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Rise of the Runelords 4E: Story Hour and Conversion Notes
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<blockquote data-quote="Vyvyan Basterd" data-source="post: 5191424" data-attributes="member: 4892"><p><strong>C9. Rope Bridge</strong></p><p></p><p><em>The group cautiously approached the rope bridge leading to the island compound. The goblin shaman had warned them that goblin sharpshooters were usually stationed at the bridge, but they saw no sign of goblins in the brush flanking the far side of the bridge. Swift attempted to move stealthily across the bridge to scout ahead, but realized too late that the bridge was too unstable for anyone larger than a goblin. He fell to the creaking boards midway across, grasping desperatly at the fraying ropes to keep from plunging 80 feet into the Varisian Bay.</em></p><p><em></em></p><p><em>Four goblin sharpshooters answered Swift's now-obvious intrusion with cries of alarm and a hail of missile fire.</em></p><p></p><p>This was the start of a very complicated "gate battle" as my players have dubbed the phenomenon. The original adventure called for a collapsing bridge. Two things stuck out in my conversion thoughts. 1) The collapse of the bridge could leave the party separated; and 2) Lone traps don't make for a good 4E encounter.</p><p></p><p>I still made the bridge hazard quite dangerous. Maybe too much so, as the player of the group's defender, T'rune, seemed quite reluctant to have his character cross the bridge to help defend Swift, who was in the thick of things and in a bit of danger without his muscle to back him up. As not only did Swift have to recover from the bridge hazard, he had four goblin sharpshooters on top of him.</p><p></p><p>[sblock="The bridge"]Treacherous Rope Bridge Level 5 Obstacle</p><p>Hazard XP 200</p><p>Hazard: The rope bridge swings back and forth, causing creatures to fall off.</p><p> Characters automatically see the bridge, but can’t use Perception to detect the hazard until a creature attempts to cross the bridge. Once the bridge begins swaying, no checks are necessary to recognize the hazard.</p><p>Dungeoneering</p><p> DC 20: Dungeoneering check allows a character to recognize that the bridge’s anchor points are unsound, making it treacherous.</p><p>Trigger</p><p>The trap is triggered when any Medium or larger creature walks, runs, charges, or engages in combat on the bridge. All creatures on the bridge are affected by the swinging. </p><p>Attack</p><p>Opportunity Action Melee </p><p>Targets All creatures standing on the bridge</p><p>Attack: +8 vs. Reflex</p><p>Hit: The creature is knocked prone and falls off the bridge. The creature is allowed a saving throw to avoid falling off the bridge. If the save succeeds, then the creature remains on the bridge, but is prone.</p><p>Countermeasures</p><p> A prone character gets a +2 bonus to Reflex defense against the bridge’s attacks.</p><p> A character who uses a free hand to hold onto the bridge (which precludes holding anything else in that hand, such as a shield or a weapon, and prevents the use of two-handed weapons) gets a +5 bonus on his or her Reflex defense against the bridge’s attacks.</p><p> A character who uses both hands to hold onto the bridge (which precludes holding anything in either hand) gets a +10 bonus on his or her Reflex defense against the bridge’s attacks.</p><p> Athletics DC 14: A character who ties himself to the bridge may still fall off, but can climb back onto the bridge as a move action with a successful check.</p><p>[/sblock]</p><p></p><p>Note: I did give Swift a free Dungeoneering check before walking onto the bridge, but he failed the check. Once he triggered the bridge I considered the Dungeoneering check an auto-success and made the Countermeasures known to the players.</p><p></p><p><em>The rest of the group started to cross slowly, but started taking fire from two guard towers flanking the entrance to the compound. Celeste tied up the fire from one of the towers by manifesting her spirit companion inside the tower.</em></p><p></p><p>The occupants of one tower were asleep and I set a DC 20 Perception check for them to hear the sounds of battle over the noise of the surf. The goblins in the other tower were distracted by a game of cards and I gave them a DC 15 Perception check to hear the sounds of battle. With a best Perception of +2 for each tower group it was unlikely for both towers to join the defense early in the battle. My dice disagreed, even though I allowed only one roll per tower.</p><p></p><p><em>The group pushed their way over to the island, taking care of the sharpshooters with relative ease, but still harried by fire from the towers. They made they way to the front doors only to hear the loud crash of a heavy bar and latch from inside the fort.</em></p><p></p><p>The encounter groups inside the towers were larger than just the artillery and other measures were in motion as the battle went on. This "gate battle" was the only thing to take place over the evening, but didn't seem to drag on as so much was going on in the combat and behind the scenes.</p></blockquote><p></p>
