| James F.D. Graham RPG Superstar 2009 Top 8 |
Long story short - the PCs are going down an ice chute.
I could just treat it like a fall: make a save or take some damage but that seems boring. I'd rather have some fun with twists and turns, some splits and other obstacles. Make it a real challenge/encounter
Anyone know if this kind of thing is out there? I'm looking to adapt some
thing in the interest of time but I'll glady accept any ideas on how to do it from scratch.
Thanks
| revaar |
I assume you are looking to do something along These lines?
I'd use the chase rules.
+1 to chase rules, though maybe with some modifications.
1: Since the PC's aren't in full contol of where they are going, have them make acrobatics checks or reflex saves to choose what path they want.
2: They might not be able to see which path is the best. Lay the cards face down, and allow Perception or appropriate Knowledge (Nature or Engineering maybe?) checks to see the cards before they choose.
3: +2 modifiers for trying to use a dagger or shield (or other creative ideas) to steer yourself.
Sounds like a memorable scene in the making.
| James F.D. Graham RPG Superstar 2009 Top 8 |
I'd use the chase rules.
+1 to chase rules, though maybe with some modifications.
1: Since the PC's aren't in full contol of where they are going, have them make acrobatics checks or reflex saves to choose what path they want.
2: They might not be able to see which path is the best. Lay the cards face down, and allow Perception or appropriate Knowledge (Nature or Engineering maybe?) checks to see the cards before they choose.
3: +2 modifiers for trying to use a dagger or shield (or other creative ideas) to steer yourself.
I had thought of the chase rules (because I love them so) but dismissed them because I couldn't see how they would fit. You have to make the check to be able to leave the card and that didn't make sense when your hurtling out of control.
but if there are multiple card paths, you could say the check lets you choose which way to go.. otherwise it is randomly picked for you. Some cards could have a check/save to avoid plowing through something dangerous or painful. Some could offer shortcuts perhaps..
I am the greatest swordsman who ever lived
I assume you are looking to do something along These lines?
Yes, exactly! Now to turn it into a turn-based encounter without losing any of the fun.
Sounds like a memorable scene in the making.
That is the plan. Fingers crossed.
| Lakesidefantasy |
Christine Schneider, the winner of Paizo's very first RPG Superstar contest entered this encounter "Chase On Charred Ground" for competition.
Sounds like it has many of the elements you desire.
| Zalman |
I am the greatest swordsman who ever lived
I assume you are looking to do something along These lines?
Clearly, the key to making this an exciting encounter is to include a baby!
Imbicatus
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Lamontius wrote:I am the greatest swordsman who ever livedrevaar wrote:I assume you are looking to do something along These lines?Clearly, the key to making this an exciting encounter is to include a baby!
| revaar |
| 2 people marked this as a favorite. |
I had thought of the chase rules (because I love them so) but dismissed them because I couldn't see how they would fit. You have to make the check to be able to leave the card and that didn't make sense when your hurtling out of control.but if there are multiple card paths, you could say the check lets you choose which way to go.. otherwise it is randomly picked for you. Some cards could have a check/save to avoid plowing through something dangerous or painful. Some could offer shortcuts perhaps..
Maybe not the exact Chase rules, but use them as a sort of framework.
Here's what I see:
The Party (let's say 5th level) is fighting a group of Orcs in a rickety shack near top of a icy mountain. Somehow, the floor of the shack collapses, and the PC's find themselves hurtling down a series of ice tubes.
The GM asks the PC's if they try to control their descent at all. Bob the Cleric tries to land on his Shield, and use it as a sled. Gary the wizard Casts Feather Fall, slowing his fall to a more manageable speed. Mary the Rogue whips out a couple of Daggers to both slow herself and steer. Tod the Barbarian can't think of anything useful, so he just says he tries to keep himself feet first. The GM is mean, so he asks Bob to make a reflex save, Gary to make a concentration check, and Mary to make a CMB roll, all at a medium DC of 15. Bob and Gary succeed, getting a +2 circumstance bonus to steering (though Gary only gets the bonus for 5 rounds, as per the duration of Feather Fall). Mary fails, and looses grip of her Daggers, and gets no bonuses, and neither does Tod.
The GM lays out two cards, face down. "You see a fork coming up, which would you like to go towards?"
Bob and Mary choose 1, Gary chooses 2, and Tod asks which is the better choice.
"Make a Knowledge: Nature roll." Tod gets a 21, beating the DC of 20 to get a sneak peak of the cards. He chooses 2.
The GM asks for the Player's choice of an Acrobatics, Drive, or Reflex roll, DC 15. Tod, Gary, and Bob succeed, and head towards their chosen tunnels. Mary's poor luck causes her to fail again, and she veers towards tunnel 2.
The GM flips the cards.
1: Rough Patch. Take 1d6 Slashing damage, and 1 Bleed. Reflex Save (DC 20) for half and no bleed.
2: Corkscrew tunnel. Make a Fort Save (DC 15) or become Sickened.
The PC's make their checks, and the GM rolls a d4, and lays out however many cards as he rolled. The slide continues as long as you feel it should, or 1d6/5 levels. At the end of the slide, the PC's roll one last check to slow themselves enough to reduce the falling damage.
Other Card Ideas:
Flying Ramp: Skip the next round of cards, Reflex save (hard) to avoid 2d6 falling damage.
Smooth Run: No immediate effects, but your increased speed makes your next save/check harder (+5 DC)
Uphill Run: Lucky You! Your next check has a DC 5 lower thanks to your slowing down.
Reflective Chamber: This area catches the sunlight just right. Make a Will save (Medium) to avoid being dazzled.
Hard Corner: Make a Fort save (Easy) to avoid having the wind knocked out of you (Dazed)
For a more intense encounter, may some of the orcs fell down the tubes too, and can make attacks on PC's on the same card if they make their saves. Of course, the PC's could make attacks as well.