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Sandboxing in the Nentir Vale (was: Emergent Features in KotS)
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<blockquote data-quote="LostSoul" data-source="post: 4616723" data-attributes="member: 386"><p>Here is a skill challenge where we'll pick up from last time:</p><p></p><p><strong>For Want of a Bolt-Hole</strong></p><p></p><p>Goal: To avoid the duergar.</p><p>Level: Level 10.</p><p>DCs: 10/16/21.</p><p>Complexity: 2. 6s/3f.</p><p>XP: 1000.</p><p></p><p>Setup: The duergar theurge has just dropped Malchior. Reinforcements are coming to flush the PCs out.</p><p></p><p>Roll Ideas:</p><ul> <li data-xf-list-type="ul">The duergar and their allies are coming after the PCs. Malchior lies on the ground.<br /> <em>Running Away:</em> Group check. Use the lowest Athletics. Others can Help. <br /> <em>Failure:</em> Blasted by the Theurge, harassed by the devils, the PCs lose a Healing Surge and suffer a -2 penalty to future checks (as some of them are Blinded/Dazed).<br /> <em>Grabbing Malchior:</em> Athletics check. Only one other can Help. <br /> <em>Failure:</em> The DC for all Athletics checks are increased by 2 / the PC carrying Malchior cannot lend Help.</li> <li data-xf-list-type="ul">Running through the Labyrinth with the devils hot on their heels.<br /> <em>Stop and Fight:</em> The devils fight for one round, and then the rest of the duergar show up.<br /> <em>Failure:</em> Showered by spikes, the PCs lose a Healing Surge.</li> <li data-xf-list-type="ul">Breathing Space. The PCs have lost them for a minute, maybe less.<br /> <em>Stop and Fight:</em> PCs can make Stealth checks to Hide, gaining surprise if they beat DC 20.<br /> <em>Failure:</em> The duergar are hot on their heels again.</li> <li data-xf-list-type="ul">The Fork in the Road. The PCs come to a junction, and they must decide which way to go.<br /> <em>Are We Lost?</em> The PCs must make a Dungeoneering check to make sure they know which way they are going.<br /> <em>Options:</em> The PCs can take the following paths:<br /> 1. West, to the Chasm of Naden Suun.<br /> 2. Down, to the Cisterns.<br /> 3. North, to The Chamber of Eyes.<br /> 4. East, to the Grimmerzhul and the duergar city.<br /> 5. Northeast, to the Green Dragon Lair & Feywild portal.<br /> Failure: The PCs head to a dead end and have to backtrack, losing valuable time.</li> <li data-xf-list-type="ul">Outmaneuvered! Duergar appear from a hidden door.<br /> <em>Stop and Fight:</em> 2 Duergar scouts appear in the midst of the PCs with a surprise round. The bulk shows up from the other direction in the first round.<br /> <em>Failure:</em> Two PCs lose 2 Healing Surges each (select at random, 1d5 and 1d4).</li> <li data-xf-list-type="ul">Dead End!<br /> <em>Stop and Fight:</em> Cramped quarters.<br /> <em>Failure:</em> Same as stop and fight.</li> <li data-xf-list-type="ul">The Chasm of Naden Suun. A rickety rope bridge is the only way across. The Final Roll.<br /> <em>Stop and Fight:</em> 1 round to prepare before the bulk shows up.<br /> <em>Failure:</em> The rope bridge is cut while the PCs are still on. They lose 2 Healing Surges and fall into the river, washed away to who knows where. Skill Challenge ends. Each PC must make an Athletics roll (DC 17); those who fail lose another Healing Surge and lose a loose item at random (including coin). They end up in the cisterns.</li> <li data-xf-list-type="ul">The Cisterns. ??<br /> <em>Stop and Fight:</em> Use the sewer map.<br /> <em>Failure:</em> Same as above. </li> <li data-xf-list-type="ul">The Chamber of Eyes. The PCs retreat back to the Chamber of Eyes. Can they hide out here?<br /> <em>Stop and Fight:</em> PCs can organize themselves how they want.<br /> <em>Failure:</em> The PCs are spotted running in; the duergar are right on their heels. (Well, the devils.)</li> <li data-xf-list-type="ul">The Green Dragon Lair. The PCs head to the waterfall and the green dragon lair.<br /> <em>Stop and Fight:</em> Could get crazy.<br /> <em>Failure:</em> The duergar spot the dragon and hold back, letting the dragon assault the PCs, and then they rush in to fight it.</li> </ul><p></p><p>Notes:</p><p>Running: Always use the lowest Athletics check. Other PCs may Help.</p><p>Partial Success: 3+s: the bulk shows up after the PCs get a short rest.</p><p>The Bulk: (xp 2500, level 10)</p><p>2 duergar scouts </p><p>2 duergar guards </p><p>2 spined devils </p><p>2 duergar shock troopers </p><p>1 duergar theurge </p><p>Murkelmor</p><p></p><p></p><p>Thoughts: I really should give them some choices in how to navigate the place. Hmm... yeah, I'll add "The Fork in the Road".</p></blockquote><p></p>
