Tuesday, November 15, 2011

GM Note - To speed the adventure

As your characters explore the Necromancer's Spike, not every location will result in a combat or a social encounter. This does not mean that there are not clues, items of interest or treasure to be found.

To keep the adventure moving through this structure, do you wish to provide a set of standing orders to be applied to areas where combat and/or a social encounter is not immediately indicated? I expect that this will reduce such areas to a single turn rather than two or more as I fish actions from each player.

To implement this, I need a list of actions the party will perform every time they encounter a new area. i.e. Cast Detect Magic, Search for traps, Search for clues, etc.. If you provide nothing else, you must always provide a set of extra roll with your turn post.

4 comments:

  1. Sounds good, Thurstan will detect magic, and look for clues, while Mr Wolfe will scent around.

    I'll provide rolls as needed..

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  2. Ok,

    Knowledge Dungeon (5) + 10
    Knowledge Engeneering (2) +7
    Survival (5) +10

    Is what I am going to be working with in this next section. Looking for places for ambush, supplies, maybe something to sell in town, crumbling or shotty construction for caverns, man made vs natural. Places to rest / defend.

    That kind of things.

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  3. Good idea.

    Kirlic will perform Knowledge: Nature/Geography (+7) whenever something appears interesting or noteworthy, and always perform a general perception check (+13 (+2 when elven bonus applies)) looking for oddities, listening for unusual sounds, and checking for secret doors.

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  4. Clint will be carefully checking for traps, especially on doors/chests/items his friends try to touch.... Perception +12 check for locked doors... disarm any traps... +16 Disable Device... Stealthily move slightly ahead of the party as the situation seems to call for it, Stealth +13... and Knowledge: Dungeoneering, if he sees something interesting +9

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