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I'm prepping this scenario to run this Saturday, and I have a question with Act 2.
So I'm looking for suggestions on how to describe the encounter to add more suspense/fear/fun without actually changing the difficulty.
Any ideas?

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Here's what I did:
It gave my players a sense of wanting to fill the hole quickly. In fact, someone darted over there to try and do that right away, so that the others wouldn't come back.

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Here's what I did:
** spoiler omitted **
It gave my players a sense of wanting to fill the hole quickly. In fact, someone darted over there to try and do that right away, so that the others wouldn't come back.
Hehe, I like that!

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Dust Raven wrote:How exactly does a tiny lizard pickpocket something? Doesn't it provoke an AoO just by entering the square of whoever it's pickpocketing, and if not, why not?Stealth. You have to see it to attack it.
I have run this several times and its unusual for it to pull it off.
I thought that in combat, you could only make a Stealth check to be undetected if you are either unobserved (already hidden) or if you have cover or concealment, or if those who have observed you become distracted and a place of cover or concealment is within a normal move. On top of this, you can't move at your full move while making Stealth checks, at best you can move up to "less than your normal speed" which I interpret to mean 5' less than normal speed, which for a lizard is only 15' (normal 20'). There's at least 15' of movement required to reach the PCs, and provided I accept Xeanja's actions as a suitable distraction that still gives each and every PC a chance to spot the lizard before it can reach the PCs. And even then, once anywhere near the PCs there won't be a place of concealment/cover and everyone will notice it's there before it can do anything.
Maybe I'm just over thinking it.

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I did an analysis of the lizard pickpocket a while back.
I think the lizard trying to steal the key is actually the unique aspect of this encounter, and without the lizard having a chance of success, it's boring.
When I was a player, I had no idea a lizard even existed, so this unique aspect of the encounter was lost.
On average it takes the lizard 4 rounds to perceive the location of the key. In most cases the combat won't last 4 rounds. I figured if Xeanja was good enough to get a vision of the key, she was good enough to see the location of the key. /shrug
In practice, the lizard still has to Stealth to the PCs, which is unlikely because someone always has a high Perception. (And according to "the rules", even though the PCs aren't facing the lizard, Stealth always fails without cover).
Then, he has a 35% chance of success (which means an average of 3 rounds) to pick pocket it. During that time, the PC gets perception checks (opposed Perception against a +6 Sleight!) to detect the lizard.
So if Omb doesn't know which PC has the item, it's going to take him an average of at least 8 rounds to complete his mission (1 round travel minimum). This fight isn't going to last 8 rounds.
the lizard needed to make a +14 Stealth check (opposed by player Perception), followed by a +1 Perception check (DC 15), followed by a +7 Sleight check (DC 20), followed by a Sleight check (opposed by vs victim perception).
The probability of oom doing it in 3 rounds is... low. Just the Perception and Sleight checks, it would be 14%, then add in the opposed Stealth and Sleight checks. Actually, the probability, since the target was invisible is 0% (rolling a 20 wouldn't even make the Perception check). Yeah... LOL. GM god mode!
My home game PCs killed Omb with an AoO because he failed his Stealth check. And that's how it goes. At least it was cool that he tried to pick pocket.
Also, there's no real penalty for losing the key. In part 2, the Aspis army has the key on them anyway. So if the lizard gets crazy lucky and gets away with it, it's just part of the story.
Basically, there's no chance the lizard will pickpocket the party before the encounter is over (statistically). Especially if you play Stealth RAW, because without cover, the lizard is automatically detected. Basically if it happens, it's because the GM ignored the rules to make it happen.

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Better question: how does Xeanja find the PCs, and what makes her think there's a key in the first place?
"'Cause she's a witch! And witches know stuff." is not good enough. She's nowhere near powerful enough to cast contact other plane or divination.
She had a scroll of "appropriate divination spell" and made her Spellcraft check. :p

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I had a question about this scenario as well.
Question 1) can I assume she has the key?
Question 2) What is the lock DC?