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Design example: Trap method
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<blockquote data-quote="Ry" data-source="post: 3680200" data-attributes="member: 8314"><p>Here I'm going to try PTRRs that expand on that combat, to give it more detail:</p><p></p><p>Problem: As the PCs make camp the evening before Yupz attacks, note that it is starting to rain. The PCs will then make their arrangements for watch and so forth. Yupz waits until the rain is heavy before he attacks - at this point both he and his minions are very hard to detect through the rain as they get into position around the PCs' tents (or miserable, soaked sleeping bags). Soaked PCs should be treated as fatigued.</p><p></p><p>Threat: Yupz is smart - he knows he is going in for a tough fight, and prepares an escape plan. Besides taking advantage of the heavy brush, Yupz has armed Yagka with a halberd, and carries a potion of invisibility. Yupz focuses on buffing his minions, then drinks the potion the round after the PCs engage with his ghoulish dire wolves. Yupz stays near Yagka casting buff effects on him until the players approach Yagka. Then Yupz slowly withdraws as quietly as possible, hoping to pick off any surviving PCs that Yagka can't handle.</p><p></p><p>Resource: There are many patches of wet, heavy brush in the area when Yupz attacks; it provides partial cover, and total cover to prone opponents. It also slows movement to 1/4 speed when characters try to move through it unless they jump over it. Yupz makes sure to keep some of that between him and the party, but has to put his undead dire wolves to clearer paths.</p><p></p><p>Reward: There is a 500 gp bounty on Yupz' head, posted by the Mandras merchant company. Player-characters can make a DC 15 Intelligence check to recognize it.</p></blockquote><p></p>
[QUOTE="Ry, post: 3680200, member: 8314"] Here I'm going to try PTRRs that expand on that combat, to give it more detail: Problem: As the PCs make camp the evening before Yupz attacks, note that it is starting to rain. The PCs will then make their arrangements for watch and so forth. Yupz waits until the rain is heavy before he attacks - at this point both he and his minions are very hard to detect through the rain as they get into position around the PCs' tents (or miserable, soaked sleeping bags). Soaked PCs should be treated as fatigued. Threat: Yupz is smart - he knows he is going in for a tough fight, and prepares an escape plan. Besides taking advantage of the heavy brush, Yupz has armed Yagka with a halberd, and carries a potion of invisibility. Yupz focuses on buffing his minions, then drinks the potion the round after the PCs engage with his ghoulish dire wolves. Yupz stays near Yagka casting buff effects on him until the players approach Yagka. Then Yupz slowly withdraws as quietly as possible, hoping to pick off any surviving PCs that Yagka can't handle. Resource: There are many patches of wet, heavy brush in the area when Yupz attacks; it provides partial cover, and total cover to prone opponents. It also slows movement to 1/4 speed when characters try to move through it unless they jump over it. Yupz makes sure to keep some of that between him and the party, but has to put his undead dire wolves to clearer paths. Reward: There is a 500 gp bounty on Yupz' head, posted by the Mandras merchant company. Player-characters can make a DC 15 Intelligence check to recognize it. [/QUOTE]
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