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*Pathfinder & Starfinder
... And the campaign goes over a waterfall. Help? (My players keep out)
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<blockquote data-quote="Robtheman" data-source="post: 5284628" data-attributes="member: 89625"><p><strong>Making a molehill out of a mountain</strong></p><p></p><p>So here's my take on this one.</p><p></p><p>There are a lot of elements you have mentioned. When the going gets complicated I get structured.</p><p></p><p>I'd suggest sequential combat encounters and skill challenges.</p><p></p><p>1. Ambushed by fire elementals (always start a post cliff-hanger adventure with initiative in my opinion)</p><p></p><p>2. Skill challenge as they recover. This can involve patching the boat up, putting out fires, arcana to spot the next wave of elementals, etc.. Also a 2 Healing Surge tax for failure, 1 for success.</p><p></p><p>3. Repeat step 1, except let them get an ambush round of their own if they succeed in step 1. No ambush if they fail. </p><p></p><p>4. Repeat step 2, however if they choose to use Perception they spot the Level 8 Lurker coming up on them all Gollem style (hidden behind a fallen log).</p><p></p><p>5. Lurker attacks during round 2 of this third combat. It tries to steal the box. Now you have a skill challenge using minor actions (or standard actions if they want a bonus) to keep possession of the box while fighting the fire elementals. If they are not openly cursing you and throwing die at this point you can turn up the heat by making one an elite or teleporting a party member away to the shore. I'd be cautious with that last tactic though. They need a plausible chance at success. Perhaps the fire zombie will get teleported away and never seen again.</p><p></p><p>6. Over the falls!!! Let them roll Endurance checks to stay alive. Each failure uses a healing surge. Decide on the fly how many successes they need. Ideally they will come out of it by the skin of their teeth with at most 1 PC death. </p><p></p><p>PS. If you can arrange a valiant sacrifice by the PC that will is already a zombie, all the better.</p></blockquote><p></p>
[QUOTE="Robtheman, post: 5284628, member: 89625"] [b]Making a molehill out of a mountain[/b] So here's my take on this one. There are a lot of elements you have mentioned. When the going gets complicated I get structured. I'd suggest sequential combat encounters and skill challenges. 1. Ambushed by fire elementals (always start a post cliff-hanger adventure with initiative in my opinion) 2. Skill challenge as they recover. This can involve patching the boat up, putting out fires, arcana to spot the next wave of elementals, etc.. Also a 2 Healing Surge tax for failure, 1 for success. 3. Repeat step 1, except let them get an ambush round of their own if they succeed in step 1. No ambush if they fail. 4. Repeat step 2, however if they choose to use Perception they spot the Level 8 Lurker coming up on them all Gollem style (hidden behind a fallen log). 5. Lurker attacks during round 2 of this third combat. It tries to steal the box. Now you have a skill challenge using minor actions (or standard actions if they want a bonus) to keep possession of the box while fighting the fire elementals. If they are not openly cursing you and throwing die at this point you can turn up the heat by making one an elite or teleporting a party member away to the shore. I'd be cautious with that last tactic though. They need a plausible chance at success. Perhaps the fire zombie will get teleported away and never seen again. 6. Over the falls!!! Let them roll Endurance checks to stay alive. Each failure uses a healing surge. Decide on the fly how many successes they need. Ideally they will come out of it by the skin of their teeth with at most 1 PC death. PS. If you can arrange a valiant sacrifice by the PC that will is already a zombie, all the better. [/QUOTE]
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... And the campaign goes over a waterfall. Help? (My players keep out)
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