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<blockquote data-quote="AbdulAlhazred" data-source="post: 5639316" data-attributes="member: 82106"><p>My solution for this one is actually quite simple and 'classic'. Complexity 5 SC of whatever level you want to make it (personally I'd make it a tough one, but they will have lots of resources they can use). Failures attract the attention of the undead, successes get you closer, anything else can give a bonus or erase a failure. </p><p></p><p>The PCs will arrive at the destination at 15 total success/fail checks. If at that point they have 3 failures notched up, then a contingent of the undead have them in hot pursuit and they need to wipe them out. Otherwise they get by clean and can go about their business.</p><p></p><p>The PCs should be able to 'raise the stakes' of the challenge by simply moving boldly and rapidly in the open. They can do this at any point and it grants them one (maybe 2) automatic success(es), but it also means if they get caught at the end there are more undead they have to fight.</p><p></p><p>Beyond that I'd go much the way LostSoul is talking about. The PCs are presented with a bunch of situations. They can use whatever skills or resources they want that they can narratively justify to deal with that situation. Just make sure that the different situations use different skills. If the PCs are successful at a particular spot then give them the choice of what the next situation is (say give them 2 choices "you can go down by the Temple of Erathis, maybe that's safer" or "there's an alley that appears to go more in the right direction, but it leads into an area with lots of buildings and you can see at least a few undead shuffling in that direction"). </p><p></p><p>Hiding for a while COULD erase a failure as the undead lose the scent. Using something like Turn Undead successfully could provide a success too. For 'advantages' you may want to use something like say a character can sac an HS to erase a failure (this isn't too hard to arrange narratively, the fighter holds off some zombies while the rogue finds a way into a building or scouts up the alley). Getting to the temple could allow a Religion check to procure some holy water that makes a later check go from hard/medium to medium/easy. </p><p></p><p>This should work out as a pretty good SC. It really plays to the strength of the system and I think the framing is pretty good overall. Clear goal, clear consequences of failure, and lots of ways to have little reverses and dramas along the way. </p><p></p><p>Make up maybe 10 little set pieces. 5 might even be enough if you can reuse them with some variations. Then you have the start and finish, and you can have a couple of the more interesting 'feature' situations that are extra tense or complicated.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5639316, member: 82106"] My solution for this one is actually quite simple and 'classic'. Complexity 5 SC of whatever level you want to make it (personally I'd make it a tough one, but they will have lots of resources they can use). Failures attract the attention of the undead, successes get you closer, anything else can give a bonus or erase a failure. The PCs will arrive at the destination at 15 total success/fail checks. If at that point they have 3 failures notched up, then a contingent of the undead have them in hot pursuit and they need to wipe them out. Otherwise they get by clean and can go about their business. The PCs should be able to 'raise the stakes' of the challenge by simply moving boldly and rapidly in the open. They can do this at any point and it grants them one (maybe 2) automatic success(es), but it also means if they get caught at the end there are more undead they have to fight. Beyond that I'd go much the way LostSoul is talking about. The PCs are presented with a bunch of situations. They can use whatever skills or resources they want that they can narratively justify to deal with that situation. Just make sure that the different situations use different skills. If the PCs are successful at a particular spot then give them the choice of what the next situation is (say give them 2 choices "you can go down by the Temple of Erathis, maybe that's safer" or "there's an alley that appears to go more in the right direction, but it leads into an area with lots of buildings and you can see at least a few undead shuffling in that direction"). Hiding for a while COULD erase a failure as the undead lose the scent. Using something like Turn Undead successfully could provide a success too. For 'advantages' you may want to use something like say a character can sac an HS to erase a failure (this isn't too hard to arrange narratively, the fighter holds off some zombies while the rogue finds a way into a building or scouts up the alley). Getting to the temple could allow a Religion check to procure some holy water that makes a later check go from hard/medium to medium/easy. This should work out as a pretty good SC. It really plays to the strength of the system and I think the framing is pretty good overall. Clear goal, clear consequences of failure, and lots of ways to have little reverses and dramas along the way. Make up maybe 10 little set pieces. 5 might even be enough if you can reuse them with some variations. Then you have the start and finish, and you can have a couple of the more interesting 'feature' situations that are extra tense or complicated. [/QUOTE]
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