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Escaping a collapsing tunnel
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<blockquote data-quote="Asmor" data-source="post: 3680174" data-attributes="member: 1154"><p>In the off chance one of my players is reading this, STAY OUT!</p><p></p><p>......</p><p></p><p></p><p></p><p></p><p>....</p><p></p><p></p><p></p><p></p><p></p><p></p><p>I'm planning a scene for my game tomorrow where the PCs are in a cavern, and when they take the load-bearing MacGuffin, the whole place starts to collapse.</p><p></p><p>It's a party of 7 people, with at least one wearing full plate (one player just joined last session and I'm not sure what kind of armor he's wearing), so unfortunately I can't be <em>too</em> dastardly in my rules or else he's pretty much a dead man.</p><p></p><p>Basically, here's what I intend to do:</p><p></p><p>The place immediately begins to rumble. 3 rounds after the MacGuffin's taken, the place starts collapsing. I mark off a 20-inch line on the battlemat, with every inch representing 50 feet. Basically just used as a visual indicator of progress for the players, I'll be keeping track of their actual progress on paper. Every round, 2d4x10 feet of tunnel collapses.</p><p></p><p>Now, if it were just a straight "run run run" affair, it wouldn't be terribly fun, now would it? So I've got two rules to keep things interesting.</p><p></p><p>1: Due to the shaking, anyone running at greater than 3x their normal speed has to make DC 10 balance checks every round or trip. This here is also to throw a bone to the plate PC, since he can't run more than 3x his normal speed anyways.</p><p></p><p>2: Every round, for every character, I roll a d% to see if they need to avoid falling debris with a reflex save, DC as follows:</p><p>1: DC 30</p><p>2-5: DC 25</p><p>6-10: DC 20</p><p>11-20: DC 15</p><p>21-100: No save required</p><p></p><p>If a save is failed, the character takes 2d6 damage and is knocked prone.</p><p>If a save is failed by 5 or more, the character is also pinned and requires a strength check to be pulled free, DC 5 less than the original reflex save.</p><p>If a character fails by 10 or more, he also makes a fortitude save or is knocked unconscious, DC 10 less than the original reflex save.</p><p></p><p>Example: I roll a 3 for Sobek and he has to make a DC 25 reflex save. He rolls 12. He takes 2d6 damage, is knocked prone and pinned by falling rock requiring a DC 20 strength check to be freed, and must now make a DC 15 fort save or be knocked unconscious.</p><p></p><p>The party is comprised of characters in the 6-8 range, mostly rogue and fighter types (only caster is a druid/ranger). Do you think this sounds like a good challenge, too difficult, or too easy? Worth noting that I'd like at least some of them to be able to stay well ahead of the collapsing tunnel, because I have... complications of the land-shark variety planned at the end while it's still collapsing.</p></blockquote><p></p>
[QUOTE="Asmor, post: 3680174, member: 1154"] In the off chance one of my players is reading this, STAY OUT! ...... .... I'm planning a scene for my game tomorrow where the PCs are in a cavern, and when they take the load-bearing MacGuffin, the whole place starts to collapse. It's a party of 7 people, with at least one wearing full plate (one player just joined last session and I'm not sure what kind of armor he's wearing), so unfortunately I can't be [i]too[/i] dastardly in my rules or else he's pretty much a dead man. Basically, here's what I intend to do: The place immediately begins to rumble. 3 rounds after the MacGuffin's taken, the place starts collapsing. I mark off a 20-inch line on the battlemat, with every inch representing 50 feet. Basically just used as a visual indicator of progress for the players, I'll be keeping track of their actual progress on paper. Every round, 2d4x10 feet of tunnel collapses. Now, if it were just a straight "run run run" affair, it wouldn't be terribly fun, now would it? So I've got two rules to keep things interesting. 1: Due to the shaking, anyone running at greater than 3x their normal speed has to make DC 10 balance checks every round or trip. This here is also to throw a bone to the plate PC, since he can't run more than 3x his normal speed anyways. 2: Every round, for every character, I roll a d% to see if they need to avoid falling debris with a reflex save, DC as follows: 1: DC 30 2-5: DC 25 6-10: DC 20 11-20: DC 15 21-100: No save required If a save is failed, the character takes 2d6 damage and is knocked prone. If a save is failed by 5 or more, the character is also pinned and requires a strength check to be pulled free, DC 5 less than the original reflex save. If a character fails by 10 or more, he also makes a fortitude save or is knocked unconscious, DC 10 less than the original reflex save. Example: I roll a 3 for Sobek and he has to make a DC 25 reflex save. He rolls 12. He takes 2d6 damage, is knocked prone and pinned by falling rock requiring a DC 20 strength check to be freed, and must now make a DC 15 fort save or be knocked unconscious. The party is comprised of characters in the 6-8 range, mostly rogue and fighter types (only caster is a druid/ranger). Do you think this sounds like a good challenge, too difficult, or too easy? Worth noting that I'd like at least some of them to be able to stay well ahead of the collapsing tunnel, because I have... complications of the land-shark variety planned at the end while it's still collapsing. [/QUOTE]
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