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<blockquote data-quote="ZenBear" data-source="post: 7512581" data-attributes="member: 6957489"><p>Unfortunately one of my players was out of town last week so the timing is going to be off, but I have decided to run with the Chain Devil idea in about two weeks time. I’m thinking of running essentially a mini-session of <a href="https://en.m.wikipedia.org/wiki/Dread_(role-playing_game)" target="_blank">Dread</a>. My players will clear Wave Echo Cave next session and learn that a heavily armed warship is nearly completed construction that will sail up the river to assault Crossroads where a meeting of dignitaries from every corner of the kingdom is convening. Pressed for time, they will be forced to use a Skaven built cargo transport mechanism that will take them straight to the harbor. In transit, the enclosed transport will be attacked by animated chains, ripping it apart and scattering the party underwater. It’s at this point that I’ll have them pull from the tower and the game really begins.</p><p></p><p>They will wash up in an underground riverbed, where they will find Skeeter, the Skaven slave rat they befriended a few weeks back, is now missing. Cranberry will of course freak out and insist they find him, and instead of skill checks I’ll have them start pulling from the tower. Eventually they will start hearing chains rattling in the darkness, and they will be corralled to a dungeon where Skeeter is being held. Once there, the song will play and the door will slam shut behind them, with the Chain Devil finally revealed. It will animate the chains in the room, which by themselves should amount to CR 1 creatures and a Hard encounter for five 5th level characters. While the fight is happening, the Devil will use its Unnerving Mask reaction to torment the players, in particular Tortuga who has revealed to me in a previous session that he had to kill his brother in order to escape the slave fighting pits he was raised in. Once the chains are defeated, the Devil will open the gate to engage them itself, but they will be able to try and escape out a different exit with a successful pull from the tower.</p><p></p><p>I don’t intend this to be lethal for anyone in the party, but their mascot’s life is definitely in jeopardy. I also want to have some long term debuff for anyone who topples the tower to have to bear through the next dungeon. Maybe exhaustion or something. I will have the lights off and a candle or two set around the tower when my players arrive. This should be a fun test of my DM chops in building suspense and tone setting.</p></blockquote><p></p>
[QUOTE="ZenBear, post: 7512581, member: 6957489"] Unfortunately one of my players was out of town last week so the timing is going to be off, but I have decided to run with the Chain Devil idea in about two weeks time. I’m thinking of running essentially a mini-session of [URL="https://en.m.wikipedia.org/wiki/Dread_(role-playing_game)"]Dread[/URL]. My players will clear Wave Echo Cave next session and learn that a heavily armed warship is nearly completed construction that will sail up the river to assault Crossroads where a meeting of dignitaries from every corner of the kingdom is convening. Pressed for time, they will be forced to use a Skaven built cargo transport mechanism that will take them straight to the harbor. In transit, the enclosed transport will be attacked by animated chains, ripping it apart and scattering the party underwater. It’s at this point that I’ll have them pull from the tower and the game really begins. They will wash up in an underground riverbed, where they will find Skeeter, the Skaven slave rat they befriended a few weeks back, is now missing. Cranberry will of course freak out and insist they find him, and instead of skill checks I’ll have them start pulling from the tower. Eventually they will start hearing chains rattling in the darkness, and they will be corralled to a dungeon where Skeeter is being held. Once there, the song will play and the door will slam shut behind them, with the Chain Devil finally revealed. It will animate the chains in the room, which by themselves should amount to CR 1 creatures and a Hard encounter for five 5th level characters. While the fight is happening, the Devil will use its Unnerving Mask reaction to torment the players, in particular Tortuga who has revealed to me in a previous session that he had to kill his brother in order to escape the slave fighting pits he was raised in. Once the chains are defeated, the Devil will open the gate to engage them itself, but they will be able to try and escape out a different exit with a successful pull from the tower. I don’t intend this to be lethal for anyone in the party, but their mascot’s life is definitely in jeopardy. I also want to have some long term debuff for anyone who topples the tower to have to bear through the next dungeon. Maybe exhaustion or something. I will have the lights off and a candle or two set around the tower when my players arrive. This should be a fun test of my DM chops in building suspense and tone setting. [/QUOTE]
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