Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Hubris 4e
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="jbear" data-source="post: 4803225" data-attributes="member: 75065"><p>I have almost made my characters back down from entering a temple by the mere description of the guardian that stood in their path and the location he was situated. I had prepared hours of fun in that temple and would have been gutted if I had intimidated them out of a fight. </p><p> </p><p>It was a huge ancient Naga, that with slippery words offered them the chance to turn tail and leave the temple with his blessing. They (lvl 3 party) felt outmatched. Luckily one of the charcters asked him a question about whether he had seen the person they were looking for and discovered his lie with a very high Insight vs Bluff check which put them on the track that he was hiding something else. A successful religion test (Immortal creature) revealed he was sick and slowly dying, a very tough fight but killable. </p><p> </p><p>If I hadn't given them that information (although they had to work for it a bit) they were seriously considering simply leaving cos it seemed an impossible fight. </p><p> </p><p>After a hard-core fight at lower levels of the temple, during which 4 of the 7 pc's were unconscious and dying at one stage (including both leaders), everyone has agreed retreat is a viable option.</p><p> </p><p>As far as throwing an 'unbeatable' encounter at them...</p><p> </p><p>maybe they should only be in that situation after making some blunder... this could kick start an awesome Pirate Cat-like skill challenge in order to escape. On his Campaign thread his PC's entered into some kind of strange plane of existence and came face to face with some kind of Semi-God that chased them down to prevent them fleeing...It's worth checking out the thread (don't know how to post links to threads, sorry).</p><p> </p><p>How about after a tough fight, the deaths of the creatures that the PC's just killed trigger the release of the truly formidable creature their presence was holding at bay. You could give little clues that something is going on after each guardian is killed (walls trembling, things begging to take life, lights going on, things bursting into flames, the last guardian moaning unintelligibly: ttthhlooonnnt! Rummmmmm flloooorrr yooouuullliiffffeess! yet it is compelled to relentlessly fight to the death...) The fleeing could be a dangerous and exciting challenge. Failure: the beginning of a new and exciting adventure with the odds stacked against them.</p><p> </p><p>Or how about a Solo Monster way above their level that guards something but can't leave the room. The challenge is getting in, getting whatever and getting out on the other side.</p><p> </p><p>Just randomly chucking something at them to 'teach them' they aren't as tough as they think they are seems... pointless. As a plot hook or a Major Villain they will face again in the future seem like better options. That requires more planning.</p><p> </p><p>I liked the idea of an impossible fight with only non-combat solutions. Like a 'stay alive while you resolve the puzzle and disactivate/defeat/banish/desintergrate the menace' type situation. Again a simoultaneous skill challenge during combat seems like an appropriate structure here.</p></blockquote><p></p>
[QUOTE="jbear, post: 4803225, member: 75065"] I have almost made my characters back down from entering a temple by the mere description of the guardian that stood in their path and the location he was situated. I had prepared hours of fun in that temple and would have been gutted if I had intimidated them out of a fight. It was a huge ancient Naga, that with slippery words offered them the chance to turn tail and leave the temple with his blessing. They (lvl 3 party) felt outmatched. Luckily one of the charcters asked him a question about whether he had seen the person they were looking for and discovered his lie with a very high Insight vs Bluff check which put them on the track that he was hiding something else. A successful religion test (Immortal creature) revealed he was sick and slowly dying, a very tough fight but killable. If I hadn't given them that information (although they had to work for it a bit) they were seriously considering simply leaving cos it seemed an impossible fight. After a hard-core fight at lower levels of the temple, during which 4 of the 7 pc's were unconscious and dying at one stage (including both leaders), everyone has agreed retreat is a viable option. As far as throwing an 'unbeatable' encounter at them... maybe they should only be in that situation after making some blunder... this could kick start an awesome Pirate Cat-like skill challenge in order to escape. On his Campaign thread his PC's entered into some kind of strange plane of existence and came face to face with some kind of Semi-God that chased them down to prevent them fleeing...It's worth checking out the thread (don't know how to post links to threads, sorry). How about after a tough fight, the deaths of the creatures that the PC's just killed trigger the release of the truly formidable creature their presence was holding at bay. You could give little clues that something is going on after each guardian is killed (walls trembling, things begging to take life, lights going on, things bursting into flames, the last guardian moaning unintelligibly: ttthhlooonnnt! Rummmmmm flloooorrr yooouuullliiffffeess! yet it is compelled to relentlessly fight to the death...) The fleeing could be a dangerous and exciting challenge. Failure: the beginning of a new and exciting adventure with the odds stacked against them. Or how about a Solo Monster way above their level that guards something but can't leave the room. The challenge is getting in, getting whatever and getting out on the other side. Just randomly chucking something at them to 'teach them' they aren't as tough as they think they are seems... pointless. As a plot hook or a Major Villain they will face again in the future seem like better options. That requires more planning. I liked the idea of an impossible fight with only non-combat solutions. Like a 'stay alive while you resolve the puzzle and disactivate/defeat/banish/desintergrate the menace' type situation. Again a simoultaneous skill challenge during combat seems like an appropriate structure here. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Hubris 4e
Top