| dharkus |
Hey - I'm gonna be running Council of Theives in a week or so (depends if a TPK happens or not in WotR 2 end battles as to how long, earliest is next wednesday if they die at the start of next week's session) and this thread suggests running a chase sequence with a certain percentage chance of getting certain sets of cards or an encounter. So what I need is ideas for obstacles of DCs 10, 15, 20, 25 that would work in the sewers of Westcrown. I can't really think of any ideas but I really wanna use this system as it's better than the existing system. Thanks
I did consider posting this in the CoT forum but it's not very popular as not many people are running it as it's so old.
Also my players are gonna have gestalt PCs so no need to worry that skills aren't gonna be represented at lvl 1.
edit: I did look through PFS scenarios but all the chases are above ground in an urban setting
| Matthew Downie |
It has to be in the sewers? Sewers aren't usually noted for having a variety of interesting terrain types.
Possible skill check obstacles, not necessarily realistic:
Ask homeless people for directions - diplomacy or intimidate check.
Jump across pool of extremely smelly water. (DC11 Fort save to avoid catching minor disease if you don't make the jump.)
Cleaner, deeper running water: swim check.
Waterfall: 15 foot drop.
Crumbling ladder: climb check.
Possible encounters: Giant rat, rat swarm, giant fly, kobolds protected by tripwires who will run away at the first sign of a serious threat
| dharkus |
It has to be in the sewers? Sewers aren't usually noted for having a variety of interesting terrain types.
Possible skill check obstacles, not necessarily realistic:
Ask homeless people for directions - diplomacy or intimidate check.
Jump across pool of extremely smelly water. (DC11 Fort save to avoid catching minor disease if you don't make the jump.)
Cleaner, deeper running water: swim check.
Waterfall: 15 foot drop.
Crumbling ladder: climb check.
Possible encounters: Giant rat, rat swarm, giant fly, kobolds protected by tripwires who will run away at the first sign of a serious threat
yep - it's gotta be in the sewers - the encounters are determined by the AP + the chances from the thread I linked to
Thanks - that's a great start - Technically I need 14 for the 7 sets, so that's 5, if I don't get any more I suppose I could reuse them with different DCs