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<blockquote data-quote="Iron Sky" data-source="post: 4950214" data-attributes="member: 60965"><p><strong>Scenario:</strong> Wyvrens and Airships </p><p>[sblock]</p><p> <strong>XP Encounter Difficulty</strong>: Level 9(Party was level 6)</p><p> </p><p> <strong>Brief summary</strong>: The players have stolen a Hegemony flying craft, a 3x5 square open sided craft that they are using to fly over the Goblin siege of the Dwarven Citadel of Mt. Holm. As they fly over the enemy army, a pair of Wyvrens laden with goblins rise to face them.</p><p> <strong></strong></p><p><strong>Area setup</strong>: The PCs are on the flying craft 50 or so squares above the enemy lines. If they drop below 20 squares for more than one turn, they risk being targeted by enemy siege weapons and archers. If they are 20 squares or lower for two or more rounds, they take 1d10 attacks as Hobgoblin archers and 1 attack vs. the craft, +10 vs Arcana(see below).</p><p></p><p>The Hegemony craft is "hotwired"(the PCs don't have the ritual to control it) so they have to make DC 25 Arcana checks to make it do something other than what it's doing.</p><p></p><p>One character at the front of the craft can make the checks and up to two other players can assist. If the check fails, the craft continues doing what it was before. If it fails by 5 or more, the PCs lose control and the craft begins to plummet(20 squares a round - which we set as falling speed in the game for anything that falls).</p><p></p><p>If they crash, the piloting PC can make a DC 30 Arcana attack to crash land safely, otherwise all PCs are dropped to 0hp(then promply swarmed, stabilized, and captured by the Goblin army).</p><p></p><p>If it falls, a DC 25 check stops it from falling, but all characters must make a DC 20 Acrobatics check or be knocked prone.</p><p></p><p>When the combat starts, the craft is moving 5 squares forward, 5 squares higher at the end of every round. It's maximum speed is 20, but going more than 10 requires characters to make Acrobatics checks equal to the craft's speed or fall prone and slide 1 square towards the back of the craft. If already at the back of the craft, they must make saving throws or go over.</p><p></p><p>The railings on the craft grant +5 on saves vs falling over and cover against other attacks.</p><p></p><p>If the Wyverns attack the craft, they make a Strength roll and the piloting player must make a Arcana check with a DC equal to the Wyvern's attack roll or the craft goes out of control.</p><p> <strong></strong></p><p><strong>Enemies</strong>:</p><p>2 Wyverns, Level 10 Skirmishers</p><p>8 Goblin Warriors, Level 1 Skirmishers (attached by harnesses to the bottoms of the Wyverns, using Javelins). Note: If the Wyvern moves 4 or more squares, the Warriors get their bonus damage.</p><p>2 Hobgoblin Archers, Level 3 Artillery (riding the Wyverns)</p><p></p><p> <strong>Enemy setup:</strong> The Wyvrens start 20 squares below and behind the flying craft, rising quickly to take it on. They fly up level within 2 squares of the craft and make reach attacks while the archers and goblins make ranged attacks. If they take too much damage or get dropped below the craft due to prone, stun, etc, they make an attack against the craft(see above).</p><p> </p><p> <strong>How it went:</strong> The Wyverns attacked, the Sorcerer blasted one prone, dropping it down while the other one pulled up alongside, attacking anyone in reach while the archer and goblins rained arrows and javelins on the party.</p><p></p><p>The PCs did some clever stunts, attacking the harnesses and saddle-straps of the goblins and hobgoblins to kill them in one shot. Then the other wyvern slammed into the bottom of the craft and they had two rounds of free-fall before the Swordmage could get control again, leaving them 50'(10 squares) above the goblin army, looking down at hordes of archers and a couple catapults and ballista training in on them.</p><p></p><p>The Swordmage piloting the craft proceeded to pull up at an extreme angle for a couple rounds, sending several players almost falling off the back. They shot the harnesses and saddles of one wyvern and bloodied it (so it ran) and killed the other wyvern outright.</p><p> </p><p> <strong>Actual Difficulty</strong>: Slightly easier due to the goblins being level 1, probably balanced by the risk of the craft crashing and killing them all or falling off the sides of it.</p><p></p><p>The goblins were low enough level that they didn't hit much, but since the wyverns were moving around alot so when they did hit they hit decently hard - and the PCs had fun sniping their crude harnesses off and watching them fall.</p><p> </p><p> <strong>How well did it work(on a scale of 1-10)</strong>: 9.5. It might have been able to go better, but I'm not sure how. They got a little taste of everything I wanted to have happen: sniped by goblins, flybys by Wyverns, the PC satisfaction of killing standard monsters in one shot (even if they were low level), the panic of a couple rounds of free-fall, a couple near-misses with falling off the craft, crazy piloting checks and maneuvers... it was great.