both the chased & the chasers should try to exploit the "terrain". The chased should be looking for a quick succession of intersections by which pursuit may be confused. The chasers should attempt to scatter crowds ("Dragon!") & try to spread out & box their prey in. If the chase goes on for a while, endurance may become an issue. Since endurance & stamina are subsumed by Strength, the participant with the highest Strength score is going to have the advantage. I'd want to recheck the PHB & DMG for any guidelines, but absent that, I guess I might have each character's movement rate drop after each number of rounds equal to his Strength score. You could also use ability score checks. Roll under Dex to negotiate a crowd. The character who rolls highest without going over his Dex does a better job of negotiating the crowd. (The "highest roll not over" is borrowed from Pendragon.) Int checks could determine if the chased manages to pick a route that confuses his persuers. Strength checks could determine when a character starts to run out of steam. Charisma checks could determine how successful an attempt to clear a crowd would be. I tend to prefer the former method & try to get the players to roleplay it rather than rolling a lot of dice. I'd probably toss a few die rolls in there, though, just to spice things up a bit. Does that answer your question? -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 5] Author : failhelm Date : 12-07-04 06:06 PM I think I got a bit carried away there, slow down failhelm and read :) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 6] Author : Wyrmbane Date : 12-07-04 09:31 PM Short answer: 125 gr JHP. Wait, that was a one-off crossover. Never had that problem, and I've always just assumed that someone would chase, someone would shoot something, and someone would crank off a spell. Every party I've been in, at some point some yahoo tries to grab and run. And everytime, the mage frags the yahoo and everyone around him/the archers pin cushion him and a few others/someone manages to catch him and kills said yahoo. Then we die trying to get out of dodge. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Downloaded from Wizards Community (http://forums.gleemax.com) at 05-10-08 08:15 AM.