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Handling the bandit camp in "Kinstrife" (spoilers)
Posted: Sun Mar 30, 2014 12:35 pm
by Dunkelbrink
Hi, I was wondering if someone have handled the situation with a big manhunt after the fellowship setting off an alram and maybe could share a few ideas.
Our group are in the middle of "Kinstrife and dark tidings" and hav just arrived at the forest where Valter and the bandits are camped. Alas, they were discovered by the patrols scouting the area and a fight broke out. The managed to kill off the patrol except for one bandit, who ran back to camp. Soon horns were blown and the hunt was on.
The adventure as written doesn't really handle the situation of the fellowship being discovered. I don't want the fellowship fighting the whole camp, but the consequences should be rather severe after rousing the whole camp after all.
Would you handle the hunt as a prolonged action, say three rolls of hunting, stealth and explore, and the company having to fight a party of bandit for each failure? Or is that too static? Should I just let the company hide with a good roll and let them wait it out. Or maybe the possibility of them getting captured could be interesting. What happened in your campaigns, if you have played the adventure? I guess some way of handling manhunts would be useful also in other situations.
Would appreciate any advice or ideas!
/Magnus
Re: Handling the bandit camp in "Kinstrife" (spoilers)
Posted: Sun Mar 30, 2014 12:53 pm
by PipeSmoker
Reloplay, roleplay, roleplay.
In my campaign, heroes literally knocked at Valter's door, not really getting what he was untill it was late...
A subtle situation arouse and the Bloody tried to convince them to join him (or to exploit their skills and knowloedge) the same way he was doing with Oderic. Obviously, all of it was not pleasant and the heroes were forced to "prove" their loyalty, while trying to save their own lives... something memorable for both me and my players!
So go creative, work with hope, shadow and "moral issues", that's my advise.
Re: Handling the bandit camp in "Kinstrife" (spoilers)
Posted: Sun Mar 30, 2014 6:39 pm
by Glorelendil
I agree with PipeSmoker, but I also have trouble thinking on my feet when things go unexpectedly.
Maybe have them run/hide like you suggested. The first time they get caught (if they fail rolls) have a fight with a small patrol. Then if they get caught again, it could be by a member of the camp who secretly wants to defect but has been afraid to, and thinks this may be his chance.
Or do what the Professor would do...have Gandalf save them.
/duck
Re: Handling the bandit camp in "Kinstrife" (spoilers)
Posted: Sun Mar 30, 2014 7:58 pm
by Dunkelbrink
Thanks for your responses! Yeah, I usually just improvise and go with the flow but in a case like this I don't want the players to feel that I've handled the thing too arbitrary. I want there to be consequences for screwing up but not having the whole camp finding them and slaughtering them. I like your suggestions, bur since the fellowship killed some bandits off already they probably won't meet Valter face to face accept at sword point. Which could be interesting in its own way.
And, yeah, Gandalf. No.
Re: Handling the bandit camp in "Kinstrife" (spoilers)
Posted: Sun Mar 30, 2014 10:54 pm
by Woodclaw
Dunkelbrink wrote:Thanks for your responses! Yeah, I usually just improvise and go with the flow but in a case like this I don't want the players to feel that I've handled the thing too arbitrary. I want there to be consequences for screwing up but not having the whole camp finding them and slaughtering them. I like your suggestions, bur since the fellowship killed some bandits off already they probably won't meet Valter face to face accept at sword point. Which could be interesting in its own way.
And, yeah, Gandalf. No.
Well if you want a more mechanic way to handle things you can borrow a page from 7th Sea and adapt its chase rules.
Pretty much it should works as follows:
- Establish a initial distance between the two parties measured in successes, these aren't just a measure of distance but also of visibility, obstancles and so on;
- Each "round" of the two parties does an opposed check, the skills involved depends on the situation (Hunting, Stealth, Athletics and Travel are all possible)
- If the chased party won they add one to the distance on normal success, plus one for the extra degrees as normal;
- if the chaser party party won they remove one to the distance on normal success, plus one for the extra degrees as normal;
- When the distance reach 0 the chaser reach their prey and the chase scene will end;
- Otherwise when the chased party manage to bring the distance over 6 (or whatever number you think is appropriate) the lose their hunters.
I know these rules a re a bit involved, but their worked pretty well for me.
Re: Handling the bandit camp in "Kinstrife" (spoilers)
Posted: Mon Mar 31, 2014 3:05 am
by Heilemann
The Darkening of the Marshes from Tales of Wilderland has pursuit rules in it, from when the orcs of The Dwimerhorn chase the crap out of the company. Can't wait to play it.