10-10-2016, 09:26 PM | #51 | |
Join Date: Jan 2005
Location: Idaho Falls, Idaho
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Re: Help with a Grim Survival DF Setting
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Start with the players arriving in the holding cell in the castle, and let them role-play meeting the informant, meeting each other, and getting the journal pages. After being fed and watered (maybe given simple cloth armor and a few wooden shields), they would then be marched to the well chamber, and watch the different items (food, weapons, bags of armor, torches, etc. (some Per rolls to identify what)) be loaded onto baskets and lowered down on the chain, followed by baskets with the trustee guards, and a baskets with the Brothers. Then the Redeemers are brought up, given a brief chance to lash themselves to a hook (knot-tying rolls) on the chain, before being lowered down. On the way down, will have a chance of 1d6-1 bodies (fewer if the PCs spread the information from the Journal pages before the Well) falling down (6 or less to hit another Redeemer, 9 or less to hit a PC), with Redeemers and PCs given a chance to dodge the bodies. Any who don’t, take slam crushing damage, and have to make a ST or DX roll (+5 for being tied to the hook with the cord) to avoid being knocked from the chain and becoming another projectile for those below. Towards the end of the decent, the 6 burning hay bales will come down (9 or less to hit a Redeemer above the PCs, 6 or less to hit a PC), with similar dodging chances, but 1d-1 burn damage. The first cargo basket will set down and the chain will start swaying and laying down in a big spiral arc (outer radius ~30 yards). I'll put a few features in the spiral loop as suggested. The PCs will need to make Per rolls to spot the weapon bundles in the last few yards above the ground, Knot-tying/DX rolls to release from the cords, and Acrobatics/DX rolls to maintain their feet as they step from the chain. As soon as PC touch the ground, I’ll roll 3d6 for the seconds until the first White Tiger appears (as suggested by Varyon back in Post #23), and run the initial White Tiger fight. After the fight, the survivors will have some roleplaying chances to lead the group, or persuade a NPC leader to do whatever actions they want to do. I see the above taking close to two hours. |
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10-11-2016, 12:19 AM | #52 |
Join Date: Aug 2004
Location: Platform Zero, Sydney, Australia
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Re: Help with a Grim Survival DF Setting
If you start them off before they go down the hole, I think you'll be fighting hard to stop them trying to escape that fate.
I think it may avoid that frustration and flow better to jump straight to the descent and do the previous stuff in flashback. |
10-11-2016, 06:17 PM | #53 | |
Join Date: Jan 2005
Location: Idaho Falls, Idaho
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Re: Help with a Grim Survival DF Setting
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Lets see ... an Agent (Bard) an Apprentice (Demonologist) an Apprentice (Elementalist(Aeromancer)) an Apprentice (Elementalist(Generalist)) an Apprentice (Elementalist(Pyromancer)) an Apprentice (Necromancer) an Apprentice (Wizard) an Archer(Elven) an Archer(Human) a Brute(Dwarf) a Brute(Half-Ogre) a Brute(Human) a Cutpurse(Halfling) a Cutpurse(Human) an Initiate (Druid) an Initiate (Shaman) a Killer (Assassin) a Sage (Artificer) a Skirmisher(Martial Artist) a Skirmisher(Elven(Swashbuckler)) a Skirmisher(Human(Swashbuckler)) a Sorcerer a Squire (Holy Warrior) a Squire (Knight) That is 24. Maybe a little magic-user heavy. |
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10-11-2016, 06:35 PM | #55 | |
Join Date: Jan 2005
Location: Idaho Falls, Idaho
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Re: Help with a Grim Survival DF Setting
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At the start of the session, I'll give them background that the Light knows how to handle captured prisoners, and they have seen hundreds of escape plans attempted, and all of them end with the would be escapees dying horrible painful deaths. |
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10-11-2016, 09:45 PM | #56 | ||
Join Date: Aug 2004
Location: Platform Zero, Sydney, Australia
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Re: Help with a Grim Survival DF Setting
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Quote:
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dungeon fantasy, underdark |
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