</p><p> </p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Iron Sky, post: 4950214, member: 60965"] [B]Scenario:[/B] Wyvrens and Airships [sblock] [B]XP Encounter Difficulty[/B]: Level 9(Party was level 6) [B]Brief summary[/B]: The players have stolen a Hegemony flying craft, a 3x5 square open sided craft that they are using to fly over the Goblin siege of the Dwarven Citadel of Mt. Holm. As they fly over the enemy army, a pair of Wyvrens laden with goblins rise to face them. [B] Area setup[/B]: The PCs are on the flying craft 50 or so squares above the enemy lines. If they drop below 20 squares for more than one turn, they risk being targeted by enemy siege weapons and archers. If they are 20 squares or lower for two or more rounds, they take 1d10 attacks as Hobgoblin archers and 1 attack vs. the craft, +10 vs Arcana(see below). The Hegemony craft is "hotwired"(the PCs don't have the ritual to control it) so they have to make DC 25 Arcana checks to make it do something other than what it's doing. One character at the front of the craft can make the checks and up to two other players can assist. If the check fails, the craft continues doing what it was before. If it fails by 5 or more, the PCs lose control and the craft begins to plummet(20 squares a round - which we set as falling speed in the game for anything that falls). If they crash, the piloting PC can make a DC 30 Arcana attack to crash land safely, otherwise all PCs are dropped to 0hp(then promply swarmed, stabilized, and captured by the Goblin army). If it falls, a DC 25 check stops it from falling, but all characters must make a DC 20 Acrobatics check or be knocked prone. When the combat starts, the craft is moving 5 squares forward, 5 squares higher at the end of every round. It's maximum speed is 20, but going more than 10 requires characters to make Acrobatics checks equal to the craft's speed or fall prone and slide 1 square towards the back of the craft. If already at the back of the craft, they must make saving throws or go over. The railings on the craft grant +5 on saves vs falling over and cover against other attacks. If the Wyverns attack the craft, they make a Strength roll and the piloting player must make a Arcana check with a DC equal to the Wyvern's attack roll or the craft goes out of control. [B] Enemies[/B]: 2 Wyverns, Level 10 Skirmishers 8 Goblin Warriors, Level 1 Skirmishers (attached by harnesses to the bottoms of the Wyverns, using Javelins). Note: If the Wyvern moves 4 or more squares, the Warriors get their bonus damage. 2 Hobgoblin Archers, Level 3 Artillery (riding the Wyverns) [B]Enemy setup:[/B] The Wyvrens start 20 squares below and behind the flying craft, rising quickly to take it on. They fly up level within 2 squares of the craft and make reach attacks while the archers and goblins make ranged attacks. If they take too much damage or get dropped below the craft due to prone, stun, etc, they make an attack against the craft(see above). [B]How it went:[/B] The Wyverns attacked, the Sorcerer blasted one prone, dropping it down while the other one pulled up alongside, attacking anyone in reach while the archer and goblins rained arrows and javelins on the party. The PCs did some clever stunts, attacking the harnesses and saddle-straps of the goblins and hobgoblins to kill them in one shot. Then the other wyvern slammed into the bottom of the craft and they had two rounds of free-fall before the Swordmage could get control again, leaving them 50'(10 squares) above the goblin army, looking down at hordes of archers and a couple catapults and ballista training in on them. The Swordmage piloting the craft proceeded to pull up at an extreme angle for a couple rounds, sending several players almost falling off the back. They shot the harnesses and saddles of one wyvern and bloodied it (so it ran) and killed the other wyvern outright. [B]Actual Difficulty[/B]: Slightly easier due to the goblins being level 1, probably balanced by the risk of the craft crashing and killing them all or falling off the sides of it. The goblins were low enough level that they didn't hit much, but since the wyverns were moving around alot so when they did hit they hit decently hard - and the PCs had fun sniping their crude harnesses off and watching them fall. [B]How well did it work(on a scale of 1-10)[/B]: 9.5. It might have been able to go better, but I'm not sure how. They got a little taste of everything I wanted to have happen: sniped by goblins, flybys by Wyverns, the PC satisfaction of killing standard monsters in one shot (even if they were low level), the panic of a couple rounds of free-fall, a couple near-misses with falling off the craft, crazy piloting checks and maneuvers... it was great. [/sblock] [/QUOTE]
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