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Escaping a collapsing tunnel
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<blockquote data-quote="Primitive Screwhead" data-source="post: 3680192" data-attributes="member: 20805"><p>That sounds pretty good..</p><p></p><p> One thing I did in a recent game that worked *very* well... we had the standard 'wall of fire moving in during combat'. problem. The wall was listed with a move of 30' per round, supposed to close in on the good guys. I had 5 players and 1 set of bad guys, so I gave the wall a 5' movement rate *per initiative action*....</p><p></p><p> Someone would move, the wall would inch forward</p><p></p><p>Despite the fact that the Wall was a Red Twizzler and was often at risk for being eaten... this mechanic added alot to the encounter.</p><p></p><p>So, my suggesting is to have your falling ceiling drop on a similar rate, perhaps each iterative action roll 1D20 to determine the number of feet that collapse.</p><p></p><p>This may seem like really fast, but your group will have at least a 2 round head start... thats 120' that the ceiling needs to catch up on before being dangerous.</p><p></p><p>For the falling debris, I would probably go with a single roll for the entire group.. way too many dice rolling for everyone.</p><p></p><p>You could do this on a map, allowing for various terrain issues, by 'recycling' a map sheet. Track the overall location on a strip near your side where each square = the width of the map you have, then the PCs wrap from one side to the next.. people just have to remember that they may be right next to each other on the map and still be almost a hundred feet apart.</p><p></p><p>The overall location strip gives your players a feeling of how far the 'finish' line is.</p><p></p><p> Add in a sprinkling of special terrain, like a partially blocking rock fall, fallen pillars, or chasm... test out those Jump/Climb/Balance skills. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Not too many cause, like I said.. thats a lot of dice rolls <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p> Oh, and be prepared to slightly fudge the rock fall distances a couple round before it gets to squich your PCs to death... close is one thing, TPK is another!</p><p></p><p>JMHO</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 3680192, member: 20805"] That sounds pretty good.. One thing I did in a recent game that worked *very* well... we had the standard 'wall of fire moving in during combat'. problem. The wall was listed with a move of 30' per round, supposed to close in on the good guys. I had 5 players and 1 set of bad guys, so I gave the wall a 5' movement rate *per initiative action*.... Someone would move, the wall would inch forward Despite the fact that the Wall was a Red Twizzler and was often at risk for being eaten... this mechanic added alot to the encounter. So, my suggesting is to have your falling ceiling drop on a similar rate, perhaps each iterative action roll 1D20 to determine the number of feet that collapse. This may seem like really fast, but your group will have at least a 2 round head start... thats 120' that the ceiling needs to catch up on before being dangerous. For the falling debris, I would probably go with a single roll for the entire group.. way too many dice rolling for everyone. You could do this on a map, allowing for various terrain issues, by 'recycling' a map sheet. Track the overall location on a strip near your side where each square = the width of the map you have, then the PCs wrap from one side to the next.. people just have to remember that they may be right next to each other on the map and still be almost a hundred feet apart. The overall location strip gives your players a feeling of how far the 'finish' line is. Add in a sprinkling of special terrain, like a partially blocking rock fall, fallen pillars, or chasm... test out those Jump/Climb/Balance skills. :) Not too many cause, like I said.. thats a lot of dice rolls :) Oh, and be prepared to slightly fudge the rock fall distances a couple round before it gets to squich your PCs to death... close is one thing, TPK is another! JMHO [/QUOTE]
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