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<blockquote data-quote="Quickleaf" data-source="post: 5865516" data-attributes="member: 20323"><p>Hey I like that you house-rules lycanthropy - gives it some real teeth <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>For a non-combat climax, what about the PCs manipulating the wererats and the hag to fight each other? Then the PCs lock the doors and huddle down with the villagers until the bloody affair is over.</p><p></p><p>For your "Hunt the Hag Into the Bog" scenario, you need three things:</p><p></p><p>(1) A reason for the PCs to not kill the hag outright (you say "run her out of town"...but how often do players do that?), or a foolproof way for her to escape...and a compelling reason to chase after her.</p><p></p><p>(2) Obstacles / complications. For example, you could steal my arcane mists...</p><p>[sblock]Arcane Mists (d8)</p><p>1. Stranded spirits on an isle in the bog call out to PCs for help; anyone listening is attacked vs. Will or they hear voice of a departed loved one... of course that part of the bog is full of lighting sand, fire spouts, and R.O.U.S <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p>2. Obscuring mist separates party members which appear to be enemies for a moment.</p><p>3. A ghostly marker the PCs are convinced they passed before, but if they double back they're lured into a troll ambush.</p><p>4. Poisonous green vapors drift thru the mist, requiring Endurance checks or nauseating PCs and draining a healing surge.</p><p>5. A mire full of "curse bubbles" - too much agitation of surface causes a bubble to pop and release the curse. As an example of a curse: water pours uncontrollably from the PC's mouth, threatening to drown them, unless they blindfold themselves or walk backwards.</p><p>6. Projection of the hag as a spectral veiled woman promising to lead a PC to a great magic weapon if they but tell her their name (or the place of their birth). However if they do, the hag can now assume the PC's form.</p><p>7. One PC sees a momentary vision in the bog water of a fellow PC betraying them in the midst of combat. Until the matter is resolved, they are not considered allies.</p><p>8. The PCs become lost in the mist and night is fast approaching. If they press on without sleeping they must make Endurance checks or grant combat advantage until they sleep.</p><p>[/sblock]</p><p></p><p>(3) Consequences for failure that are still interesting and move the story forward. For example, if the PCs don't get X successes before Y failures then it takes them a long time to find the hag - perhaps meaning they face her at night when her cycle of magical might is at it's peak, or perhaps meaning she has time to complete several rituals/summonings. Or it could be very dramatic and the PCs could be shapechanged into weasels and toads!</p><p></p><p>As long as you've got those 3 things dialed in, the rest of the skill challenge can be filled in by the players.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 5865516, member: 20323"] Hey I like that you house-rules lycanthropy - gives it some real teeth ;) For a non-combat climax, what about the PCs manipulating the wererats and the hag to fight each other? Then the PCs lock the doors and huddle down with the villagers until the bloody affair is over. For your "Hunt the Hag Into the Bog" scenario, you need three things: (1) A reason for the PCs to not kill the hag outright (you say "run her out of town"...but how often do players do that?), or a foolproof way for her to escape...and a compelling reason to chase after her. (2) Obstacles / complications. For example, you could steal my arcane mists... [sblock]Arcane Mists (d8) 1. Stranded spirits on an isle in the bog call out to PCs for help; anyone listening is attacked vs. Will or they hear voice of a departed loved one... of course that part of the bog is full of lighting sand, fire spouts, and R.O.U.S ;) 2. Obscuring mist separates party members which appear to be enemies for a moment. 3. A ghostly marker the PCs are convinced they passed before, but if they double back they're lured into a troll ambush. 4. Poisonous green vapors drift thru the mist, requiring Endurance checks or nauseating PCs and draining a healing surge. 5. A mire full of "curse bubbles" - too much agitation of surface causes a bubble to pop and release the curse. As an example of a curse: water pours uncontrollably from the PC's mouth, threatening to drown them, unless they blindfold themselves or walk backwards. 6. Projection of the hag as a spectral veiled woman promising to lead a PC to a great magic weapon if they but tell her their name (or the place of their birth). However if they do, the hag can now assume the PC's form. 7. One PC sees a momentary vision in the bog water of a fellow PC betraying them in the midst of combat. Until the matter is resolved, they are not considered allies. 8. The PCs become lost in the mist and night is fast approaching. If they press on without sleeping they must make Endurance checks or grant combat advantage until they sleep. [/sblock] (3) Consequences for failure that are still interesting and move the story forward. For example, if the PCs don't get X successes before Y failures then it takes them a long time to find the hag - perhaps meaning they face her at night when her cycle of magical might is at it's peak, or perhaps meaning she has time to complete several rituals/summonings. Or it could be very dramatic and the PCs could be shapechanged into weasels and toads! As long as you've got those 3 things dialed in, the rest of the skill challenge can be filled in by the players. [/QUOTE]
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