
Douglas Muir 406 |
Okay, they just escaped. But we had some fun first -- the surviving PCs tied to stakes while the cannibals held a feast consisting of the PC they'd killed (and the tribesmen the PCs had killed, of course). I've made Grandmother a low-level vampire; she came up out of the ground to drain some blood from a couple of the PCs while her descendants capered and shrieked to the sound of mad drumming. (I gave the tribe a bard, a blind drummer who the PCs immediately identified as the Doof Warrior from Mad Max.) Fun abounded.
Now, the PCs just broke loose and are fleeing into the jungle... naked, without their stuff, and with the tribe in hot pursuit. There are three of them and they're currently 3rd level; two of the NPCs (Sasha and Brother Jask) are still alive and with them.
Suggestions as to how I can make next session even more amusing are entirely welcome.
Doug M.

tonyz |
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Give them choices -- do you take the easy way or the hard way? Repeatedly...
If they do X to get away, they succeed easily but enemies get closer, or they have to fight someone else ("the easy way is always mined!"). Or they can try the hard way -- if they succeed, the enemies fall further behind or are weakened.
For instance:
Quicksand patch -- with a Survival check, the PCs can leave traces indicating that they entered here, and 3 pursuers have to make Reflex saves (DC 14) or be trapped in quicksand and out of the pursuit (maybe dead, won't matter). Or they can just go around -- but then the tribesmen get to go around too.
Up ahead looks like the lair of (insert local ferocious beast) -- can you get past him with a Stealth check, or do you go around? Maybe the tribesmen won't puruse, or will wake him up (and lose 1-3 from the pursuit.)
When in doubt, have some drums sounding way behind the PCs.
This looks like a good ambush site -- do you try to lay one? (Be dramatic, e.g., a trail on the edge of a cliff.) If the PCs lay an ambush, they have to fight 1-2 enemy scouts (the enemy has split up to cover the possible escape routes); if they can kill the scouts without them raising an alarm, they gain hours -- if they don't, all the enemies converge on the spot.