I'm running C&C as a one-shot adventure (hopefully in one night) to try to get some old D&D players (we haven't played in years and years) back into PnP RPGs. The Beacon at Enon Tor is a nice, short adventure, so I think it will work.
However, I want to make sure I give the group a good feel for the SEIGE engine and AFAICS, The Beacon at Enon Tor doesn't have too many opportunities to use the SEIGE engine other than for combat. Because I want to give them a good feel for C&C, I'm looking for some suggestions on small things I can modify/add that will present the party with opportunities to make different attribute checks. What would you suggest?
BTW, did I mention that this will be my first time running C&C?
Sorry. Didn't specify the full name of the modules originally. I was being lazy.
Now that I see that only Mods can reply to this forum, maybe this isn't the right place for me to have posted this message. If one of you Mods thinks it might go better elsewhere, please move it. Maybe it should go in the Open Discussion forum. (?)
Running Beacon at Enon Tor fr 1st C&C session. Need adv
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- Breakdaddy
- Greater Lore Drake
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I cant be much help on this module as I've never run it, but there are some things you can do to provide the characters with SIEGE check opportunities. Any time they are in conversation with an NPC, you could do a check to see how persuasive they are or if they detect that the npc is being deceptive. Tracking checks can be made for hunting game or when you roll a random encounter so that the group can see the tracks before a possible ambush is staged against them. Details in the module can be produced only with a SIEGE check and the characters may perceive things that the module doesn't discuss as added by the CK for further adventuring opportunities or foreshadowing a new adventure.
"If you had not committed great sins, God would not have sent a punishment like me upon you."
-Genghis Khan
-Genghis Khan
Traps, difficult terrain, secret doors... anything that involves a class ability like scrawled notes on the wall (decipher script) and the like. Nearly every module will not tell you when or how to make something an attribute check (because the majority of them are combat-oriented) -- you have to decide how to do it. How you do it depends a great deal on what types of checks you want... you can easily provide tracking attempts (some strange marks on the floor which careful observation reveals to be caused by something being dragged)and you can easily incorporate some druid ability checks (strange mosses and fungi growing on the walls and ceiling, with no real magical or semi-magical properties, but might be dangerous to touch or eat; perhaps a -1 penalty for a few hours but not lethal.) Adding in all these kinds of details and situations still does not mean they'll be used -- your players might just ignore the opportunity, so you have to think faster than they do and allow for the slip-up and unexpected. Put the onus on them to use their classes to the fullest... and then roll with the punches.
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Ok, the header now says Beacon of Enan Tor. Or it always did and I missed it the first time.
I dunno; it give a good mix of combat, searching and such. Try putting the beacon on a islet in the bay, so the party will have trouble going from the lighthouse tower to city and back again. Otherwise, it should work pretty well. I ran it as part of the playtest for C&C and it was a blast!
ike
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Always remember, as a first principle of all D&D: playing BtB is not now, never was and never will be old school.- Tim Kask, Dragonsfoot
I dunno; it give a good mix of combat, searching and such. Try putting the beacon on a islet in the bay, so the party will have trouble going from the lighthouse tower to city and back again. Otherwise, it should work pretty well. I ran it as part of the playtest for C&C and it was a blast!
ike
_________________
Always remember, as a first principle of all D&D: playing BtB is not now, never was and never will be old school.- Tim Kask, Dragonsfoot