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5 months ago ::
Jan 16, 2013 - 1:11PM
#21
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I've heard that some forum trolls were recently burned with fire, so I'm sticking my big toe in the water to see about rejoining the discussions here. This seems like a good place to start! I'm currently building a paragon-level (11th-level PCs) adventure location, a cube within a cube that I'm calling Tesseract. It takes place on a cube in the warring plane of Acheron. Three rogue armies are vying for control of the heart of the massive cube of Wreychtmirk where the River Styx flows on all six sides and leads to the Lower Planes... a prime piece of real estate for the Blood War. Control this cube and you're a major player. Enter the PCs. Many aspects of the game will be governed with d6 dice gimmicks - where the adventure starts, how hard the encounters are, map changes, events, etc. So below is a result of "1" when the PCs are arriving on the cube of Wreychtmirk for the first time. This particular side features the River Styx flowing into The Abyss and so it has taken on some of the characteristics of Zrintor, The Viper Forest (45th layer). I welcome comment and offer it freely for your own use if you like: Tesseract - The Abyssal Side.
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4 months ago ::
Jan 16, 2013 - 7:26PM
#22
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Date Joined:
Jul 17, 2010
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@Iserith- Welcome back Mr. Kotter! I for one would love to see how this Tesseract plays out.
@RednBlack- I was thinking that the PC's goal is to get to a specific point, grab an artifact, and complete a ritual 3 rounds later. There are enemies wanting to get the artifact as well.
I'd put this macguffin on one side of the cube, and each time skill check for the ritual is successfully completed, macguffin disappears and shows up on a different section. First side to get 3 successes, "wins" the encounter, but it needs to be 3 successes in a row as one side's success cancels the other out. I figure a near endless wave of baddies will work, or at least a new Standard each time the PC's get a success, and each time they defeat an enemy.
I think I'll have players roll a d6 at the start of each of their turns to figure out which face they end up on, so we're not all on the same small map at a time.
The actual macguffin will likely be a piece of crystal, holding the Daelkyr, Rak Tulkhesh, imprisoned. enemies want the crystal as the morethey obtain, the more likely it is that he will be freed. PC's won't know it yet, just that they need to keep that crystal away from the enemies. If the PC's lose, then failure is now knowing that someone wants to bring The Rage of War back to Eberron, and they have the means to do it. If the PC's succeed, they may not know what the enemies wanted the crystal for, it may take some time to figure that out.
If the players are further interested, then I was going to revise Revenge of the Giants significantly to replace Piranoth the Primordial with Rak Tulkhesh.
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4 months ago ::
Jan 17, 2013 - 1:39PM
#23
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Date Joined:
Dec 19, 2012
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This weekend my 4E group is turning its attention to a new story arc. They are traveling to the Lake Nen region in the Nentir Vale (we are using and love the points of light campaign setting) to find information on a dragon's lair in the Feywild. They've basically said they are riding directly to the town of Nenlast, unless something interesting catches their eye along the way (ie "DM, toss us something interesting along the way").
The setup is simple: The party comes across a fight already in progress. Among snow-covered ruins and rocky terrain, a group of Dragonborn (low-level members of Dythan's Legion) are fending off an attack by the Tiger Claw Barbarian tribe (both groups in the Threats to the Nentir Vale book). The party can watch the fight play out to a stalemate, can jump in and help either side, doesn't matter to me.
Story hooks - The Dragonborn are searching the ruins for an artifact of Arkhosia. They have found a large stone door leading to an underground complex but can't figure out how to open it. - The initial attack by the barbarians killed several members, forcing one of the Dragonborn to be field promoted. Another officer lies dying and has been poisoned by a Tigerclaw weapon. The poison prevents them from magically healing him, and his wounds are getting worse. - The Tigerclaw tribe are attacking for two reasons: The ruins are considered sacred ground and the Dragonborn have captured one of their tribe and are holding her hostage. - The Dragonborn believe the hostage, a young shifter woman, is the key to opening the door. They plan on forcing her to cooperate, one way or another. - The shifter girl was to be a vassal of the white dragon Bitterstrike. If the tribe cannot deliver her within X time limit, the dragon will come after the tribe. And, if the tribe can convince Bitterstrike the Dragonborn is the enemy, possibly after the girl. - The Dragonborn are outnumbered. They are growing increasingly desperate. - A plant called Blueroot is in the hills near the tribe's camp. It can cure the poison which ails the Dragonborn officer who is dying. - Unbeknownst to both sides, something powerful and hungry waits on the other side of the stone door.
And here is the real trick to the whole scenario: Neither side is the bad guys. Both have clear goals, believe they are right, and are doing what they believe is best.
Enter the heroes.
Im planning on introducing both Bitterstrike, Dythan's Legion and Tiger Claw clan into the campaign (quite the coincidence). do you mind if i borrow (steal) this encounter?
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4 months ago ::
Jan 18, 2013 - 4:59AM
#24
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Oh absolutely, Zez. That's why I posted it  My session got cancelled for this weekend, but once we do play I will let everyone know how it went. Edit: Autocorrect caused me to call Zez Zeke. Sorry bout that.
