Delirium's Tangle question [Spoilers]


GM Discussion

Sovereign Court 4/5

Did a quick search but didn't find the answer I seek.

The start of the scenario includes a passage of time which can be lessened by a Track check. This is a span of hours. What penalty does the scenario carry for failing this, getting a high 2d6 roll, getting lost in the maze, etc.?

No where in the scenario do I see how much time Nuar has to live or, in playing this or running it a couple of times, any possibilities of Nuar dying.

Am I missing something?

Grand Lodge 5/5 Regional Venture-Coordinator, Baltic

Yeah, the time really doesn't matter unless someone does some buffs at the start of the adventure. Most times I've run this, the 2d6 hours - checkresult result in 0 hours though. ;-)

Sovereign Court 4/5

Okay, cheers. Party I'm running through now has no one who has the track ability and I rolled 5's on both dice, haha. Guess it'll just be a mild annoyance. Might be good drama not knowing if he's alive or not.

Thanks, Auke!

Silver Crusade

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There's no penalty with Nuar. The downside is that the party may find themselves needing to rest. If they insist on keeping long buffs like mage amor up, there's a fair chance it will run down. When I played it, I used at least a fifth of a wand keeping it up the whole way. A longer time stuck travelong is also a good test of whether they actually brought food clean water to drink. It's a minimum 10 hours in the actual Tangle itself, so it's very likely that the party will actually need to be concerned about rest and sustenance. One of my players (an old-school tabletop veteran) when I ran it was actually HAPPY he had to use his trail rations for the first time ever in PFS.

Lastly, the players have no idea of what kind of timeline they are dealing with, and they don't know that how long they take have won't matter, so I would leverage that to make them anxious if they start running behind. The atmosphere of the maze is what makes the scenario imo, and a lot of that comes from the players worrying about how long they've been stuck in the maze.

WIth that in mind, as a side note, I added some flavor to the maze by having vines that slowly crept around people if they stood still. They didn't actually constrict or inhibit movement (aka they had no mechanical effects) but it made the players self-concious and a bit creeped out. When they had to sleep, whoever was on watch had to keep chopping off vines.

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