My advice, based on these stats and a little gut intuition, is to have a minimum of 3 party members and a max of 5. A specialized gun-toting holy warrior could likely solo the entire challenge. One character focused on smarts (knowledge, notice, spellcasting), one character focused on agility (parry, shooting), and one character focused on vigor (tanking, melee fighting) should be able to pass all the challenges. The combination of skills required isn't really varied either. A d10 shooting skill is the highest required die for a 50% success chance, and passing that roll will make short work of the bone golem. So how does all this help? For one, we can see that most of the challenges require abilities easily obtained by novice characters. He's easiest to kill with arrows or a greatsword to the head, as his advantage is in firing long-range bolts. If he completes the ritual, then he has 50 PP and gets more if he kills a PC. If you've prevented his ritual, he's a slightly buffed novice spell caster. The necromancer's main strength is his bolt and zombie powers. The GM can provide additional zombies (if any) based on the parties success this far. A shooting skill of d10 gives a 50% chance of hitting the call shot. Once the weak point is spotted, a called shot at -4 will seriously wound the golem. A notice of 4 spots the golem's weakpoint, and a raise prevents the golem's surprise round. Good thing you drank that alcohol, right? A d6 vigor gives a 50% chance of passing this drunkenly, and I would house-rule that a PC can only be poisoned by the gas once. 4b) Vigor roll at -2 (zombie poison on death).Since the backstory explains that the PCs have already encountered zombies, they should be familiar with the headshot weakness. Setting the zombies on fire will mean your group wins unharmed charging in blindly might result in a few wounds. How the group uses the surprise round will largely determine how difficult this is. 4a) Fight eight zombies with a guaranteed surprise round.2) Strength roll to jump 2" (or build a bridge)Ī piece of rope, a ladder, even a broken door can circumvent this challenge if no-one has the strength for it.Īssuming your party has torches, this is pretty trivial.I would probably have the NPC soldier join them upon learning. Regardless, they should be able to grab some quick supplies from above. At this point, my PCs would probably attempt to set the entire catacombs on fire ymmv. However, a raise on this roll informs the PC that a legion of undead lie below. It will prove advantageous for most players to be drunk (unless they rely on smarts!)Ī d8 in Common Knowledge gives slightly better than 50% chance of success. Prequel: if players were drinking, they get +2 vigor and -2 smarts.There's a quick tl dr at the end if you just want my opinion on party size. We'll go over each plot point, and see what dice/rolls are needed to succeed. Since there's no specific mention of the number of players, lets look at the challenges in the pdf.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |