
I think five points should be enough to be interesting (I'll add entry points to the map I sketched and include it again). The first point is early awareness, and allows choice over the first two points noted on the map. Successive rolls move the entry further along, with anything more than five bringing them to the final access point on the map. If the number of failed attempts is too great (say, seven or more), have them locate the final access point but at nightfall, rather than mid-afternoon. This will force them into the mountains at night, or to make camp before entering and exploring the valley, causing its own worries and a night encounter from something. All of which increases the chance of discovery and the likelihood of raising an alarm within the cultist complex.
Access point one brings the party into a high pass that gives them a chance to notice all of the patrols on the mountainside. They can then decide the approach they wish to use to enter the valley. They notice the regular guards on a perception (DC14) and the secret patrol on a perception (DC20). Survival can also be substituted for perception for anyone skilled in it. Access points 4 and 5 are on the far side of the valley, which has steep, difficult paths to negotiate. With successful stealth/survival rolls (DC20), they can avoid detection and reach the guard outpost on the isolated spine, but they still are separated from the main complex.
No comments:
Post a Comment