Pavlovian |
In the book, it says that the players can spend 2 days worth of reconnoiter near the Grandparents to scout for Ardissa's camp, with each roll of Survival/Perception taking one day.
I find this very confusing. Do they either:
- reconnoiter and roll once each 2 days, or;
- reconnoiter for 2 days but roll each day?
This is the text from the book, p. 38
Spotting the Trophy Hunter: When the Broken
Tusks enter this hex, the following sets up camp
before reaching the pass, giving the characters time
to Reconnoiter the hex to make sure it’s safe before
moving on. Because this hex is primarily hilly terrain,
it takes the characters 2 hexploration activities (thus,
2 days) to Reconnoiter the hex. To spot Ardissa
before she can ambush the following, one character
in the party must attempt a DC 16 Survival or DC 20
Perception check each day the party Reconnoiters.
JDoom |
In the book, it says that the players can spend 2 days worth of reconnoiter near the Grandparents to scout for Ardissa's camp, with each roll of Survival/Perception taking one day.
I find this very confusing. Do they either:
- reconnoiter and roll once each 2 days, or;
- reconnoiter for 2 days but roll each day?This is the text from the book, p. 38
Spotting the Trophy Hunter: When the Broken
Tusks enter this hex, the following sets up camp
before reaching the pass, giving the characters time
to Reconnoiter the hex to make sure it’s safe before
moving on. Because this hex is primarily hilly terrain,
it takes the characters 2 hexploration activities (thus,
2 days) to Reconnoiter the hex. To spot Ardissa
before she can ambush the following, one character
in the party must attempt a DC 16 Survival or DC 20
Perception check each day the party Reconnoiters.
The first one is by the Reconnoiter activity RAW.
But then they can continue to reconnoiter beyond the first try as a single day activity, per the text.So they first Travel into the Grandparents hex (2 days hexploration), and since it's a landmark in their journey they have to Reconnoiter for another two days minimum. Then they roll Survival or DC. You can let them know they haven't found anything of note, they can continue to Reconn (reroll for each day) or you just spring Ardissa's trap on the following like the book suggests when they begin to move out (Travel into another hex).
The in-world explanation is the following stops to pay respects to their ancestors, especially the nearly departed one.
From the same page:
If the party likes, they can continue to Reconnoiter
at this hex beyond the minimum 2 days required,
rolling a new Survival or Perception check each
additional day . If they discover Ardissa’s camp, allow
them to resolve the encounter then and there before
the rest of the following gets involved.
Development: If the party fails to locate Ardissa
before the Broken Tusks Travel out of this hex, the
trophy hunter successfully ambushes the entire
following with a fireball spell. As the characters rush
to the pass to confront their surprise attacker, she casts
three magic missile spells at the following’s herd of
mammoths. By the time the characters reach the pass
(area D1) and get her attention, Ardissa has already
killed 1 mammoth and 1d4 random followers. Subtract
the mammoth and followers from the following and
deduct these spells from Ardissa’s available spells to
cast in the combat encounter.
Hope this helps.
Also, hope they don't get into a running encounter with the cockatrice.