- Page 12: I’d recommend adding a Perception or Survival check here. Perhaps Average, with 2 Setback for it having been a few days since the accident (which makes one wonder, should it still be smoking? While thematic, it may be worthy of removal given the time that has passed). I’d say make it a “group check,” but I think that may be a technique I originated, rather than an officially-sanctioned roll type. Point is, single check, effectively just an assisted check (best of both). You you can just say “[skill] check,” as long as it isn’t implied that each character can attempt it separately.
I usually GM like this as well; it makes more sense to me to have the group make a single check in most cases.
I removed the smoke.
Page 12: Perhaps I missed something, but what if they didn’t receive directions or the lead? What happens then?
I found it unlikely for this to happen but I’ll add a contingency anyway at the end of p.11… you never know with those dice ;) .
Page 13: Is it your intention that the players easily discover that the culprits were Narglatch, or is this supposed to be a surprise/“earned” information? I recommend that it be either a surprise or information earned through check results, and so if you agree I may have additional suggestions.
It is my intention for them to easily find that the speeder was attacked by animals, but not specifically Narglatch; I think the Hard knowledge check is appropriate to earn this information. If they don’t succeed in the Xenology roll, it will be a surprise.
You have the GM describe the scene, including some rather important details (e.g. claw marks) before the check is made. What if they manage to flub it?
I modified the check to Average +2 setbacks. I removed the last part of the paragraphs mentioning the prints and the claw marks and added them as potential clues for the time being.
You don’t mention any corpses at the scene. If you leave some bodies, but with a couple people missing, it adds an additional wrinkle. Maybe they’re still alive
I was thinking having no corpses would add to the mystery of what happened… but adding one or two bodies left behind might have a more powerful draw. I envisioned they would have brought maybe one to the lair and the rest in some of the early parts of the caverns. You’re right that this would leave trails. We could add a boost dice to survival for blood trails and need to modify the readouts to include some gore.
*Additionally, I doubt Narglatch would take live prey. Unlike the Wampa, which can simply pick up/drag a human, Narglatch are unlikely to be physically or intellectually capable of transporting live prey without killing it in the process.
Agreed; The Narglatch killed them all before dragging them away.
In the third paragraph, you mention smoke. But wouldn’t a column of smoke be visible from a fair distance? Why is it only mentioned now? And why do they notice the speeder before the smoke? Where is the wreck? Is it in the mountains, or before you get to the mountains?
I hadn’t considered that. Since it has modified to barely be smoking it would be less noticeable now. I picture the wreck being a short distance within the pass, just inside the mountainous area.
I like the rewrite!
Before I can really analyze this text box, you’ll have to make a decision about the suggested check. If you waive it, then only some minor adjustments will need to be made, but if you implement it, the text box will have to reflect the basic information, with specialized information being added later for the GM to translate into subsequent narration.
As you originally thought, my goal was to give basic info and have them find out the rest.
“After the ambush, they damaged the speeder [I say skiff] beyond repair.” This sounds intentional. Why would they? If you meant it as incidental, then what were they doing that damaged it? If you mention earlier that it is beyond repair, as I recommend, then you can safely cut this whole sentence.
I meant for the vehicle to be beyond repair and not sure if I mentioned it anywhere else so I put it here. It just made sense to me so I wrote it that way; I don’t think it would be that hard for them to wreck it and if they got riled up in a battle it’s not that much of a stretch.
“Three crates’ repulsorlifts were activated during the struggle, and so were easily pushed into the creatures’ lair, joined by a fourth which as dragged along the ground.” (Note: this adds an excellent way to track the Narglatch. Perhaps noticed with the check I suggest.)
Right. They dragged that crate all the way to Area 3 and then took the rest of the hovering crates to area 4 (their lair).
I get the idea from the picture that the Narglatches’ cavern may be the same one mentioned in your original description, which I omitted from my revision? I recommend that it remain omitted, as otherwise you place it very near the crash. I think you’d be better off having it be (somewhat) distant.
The way I envisioned it, there is a network of caverns with many entrances in the mountains. The Narglatch don’t usually use the entrance near the wreckage, but they didn’t have much choice if they wanted to drag one of the crates… so they took that longer route towards their lair instead. The group then tries to track them through a series of caverns and tunnels, following the crate’s trail as a reference point. Does that make sense?
One meter (note “one” rather than “1”) is quite a small entrance. Not only would a fully-grown human struggle to pass through the gap, but a Narglatch would find it nearly impossible. Their head alone is liable to get stuck. When you compare a Narglatch to the Talz, foot to head seems to be a bit over two meters.
Hmm… ok! I didn’t realize they were that tall, I thought they were mostly long. I adjusted it to two meters.
P.S. I’ll be away for the weekend so won’t be able to reply for a while. Thanks again for taking the time.
I implemented most changes and I think it’s ready for another round of revisions.