Okay hopefully will be running my first Legends game this sunday and the players have generated their characters;
One is playing a Barbarian Woodsman, another a Barbarian Blacksmith with the last two playing Civilised Nobles whom from their chosen skill list have more to do with the Italian side of the Renaissance than medieval europe!
I allowed them to select their own armour with one noble having a scale mail breastplate his "sister" clad in Hard leather whilst I allowed the Blacksmith to select some metal armour under the prefix that he had made it himself.
Problem is after figuring out the armour penalty it means at least 2 players will have great difficulty scaling the hill that I described as an opening to the adventure before they generated their characters so they wouldn't be caught out.
The game I'm planning involves them trailing a nomadic band of raiders who have pillaged their village/town and have taken captives along with other loot.
Intent on rescuing them their foe has laired atop a hill that served as an ancient watchpost ages past (think Weathertop from the Fellowship of the Ring) now they have posted guards on the path that leads up to the top they're unaware that there's another way up being scaling one side of the hill that the woodsman knows about.
This is so they avoid having to fight all of the raiders before they reach the captives however none of the PCs have any magic and whilst I didn't intend the raiders to have any I am wondering how they're going to make it to the top without removing some armour in the case of those clad in metal.
Is there something else I've missed?
Should i simply rule that the difficulty is actually more stealth than the climb itself so to avoid making the opening adventure becoming stuck in the rut through this oversight?
One is playing a Barbarian Woodsman, another a Barbarian Blacksmith with the last two playing Civilised Nobles whom from their chosen skill list have more to do with the Italian side of the Renaissance than medieval europe!
I allowed them to select their own armour with one noble having a scale mail breastplate his "sister" clad in Hard leather whilst I allowed the Blacksmith to select some metal armour under the prefix that he had made it himself.
Problem is after figuring out the armour penalty it means at least 2 players will have great difficulty scaling the hill that I described as an opening to the adventure before they generated their characters so they wouldn't be caught out.
The game I'm planning involves them trailing a nomadic band of raiders who have pillaged their village/town and have taken captives along with other loot.
Intent on rescuing them their foe has laired atop a hill that served as an ancient watchpost ages past (think Weathertop from the Fellowship of the Ring) now they have posted guards on the path that leads up to the top they're unaware that there's another way up being scaling one side of the hill that the woodsman knows about.
This is so they avoid having to fight all of the raiders before they reach the captives however none of the PCs have any magic and whilst I didn't intend the raiders to have any I am wondering how they're going to make it to the top without removing some armour in the case of those clad in metal.
Is there something else I've missed?
Should i simply rule that the difficulty is actually more stealth than the climb itself so to avoid making the opening adventure becoming stuck in the rut through this oversight?