Wednesday, March 16, 2022

In which one of the party dies

 Death needs to be an almost constant threat, to make taking risks actual risk-taking.  And so I provide opportunities.  Every third or fourth encounter is strong enough to be deadly, and about one out of every eight or nine is over-kill and should be avoided.  

The party is lost in the wilderness.  One way teleporting gates have a way of doing that.  They've cleared a dilapidated tower to provide shelter and a temporary base of operations.  They trekked west a couple days, rolled well, encountered a pack of death dogs, triumphed and back-tracked.  Then they opted to scout to the north.  After two days of a steady rain the going was slow.  Another moderately difficult encounter.  Another success.  Camp.  During second watch they spotted a fire a mile or so away.  The ranger opted to go explore - ALONE - and the party opted to LET HER GO!  She got within about 60' of what appeared to be a cult ritual (complete with robed figures chanting in ancient Sanskrit) and failed her stealth check.  Stepped on a twig?  Kicked a rock?  Flushed wildlife?  The ritual goes full stop and the cult leader orders their guard dogs to attack.   

And that's where we left it.  So the ranger has a week to reason her way out of this and the rest of the party has a week to reason out a rescue plan.  They're a mile away.  The death dogs are 55' away and slavering at a dead run.  And it's dark (a waxing crescent moon.)  

Meta:  The ranger is 5th level.  The DD's are CR1, so five would be a deadly challenge.  I COULD greatly reduce the number of DDs to make it survivable.  The rest of the party is, at best 8 (?) minutes away.  Ranger has a companion so a balance in the action economy would be two or three DDs.  Think I'll throw five at her and see what happens.

To paraphrase Ivan Drago: "If she dies, she dies."

(posted a month late so as not to spoil)

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