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Building a multi-goal encounter
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<blockquote data-quote="darkbard" data-source="post: 7322030" data-attributes="member: 1282"><p>As I have come to expect by now, this is great stuff! Some more specific thoughts:</p><p></p><p></p><p></p><p>I wanted to use this map because in the original adventure as published it is extremely evocative but criminally underutilized.</p><p></p><p>As intended, that arch in the southern wall is the Planar Rift and the glowing rune circle is a "power up" effect, similar to what you suggest here. My first thought was to retain the arch as the Rift and repurpose the rune circle as the Evil Wizard's teleportation circle-cum-escape route, but the problem with that, as you note, is the lack of space between the two. </p><p></p><p>To encourage more interaction with the Difficult Terrain steps, I might relocate the teleportation circle to the altar/dais at the east of the chamber and retain the arch as the Planar Rift. This would make the glowing rune circle ... the ritual circle used to fuel the magic for the Planar Rift?</p><p></p><p></p><p></p><p>Awesome. Particularly with regard to "reactively deal[ing] with Forced Movement."</p><p></p><p></p><p></p><p>There definitely needs to be some source of all that blood!</p><p></p><p>I think the glowing points of light are meant to be braziers and the red rectangles rugs. Certainly the lights can function exactly as you describe, and I can figure out some other Terrain feature to associate with the rugs (used to, literally, pull the rug out from underneath an opponent?)</p><p></p><p>Perhaps the demonic statue can serve as an additional Terrain feature, modeled off one that appears in one of the rulebooks somewhere--unstable monument or something like that!</p><p></p><p></p><p></p><p>Pure awesomesauce. Much better than just a HS or something similar, especially putting it into the hands of the players via a roll.</p><p></p><p></p><p></p><p>I might just say yes to this without the HS cost (unless failing, of course) or, taking the lead from <em>Blades in the Dark</em>, offer a Devil's Bargain of sorts: succeed vs. Hard DC for 2 successes and burn a surge or fail and pay the suge cost anyway. </p><p></p><p></p><p></p><p>This is an excellent illustration of how the PCs might choose to engage the 2 SCs concurrently, while also dealing with the combat. </p><p></p><p>I really hope our discussion here proves useful not only for my own game but others who may be reading along and considering how to build out such "multi-goal encounters."</p></blockquote><p></p>
[QUOTE="darkbard, post: 7322030, member: 1282"] As I have come to expect by now, this is great stuff! Some more specific thoughts: I wanted to use this map because in the original adventure as published it is extremely evocative but criminally underutilized. As intended, that arch in the southern wall is the Planar Rift and the glowing rune circle is a "power up" effect, similar to what you suggest here. My first thought was to retain the arch as the Rift and repurpose the rune circle as the Evil Wizard's teleportation circle-cum-escape route, but the problem with that, as you note, is the lack of space between the two. To encourage more interaction with the Difficult Terrain steps, I might relocate the teleportation circle to the altar/dais at the east of the chamber and retain the arch as the Planar Rift. This would make the glowing rune circle ... the ritual circle used to fuel the magic for the Planar Rift? Awesome. Particularly with regard to "reactively deal[ing] with Forced Movement." There definitely needs to be some source of all that blood! I think the glowing points of light are meant to be braziers and the red rectangles rugs. Certainly the lights can function exactly as you describe, and I can figure out some other Terrain feature to associate with the rugs (used to, literally, pull the rug out from underneath an opponent?) Perhaps the demonic statue can serve as an additional Terrain feature, modeled off one that appears in one of the rulebooks somewhere--unstable monument or something like that! Pure awesomesauce. Much better than just a HS or something similar, especially putting it into the hands of the players via a roll. I might just say yes to this without the HS cost (unless failing, of course) or, taking the lead from [I]Blades in the Dark[/I], offer a Devil's Bargain of sorts: succeed vs. Hard DC for 2 successes and burn a surge or fail and pay the suge cost anyway. This is an excellent illustration of how the PCs might choose to engage the 2 SCs concurrently, while also dealing with the combat. I really hope our discussion here proves useful not only for my own game but others who may be reading along and considering how to build out such "multi-goal encounters." [/QUOTE]
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