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General Tabletop Discussion
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Help with some complex encounter design
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<blockquote data-quote="tyrlaan" data-source="post: 5988443" data-attributes="member: 20998"><p><strong>Act II: Enemies at the Gate</strong></p><p></p><p><strong>Stage 1: Assemble the Militia</strong></p><p>Premise: Bells ring out to alert of attacks at both of the town gates. Cultists of the Final Scale and their dragonspawn allies are attacking, but the town defenses aren’t in place to handle the strike.</p><p></p><p>Objective: Get the militia and defenses in place to protect the town</p><p></p><p style="margin-left: 20px"><strong>Challenge 1: The Farmer’s Gate</strong></p> <p style="margin-left: 20px">Objective: Get the militia and defenses in place to hold the gate</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Special rules for the challenge: (I didn't feel my attack rules in the previous stages were all too thrilling, so I changed it up)</p> <ul style="margin-left: 20px"> <li data-xf-list-type="ul">At-wills granted a +2 bonus to another check; easy DC</li> <li data-xf-list-type="ul">Encounters granted a success; moderate DC</li> <li data-xf-list-type="ul">Dailies removed 1 failure; hard DC</li> </ul> <p style="margin-left: 20px">Each round players would be attacked, randomly selected from the following: </p> <ul style="margin-left: 20px"> <li data-xf-list-type="ul">Ball lightning from blue dragonspawn artillery: +12 vs. Fortitude; 2d6+6 and +2 to the DC of the next check for the challenge</li> <li data-xf-list-type="ul">Fire ball from red dragonspawn artillery: +12 vs. Reflex; 2d6+6 fire damage and ongoing 5 fire (save ends)</li> <li data-xf-list-type="ul">Talons/Bite from black dragonspawn grunts: +14 vs. AC; 2d8+8 damage</li> </ul> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Results:</p> <p style="margin-left: 20px">Successes: 8 successes are required to hold the gate. Players in the corresponding challenge in Stage 2 gain a bonus to defenses based on how many failures they earned.</p> <p style="margin-left: 20px"> 2 +0 to defenses</p> <p style="margin-left: 20px"> 1 +1 to defenses</p> <p style="margin-left: 20px"> 0 +2 to defenses</p> <p style="margin-left: 20px">Failures: 3 failures mean this challenge is failed. Failure indicates that the gate defenses are in bad shape, making the corresponding challenge in Stage 2 more difficult (+2 DC to all checks). Furthermore, each PC loses a Healing Surge.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>Challenge 2: The Valley Gate</strong></p> <p style="margin-left: 20px">Exactly the same as the Farmer's Gate challenge, except differently flavored attacks:</p> <ul style="margin-left: 20px"> <li data-xf-list-type="ul">Exploding lightning from sacrificial blue dragonspawn: +12 vs. Fortitude; 2d6+6 lightning damage</li> <li data-xf-list-type="ul">Corrosive bolts from black dragonspawn artillery: +12 vs. Reflex; 1d8+6 acid damage and ongoing 5 acid (save ends)</li> <li data-xf-list-type="ul">Talons from green dragonspawn grunts: +14 vs. AC; 2d6+6 damage</li> </ul><p></p><p>Results:</p><p>Success: Both challenges must succeed to gain a success from this stage</p><p>Failure: Losing either sub-challenge results in failure for this stage</p><p></p><p><strong>Stage 2: Hold the Line</strong></p><p>Premise: With defenses and men in place (hopefully), the players must now aid the town in repelling the invaders.</p><p></p><p>Objective: Maintain the defenses</p><p></p><p style="margin-left: 20px"><strong>Challenge 1: The Farmer’s Gate</strong></p> <p style="margin-left: 20px">Objective: Hold the gate</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Special rules for the challenge: Same as Stage 1</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Successes: 8 successes are required to hold the gate. </p> <p style="margin-left: 20px">Failures: 3 failures mean this challenge is failed. Failure indicates that the gate is overrun and the majority of the militia is defeated and/or scattered. X number of dragonspawn break through and join the fight in Stage 3. Furthermore, each PC loses a Healing Surge.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>Challenge 2: The Valley Gate</strong></p> <p style="margin-left: 20px">Exactly the same as the Farmer's Gate challenge</p><p></p><p>Results:</p><p>Success: Both challenges must succeed to gain a success from this stage</p><p>Failure: Losing either sub-challenge results in failure for this stage</p><p></p><p><strong>Stage 3: Treachery from the Dancing Pixie</strong></p><p>Premise: A group of forces of the Cult of the Final Scales emerge from the abandoned Dancing Pixie to try to flank the defenders of the gates. Cultists hiding in the town had established a teleport circle on the second floor of the inn.