Escape before collapse scene, how to?

Kyamsil

First Post
Hello to all.

I am looking for advice on how to handle the following situation that has arised on my FR campaign recently:

The characters are currently on an Ice Fortress of sorts, to which they have arrived through a portal (and don't know the layout) and which because of recent events during their brief visit is on the verge of collapsing with the posibility of burying them.

I want to have an scene like the one from "Conan the Destroyer" and many other movies in which the characters run for their lives while everything comes tumbling down on their heads, dodging the falling debris as they can.

I know the DMG has rules for cave-ins and some traps involve falling rocks, but the first one seems like too damaging (with the possibility of burying them if they fall their saves which would end the crazy run) and traps usually involve attack rolls.

I am thinking on having the corridor maps already marked with which squares are in danger on each round of the run, and characters who pass through that square in the turn the debris is falling down make reflex saves with varying difficulties depending on the severity of the falling debris and different damage if they fail them (ranging in the 1-4 d6 of damage).

Characters are around 8-9th level and they are sort on resources, and I want them pummeled down a bit, not crushed to death.

Any oppinions, advice from people that have already run an scene similar to this would be really useful.
 

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so essentially you want to use an AoO for threatened squares. ;)

as they pass thru the square in their move it triggers an attack or save.

only problem i really see is time. this could be a very long session as the players spend time figuring out where to move, who has init, what they spot/hear/sense ahead, etc...

sounds doable. just be forewarned and let the players know a little ahead of time. drop hints Out of Game.
 

Best way to do this is just choose the best times to have them roll reflex saves, and give them spot/listen checks here and there to avoid trouble spots.

you control the collapse, so you dont NEEd to put it on a time limit. Just have it all come down JUST as they make it out. :-p Nobody has to know you were keeping it up for em, hehe.
 

Kyamsil said:
I am thinking on having the corridor maps already marked with which squares are in danger on each round of the run, and characters who pass through that square in the turn the debris is falling down make reflex saves with varying difficulties depending on the severity of the falling debris and different damage if they fail them (ranging in the 1-4 d6 of damage).

I wouldn't bother marking the map, since debris will be falling everywhere eventually and it would be a lot of work to track the PC's movements on your map. Also, the PC's might end up doubling back to help companions or if they go the wrong way. Would the marked squares work the same way in that case?

The way I have done collapsing complexes in the past is to have everyone have a chance of taking random damage every round, based on a saving throw. This rewards fast movement and decisiveness. It punishes slow characters though. Also, If the characters don't know the way out, and they go the wrong way, things could get very bad for them.

Every round, you could roll for one of the following events to happen to one or more randomly chosen characters (one character if it is a long trip out, more characters if it is a quick trip):

(d6)
1: Light debris falls, attack bonus +3, damage 1d6
2: Moderate debris falls, attack bonus +5, damage 2d6
3: Serious debris falls, attack bonus +7, damage 3d6
4: Boulder falls, attack bonus +10, damage 4d6
5: Slab falls, Reflex DC 15, damage 4d6 + pinned if failed, 2d6 if successful. Pinned characters must make DC 20 Strength or Escape Artist check each round to escape but are immune to falling debris. Free characters may make or assist with Strength checks. If the debris is made of ice, fire spells could remove it, with some risk to the pinned character.
6: Crack opens in floor, Reflex DC 20, no effect if successful, if failed getting free is a full round action for that character or another.

You could also have several events occur which effect everyone or anyone. These could be scheduled on certain rounds, at certain locations, or just random:

- Falling debris partially blocks passage, to height of 5 feet. Some characters might be able to Jump it. Climbing over is a move-equivalent action. If the debris is made of ice, fire spells could clear it.
- A massive crack opens in the floor, blocking the passage. Width depends on what resources your party has to cross it and how good the worst jumper in the party is.
- Passage floor has become severly slippery, angled, or littered with debris. Balance checks are required to move - see Balance skill rules.
- The floor suddenly shifts. Everyone must make a DC 15 Balance check or fall prone.
- An easy Search roll (DC 10) reveals a side room with some valuable-looking treasure (greedy PCs) or a trapped innocent (Good PCs). Getting it or freeing him or her will cause a character to spend at least two extra rounds in the complex.

My goal with these ideas is to raise excitement with random damage, allow problem solving with various obstacles, and force difficult decisions for players whose characters are faster/luckier than others. Hope this helps :) Have fun!
 



Also remember to have things falling in front of and behind them as well. As more and more things come crashing down in the back, the party will really want to keep moving, and things falling in the front will change their escape plans.

I would also mix it up between rough terrain (double movement costs), clear terrain with no straight paths (double moves only) and places you can flat out run. Occasionally put in places where a successful climb check will get you to a higher level where you can escape easier.

PS
 

I wouldn't get too heavy on the rules here. It sounds like a cool scene, so I'd do something arbitrary to keep things rolling. A reflex save to dodge stuff sounds good. Start it out at 15, 1d6 damage to begin. Whenever they are getting complacent or taking too long, make it DC 18 and 2d6. Then DC 20 and 3d6 and so on. For added drama, if anyone rolls a 1 on their save they get pinned under a big piece of ice and will need help to escape.

(Note to self - must send PCs to giant ice fortress and have it collapse on them!)
 

I wouldn't get too heavy on the rules here. It sounds like a cool scene, so I'd do something arbitrary to keep things rolling. A reflex save to dodge stuff sounds good. Start it out at 15, 1d6 damage to begin. Whenever they are getting complacent or taking too long, make it DC 18 and 2d6. Then DC 20 and 3d6 and so on. For added drama, if anyone rolls a 1 on their save they get pinned under a big piece of ice and will need help to escape.

(Note to self - must send PCs to giant ice fortress and have it collapse on them!)
 

1.) You've decided that you don't want them to die, just get hurt.

2.) You've decided that the building will fall around them.

3.) 1+2 means that you don't need rules. We use game rules to figure out what happens in a given situation. If you've already decided what will happen, just talk it out. Interactively figure out how they flee and then tell them that falling ice has hit them for some damage and left them near death.

If you want to keep them thinking you rolled everything, ask for their character sheets before continuing, figure out how many HPC each PC has and then randomly deal damage as they flee. Every time you deal damage, ask for a reflex saving throw or some other check (balance, etc ...) before assigning damage. Deal just enough damage to take them down to close to death.
 

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