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<blockquote data-quote="random user" data-source="post: 1608144" data-attributes="member: 16581"><p>My players stay out! It's for your own good, it's nothing super useful to know beforehand, but you'll like it more if it doesn't get spoiled for you.</p><p></p><p>Highlight below to read. Apologies to everyone else, it's just that this is coming very soon for my campaign and I think it will be fun if they can't think of what to do beforehand, and I know they read these boards.</p><p></p><p><span style="color: black"></span></p><p><span style="color: black">I have a party of 6 people, and here are a couple things I'm planning on doing for a gathering they are going to. I'm sure you can adapt it for a single person (or maybe make it a team thing).</span></p><p><span style="color: black"></span></p><p><span style="color: black">Log-riding. All 6 of my players are going to have to ride a log as it careens down a hill for as long as they can. Every 10' there is a DC (5 + 5*(every 10' increment)) balance or strength check (player's choice). Thus at 30', the 3rd check, the DC to stay on is DC20. The next check, 40', is DC25. Here's the catch. All 6 of my party members are going to have to be on the log. As long as 4 members stay on, they can keep going down. Here's where it gets complicated and they get to start thinking:</span></p><p><span style="color: black"></span></p><p><span style="color: black">- the players will have to be in a single file order on the log. </span></p><p><span style="color: black">- The DC roll is first made by the person in front, second by the second, etc.</span></p><p><span style="color: black">- Before each roll, each person can say if they are going aid the person in front, aid the person in back, or aid themselves. If they aid someone in back or front of them, for every 2 they beat their DC by, they can add 1 to that person. If they aid themselves, they get a +2 circumstance bonus to their roll.</span></p><p><span style="color: black">- If someone falls, the player behind them has to make a DC15 strength or balance check to stay on the log or else they fall and the person behind them has to make a check too.</span></p><p><span style="color: black"></span></p><p><span style="color: black">Again, once the third person falls from the log, that's their distance.</span></p><p><span style="color: black"></span></p><p><span style="color: black">Here's the other one I've thought out.</span></p><p><span style="color: black"></span></p><p><span style="color: black">I call it shooting gallery, or whack-a-mole, for lack of a better term.</span></p><p><span style="color: black"></span></p><p><span style="color: black">I'm going to put out a battlemat, and put up a couple random walls. Also, the battlemat squares will be 10' (with 6 players I need the room, with less 5' squares will probably be fine.)</span></p><p><span style="color: black"></span></p><p><span style="color: black">They can start out in whatever position they want. Everything about placement and duration is going to be pre-generated (but random). IMC, this is done by magic. If you have a low magic world this won't work for you (or you will have to figure out another way to implement it).</span></p><p><span style="color: black"></span></p><p><span style="color: black">In random spots at random times during 1 minute (10 rounds), 25 targets will appear. They are AC14 and have 8 hit points (adjust for level and power of course). Each target has the following properties, randomly determined:</span></p><p><span style="color: black"></span></p><p><span style="color: black">- location: it will be somewhere on the battle mat, perhaps next to wall, perhaps in the open, perhaps in a corner.</span></p><p><span style="color: black"></span></p><p><span style="color: black">- time that it appears: the 25 targets aren't coming at fixed intervals, so there can be none out or lots out at a time. Also, they can appear in the middle of a round (like on init 12 or something like that) rather than just at the top of the round.</span></p><p><span style="color: black"></span></p><p><span style="color: black">- time that it stays up. Some are going to only be up for a short bit. Others will be up for longer. I'm going to tell my players the formula so they can get some idea of how long things will stay up. I'm going to roll 8d6 + 5. Then I'm going to take that number and divide it by 25 to get the number of rounds it will stay up. The remainder will be the additional initiative ticks it stays up. IE if I end up rolling a 32, and I've randomly determined that this target is popping up at round 3, initiative 12, then it will stay up till round 4, initiative 5.</span></p><p><span style="color: black"></span></p><p><span style="color: black">(Yes, I'm getting a script to do all the calculations for me.)</span></p><p><span style="color: black"></span></p><p><span style="color: black">The party gets one point for every "kill" they get in the 10 rounds plus however long it takes for the targets to disappear naturally.</span></p><p><span style="color: black"></span></p><p><span style="color: black">The other things I've thought about including (they aren't strictly for barbarians but maybe they will give you an idea: log tossing, high or long jump, archery, some kind of hunt.</span></p><p><span style="color: black"></span></p><p><span style="color: black"></span></p></blockquote><p></p>
[QUOTE="random user, post: 1608144, member: 16581"] My players stay out! It's for your own good, it's nothing super useful to know beforehand, but you'll like it more if it doesn't get spoiled for you. Highlight below to read. Apologies to everyone else, it's just that this is coming very soon for my campaign and I think it will be fun if they can't think of what to do beforehand, and I know they read these boards. [color=black] I have a party of 6 people, and here are a couple things I'm planning on doing for a gathering they are going to. I'm sure you can adapt it for a single person (or maybe make it a team thing). Log-riding. All 6 of my players are going to have to ride a log as it careens down a hill for as long as they can. Every 10' there is a DC (5 + 5*(every 10' increment)) balance or strength check (player's choice). Thus at 30', the 3rd check, the DC to stay on is DC20. The next check, 40', is DC25. Here's the catch. All 6 of my party members are going to have to be on the log. As long as 4 members stay on, they can keep going down. Here's where it gets complicated and they get to start thinking: - the players will have to be in a single file order on the log. - The DC roll is first made by the person in front, second by the second, etc. - Before each roll, each person can say if they are going aid the person in front, aid the person in back, or aid themselves. If they aid someone in back or front of them, for every 2 they beat their DC by, they can add 1 to that person. If they aid themselves, they get a +2 circumstance bonus to their roll. - If someone falls, the player behind them has to make a DC15 strength or balance check to stay on the log or else they fall and the person behind them has to make a check too. Again, once the third person falls from the log, that's their distance. Here's the other one I've thought out. I call it shooting gallery, or whack-a-mole, for lack of a better term. I'm going to put out a battlemat, and put up a couple random walls. Also, the battlemat squares will be 10' (with 6 players I need the room, with less 5' squares will probably be fine.) They can start out in whatever position they want. Everything about placement and duration is going to be pre-generated (but random). IMC, this is done by magic. If you have a low magic world this won't work for you (or you will have to figure out another way to implement it). In random spots at random times during 1 minute (10 rounds), 25 targets will appear. They are AC14 and have 8 hit points (adjust for level and power of course). Each target has the following properties, randomly determined: - location: it will be somewhere on the battle mat, perhaps next to wall, perhaps in the open, perhaps in a corner. - time that it appears: the 25 targets aren't coming at fixed intervals, so there can be none out or lots out at a time. Also, they can appear in the middle of a round (like on init 12 or something like that) rather than just at the top of the round. - time that it stays up. Some are going to only be up for a short bit. Others will be up for longer. I'm going to tell my players the formula so they can get some idea of how long things will stay up. I'm going to roll 8d6 + 5. Then I'm going to take that number and divide it by 25 to get the number of rounds it will stay up. The remainder will be the additional initiative ticks it stays up. IE if I end up rolling a 32, and I've randomly determined that this target is popping up at round 3, initiative 12, then it will stay up till round 4, initiative 5. (Yes, I'm getting a script to do all the calculations for me.) The party gets one point for every "kill" they get in the 10 rounds plus however long it takes for the targets to disappear naturally. The other things I've thought about including (they aren't strictly for barbarians but maybe they will give you an idea: log tossing, high or long jump, archery, some kind of hunt. [/color] [/QUOTE]
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