New DM needs some help with a quest idea

Post/Author/DateTimePost
#1

rvaducks

Jan 24, 2015 7:49:05

Hey guys,

 

A side quest that I want to offer to my PC's involves the traditional escort mission. I thought it might be fun to buld some ension by having the PC's get into a battle, win, and then be tracked by a larger group of enemies, a group that the party couldn't hope to beat in a straight up and down fight. 

 

So, as somone that has nevver tracked nor been tracked by an enemy, how do I tackle this mechanically? What type of perception checks should players be allowed to make that gives them clues that they are being followed?

#2

Rhenny

Jan 24, 2015 8:40:05

I think you should just use dialogue, terrain and build it into the story.

 

First, one of the dying foes could foreshadow "the hunt" with some cryptic dialogue while dying.

 

This may be enough to tip them off.

 

Then, as the PCs travel, even if they don't actively look behind them, you can have them crest a hill.   Atop the hill, you could just describe the 360 degree sceneary.   (Passive perception of xDC could even reveal a dozens of figures behind them getting closer and closer - also, because this is part of the story, you should probably just let the PC with the highest passive perception see the tracking foes).    At this point you'll have their attention and they can act accordingly.

 

 

#3

Nevvur

Jan 24, 2015 9:17:32

Rhenny's ideas are pretty good, and I like the hill top perception check. Alternately, the enemies could be spotted atop the hill, using the vista to locate the PCs.

 

Another idea, a small detachment of outriders catches up with them, and attack/ambush the PCs, thinking they can hog the glory. The party could learn about the larger force from them, one way or another.

 

If the distance between hunters and hunted is far enough that the PCs get a chance to settle down for the night... In the wilderness, whoever is on watch might notice (DC 10 Wis/Per) the trackers narrowly pass them by, and now the party has an obstacle in front of them which they have to deal with. In a town/city, they could be getting ready to tuck into bed at the local inn, when they see the posse riding through town, and a few of them go inside to question the innkeeper. Depending on how the party treated with the innkeeper, he might help the trackers or he might not. In any case, the PCs overhear (no check necessary), and decide its time to make a hasty, clandestine escape (stealth checks very necessary!)

#4

ArcShot

Jan 25, 2015 4:30:28

The players can first get associated with a NPC by saving him/her from a dangerous situation, eg saving a Hunter attacked by a vicious bear in the woods, releasing a Dwarf from a goblin's trap, rescuing a damsel from a gang of street rascals in a back alley, hiding a scrawny gambler from burly creditors etc.
The NPC then identify the players via their names or description, tipping them off that someone was actively searching for them earlier, eg a cloaked stranger asking for them in the tavern, or a heavily armed group with armored horses rode up to his forest hut and questioned the NPC if he had happened to see them in this area etc.
Players would naturally keep a lookout actively when traveling thereafter, making per/wis checks to spot tracks/traps/ambushes of their searchers who might have passed the same area earlier. 

#5

Cooperjera

Jan 25, 2015 11:07:51

Similar to what ArcShot had said, but toss in the PC seeing birds of prey that might be used to scout the landscape.

#6

ArcShot

Jan 26, 2015 6:47:13

Or allow the players to first encounter the trackers over a very long distance. One possible scenario: The players do not know who these people/creatures are and the latter are actually hunting them. The trackers can be e.g. a large horde of riders and footmen holding standards of some strange patterns (call for History/Religion/Arcana skill check if necessary). While studying the unknown horde e.g. from the hilltop, the trackers will spot them if they linger too long and players will notice dark figures leaving their rank and file, moving across the plains at fast speed towards their direction. They could be on steeds or with flight capability.

 

Players can then flee into the woods and lose the trackers easily from this distance but not without fighting the sinister dark figures that catch up with them later. If players win this first battle, the bodies may give them more clues about their pursuers.

#7

BRJN

Jan 26, 2015 15:00:14

A couple of "looks like an ambush to me" scenes described as the caravan (or whatever) travels along - and one of them DOES have some bandits in it.  Somebody is seen running away from the area, presumably to alert more gang members.  Or maybe to tell them to stay out of the way of THAT well-guarded caravan?

#8

Azylynne

Jan 26, 2015 21:57:20

I ran a similar scenario this past weekend although the party knew that they were in a race against a large enemy warband towards a location.  I started with the party noticing smoke in the distance, smoke from what seemed like several "camps".  The players were free to decide where to go from there, and they chose to send some scouts to check out what was going on.  They made Stealth checks, Perception checks, and even snuck in to do some damage against the enemy food supply.  I think a new Survival/Nature check were or could have been made too.  I just generally wing the types of "ability" checks the PCs need to make, give or take.

 

#9

Llenlleawg

Jan 27, 2015 3:57:28

Remember that, for the players, there is nothing particularly fun about being tracked without their knowledge by a deadly enemy too numerous/powerful/whatever to beat, and very little fun at the table being surprised by such a force only to be told by the DM that they failed to make the right perception rolls to notice!

 

So, finding out that they are being pursued should be the least interesting aspect. What makes this interesting for the players is figuring out what to do when they discover that they are being pursued/tracked/etc. So, don't sweat the perception stuff, and make the clues very clear (to you they should seem painfully clear, i.e. you should actually feel like you are giving the information to them without any work on their part at all — DMs always overestimate how "obvious" their clues are!). The fun comes with the "now what are we going to do" to avoid being caught while still finishing the quest (and so making the decisions to take short or long rests, find shelter, etc. all the more urgent).