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4 months ago ::
Jan 18, 2013 - 5:25AM
#25
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Date Joined:
Dec 19, 2012
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Edit: Autocorrect caused me to call Zez Zeke. Sorry bout that.
you monster...
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4 months ago ::
Jan 18, 2013 - 5:28AM
#26
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Edit: Autocorrect caused me to call Zez Zeke. Sorry bout that.
you monster...
Well, now you can't use my scenario!
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4 months ago ::
Jan 18, 2013 - 8:47AM
#27
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Date Joined:
Oct 15, 2012
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@Iserith, welcome back. It's good to "see" you again. Also, thanks for posting; I like what you've come up with there.
@nerraDetroK, that sounds like an interesting win/loss scenario. I don't know that I have anything to add other than, imo the PCs need to find out what was at stake as soon after the encounter as possible.
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4 months ago ::
Jan 18, 2013 - 9:42AM
#28
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@nerraDetroK, & rednblack: Thanks for the welcome. Here's another encounter I wrote up recently for a friend's Western-themed campaign set in Eberron. I posted this in the epic tier combat thread already but thought I might put it here for comment: Dinosaur Rampage!It has both collaborative storytelling elements built in, my new skill challenge format, and alternate victory conditions for both monsters and PCs. It's for 16th-level PCs. I welcome input.
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4 months ago ::
Jan 18, 2013 - 4:54PM
#29
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Just got to use this one again in the play-by-post games.
So after the nasty encounter with 3 elite controllers, 5 lvl-1 soldiers, and a bunch of minions (this is a tough, penultimate fight of the adventure), when looting the bodies, there is a magic pouch--bag of holding--that is moving.
Remember that Bag-of-Rats abuse tactic? Well, now it is a TRAP. Bag of holding filled with Rat Swarms. When openned, it is a close burst 1, each unoccupied square is filled with a Rat Swarm.
This is not a challenging encounter for the party unless they failed to take an extended rest before opening the sack. First party I ran with this didn't even let me finish the sentence. "You find implements, mundane sickles, coin pouches, a magic bag--" "I open the bag." No encounter powers, no second wind, no healing... I did take pity and limit it to 3 swarms because I didn't want to kill the party. Second party was play-by-post, and they specifically did rest and heal and recover from the tough fight, so this time round it is just a joke-fight, but one I will take seriously.
Caravan Guard Duty: OK, the party was assigned to escourt the caravan in exchange for major incentives (would take to long to explain). So, the caravan is very long--it is going to build an entire new settlement: Over 100 wagons. So, the caravan is going to be attacked several times. Does the party want to spread out to cover more of the caravan, or cluster to concentrate in one area? Or some other plan? If they concentrate, the goblin raiders will have 1d6 rounds of looting/sabotage before the players arrive. If they spread out, one player (random roll) is at the scene for round one, and one player(or pair) arrives each round after. The goblins will fight when attacked, but any goblin not in melee will be trying to rob supplies from the carts or cause damage instead of focussing on the characters. So theses are pretty easy fights, but each round a goblin is able to cause damage to the caravan slows it down or risks the success of the caravan in the first place. Skill rolls can help the caravan recover in between attacks. How much damage do the goblins do to the caravan each round? Roll a d6--that's how many hours delay the attack causes. Or maybe something else. It isn't just a combat about killing, and it isn't a pure skill challenge, but somewhere in the middle, and allows the players' choices to directly affect the outcome.
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Bow down, my subjects, for I am your master! Yesss.....
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For some reason, none of my friends were surprised by this...
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4 months ago ::
Jan 18, 2013 - 7:39PM
#30
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Date Joined:
Jul 18, 2012
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I've finally started to write my own custom encounters, so I'd like to post another one that I've made up. Gargoyles: Guardians of Time - Set in Undermountain (Forgotten Realms)
- Once all the players have entered the room, the grate above the entryway slams down and seals them in.
- In order to escape the players have to trigger the trap under the chest in the centre of the room and solve the riddle.
Features:
- In each corner of the room is a gargoyle (level 9 lurker)
- The room contains bubbles that eminate a five foot radius of light(so 10 foot total)
- if the players touch the bubbles, they burst. If the sand from the trap begins to fall, the bubbles start to burst as well (so gradually the room becomes darker
- The phrase in the air however, continues to glow
- The centre of the room around the chest looks like a giant clock face
Encounter 1 Trigger the trap by trying to open the chest (or tampering with it in any way). Once triggered, sand begins to slowly fall from the ceiling. A disembodied female voice reads the words aloud as they appear in the air. "One by one we fall from heaven down into the depths of past. And our world is ever upturned so that yet some time we'll last."
Answer: an hourglass With the riddle solved the chest opens, the sand stops falling and the grate opens. Loot: The Deluvian Hourglass modified ot look like a pendant
Encounter 2 (1600XP, 400XP per gargoyle)
Creatures:
- 4 gargoyles
- the gargoyles are triggered to attack if creatures move within an adjacent square, or they are attacked
DC 10 Perception - hey...gargoyles...bad mojo DC 20 Arcana or Nature - triggered to attack if adjacent square is occupied DC 15 Arcana - magical trap over chest DC 10 Insight - H is messing with them and triggering the trap is proabably the only way out...
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