FireLance
Legend
Some initial questions and thoughts:
[SBLOCK]First off, how do the basic numbers add up? How much is the BBEG adding to his score and how much are the players expected to add to their score each "round"? If the BBEG only gets to add the result of a single skill check while the PCs get to add the results of each skill check they make, they are likely to quickly catch up to him. For example, if there are 5 PCs, you will get an average of +52 from the die rolls alone (5d20). Even the waves of minions may not be enough to slow down the PCs if they are focused on pursuing.
If I might suggest an alternate approach, consider the following six-stage challenge:
Startup: Each PC starts with a Delay of 0. The Delay affects when the PC arrives at the final encounter.
Stage One: Generic chase - each PC must make a Moderate Athletics, Acrobatics or Endurance check (player's choice).
Any PC who fails the check may spend an action point to negate the failure. Otherwise, increase his Delay by 1.
If any characters are delayed, the other characters must choose to wait or press on. If they wait, every PC's Delay is increased by 1.
Stage Two: A maze of twisty streets, all alike - Prompt each player for an idea on how they will get through the maze instead of calling for specific skill checks. Depending on the solutions proposed, you may call for a Hard skill check (the specific skill will depend on what the player proposes, e.g. Perception if he is looking for a way out, Streetwise if he is using his knowledge of the city, or Diplomacy or Intimidate if he is asking a passer-by) or award an automatic success (say, if one of the PCs has a map).
If none of the PCs achieve a success, increase all the PCs' Delay by 1. Optionally, if all the PCs with lower Delay scores failed the check, but a PC with a higher Delay score passed the check, you may increase the lower Delay scores to that of the PC who passed the check to simulate the other PCs needing to wait until he caught up to them.
Stage Three: Generic chase - a repeat of Stage One.
Stage Four: Crowded Square - Again, prompt each player for an idea on how they will get through the crowd instead of calling for specific skill checks.
Categorize proposed solutions into ideas that can help the entire party (e.g. clearing a path through the crowd with Intimidate, Diplomacy or Athletics, spotting a path through the crowd with Perception) or will only help the PC (e.g. dodging through the crowd with Acrobatics or running fast with Endurance) and ask the PCs to make their skill checks.
A PC who does not succeed on an individual skill check and cannot benefit from a skill check that helps the entire party by a PC with equal or lower Delay has his Delay increased by 1.
Stage Five: Generic chase - a repeat of Stage One.
Stage Six: Guards - The PCs encounter the BBEG's minions outside his lair. From this point, the PCs arrive in batches, starting with those with the lowest Delay scores, followed 1 round later by those with Delay scores 1 point higher, and so on. The PCs may fight the guards, run past them (provoking opportunity attacks and pursuit by the guards) or try to get by them with another Hard skill check (depending on their ideas, Stealth, Bluff, Intimidate, etc. may be appropriate).
Each round that the PCs spend dealing with the guards increases their respective Delay scores by 1.
Consequences: While it is tempting to make it all or nothing, how about making the consequences more graduated? If one or more PCs manage to make it to the BBEG with a Delay of 3 or less, the ritual is completely disrupted, and the BBEG gains no benefit. If the first PCs make it there with a Delay of 4 or 5, the BBEG has got some power from the ritual, but it is still incomplete. The lady is still alive, although perhaps badly and permanently hurt. If the first PCs only make it there with a Delay of 6 or more, the lady is dead and the BBEG is at full power. The PCs have failed and will have to pick up the pieces.[/SBLOCK]
[SBLOCK]First off, how do the basic numbers add up? How much is the BBEG adding to his score and how much are the players expected to add to their score each "round"? If the BBEG only gets to add the result of a single skill check while the PCs get to add the results of each skill check they make, they are likely to quickly catch up to him. For example, if there are 5 PCs, you will get an average of +52 from the die rolls alone (5d20). Even the waves of minions may not be enough to slow down the PCs if they are focused on pursuing.
If I might suggest an alternate approach, consider the following six-stage challenge:
Startup: Each PC starts with a Delay of 0. The Delay affects when the PC arrives at the final encounter.
Stage One: Generic chase - each PC must make a Moderate Athletics, Acrobatics or Endurance check (player's choice).
Any PC who fails the check may spend an action point to negate the failure. Otherwise, increase his Delay by 1.
If any characters are delayed, the other characters must choose to wait or press on. If they wait, every PC's Delay is increased by 1.
Stage Two: A maze of twisty streets, all alike - Prompt each player for an idea on how they will get through the maze instead of calling for specific skill checks. Depending on the solutions proposed, you may call for a Hard skill check (the specific skill will depend on what the player proposes, e.g. Perception if he is looking for a way out, Streetwise if he is using his knowledge of the city, or Diplomacy or Intimidate if he is asking a passer-by) or award an automatic success (say, if one of the PCs has a map).
If none of the PCs achieve a success, increase all the PCs' Delay by 1. Optionally, if all the PCs with lower Delay scores failed the check, but a PC with a higher Delay score passed the check, you may increase the lower Delay scores to that of the PC who passed the check to simulate the other PCs needing to wait until he caught up to them.
Stage Three: Generic chase - a repeat of Stage One.
Stage Four: Crowded Square - Again, prompt each player for an idea on how they will get through the crowd instead of calling for specific skill checks.
Categorize proposed solutions into ideas that can help the entire party (e.g. clearing a path through the crowd with Intimidate, Diplomacy or Athletics, spotting a path through the crowd with Perception) or will only help the PC (e.g. dodging through the crowd with Acrobatics or running fast with Endurance) and ask the PCs to make their skill checks.
A PC who does not succeed on an individual skill check and cannot benefit from a skill check that helps the entire party by a PC with equal or lower Delay has his Delay increased by 1.
Stage Five: Generic chase - a repeat of Stage One.
Stage Six: Guards - The PCs encounter the BBEG's minions outside his lair. From this point, the PCs arrive in batches, starting with those with the lowest Delay scores, followed 1 round later by those with Delay scores 1 point higher, and so on. The PCs may fight the guards, run past them (provoking opportunity attacks and pursuit by the guards) or try to get by them with another Hard skill check (depending on their ideas, Stealth, Bluff, Intimidate, etc. may be appropriate).
Each round that the PCs spend dealing with the guards increases their respective Delay scores by 1.
Consequences: While it is tempting to make it all or nothing, how about making the consequences more graduated? If one or more PCs manage to make it to the BBEG with a Delay of 3 or less, the ritual is completely disrupted, and the BBEG gains no benefit. If the first PCs make it there with a Delay of 4 or 5, the BBEG has got some power from the ritual, but it is still incomplete. The lady is still alive, although perhaps badly and permanently hurt. If the first PCs only make it there with a Delay of 6 or more, the lady is dead and the BBEG is at full power. The PCs have failed and will have to pick up the pieces.[/SBLOCK]