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Help me Design a Tree-Spirit Hazard
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<blockquote data-quote="!DWolf" data-source="post: 8240072" data-attributes="member: 7026314"><p>You can do that but you usually want to avoid having hazards make any choices and instead be fully automated. You can structure things to make the automation do what you want however. Consider this (formatted as best as I can from my phone and away from all my books):</p><p></p><p>Routine (three actions) - if the players did x action the previous round then this hazard loses its first action.</p><p>On its first action the hazard drags anyone grabbed and dreaming five feet closer to the trunk.</p><p>On its second action the hazard attempts to grab everyone in the room (+x, DC y escape).</p><p>On its third action all characters grabbed by the hazard must make a DC Z will save or become dreaming (a custom condition).</p><p></p><p>So the first round it will attempt to grab and put to sleep but it won’t start dragging towards the trunk until they have had a chance to react. If you swap the second and third actions then it would instead grab the first round, put to sleep the second, and start to drag on the third.</p><p></p><p></p><p>I would actually use a vp subsystem for this, tracked individually for each character - maybe with starting points based on knowledge skill ranks (on the theory that it takes longer to absorb someone with more knowledge) with an expert starting with 4 and trained with 3 or something. Give the players tokens, then when they suffer a failure on the dream realm hazard they lose one token, but if they fight back extremely well they can get back tokens (and if you are using a shared dream realm maybe gain other characters back tokens instead or as well).</p><p></p><p></p><p></p><p>This is doable, but I would limit it to something very easy to run (like what I posted above) - you are going to have a lot to keep track of and if you are near the end of the session you might be tired and in a rush to finish before times up.</p><p></p><p>I would also make sure that the characters are sealed into the room somehow, either through the elves sealing the exits or the tree spirit doing so with sap or altering the room as suggested above. Otherwise all the characters will avoid the first grapple and just walk out!</p><p></p><p>Finally, if I was going to actually run something like this for my players (and this may be way more than your willing to invest or take too long for the time you have available) - I would set it up as follows:</p><ol> <li data-xf-list-type="ol">A sealed door hazard - a simple hazard to keep the characters in the room for at least a round or two.</li> <li data-xf-list-type="ol">The spirit tree physical hazard with a routine that is essentially what I posted above plus a clause making it unable to attack characters who have completed their challenge. I would make sure one of the disables ended the dreaming condition (a will save to wake up, probably).</li> <li data-xf-list-type="ol">A series of realms - one for each characters and based on their highest knowledge skill and background. Each realm will have a thematic challenge based on the skill. Warfare lore might be fighting off a hoard of weak enemies who are attempting to seize a flag, academic lore might be taking apart someone’s dissertation, city lore might be a chase through the city, etc. this would be the time consuming part.</li> <li data-xf-list-type="ol">a dream shifting hazard: it automatically goes last and it’s action is to shift randomly into another dream realm (all dreaming characters share the same realm) unless progress was sufficiently made or a disable check was made to prevent shifting or force it into a specific realm. The realms have to be associated with those dreaming of course. When it shifts it takes knowledge with it and the vp tokens associated with the current realm go down.</li> <li data-xf-list-type="ol">A vp system to keep track of failure in the realms. If a realm is failed (for example in the warfare lore dream: everyone ‘dies’ or the enemy achieved it objective), or the vp tokens run out, then that character is absorbed. If a realm is solved then that character cannot be absorbed, the physical tree lets them go and they wake up (and can no longer help in dreams but are free to act in the physical world). If three (or however many) such realms are defeated then the tree spirit gives up and everybody wins... (a second, very simple vp system)</li> <li data-xf-list-type="ol">The conspirators may come in at a certain time and attempt to finish the job while the PCs are struggling with the tree (may be too deadly).</li> </ol><p>That is probably way more than what you are looking for, and looking at it: probably extremely challenging to run as well, but hopefully it gives you inspiration.</p></blockquote><p></p>
[QUOTE="!DWolf, post: 8240072, member: 7026314"] You can do that but you usually want to avoid having hazards make any choices and instead be fully automated. You can structure things to make the automation do what you want however. Consider this (formatted as best as I can from my phone and away from all my books): Routine (three actions) - if the players did x action the previous round then this hazard loses its first action. On its first action the hazard drags anyone grabbed and dreaming five feet closer to the trunk. On its second action the hazard attempts to grab everyone in the room (+x, DC y escape). On its third action all characters grabbed by the hazard must make a DC Z will save or become dreaming (a custom condition). So the first round it will attempt to grab and put to sleep but it won’t start dragging towards the trunk until they have had a chance to react. If you swap the second and third actions then it would instead grab the first round, put to sleep the second, and start to drag on the third. I would actually use a vp subsystem for this, tracked individually for each character - maybe with starting points based on knowledge skill ranks (on the theory that it takes longer to absorb someone with more knowledge) with an expert starting with 4 and trained with 3 or something. Give the players tokens, then when they suffer a failure on the dream realm hazard they lose one token, but if they fight back extremely well they can get back tokens (and if you are using a shared dream realm maybe gain other characters back tokens instead or as well). This is doable, but I would limit it to something very easy to run (like what I posted above) - you are going to have a lot to keep track of and if you are near the end of the session you might be tired and in a rush to finish before times up. I would also make sure that the characters are sealed into the room somehow, either through the elves sealing the exits or the tree spirit doing so with sap or altering the room as suggested above. Otherwise all the characters will avoid the first grapple and just walk out! Finally, if I was going to actually run something like this for my players (and this may be way more than your willing to invest or take too long for the time you have available) - I would set it up as follows: [LIST=1] [*]A sealed door hazard - a simple hazard to keep the characters in the room for at least a round or two. [*]The spirit tree physical hazard with a routine that is essentially what I posted above plus a clause making it unable to attack characters who have completed their challenge. I would make sure one of the disables ended the dreaming condition (a will save to wake up, probably). [*]A series of realms - one for each characters and based on their highest knowledge skill and background. Each realm will have a thematic challenge based on the skill. Warfare lore might be fighting off a hoard of weak enemies who are attempting to seize a flag, academic lore might be taking apart someone’s dissertation, city lore might be a chase through the city, etc. this would be the time consuming part. [*]a dream shifting hazard: it automatically goes last and it’s action is to shift randomly into another dream realm (all dreaming characters share the same realm) unless progress was sufficiently made or a disable check was made to prevent shifting or force it into a specific realm. The realms have to be associated with those dreaming of course. When it shifts it takes knowledge with it and the vp tokens associated with the current realm go down. [*]A vp system to keep track of failure in the realms. If a realm is failed (for example in the warfare lore dream: everyone ‘dies’ or the enemy achieved it objective), or the vp tokens run out, then that character is absorbed. If a realm is solved then that character cannot be absorbed, the physical tree lets them go and they wake up (and can no longer help in dreams but are free to act in the physical world). If three (or however many) such realms are defeated then the tree spirit gives up and everybody wins... (a second, very simple vp system) [*]The conspirators may come in at a certain time and attempt to finish the job while the PCs are struggling with the tree (may be too deadly). [/LIST] That is probably way more than what you are looking for, and looking at it: probably extremely challenging to run as well, but hopefully it gives you inspiration. [/QUOTE]
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