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PCs fleeing thru Sigil's sewers on Friday the 13th
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<blockquote data-quote="Quickleaf" data-source="post: 5772180" data-attributes="member: 20323"><p>Yeah, that makes sense. For the inevitable and terrifying PC revenge scenario. </p><p></p><p></p><p>The PCs (modron, minotaur, hamadryad, pixie, halfling) all have speed 6.</p><p>The cranium rats and their wererat minions likewise have speed 6 (climb 3).</p><p></p><p>It's a very cohesive good-aligned group, so it's doubtful anyone would get left behind unless things were really dire.</p><p></p><p></p><p>That's perfect!</p><p></p><p>I'd been jotting down quick notes on risk v. reward possibilities for hard checks, and this fits perfect. Here are some examples, with possible skills to give an idea of what I'm thinking...</p><p></p><p><strong>A moment’s respite:</strong> (Dungeoneering/Stealth DC 23) Find a hiding spot so that you and nearby PCs regain a healing surge or encounter power. However, on a failure additional cranium rats pour in through the would-be hiding spot!</p><p></p><p><strong>Block off passage:</strong> (Special) Prevents 'rat escalation' next round. However, on a failure one or more PCs separated from group.</p><p></p><p><strong>Open floodgate: </strong>(Strength DC 11) Remove all enemies you're currently facing. However, all nearby PCs subject to <em>Attack:</em> +10 vs. Fort/Ref; <em>Hit: </em>PC falls 30' down sewer waterfall (5 damage; Acrobatics DC 11 no damage) and is separated from group.</p><p></p><p><strong>Spring a trap: </strong>(Acrobatics/Thievery DC 23) Spring trap to attack enemies or negate effects of next failure. However, on a failure trigger the trap.</p><p></p><p><strong>Underwater tunnel:</strong> (Endurance DC 23) Swim to different area, going under walls. However, on a failure lose a healing surge.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 5772180, member: 20323"] Yeah, that makes sense. For the inevitable and terrifying PC revenge scenario. The PCs (modron, minotaur, hamadryad, pixie, halfling) all have speed 6. The cranium rats and their wererat minions likewise have speed 6 (climb 3). It's a very cohesive good-aligned group, so it's doubtful anyone would get left behind unless things were really dire. That's perfect! I'd been jotting down quick notes on risk v. reward possibilities for hard checks, and this fits perfect. Here are some examples, with possible skills to give an idea of what I'm thinking... [B]A moment’s respite:[/B] (Dungeoneering/Stealth DC 23) Find a hiding spot so that you and nearby PCs regain a healing surge or encounter power. However, on a failure additional cranium rats pour in through the would-be hiding spot! [B]Block off passage:[/B] (Special) Prevents 'rat escalation' next round. However, on a failure one or more PCs separated from group. [B]Open floodgate: [/B](Strength DC 11) Remove all enemies you're currently facing. However, all nearby PCs subject to [I]Attack:[/I] +10 vs. Fort/Ref; [I]Hit: [/I]PC falls 30' down sewer waterfall (5 damage; Acrobatics DC 11 no damage) and is separated from group. [B]Spring a trap: [/B](Acrobatics/Thievery DC 23) Spring trap to attack enemies or negate effects of next failure. However, on a failure trigger the trap. [B]Underwater tunnel:[/B] (Endurance DC 23) Swim to different area, going under walls. However, on a failure lose a healing surge. [/QUOTE]
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