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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="Riastlin" data-source="post: 5296985" data-attributes="member: 94022"><p>Wow. Awesome setup, so awesome in fact that I consider it "yoink" worthy and will have to do something similar in one of my campaigns.</p><p> </p><p>That being said, I think you have a great idea on how to go about it with what you already laid out. I would probably structure this as an ongoing skill challenge within a series of combats. </p><p> </p><p>Start off with the first part of the challenge being for building the raft (Thievery and maybe Athletics/Nature to make sure the bindings are tight/won't leak etc.) Once on the water Athletics/Nature to guide the raft, Acrobatics to stay on the raft/Athletics for those who fall off, Endurance to keep up the pace of guiding the raft (perhaps with bonuses if they switch off navigators to rest them). Heck, I might even allow an Arcana check to affect the water (provided the player can describe what they are doing). Perception obviously lets them spot hazards as they crop up, and Insight might even be used to let the players get a feel for what the best route will be. </p><p> </p><p>I like the idea of the River Sprite mentioned above which brings in Diplomacy/Bluff/Intimidate, maybe even Religion or History if you want to flesh the Sprite out further.</p><p> </p><p>Finally, as they go over the waterfall you again have Athletics/Endurance, maybe Nature.</p><p> </p><p>As for the combats, make sure to keep the raft moving at all times (give it an intiative score and speed). The raft automatically moves its speed downriver on its turn, though I would allow the PCs to increase or decrease this speed with successful Athletics checks as a move action. The raft generally stays more or less centered on the river if the PCs do not try to alter its course, though the raft may start to rotate particularly around bends. Place hazards (rock outcroppings or dead branches, etc.) in the River that the PCs need to navigate around or risk damaging the raft or spinning it. I would also give the raft hitpoints and defenses, if it takes enough damage, it falls apart (you can actually tie this into the first part of the skill challenge, subtracting hps for each failure). Make steering the raft an Athletics check that takes a Standard Action (this forces the PCs to have to make a choice of Attack or Steer). </p><p> </p><p>With the lurker, you can still give him a teleport power, just maybe reduce it to teleport 5. Enough to get them off the raft (if they fail the save) but not enough to draw them to shore. The PC that gets tossed can then try to swim back to the raft or grab onto an outcropping, etc. All in all, I might structure the overall ongoing SC as mini individual SC's that add up to the total success -- i.e. they need to succeed on 2 of 3 SC's to be succesful.</p><p> </p><p>All in all it should be a really memorable encounter. Now I might also need to check out the adventure. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /></p></blockquote><p></p>
[QUOTE="Riastlin, post: 5296985, member: 94022"] Wow. Awesome setup, so awesome in fact that I consider it "yoink" worthy and will have to do something similar in one of my campaigns. That being said, I think you have a great idea on how to go about it with what you already laid out. I would probably structure this as an ongoing skill challenge within a series of combats. Start off with the first part of the challenge being for building the raft (Thievery and maybe Athletics/Nature to make sure the bindings are tight/won't leak etc.) Once on the water Athletics/Nature to guide the raft, Acrobatics to stay on the raft/Athletics for those who fall off, Endurance to keep up the pace of guiding the raft (perhaps with bonuses if they switch off navigators to rest them). Heck, I might even allow an Arcana check to affect the water (provided the player can describe what they are doing). Perception obviously lets them spot hazards as they crop up, and Insight might even be used to let the players get a feel for what the best route will be. I like the idea of the River Sprite mentioned above which brings in Diplomacy/Bluff/Intimidate, maybe even Religion or History if you want to flesh the Sprite out further. Finally, as they go over the waterfall you again have Athletics/Endurance, maybe Nature. As for the combats, make sure to keep the raft moving at all times (give it an intiative score and speed). The raft automatically moves its speed downriver on its turn, though I would allow the PCs to increase or decrease this speed with successful Athletics checks as a move action. The raft generally stays more or less centered on the river if the PCs do not try to alter its course, though the raft may start to rotate particularly around bends. Place hazards (rock outcroppings or dead branches, etc.) in the River that the PCs need to navigate around or risk damaging the raft or spinning it. I would also give the raft hitpoints and defenses, if it takes enough damage, it falls apart (you can actually tie this into the first part of the skill challenge, subtracting hps for each failure). Make steering the raft an Athletics check that takes a Standard Action (this forces the PCs to have to make a choice of Attack or Steer). With the lurker, you can still give him a teleport power, just maybe reduce it to teleport 5. Enough to get them off the raft (if they fail the save) but not enough to draw them to shore. The PC that gets tossed can then try to swim back to the raft or grab onto an outcropping, etc. All in all, I might structure the overall ongoing SC as mini individual SC's that add up to the total success -- i.e. they need to succeed on 2 of 3 SC's to be succesful. All in all it should be a really memorable encounter. Now I might also need to check out the adventure. :P [/QUOTE]
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... And the campaign goes over a waterfall. Help? (My players keep out)
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