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The Deadmines in 4e
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<blockquote data-quote="keterys" data-source="post: 5125421" data-attributes="member: 43019"><p>Assuming level 6:</p><p></p><p>Getting into the mine - Skill Challenge(s) to find the secret route into the mine and navigate within the mines, avoid guards, silence some miners and guards, etc. Failures lead to increased reinforcements later on and lost surges. A lot of failures leads to "optional" fights against the defias agents in moonwell (failing to find the entrance and not sneaking), undead (getting lost in the mines), and miners+guards (not avoiding/silencing enough).</p><p></p><p>You can add additional skill challenge elements later on to allow the party to avoid reinforcements for later fights or find areas to safely rest. Personally, I'd suggest making it all 'one extended rest' but consider offering the ability to get to safety and catch a breath for an hour or so to regain a couple surges or a single daily kinda thing. If the party does leave the complex entirely and come back a day or two later, the brotherhood could call down a huge amount of guys to block the way and would accelerate their plans to get out, which makes it feel a bit more dubious. But, eh, whatever works. If you want it multi-day in the same area, a couple of extra filler fights to get to two days of four to five fights might be the way to go. </p><p></p><p>Plus "Miner" adds depending on # of failures above:</p><p></p><p>Outer Defenses (EL 6):</p><p>Rahk'zor (Elite 6)</p><p>Defias Fire Mage (Artillery 6)</p><p>Defias Guards x 3 (Skirmisher 4)</p><p></p><p>Lumber Processing (EL 8):</p><p>Sneed (Elite 8)</p><p>Goblin Skullcleavers x 2 (Goblin 3)</p><p></p><p>2nd round Patrol:</p><p>Defias Taskmaster (Leader 6)</p><p>Fire Mage (Artillery 6)</p><p>Guards x2 (Skirmisher 4)</p><p></p><p>Goblin Workshop (EL 6):</p><p>30 ft drop to the bottom, guys at the bottom are launching up fire patches and sending up "infinite" minions</p><p></p><p>To the Ship (Mr. Smite) (EL 7)</p><p>Mr. Smite (Elite 9 Brute)</p><p>Pirate Frostmage (Controller 6)</p><p>Stealthers x2 (Lurker 6s) </p><p></p><p>On the Ship (EL 8)</p><p>Captain (Elite 6 Soldier Leader)</p><p>Cookie (Elite 6 Artillery)</p><p>Pirates x 3 (Skirmisher 6)</p><p>Parrots x 3 (Minion 6)</p><p></p><p>Van Cleef's Sanctum (EL 9)</p><p>Van Cleef (Elite 9 Skirmisher)</p><p>Stealthers x2 (Lurker 6)</p><p>Pirates x2 (Skirmisher 6)</p><p>Parrots x2 (Minion 6)</p><p></p><p>Defias Miner equivalents as random Defias adds, 2 per round (Minion 4)</p><p></p><p>Then again, that ends up probably too tough for a lot of L6 parties in one day, so maybe lop a level off everything or intentionally build in a rest point right before the ship - for example, if the tunnel collapses behind the party in the area with the cannons where you blast through the door to smite's area and they have to take several hours to get through the collapsed tunnels to the right area, getting an extended rest along the way. Course, some parties are optimized and this'll be a walk in the park.</p></blockquote><p></p>
[QUOTE="keterys, post: 5125421, member: 43019"] Assuming level 6: Getting into the mine - Skill Challenge(s) to find the secret route into the mine and navigate within the mines, avoid guards, silence some miners and guards, etc. Failures lead to increased reinforcements later on and lost surges. A lot of failures leads to "optional" fights against the defias agents in moonwell (failing to find the entrance and not sneaking), undead (getting lost in the mines), and miners+guards (not avoiding/silencing enough). You can add additional skill challenge elements later on to allow the party to avoid reinforcements for later fights or find areas to safely rest. Personally, I'd suggest making it all 'one extended rest' but consider offering the ability to get to safety and catch a breath for an hour or so to regain a couple surges or a single daily kinda thing. If the party does leave the complex entirely and come back a day or two later, the brotherhood could call down a huge amount of guys to block the way and would accelerate their plans to get out, which makes it feel a bit more dubious. But, eh, whatever works. If you want it multi-day in the same area, a couple of extra filler fights to get to two days of four to five fights might be the way to go. Plus "Miner" adds depending on # of failures above: Outer Defenses (EL 6): Rahk'zor (Elite 6) Defias Fire Mage (Artillery 6) Defias Guards x 3 (Skirmisher 4) Lumber Processing (EL 8): Sneed (Elite 8) Goblin Skullcleavers x 2 (Goblin 3) 2nd round Patrol: Defias Taskmaster (Leader 6) Fire Mage (Artillery 6) Guards x2 (Skirmisher 4) Goblin Workshop (EL 6): 30 ft drop to the bottom, guys at the bottom are launching up fire patches and sending up "infinite" minions To the Ship (Mr. Smite) (EL 7) Mr. Smite (Elite 9 Brute) Pirate Frostmage (Controller 6) Stealthers x2 (Lurker 6s) On the Ship (EL 8) Captain (Elite 6 Soldier Leader) Cookie (Elite 6 Artillery) Pirates x 3 (Skirmisher 6) Parrots x 3 (Minion 6) Van Cleef's Sanctum (EL 9) Van Cleef (Elite 9 Skirmisher) Stealthers x2 (Lurker 6) Pirates x2 (Skirmisher 6) Parrots x2 (Minion 6) Defias Miner equivalents as random Defias adds, 2 per round (Minion 4) Then again, that ends up probably too tough for a lot of L6 parties in one day, so maybe lop a level off everything or intentionally build in a rest point right before the ship - for example, if the tunnel collapses behind the party in the area with the cannons where you blast through the door to smite's area and they have to take several hours to get through the collapsed tunnels to the right area, getting an extended rest along the way. Course, some parties are optimized and this'll be a walk in the park. [/QUOTE]
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