weem
First Post
Ok, im sharing this encounter idea here for two reason... one is to get some feedback... the other is to help me get it laid out and organized!
The Challenge
The players had a partial combat encounter as they boarded an airship to leave the (huge) city they are in. I say partial because, it is still ongoing as they get on the ship.
The ship is damaged, many of the crew are injured and dead and as we begin, the ship lunges forward and down low along a street that is about to turn (there are many streets, none of them straight for long). The players must help manage the ships movement in order to escape a chasing airship.
Basically, imagine a helicopter chase through New York (this city has some tall buildings).
There are two "parse tubes" (im using the airship mechanics from a Terry Brooks trilogy I read) that are currently unmanned - a PC will need to "control" each one or else the ship can not turn, or rise from just above street level. These are damaged preventing the captain from controlling them from the control box. One or two other players can try to fix these so the PC's controlling them can be free to defend themselves... yes, they must control the ship AND fight off flying creatures sent from the tailing ship.
Controlling the ship works as follows...
On the players turn, the two controlling the parse tubes (1 on the left, 1 on the right) must choose an amount of power to feed to the tube. More power on the right means you move left. More power on the left means you move right. As the power varies, the ending hex moved to varies. These tubes have 4 levels of power (0, 1, 2, 3) - to see where the ship ends up based on those setting, see the diagram below (left tube power / right tube power)...
Notice also (above) the color of the hexes. Those indicate elevation changes... the more power you give, the higher they can make ship rise as well
So, the players choose power... an ending square is determined as well as elevation increase - both of which happens on the SHIPS turn (which goes last). But how to choose where to go? Well, wherever there arent buildings at your elevation or higher of course! At the start, the ship will be at elevation "2"... these numbers don't represent floor levels, but rather abstract heights for buildings. On a hex mat, I will draw out an abstract layout of the local city area they are flying in, complete with elevation numbers for buildings. I have made a visual example here...
So getting the ship to elevation 8 would clear all buildings... but to do that quickly would require large forward movements, which will be hard to do in this crowded city (if not in the easy example i gave above, hehe)
Some Wrinkles...
1) The captain will colapse on the controls not too long into the flight, initiating a drop in elevation by 1. Someone needs to maintain the control for power (as much as they can get) at the control box just to keep it level while the "parse tube" controllers get it to rise.
2) The flying creatures are intelligent and can try and change the amount of power used on a parse tube, thus altering the course form what a PC had intended
To get away (win), they need to either...
1) Get the ship up and above the city (they are faster than the trailing ship when there are no obsticles)
or
2) Repair both tubes at which point the captain can EASILY get away from the trailing ship (he has mad piloting skills)
Crashing?
Hitting buildings will be like failures in a skill challenge. I'm thinking you can only sustain X amount per ship location (if you hit a building moving left, the left side is damaged, etc. Maybe you can only take a fer per side, etc).
Things I still need (I'm open to suggestions)...
1) I need to setup the challenge involved in fixing a parse tube
2) I need something for 4th and 5th players to do during this. I was thinking they could have the option to aid in repairs, fight off attackers, or a little of both... and maybe that's enough.
3) I need to settle on what it takes for a player to choose a power for their tube on their turn - aka what kind of action (I'm thinking movement action) and if there should be any roll involved - or if taking away an action to control it is hard enough.
Thoughts? Suggestions? Problems? Ideas? Lemme have em (if you are still with me after all of this, hehe)
The Challenge
The players had a partial combat encounter as they boarded an airship to leave the (huge) city they are in. I say partial because, it is still ongoing as they get on the ship.
The ship is damaged, many of the crew are injured and dead and as we begin, the ship lunges forward and down low along a street that is about to turn (there are many streets, none of them straight for long). The players must help manage the ships movement in order to escape a chasing airship.
Basically, imagine a helicopter chase through New York (this city has some tall buildings).
There are two "parse tubes" (im using the airship mechanics from a Terry Brooks trilogy I read) that are currently unmanned - a PC will need to "control" each one or else the ship can not turn, or rise from just above street level. These are damaged preventing the captain from controlling them from the control box. One or two other players can try to fix these so the PC's controlling them can be free to defend themselves... yes, they must control the ship AND fight off flying creatures sent from the tailing ship.
Controlling the ship works as follows...
On the players turn, the two controlling the parse tubes (1 on the left, 1 on the right) must choose an amount of power to feed to the tube. More power on the right means you move left. More power on the left means you move right. As the power varies, the ending hex moved to varies. These tubes have 4 levels of power (0, 1, 2, 3) - to see where the ship ends up based on those setting, see the diagram below (left tube power / right tube power)...

Notice also (above) the color of the hexes. Those indicate elevation changes... the more power you give, the higher they can make ship rise as well
So, the players choose power... an ending square is determined as well as elevation increase - both of which happens on the SHIPS turn (which goes last). But how to choose where to go? Well, wherever there arent buildings at your elevation or higher of course! At the start, the ship will be at elevation "2"... these numbers don't represent floor levels, but rather abstract heights for buildings. On a hex mat, I will draw out an abstract layout of the local city area they are flying in, complete with elevation numbers for buildings. I have made a visual example here...

So getting the ship to elevation 8 would clear all buildings... but to do that quickly would require large forward movements, which will be hard to do in this crowded city (if not in the easy example i gave above, hehe)
Some Wrinkles...
1) The captain will colapse on the controls not too long into the flight, initiating a drop in elevation by 1. Someone needs to maintain the control for power (as much as they can get) at the control box just to keep it level while the "parse tube" controllers get it to rise.
2) The flying creatures are intelligent and can try and change the amount of power used on a parse tube, thus altering the course form what a PC had intended
To get away (win), they need to either...
1) Get the ship up and above the city (they are faster than the trailing ship when there are no obsticles)
or
2) Repair both tubes at which point the captain can EASILY get away from the trailing ship (he has mad piloting skills)
Crashing?
Hitting buildings will be like failures in a skill challenge. I'm thinking you can only sustain X amount per ship location (if you hit a building moving left, the left side is damaged, etc. Maybe you can only take a fer per side, etc).
Things I still need (I'm open to suggestions)...
1) I need to setup the challenge involved in fixing a parse tube
2) I need something for 4th and 5th players to do during this. I was thinking they could have the option to aid in repairs, fight off attackers, or a little of both... and maybe that's enough.
3) I need to settle on what it takes for a player to choose a power for their tube on their turn - aka what kind of action (I'm thinking movement action) and if there should be any roll involved - or if taking away an action to control it is hard enough.
Thoughts? Suggestions? Problems? Ideas? Lemme have em (if you are still with me after all of this, hehe)

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