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What Do You Think of These Encounters?
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<blockquote data-quote="Unwise" data-source="post: 5766409" data-attributes="member: 98008"><p>Nice ideas, a few things spring to mind:</p><p> </p><p>- Make sure that you describe the mountain they are fighting on as having dropps off into a sharp slope with jagged rocks. Unless you want PCs to die in pretty unsatisfying ways avoid falls to the death. By making the fall onto an area that will hurt like hell, but not flat out kill them, you avoid killing players as easily, but keep the fun of avoidin the fall.</p><p> </p><p>- What about wind elementals? Or fey wind sprites? Is there a reason to have wraiths up there in the mountains?</p><p> </p><p>- Mechanically, fights with insubstantial creatures are often pretty long an tedious. Wraiths in particular. They weaken you on a basic attack, so PCs spend most of their time doing 25% of their normal damage. That is not fun for anyone. Got any archers? They will hate a fight in strong winds even more.</p><p> </p><p>- The PCs find a polished stone with random items on it, some of value, some just pretty or fun. A religion/history check tells that this it is a place to make offerings to fey spirits. In celtic folklore you would offer a few pennys to cross stone bridges, or mountain passes so as not to offend the local fey. If the players succeed in a diplomacy/religion/nature check, then they have passified the otherwise excitable fey and the encounter with the wind sprites is less deadly.</p><p> </p><p>- If the PCs do really well appeasing the mountain spirits, then what about giving them a fight against cultists etc on the mountain side, where the winds affect the bad guys heaps, but don't worry them too much. It can be fun for PCs to feel they have done something clever that lets them take on overwhelming odds.</p><p> </p><p>- PCs love setting ambushes on people. They love wiping out a group of bad guys before they can react. Suprise rounds are a crowd favourite. I suggest a skill challenge to get up the mountain (mountaineering is hard work) if they do badly, they lose healing surges, very badly they are ambushed. Do well and they get to pick an ambush spot on the enemy. So the players get a suprise round and their enemy are in a bad spot, like near a cliff edge.</p><p> </p><p> </p><p>------</p><p> </p><p>- For the invicible guardian, search for Colosssus of Laarn. It is an article on the D&D site that gives rules for fighting an 'unbeatable' golem. It could be used done with very little tweaking.</p><p> </p><p>- GMs overuse "unbeatable" so don't expect your players to believe you. Make it clear that you are not writing down any damage at all that they do.</p><p> </p><p>- If you are allowing them to run past without fighting or disabling it long term, to stop the encounter being over in all of two rounds, either use a map like in the article above, or have a mountain pass with amazingly strong winds pushing against the players. Every square towards the way they want to go is difficult terrain. Movement the other way costs half (but make a roll or fall).</p><p> </p><p>- What about if the guardian is unbeatable, but for every X damage they do to him he is mildly distracted so the wind dies down. (He controls it) It is a very hard Athletics/Endurance each turn to make any forward progress. For each hit of X damage though, the DC drops by 5.</p><p> </p><p>- If the mountian spirits like the PCs they might help, or give advice. If they don't then adding in a couple of killable enemies (even minions) could be fun. Maybe the big guys summons minion wind sprites when he summons the wind.</p><p> </p><p>-----</p><p> </p><p>- Yetis are awesome. That is all.</p><p> </p><p>- Consider the types of terrain you want to use, some ideas include:</p><p> </p><p>- Snowing, every square past 5 has concealment, past 10 total concealment</p><p>- Thin ice, pcn/acrobatics/dungeneering/nature to know which squares can be trusted. I would also add in a 1/8 chance of it just breaking anyway. 1/4 for a large creature. Particular cool if you give them an opportunity to set an ambush, or put them up against a really hard fight, but they know the ice is there and the enemy does not.</p><p>- Snow, difficult terrain for small characters, but they get concealment</p><p>- Heavy snow, difficult terrain</p><p>- Comically Slippery ice. If you use more than 2 of your speed, you cannot change direction and must use all your speed. Funniest near thin ice or falls. Note this may make a charge provoke opportunity as they run past the enemy accidently.</p><p>- Slush, use more than 2 speed and make a roll or fall prone.</p></blockquote><p></p>