</p><p></p><p>Objective: Defeat the incursion of dragonspawn.</p><p></p><p>Additional Notes: This is a combat encounter, XP budget is 1,500 – 2,000.</p><p></p><p>Dragonspawn that got through from Stage 2 join the battle. Those from the Valley gate arrive 1 round after combat. Those from the Farmer’s Gate arrive 2 rounds after combat.</p><p></p><p>If the party cleared Stage 1 with 0 failures, the high morale of the militia yields enough success that some of them join the fight as reinforcements in round 3.</p><p></p><p>Results: As per combat. If all 3 stages are met with success, the players receive +2 bonus to future checks when aiding the militia throughout the rest of the overall challenge.</p></blockquote><p></p>
[QUOTE="tyrlaan, post: 5988443, member: 20998"] [B]Act II: Enemies at the Gate[/B] [B]Stage 1: Assemble the Militia[/B] Premise: Bells ring out to alert of attacks at both of the town gates. Cultists of the Final Scale and their dragonspawn allies are attacking, but the town defenses aren’t in place to handle the strike. Objective: Get the militia and defenses in place to protect the town [INDENT][B]Challenge 1: The Farmer’s Gate[/B] Objective: Get the militia and defenses in place to hold the gate Special rules for the challenge: (I didn't feel my attack rules in the previous stages were all too thrilling, so I changed it up) [LIST] [*]At-wills granted a +2 bonus to another check; easy DC [*]Encounters granted a success; moderate DC [*]Dailies removed 1 failure; hard DC [/LIST] Each round players would be attacked, randomly selected from the following: [LIST] [*]Ball lightning from blue dragonspawn artillery: +12 vs. Fortitude; 2d6+6 and +2 to the DC of the next check for the challenge [*]Fire ball from red dragonspawn artillery: +12 vs. Reflex; 2d6+6 fire damage and ongoing 5 fire (save ends) [*]Talons/Bite from black dragonspawn grunts: +14 vs. AC; 2d8+8 damage [/LIST] Results: Successes: 8 successes are required to hold the gate. Players in the corresponding challenge in Stage 2 gain a bonus to defenses based on how many failures they earned. 2 +0 to defenses 1 +1 to defenses 0 +2 to defenses Failures: 3 failures mean this challenge is failed. Failure indicates that the gate defenses are in bad shape, making the corresponding challenge in Stage 2 more difficult (+2 DC to all checks). Furthermore, each PC loses a Healing Surge. [B]Challenge 2: The Valley Gate[/B] Exactly the same as the Farmer's Gate challenge, except differently flavored attacks: [LIST] [*]Exploding lightning from sacrificial blue dragonspawn: +12 vs. Fortitude; 2d6+6 lightning damage [*]Corrosive bolts from black dragonspawn artillery: +12 vs. Reflex; 1d8+6 acid damage and ongoing 5 acid (save ends) [*]Talons from green dragonspawn grunts: +14 vs. AC; 2d6+6 damage [/LIST][/INDENT] Results: Success: Both challenges must succeed to gain a success from this stage Failure: Losing either sub-challenge results in failure for this stage [B]Stage 2: Hold the Line[/B] Premise: With defenses and men in place (hopefully), the players must now aid the town in repelling the invaders. Objective: Maintain the defenses [INDENT][B]Challenge 1: The Farmer’s Gate[/B] Objective: Hold the gate Special rules for the challenge: Same as Stage 1 Successes: 8 successes are required to hold the gate. Failures: 3 failures mean this challenge is failed. Failure indicates that the gate is overrun and the majority of the militia is defeated and/or scattered. X number of dragonspawn break through and join the fight in Stage 3. Furthermore, each PC loses a Healing Surge. [B]Challenge 2: The Valley Gate[/B] Exactly the same as the Farmer's Gate challenge[/INDENT] Results: Success: Both challenges must succeed to gain a success from this stage Failure: Losing either sub-challenge results in failure for this stage [B]Stage 3: Treachery from the Dancing Pixie[/B] Premise: A group of forces of the Cult of the Final Scales emerge from the abandoned Dancing Pixie to try to flank the defenders of the gates. Cultists hiding in the town had established a teleport circle on the second floor of the inn. Objective: Defeat the incursion of dragonspawn. Additional Notes: This is a combat encounter, XP budget is 1,500 – 2,000. Dragonspawn that got through from Stage 2 join the battle. Those from the Valley gate arrive 1 round after combat. Those from the Farmer’s Gate arrive 2 rounds after combat. If the party cleared Stage 1 with 0 failures, the high morale of the militia yields enough success that some of them join the fight as reinforcements in round 3. Results: As per combat. If all 3 stages are met with success, the players receive +2 bonus to future checks when aiding the militia throughout the rest of the overall challenge. [/QUOTE]
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