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<blockquote data-quote="Riastlin" data-source="post: 5638668" data-attributes="member: 94022"><p>Thank you. This is what I get for posting in a hurry to make sure I make it to dinner with the wife. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p></p><p>Here's the situation in the sblock (to avoid the massive wall of text for those not interested).</p><p></p><p>[sblock]The PC's are currently in a lighthouse with a magical cauldron. The lighthouse is on an island near the docks of the city that has become a domain of dread, trapping the PCs and all the town's citizens. The undead are particularly weakened by bright light but the light will also attract them like moths to a flame as they try to destroy the light.</p><p></p><p>The PCs are going to try to get from the lighthouse to the cemetery where their next objective is. The cemetery is across town. In their way will be hundreds of undead. The idea is that they simply cannot fight them all, though they can mow through a fair portion of them. </p><p></p><p>The undead are not controlled per se but their "purpose" upon creation is controlled by the creature that cursed the town (who is not present in the adventure at this point). The main purpose of the undead is to kill any living creatures -- creating a chance that they will come back as undead due to the town's curse. The Raven Queen in particular has been especially insulted as an undead raven was used as one of the foci of the curse. The undead will also be attracted to two MacGuffin's which the party has recovered. The MacGuffin's can be used to help end the curse so the undead will be particularly attracted to the PC carrying them.</p><p></p><p>If the PCs can get to the cemetery (and a mausoleum in the center) they can achieve the next step in the process of reversing the curse. The goal is to get there as quickly as possible, while attracting the fewest undead possible. The undead will rampage through town if the PCs do nothing, though the town has adapted to this and the people are generally "safe" from the undead.[/sblock]</p><p></p><p>I think that covers most everything about the setup, but please, ask away if I have forgotten something.</p><p></p><p>One obvious possibility is that the PCs choose not to activate the lighthouse (which I'm totally cool with) but I'm guessing they will turn it on so I want to be prepared. </p><p></p><p>My plan is to set this up as a series of round with each round being X minutes. I'm not concerned with number of failures per se, as achieving X successes in order to get there. (i.e. if it 4 rounds, then the party will get 20 turns and need 12 successes) -- haven't settled on the exact number yet as I want to make sure it doesn't drag out too much if the players are not in to it.</p><p></p><p>[MENTION=386]LostSoul[/MENTION]: Those are some excellent ideas, thanks! I agree on hiding not being a great option except for being used to get a short rest. I wouldn't give them successes for hiding, but would allow them to gain a short rest after a successful hide (which might include quickly shoring up a building).</p><p></p><p>[MENTION=336]D'karr[/MENTION]: I agree with the natural flow approach, I'm just trying to figure out how to describe some of the tasks they will do.</p><p></p><p>[MENTION=6679828]marelion[/MENTION]: Great idea about important locations and teleporting and such. I would actually love it if the party thought outside the box and used some of their powers to help out. There are two divine characters in the group (invoker and avenger) so I'm thinking if they Channel Divinity, I would then grant a bonus to the skill check for a round or two (undead pushed away, etc. so easier to gain ground, avoid notice)</p><p></p><p>Thanks again for the ideas and keep them coming!</p></blockquote><p></p>
[QUOTE="Riastlin, post: 5638668, member: 94022"] Thank you. This is what I get for posting in a hurry to make sure I make it to dinner with the wife. :p Here's the situation in the sblock (to avoid the massive wall of text for those not interested). [sblock]The PC's are currently in a lighthouse with a magical cauldron. The lighthouse is on an island near the docks of the city that has become a domain of dread, trapping the PCs and all the town's citizens. The undead are particularly weakened by bright light but the light will also attract them like moths to a flame as they try to destroy the light. The PCs are going to try to get from the lighthouse to the cemetery where their next objective is. The cemetery is across town. In their way will be hundreds of undead. The idea is that they simply cannot fight them all, though they can mow through a fair portion of them. The undead are not controlled per se but their "purpose" upon creation is controlled by the creature that cursed the town (who is not present in the adventure at this point). The main purpose of the undead is to kill any living creatures -- creating a chance that they will come back as undead due to the town's curse. The Raven Queen in particular has been especially insulted as an undead raven was used as one of the foci of the curse. The undead will also be attracted to two MacGuffin's which the party has recovered. The MacGuffin's can be used to help end the curse so the undead will be particularly attracted to the PC carrying them. If the PCs can get to the cemetery (and a mausoleum in the center) they can achieve the next step in the process of reversing the curse. The goal is to get there as quickly as possible, while attracting the fewest undead possible. The undead will rampage through town if the PCs do nothing, though the town has adapted to this and the people are generally "safe" from the undead.[/sblock] I think that covers most everything about the setup, but please, ask away if I have forgotten something. One obvious possibility is that the PCs choose not to activate the lighthouse (which I'm totally cool with) but I'm guessing they will turn it on so I want to be prepared. My plan is to set this up as a series of round with each round being X minutes. I'm not concerned with number of failures per se, as achieving X successes in order to get there. (i.e. if it 4 rounds, then the party will get 20 turns and need 12 successes) -- haven't settled on the exact number yet as I want to make sure it doesn't drag out too much if the players are not in to it. [MENTION=386]LostSoul[/MENTION]: Those are some excellent ideas, thanks! I agree on hiding not being a great option except for being used to get a short rest. I wouldn't give them successes for hiding, but would allow them to gain a short rest after a successful hide (which might include quickly shoring up a building). [MENTION=336]D'karr[/MENTION]: I agree with the natural flow approach, I'm just trying to figure out how to describe some of the tasks they will do. [MENTION=6679828]marelion[/MENTION]: Great idea about important locations and teleporting and such. I would actually love it if the party thought outside the box and used some of their powers to help out. There are two divine characters in the group (invoker and avenger) so I'm thinking if they Channel Divinity, I would then grant a bonus to the skill check for a round or two (undead pushed away, etc. so easier to gain ground, avoid notice) Thanks again for the ideas and keep them coming! [/QUOTE]
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