[QUOTE="Unwise, post: 5766409, member: 98008"] Nice ideas, a few things spring to mind: - Make sure that you describe the mountain they are fighting on as having dropps off into a sharp slope with jagged rocks. Unless you want PCs to die in pretty unsatisfying ways avoid falls to the death. By making the fall onto an area that will hurt like hell, but not flat out kill them, you avoid killing players as easily, but keep the fun of avoidin the fall. - What about wind elementals? Or fey wind sprites? Is there a reason to have wraiths up there in the mountains? - Mechanically, fights with insubstantial creatures are often pretty long an tedious. Wraiths in particular. They weaken you on a basic attack, so PCs spend most of their time doing 25% of their normal damage. That is not fun for anyone. Got any archers? They will hate a fight in strong winds even more. - The PCs find a polished stone with random items on it, some of value, some just pretty or fun. A religion/history check tells that this it is a place to make offerings to fey spirits. In celtic folklore you would offer a few pennys to cross stone bridges, or mountain passes so as not to offend the local fey. If the players succeed in a diplomacy/religion/nature check, then they have passified the otherwise excitable fey and the encounter with the wind sprites is less deadly. - If the PCs do really well appeasing the mountain spirits, then what about giving them a fight against cultists etc on the mountain side, where the winds affect the bad guys heaps, but don't worry them too much. It can be fun for PCs to feel they have done something clever that lets them take on overwhelming odds. - PCs love setting ambushes on people. They love wiping out a group of bad guys before they can react. Suprise rounds are a crowd favourite. I suggest a skill challenge to get up the mountain (mountaineering is hard work) if they do badly, they lose healing surges, very badly they are ambushed. Do well and they get to pick an ambush spot on the enemy. So the players get a suprise round and their enemy are in a bad spot, like near a cliff edge. ------ - For the invicible guardian, search for Colosssus of Laarn. It is an article on the D&D site that gives rules for fighting an 'unbeatable' golem. It could be used done with very little tweaking. - GMs overuse "unbeatable" so don't expect your players to believe you. Make it clear that you are not writing down any damage at all that they do. - If you are allowing them to run past without fighting or disabling it long term, to stop the encounter being over in all of two rounds, either use a map like in the article above, or have a mountain pass with amazingly strong winds pushing against the players. Every square towards the way they want to go is difficult terrain. Movement the other way costs half (but make a roll or fall). - What about if the guardian is unbeatable, but for every X damage they do to him he is mildly distracted so the wind dies down. (He controls it) It is a very hard Athletics/Endurance each turn to make any forward progress. For each hit of X damage though, the DC drops by 5. - If the mountian spirits like the PCs they might help, or give advice. If they don't then adding in a couple of killable enemies (even minions) could be fun. Maybe the big guys summons minion wind sprites when he summons the wind. ----- - Yetis are awesome. That is all. - Consider the types of terrain you want to use, some ideas include: - Snowing, every square past 5 has concealment, past 10 total concealment - Thin ice, pcn/acrobatics/dungeneering/nature to know which squares can be trusted. I would also add in a 1/8 chance of it just breaking anyway. 1/4 for a large creature. Particular cool if you give them an opportunity to set an ambush, or put them up against a really hard fight, but they know the ice is there and the enemy does not. - Snow, difficult terrain for small characters, but they get concealment - Heavy snow, difficult terrain - Comically Slippery ice. If you use more than 2 of your speed, you cannot change direction and must use all your speed. Funniest near thin ice or falls. Note this may make a charge provoke opportunity as they run past the enemy accidently. - Slush, use more than 2 speed and make a roll or fall prone. [/QUOTE]
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