[QUOTE="LostSoul, post: 4616723, member: 386"] Here is a skill challenge where we'll pick up from last time: [b]For Want of a Bolt-Hole[/b] Goal: To avoid the duergar. Level: Level 10. DCs: 10/16/21. Complexity: 2. 6s/3f. XP: 1000. Setup: The duergar theurge has just dropped Malchior. Reinforcements are coming to flush the PCs out. Roll Ideas: [list] [*]The duergar and their allies are coming after the PCs. Malchior lies on the ground. [i]Running Away:[/i] Group check. Use the lowest Athletics. Others can Help. [i]Failure:[/i] Blasted by the Theurge, harassed by the devils, the PCs lose a Healing Surge and suffer a -2 penalty to future checks (as some of them are Blinded/Dazed). [i]Grabbing Malchior:[/i] Athletics check. Only one other can Help. [i]Failure:[/i] The DC for all Athletics checks are increased by 2 / the PC carrying Malchior cannot lend Help. [*]Running through the Labyrinth with the devils hot on their heels. [i]Stop and Fight:[/i] The devils fight for one round, and then the rest of the duergar show up. [i]Failure:[/i] Showered by spikes, the PCs lose a Healing Surge. [*]Breathing Space. The PCs have lost them for a minute, maybe less. [i]Stop and Fight:[/i] PCs can make Stealth checks to Hide, gaining surprise if they beat DC 20. [i]Failure:[/i] The duergar are hot on their heels again. [*]The Fork in the Road. The PCs come to a junction, and they must decide which way to go. [i]Are We Lost?[/i] The PCs must make a Dungeoneering check to make sure they know which way they are going. [i]Options:[/i] The PCs can take the following paths: 1. West, to the Chasm of Naden Suun. 2. Down, to the Cisterns. 3. North, to The Chamber of Eyes. 4. East, to the Grimmerzhul and the duergar city. 5. Northeast, to the Green Dragon Lair & Feywild portal. Failure: The PCs head to a dead end and have to backtrack, losing valuable time. [*]Outmaneuvered! Duergar appear from a hidden door. [i]Stop and Fight:[/i] 2 Duergar scouts appear in the midst of the PCs with a surprise round. The bulk shows up from the other direction in the first round. [i]Failure:[/i] Two PCs lose 2 Healing Surges each (select at random, 1d5 and 1d4). [*]Dead End! [i]Stop and Fight:[/i] Cramped quarters. [i]Failure:[/i] Same as stop and fight. [*]The Chasm of Naden Suun. A rickety rope bridge is the only way across. The Final Roll. [i]Stop and Fight:[/i] 1 round to prepare before the bulk shows up. [i]Failure:[/i] The rope bridge is cut while the PCs are still on. They lose 2 Healing Surges and fall into the river, washed away to who knows where. Skill Challenge ends. Each PC must make an Athletics roll (DC 17); those who fail lose another Healing Surge and lose a loose item at random (including coin). They end up in the cisterns. [*]The Cisterns. ?? [i]Stop and Fight:[/i] Use the sewer map. [i]Failure:[/i] Same as above. [*]The Chamber of Eyes. The PCs retreat back to the Chamber of Eyes. Can they hide out here? [i]Stop and Fight:[/i] PCs can organize themselves how they want. [i]Failure:[/i] The PCs are spotted running in; the duergar are right on their heels. (Well, the devils.) [*]The Green Dragon Lair. The PCs head to the waterfall and the green dragon lair. [i]Stop and Fight:[/i] Could get crazy. [i]Failure:[/i] The duergar spot the dragon and hold back, letting the dragon assault the PCs, and then they rush in to fight it. [/list] Notes: Running: Always use the lowest Athletics check. Other PCs may Help. Partial Success: 3+s: the bulk shows up after the PCs get a short rest. The Bulk: (xp 2500, level 10) 2 duergar scouts 2 duergar guards 2 spined devils 2 duergar shock troopers 1 duergar theurge Murkelmor Thoughts: I really should give them some choices in how to navigate the place. Hmm... yeah, I'll add "The Fork in the Road". [/QUOTE]
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