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<blockquote data-quote="Quickleaf" data-source="post: 6184795" data-attributes="member: 20323"><p>Love it! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Good stuff guys, let's keep it up!</p><p></p><p>Here's a fun one we ran from my Dragon Mountain conversion. It's simple, but is interesting because it involves movement of characters across a map.</p><p></p><p><span style="font-size: 15px"><strong><u>Escaping Collapsing Mines</u></strong></span><strong><u> (level 12, complexity III, xp 2,100)</u></strong></p><p></p><p>The PCs are caught underground as mines start to collapse....in the case of my group triggered by the "cast first, ask questions later" wizard casting <em>spectral ram</em> on some mine supports to squash a black pudding and a hive of kobolds riding rust monsters. However the collapse gets triggered, now the PCs need to run for it to escape!</p><p></p><p><strong>Sample Strategies:</strong> These can either be player initiated, or the DM can use these as example obstacles to throw at the players.</p><ul> <li data-xf-list-type="ul"> Navigate back to the elevator (Dungeoneering)</li> <li data-xf-list-type="ul"> Run/scramble over debris (Athletics)</li> <li data-xf-list-type="ul"> Push thru choking debris (Endurance)</li> <li data-xf-list-type="ul"> Dive thru collapsing archway (Acrobatics)</li> <li data-xf-list-type="ul"> Tip-toe past unstable passage barely supported by weakened supports (Stealth)</li> <li data-xf-list-type="ul"> Get a mine cart which fits two working (Thievery)</li> <li data-xf-list-type="ul"> PCs thought to mark their trail somehow (auto-success)</li> <li data-xf-list-type="ul"> Blast a path thru with force magic dealing at least 30 damage (auto-success)</li> <li data-xf-list-type="ul"> Expend an encounter/daily power granting increased movement (auto-success)</li> </ul><p></p><p><strong>Failed check:</strong> The PC is subject to an attack from the cave-in hazard (DMG p.91). If it hits they are also buried under rock until escaping or being rescued.</p><p></p><p><strong>Success:</strong> The PCs reach the elevator shaft out of the mines. If the elevator is still operational, they escape. If the cable was cut by kobolds or PCs, then they must make a DC 16 group Aghletics check to climb out in time; if less than half succeed, they take 5d10 damage from falling rocks before escaping.</p><p></p><p><strong>Failure:</strong> All creatures remaining in the mines are buried under stone for 10d10 damage. Survivors must make a DC 20 Endurance check to survive the lack of fresh air long enough to be excavated (a 6 hour process), otherwise they suffocate to death. Additionally, the PCs' escape route is blocked and they must divert to the tunnel connecting to the Great Chasm.</p><p></p><p><strong>How It Ran With My Group:</strong> I forget the blow by blow, but the gist was one PC got buried under rock and rescued during the escape. Then they were at 7 successes and 2 failures, with most of the PCs out of the mines except for the paladin who failed. At that point, one of them used a reaction power in a non-conventional way to force movement on the paladin, so I counted that as an advantage to undo a failure, and the entire party escaped.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6184795, member: 20323"] Love it! :) Good stuff guys, let's keep it up! Here's a fun one we ran from my Dragon Mountain conversion. It's simple, but is interesting because it involves movement of characters across a map. [SIZE=4][b][u]Escaping Collapsing Mines[/u][/b][/size][b][u] (level 12, complexity III, xp 2,100)[/u][/b][u][/u] The PCs are caught underground as mines start to collapse....in the case of my group triggered by the "cast first, ask questions later" wizard casting [i]spectral ram[/i] on some mine supports to squash a black pudding and a hive of kobolds riding rust monsters. However the collapse gets triggered, now the PCs need to run for it to escape! [b]Sample Strategies:[/b] These can either be player initiated, or the DM can use these as example obstacles to throw at the players. [LIST] [*] Navigate back to the elevator (Dungeoneering) [*] Run/scramble over debris (Athletics) [*] Push thru choking debris (Endurance) [*] Dive thru collapsing archway (Acrobatics) [*] Tip-toe past unstable passage barely supported by weakened supports (Stealth) [*] Get a mine cart which fits two working (Thievery) [*] PCs thought to mark their trail somehow (auto-success) [*] Blast a path thru with force magic dealing at least 30 damage (auto-success) [*] Expend an encounter/daily power granting increased movement (auto-success) [/LIST] [b]Failed check:[/b] The PC is subject to an attack from the cave-in hazard (DMG p.91). If it hits they are also buried under rock until escaping or being rescued. [b]Success:[/b] The PCs reach the elevator shaft out of the mines. If the elevator is still operational, they escape. If the cable was cut by kobolds or PCs, then they must make a DC 16 group Aghletics check to climb out in time; if less than half succeed, they take 5d10 damage from falling rocks before escaping. [b]Failure:[/b] All creatures remaining in the mines are buried under stone for 10d10 damage. Survivors must make a DC 20 Endurance check to survive the lack of fresh air long enough to be excavated (a 6 hour process), otherwise they suffocate to death. Additionally, the PCs' escape route is blocked and they must divert to the tunnel connecting to the Great Chasm. [b]How It Ran With My Group:[/b] I forget the blow by blow, but the gist was one PC got buried under rock and rescued during the escape. Then they were at 7 successes and 2 failures, with most of the PCs out of the mines except for the paladin who failed. At that point, one of them used a reaction power in a non-conventional way to force movement on the paladin, so I counted that as an advantage to undo a failure, and the entire party escaped. [/QUOTE]
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