Playtest Prep Notes: Scene 3

Gah!  I had issues with my printer, Vista and Adobe last night so I spent 3 hours printing Power Cards for the pre-generated PCs!  I freaking hate that part of Convention Games prep, but it makes the game so much easier!

Last night I completed the play test draft for Scene 3 which is about:

Kobolds have to get into the city. Various ways are made available, including climbing the outside wall at night, Bluffing the City guards (Skill challenge: Disguise, Bluff, Diplomacy) and sneaking into the sewers

Here’s what I have:

Hope’s Point is a city that sits by a Cliff overlooking the Ocean.

It’s a walled community with a pair of competent looking Guards posted on each gate and periodic patrols on the walls, shouting ‘”All’s well” periodically.

A cursory scouting of the City reveals 2 ways to sneak in, both playable by skill challenges.

Convincing guards to let party enter any gate

Skill Challenge (8/3, DC 21)
Primary Skills: Bluff, Diplomacy, Insight

Prerequisite: PCs must hide their features to be allowed to initiate the Challenge

Success: PCs allowed in city

Failure: Rebuffed from gates and threatened with alerting the whole city.  If the city is alerted, stress how guards and adventurers are pouring out of the city to engage the PCs.

Personality traits: The guards are polite but of the dumb and stubborn type.  Meeting everything strange with the fake-idiot cunning of long time police constables.

Fluff Quotes:

  • So you guys are those Cloistered Monks that made a Vow of Hiding you Faces huh?  My brother in law is from that Monastery too, you may know him, name’s Jim? Yeah? Fancy that! His name is Bob.
  • Careful Jin, they might be monsters in disguise from them Caves!
  • Shut up Mort, everyone knows monsters don’t ever leave that place.

Entering through the Sewer:

Visible from the Cliff (Easy DC) , a 4′ Pipe leading to the sewers can be accessed by climbing (Moderate DC). The Pipe leads to a large area inhabited under the city. Populated by a band of 5 Were-Rats , an Otyugh and an Ochre Jelly (+2 level).

They’ll be willing to let the PCs pass if they can be convinced….

Skill Challenge (4/3, DC 17)
Primary Skills: Bluff, Diplomacy, Insight, Dungeoneering, History

Failure without successes: PCs attacked.
Failure with one success: Entry refused
Failure with 2 successes: Rats let PCs pass but forget to mention Otyugh and Ochre Jelly
Failure with 3 successes: “You can pass, provided you manage to feed this Otyugh to it’s heart’s content”

Fluff Quote:

We’d love to help you, but we’re oh so hungry and everyone knows Kobolds taste like Chicken!

Battle Map: Sewer from Wizards of the Coast’s City of Peril Fantastic Location

Stat Adjustments:

Level 4 Ochre Jelly , 400 XP

HP: 122; Bloodied 61
AC:20, Fort 18, Ref 16, Will 16

Slam
+10 vs AC, 2d6+2 and ongoing 5 acid damage (save ends)

Tomorrow: Scene 4!

4 Comments

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  1. Posted October 2, 2008 at 11:03 pm | Permalink
    1

    Seems like on the entering through the sewer challenge, it’s actually better for the PCs to fail with one success then two. One success means they either walk off or continue on, ready for a fight. Two successes means they get to walk past the first fight and get ambushed by the tougher badguys.

    Also, I like that the guards on the patrol let everyone know that “ll’s well,” I had wondered how L.L. Cool J was doing ;)
    Sages last blog post..Play This Thing: Primetime Adventures

  2. The Chatty DM
    Posted October 3, 2008 at 12:31 am | Permalink
    2

    Actually… if they fail with one success they can’t enter the sewers, period.

    Failing with two means not fighting the wererats, not the rest.

    If they fail with no success the Rats call the Ooze and Otyugh to join the fight.

    As these are barely edited from my game notes, they’re not as well spelled out as I’d want the,

    Yeah, I’ll correct the LL Cool J typo.

  3. Posted October 3, 2008 at 4:26 am | Permalink
    3

    My question is, what’s stopping the PCs from entering the sewers after they kill the wererats and friends?…or am I mistaken in inferring that?…

    Love the fluff quotes…

    Reverend Mikes last blog post..Session #1: Dead Jeffery On A Rope

  4. The Chatty DM
    Posted October 4, 2008 at 3:48 am | Permalink
    4

    If the PCs decide to force their way through the sewers violently, they are free to infiltrate the city as they see fit.

    That’s also where I encourage enterprising DMs to create a whole new 5 room dungeon under the city with other factions and monsters that could be very interested in that prophecy.

One Trackback

  1. By » Kobold Love Playtest pack available on October 7, 2008 at 1:16 pm
    1

    [...] Scene 3: Skill Challenged Kobolds in the City [...]

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