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2 years ago ::
Jan 07, 2011 - 7:04AM
#1
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Date Joined:
Aug 13, 2007
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Okay, the time is rapidly approaching for this challenge to take place, next week in fact. So I am coming back here and rewriting this challenge and wanted to see what you guys thought. Airship Escape: LEvel 10 Complexity 2 Challenge, 6 successes before 3 failures. The party must escape to their trans-dimensional fortress before the primordials arrive, though while setting up the ritual for the portal you are noticed and the full force of the primordial army comes down upon you, before you can escape the Magic circle was damaged by a primordial and you must repair the circle and complete the ritual before they finish their portal. Success: You arrive at the fortress before the primordials giving you time to make a plan for their arrival. Failure: You Arrive after the primordials have broken through to the other side and your fortress is already engaged in battle, things are not looking good. Initial setup: Arcana checks for the primary skill start at a -8 penalty due to the rough ride, the damage circle and the battle waging around it. Primary Skills: Arcana (Hard DC 26), Using your knowledge of the arcane you are able to repair a part of the circle. Special: At three successes you gain a +2 to all arcana checks for the primary skill as you are now trying to complete the ritual because the circle is complete. Special 2: This check must be made at least two rounds from the last time it was attempted. but only once per round. (IE: On round 2 you make the check and you now must attempt it on round 4 at the very least.) Secondary Skills: While I will probably be running this freeform, the below idea is a more codified version of what I envision. The basic idea for the secondary skills is to use the ships defenses, manuverability and also have to deal with boarders. successes will grant bonuses to the ritual check by taking the heat off the PC or PCs trying to fix the magic circle. There are three predefined actions that the characters can take though improvisation is encouraged. These actions are and their usual effect is: Defense: From fending off hostile elemental wisps to fighting boarding earth elementals the job set forth is a tough task, The default skill for this is Athletics (Moderate DC 18) though any skill can be used provided it can be explained. Success: Before making a defensive roll the player must indicate what or whom he/she is defending. Ritual, Pilot or gunners. A success in this roll will provide a +1 bonus to the next ritual check and a further +2 bonus for the specified area. Failure: Something gets through and makes life harder for your allies, a -1 penalty to the area you tried to defend's next check. Gunners: The shipboard balista's are the mainstay of your survival, there are 4 balista's and can either be manned personally by PCs or the PCs can assist NPCs. The pain skill for this is perception (Moderate DC 18) but as with the rest of the challenge most anything can be used if it makes sense. Success: Your actions have spared your allies a moment's rest, +1 to all area's next checks and a further +1 to the Ritual. Failure: There is just too many of them, your efforts while great were just not enough, you grant a -1 penalty to all area's next checks. Piloting: Maneuvering is your last line of defense, if all else fails you might be able to outrun them... for a short time. The main skill here is theivery (Moderate DC 18) or Endurance (Moderate DC 18) Success: through sheer luck and maby a little skill you manage to maneuver the airship away from the foes, granting the ritual a +2 bonus to its next check and a +1 bonus to other area's next check. Failure: The flying foes have more experience and you are a large slow moving prey. they will catch you with ease. -1 to all area's next checks. The TL;DR version. One main primary check and all secondary checks are to support that one check.
 Never Point a loaded party at a plot you are not willing to shoot. Arcane Rhetoric. My Blog.
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2 years ago ::
Jan 10, 2011 - 2:20PM
#2
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Cinematics would be a good thing to consider. What happens when the primary check fails? A good visual that describes how the situation is getting more desperate would be nice. It might even be used to open up or at least suggest specific actions PCs can take for secondary checks.
For example maybe the first failure results in some sort of monster landing on the deck. Maybe something like a pterodactyl or something. It threatens the character(s) trying to fix the circle. This could happen when a secondary check fails for instance and just gives a direct explanation of the penalty suffered for that. Driving it off could then be a way to gain another bonus. It doesn't really change the mechanics (though it could). It just makes the bonuses and penalties more concrete.
Other similar things could be some sort of damage to the airship that a character can correct with another check. Maybe a rudder breaks loose or something like that. A ballista could be disabled or a piece of rigging could fall on it and need to be cleared.
You can make a short list of these kinds of things which you can trot out as things go on. That takes the focus away from the players tracking numbers and makes the encounter more of a story and less of a numerical game.
That is not dead which may eternal lie
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2 years ago ::
Jan 10, 2011 - 3:01PM
#3
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Date Joined:
Aug 13, 2007
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thanks!
 Never Point a loaded party at a plot you are not willing to shoot. Arcane Rhetoric. My Blog.
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