[QUOTE="Vyvyan Basterd, post: 5191424, member: 4892"] [B]C9. Rope Bridge[/B] [I]The group cautiously approached the rope bridge leading to the island compound. The goblin shaman had warned them that goblin sharpshooters were usually stationed at the bridge, but they saw no sign of goblins in the brush flanking the far side of the bridge. Swift attempted to move stealthily across the bridge to scout ahead, but realized too late that the bridge was too unstable for anyone larger than a goblin. He fell to the creaking boards midway across, grasping desperatly at the fraying ropes to keep from plunging 80 feet into the Varisian Bay. Four goblin sharpshooters answered Swift's now-obvious intrusion with cries of alarm and a hail of missile fire.[/I] This was the start of a very complicated "gate battle" as my players have dubbed the phenomenon. The original adventure called for a collapsing bridge. Two things stuck out in my conversion thoughts. 1) The collapse of the bridge could leave the party separated; and 2) Lone traps don't make for a good 4E encounter. I still made the bridge hazard quite dangerous. Maybe too much so, as the player of the group's defender, T'rune, seemed quite reluctant to have his character cross the bridge to help defend Swift, who was in the thick of things and in a bit of danger without his muscle to back him up. As not only did Swift have to recover from the bridge hazard, he had four goblin sharpshooters on top of him. [sblock="The bridge"]Treacherous Rope Bridge Level 5 Obstacle Hazard XP 200 Hazard: The rope bridge swings back and forth, causing creatures to fall off. Characters automatically see the bridge, but can’t use Perception to detect the hazard until a creature attempts to cross the bridge. Once the bridge begins swaying, no checks are necessary to recognize the hazard. Dungeoneering DC 20: Dungeoneering check allows a character to recognize that the bridge’s anchor points are unsound, making it treacherous. Trigger The trap is triggered when any Medium or larger creature walks, runs, charges, or engages in combat on the bridge. All creatures on the bridge are affected by the swinging. Attack Opportunity Action Melee Targets All creatures standing on the bridge Attack: +8 vs. Reflex Hit: The creature is knocked prone and falls off the bridge. The creature is allowed a saving throw to avoid falling off the bridge. If the save succeeds, then the creature remains on the bridge, but is prone. Countermeasures A prone character gets a +2 bonus to Reflex defense against the bridge’s attacks. A character who uses a free hand to hold onto the bridge (which precludes holding anything else in that hand, such as a shield or a weapon, and prevents the use of two-handed weapons) gets a +5 bonus on his or her Reflex defense against the bridge’s attacks. A character who uses both hands to hold onto the bridge (which precludes holding anything in either hand) gets a +10 bonus on his or her Reflex defense against the bridge’s attacks. Athletics DC 14: A character who ties himself to the bridge may still fall off, but can climb back onto the bridge as a move action with a successful check. [/sblock] Note: I did give Swift a free Dungeoneering check before walking onto the bridge, but he failed the check. Once he triggered the bridge I considered the Dungeoneering check an auto-success and made the Countermeasures known to the players. [I]The rest of the group started to cross slowly, but started taking fire from two guard towers flanking the entrance to the compound. Celeste tied up the fire from one of the towers by manifesting her spirit companion inside the tower.[/I] The occupants of one tower were asleep and I set a DC 20 Perception check for them to hear the sounds of battle over the noise of the surf. The goblins in the other tower were distracted by a game of cards and I gave them a DC 15 Perception check to hear the sounds of battle. With a best Perception of +2 for each tower group it was unlikely for both towers to join the defense early in the battle. My dice disagreed, even though I allowed only one roll per tower. [I]The group pushed their way over to the island, taking care of the sharpshooters with relative ease, but still harried by fire from the towers. They made they way to the front doors only to hear the loud crash of a heavy bar and latch from inside the fort.[/I] The encounter groups inside the towers were larger than just the artillery and other measures were in motion as the battle went on. This "gate battle" was the only thing to take place over the evening, but didn't seem to drag on as so much was going on in the combat and behind the scenes. [/QUOTE]
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Rise of the Runelords 4E: Story Hour and Conversion Notes
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