how to plan accidents for players and npcs


Advice


i have them excavating an old ruins of an old lich that has a ward that turns the resonally killed into undead and need a table or ideas of random events to throw at the player

any ideas guys?


I don't have a full list but I'm going to start with this

Roll - Effect
--- - ------

100% - Rocks fall, everybodies dies

;)

On a more serious note though, is that basically the sort of thing you're looking for?


Is there a reason you want it to be random as opposed to planning a couple cave ins/mud slides/earthquakes/sudden rain downpours?


Random events in a tomb -- cave-ins, particularly if the players have been doing lots of hammering or breaking of rock.

Flooding, again if the PCs have disturbed something.

In general, some of this stuff triggers off their actions -- if they happen a lot, then they should have already filed the tomb wi rock or water. Why haven't they? Well...

Other random stuff that might reasonably happen anytime:

Incorporeal undead come through the walls.

The PCs stumble into a patch of bad air (foul, Fort save vs, nausea; unbreathable, look at the suffocation rules; disease-laden, Fort save vs. something appropriate; poisonous, Fort save vs. Con damage)

A rickety patch of floor crumbles under their weight (see rule book)

Something shows up at the entrance of the opened tomb and decides to investigate...

Note that a number of these might be placed hazards instead of random events.

Dark Archive

First off, create a map. Then, note spaces on the map that will be regions and epicenters for various possible hazards like gas pockets as well as ore variations. Earth elementals or various burrowing fauna are also possibilities.

Next, make a table. For example:

Roll - Event
------------
1-15 - Clay Vein: Players choose either to mine carefully (making half-progress this turn) or to bore through it quickly (making 1.5x standard progress this turn, but forcing a second roll on this chart adding 10 to their roll)
16-50 - Minimal difficulties. Standard progress.
51-60 - Hard Rocks: Half progress this turn.
61-80 - Hazard!: Players are subject to a hazard they are within the trigger area of. If they are not within the area of a potential hazard, then progress is unaffected.
81-90 - Major Hazard!: Treat as hazard, but add 1d4 to the save DC's for that hazard. If not within the area of a potential hazard, then treat as though progress was impeded by Hard Rocks.
91-95 - Cave-In!: 2d4 unreinforced spaces collapse, potentially burying those unfortunate enough to be in them at this time. Spaces closest to the one(s) worked on this turn are affected first.
96-100 - Monsters! The players have entered the territory of a [CR appropriate encounter]
101+ - Catastrophic Failure: GM's Discretion or treat as Cave-In, but affecting 2d10 spaces.

Some hazards may add or subtract to the final result of the roll as may the excavation's proximity to the epicenter of a hazard. Use your discretion.

Ultimately, much of what will happen will be determined by your own creativity and what planning you make beforehand.


Some of the creature hazards could be based on the Liche's "turn recently killed into undead" ward.

Examples
1) Pack of dire rat zombies
> They could have wet fur - evidence of drowning from tunnel flood
> They could have partially crushed limbs - evidence of death from cave-in

2) Skeleton Murder of Crows
(A "Murder" of Crows is the term for a flock of crows)

3) Skeletal fish in cave stream or pool

4) Pack of wolf zombies
> Foam around muzzles showing green or blue - evidence of poison, possibly from a farmer's trap or from fungi from the area
With this, you might give them a non-standard bite poison (CR+1)

Other thoughts - Digging can open cave spaces inhabited by fungi, mold and small or tiny vermin. Swarms as well as individual creatures would be natural encounters for the area.

Remember that events can happen while they are digging and not have a significant effect until left unchecked for a while (because they're camping/resting).

One example of a random event on the excavation would be seepage.
Immediate effect: Mention the material excavated in this area is wetter. Role a hidden perception check to see if they notice any water pooling.
Long term effect: If they miss the signs or take no action, coming back after a night's rest might see them facing a flooded hole. Flooding can make what were previously stable supports unstable, by loosening the earth & rock to which the supports are attached.

You've also got a good opportunity to create a table of events, where some events result in skill checks against one or more skills, like knowledge engineering.


Kolokotroni wrote:
Is there a reason you want it to be random as opposed to planning a couple cave ins/mud slides/earthquakes/sudden rain downpours?

i dont want to make it profitable for the players and but i have planned stuff for after they uncovered it fully

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