Feedback on C&C Adventure for Brand New CKs
Posted: Thu Jun 10, 2010 11:55 pm
Inspired by The Harbinger Variant I have been thinking about ideas for an adventure to go along with the rules that would offer quite a bit of 'hand holding' and advice for the brand new CK. Tentatively titled The Lost Tomb, I have been banging it out for the last couple of days.
And now comes the scary part. I want to post a bit of the text here for your feedback. Be honest. Is the voice right? Would it be helpful for you as a new CK? Is the idea even a good one? Let me know!
Doors
The doors in a dank environment like the tomb might be stuck or hard to open. A character can force open a door with a strength check. A low challenge level is probably appropriate for most doors (if you want to randomly determine the challenge level, roll 1d4+1). A second character can try to aid the first and this will add +2 to the check. A character can try again if he fails but this is likely to alert any creatures behind the door. Intelligent creatures like the goblins might block or bar doors, especially if they become aware of the characters presence. If the characters have access to an appropriate tool like an axe they can try to break down a door. Of course, this can be a noisy and time consuming task.
Cautious characters will probably want to listen at a door before they attempt to open it. This calls for a wisdom check. You will need to determine the difficulty of the check based on who or what is beyond. A rowdy group of dice throwing goblins calls for a low challenge level while a silently waiting skeletal guard might be impossible to hear. Remember also that Listen is a class ability of rogues and other classes should not get to add their level or attribute modifier to the check.
There is only one secret door in the dungeon (the one that leads to Room X). Any elves in the party will get a wisdom check to notice it by simply passing within five feet but other characters will have to actively search to find it (again with a wisdom check). However, if a clever player is convinced that a secret door is there for some reason and states his character is searching the appropriate area very carefully, it is certainly appropriate to have him locate the door without a check or in spite of a failed check. Smart play should trump bad dice rolls.
And now comes the scary part. I want to post a bit of the text here for your feedback. Be honest. Is the voice right? Would it be helpful for you as a new CK? Is the idea even a good one? Let me know!
Doors
The doors in a dank environment like the tomb might be stuck or hard to open. A character can force open a door with a strength check. A low challenge level is probably appropriate for most doors (if you want to randomly determine the challenge level, roll 1d4+1). A second character can try to aid the first and this will add +2 to the check. A character can try again if he fails but this is likely to alert any creatures behind the door. Intelligent creatures like the goblins might block or bar doors, especially if they become aware of the characters presence. If the characters have access to an appropriate tool like an axe they can try to break down a door. Of course, this can be a noisy and time consuming task.
Cautious characters will probably want to listen at a door before they attempt to open it. This calls for a wisdom check. You will need to determine the difficulty of the check based on who or what is beyond. A rowdy group of dice throwing goblins calls for a low challenge level while a silently waiting skeletal guard might be impossible to hear. Remember also that Listen is a class ability of rogues and other classes should not get to add their level or attribute modifier to the check.
There is only one secret door in the dungeon (the one that leads to Room X). Any elves in the party will get a wisdom check to notice it by simply passing within five feet but other characters will have to actively search to find it (again with a wisdom check). However, if a clever player is convinced that a secret door is there for some reason and states his character is searching the appropriate area very carefully, it is certainly appropriate to have him locate the door without a check or in spite of a failed check. Smart play should trump bad dice rolls.