Showing posts with label combat. Show all posts
Showing posts with label combat. Show all posts

Sunday, 26 July 2009

A2. Chapel

The chapel is an excellent set up for 4E combat: a large area on two levels with a number of interesting features. There are features that I found slightly confusing, namely the positioning of the rafters in the upper works. As there are no climb skill details for access to the beams, it seems to indicate that they are the same level as the broken remains of the balcony, but it seems slightly unusual that the beams are shown over the balcony on the map. As there is some mention of the balcony having been used as seating during services, it also seems a little odd in that the beams would seem to have potentially obscured views of the pulpit.

After a little consideration, I decided to go with the beams running just under the balcony remains and remove the seating from the balcony area, but you should feel free to make adjustments as you see fit. One thing to remember if you chose to set the rafters higher than the balcony: you will be increasing the distance of any potential falls from being 2d10 to 3d10 or more.

One thing that did amuse me in the description: the skull cluster hanging from the roof is described as "boulder sized"... just what size is a boulder?

The combat is presented as two encounters: depending on how your players are faring, you may chose to blend these two encounters, or permit them a short rest to break off and gather their strength before taking on King Mokknokk and his retinue.

Going to the Chapel
Encounter Level 2 (700 XP)

Setup
1 Pugwampi Jinx
3 Pugwampi Snivellers
4 Pugwampi Whelps


A number of pugwampi spend much of their time lazing around in the chapel. Unless the party have been taking care to be stealthy (versus the pugwampi passive perception check of 13) they will be aware of the PCs approaching.

Perception Check
DC 13:
The party notice movement in the "nest" as though tiny feet were making their way across the fabric.

Tactics
A few of the pugwampi may elect to stay hidden for as long as possible and utilise their unluck ability, but most will consider themselves receiving enough protection from positions on the balcony and rafters to let loose with their bows, particularly the pugwampi whelps, who have no unluck ability to use.

The pugwampi will be quick to release the boulder if any PCs enter the range of the trap provided that none of the party have climbed to the balcony. If any PCs do climb to the balcony, particularly melee focused characters, the pugwampi will scamper out on to the rafters and attempt to taunt the PC in to sliding out after them.

Features of the Area
Illumination: Plenty of light shines through the broken windows and crumbling roof during the day time.
Roof and balcony: The roof of the chapel is 30 feet high around the perimeter, rising to close to 40 feet at the center. The rafters and remainders of the balcony are all 20 feet high.
Walls: The walls of the chapel are man-made and, despite the ill-state of repair, still smooth. It requires a DC 25 Athletics check to climb the chapel walls.
Ladder: A ladder on the western side of the chapel allows access to the balcony. It does not require any check to climb the ladder, but any PC doing so notices a number of pins and nails, knots of string, and small holes adorning the two runners of the ladder. These are adjustments made by the pugwampi to allow the tiny creatures to utilise the ladder more easily.
Benches: Benches line both sides of the chapel and where whole do not impede movement parallel to their length. Attempting to move perpendicular (i.e. climbing over the rows) costs one extra square of movement. The benches can be overturned as a standard action with a DC 15 Strength check, while one can be hoisted into position (providing a ramp to access the balcony, for example) with a DC 21 Strength check and two standard actions.
Broken benches: The broken benches on the western half of the hall count as difficult terrain.
Skull boulder: A large cluster of skulls, roughly 10 feet in diameter, hangs from a rope attached at A3a. The rope has AC 10, Reflex 8, Fort 8; 5 hp or can be untied as a standard action. If the rope is cut or untied, the boulder falls, attacking as per it's stat block here.
Skull Boulder; Level 1 Lurker
Trap; XP 100
The boulder of skulls and bones crashes into the ground, sending fist sized chucks and bone shard splinters flying in all directions.
Trap: The boulder lands and attacks a burst 2 area beneath it.
Perception
No check is necessary to notice the skull boulder.
Trigger
The trap attacks when the supporting rope is untied or cut.
Attack
Immediate Reaction; Close burst 2
Targets:
Creatures in the burst.
Attack: +5 vs. Reflex
Hit: 3d6 damage
Miss: Half damage
Treasure: The uncut garnet in the skull cluster is now worth 170 GP (treasure parcel 8 from level 2).

Thursday, 4 June 2009

Pugwampi Hunt

The party can find the pugwampi tracks in the hills north of the camp with a DC 10 Perception check, while a DC 15 Perception or Nature check can identify the tread of Rombard. When the party near the ravine where the pugwampis have tied up the goat, the cry that Rombard makes can be identified with a DC 12 Nature check as being from the goat.

Pugwampi Hunt
Encounter Level 1 (500 XP)

Setup
5 pugwampi snivellers (P)
Rombard (G)

Unlike the original adventure, there are five pugwampi that have kidnapped Rombard. They have secreted themselves about the cactus patch--two on the large boulder, one behind some rocks next to Rombard, and two behind some rocks at the front of the patch--and wait for someone to stumble into range of their unluck ability.

Rombard has an AC 10, Fortitude 12, Reflex 9, Will 7. He has 5 of a total 20 hp, and one healing surge. He makes Acrobatics checks at +2.

Perception Check
DC 23:
You spot small creatures peering out from behind rocks and coarse brush.

Tactics
The pugwampis will remain hidden if not spotted. With their stealthy sabotage ability, they will aim to use three minor actions each turn to ensure that their unluck attack is maintained on as many foes at the same time as possible. That likely means a lot of dice (potentially up to fifteen a round), so you may just wish to rule the attacks as automatically hitting until the pugwampi are revealed, or else roll a large number of d20 checks before the session and make a note of them, crossing them off as they are used. The advantage is that it helps avoid "tipping your hand" as to the presence of the pugwampi until after a few cases of "bad luck".

The pugwampi wait patiently for the party to start attempting to rescue the goat, preferably through some ingenious scheme that will provide plenty of skill checks for the unluck penalty to affect. Any time a character suffers a mishap that causes them any damage, the pugwampis are unable to control their snickering, lowering the Perception DC to spot them by 2 each time party hit points are lost. The pugwampis will attack if they are spotted or if the party looks likely to escape with Rombard (likely if they free him).

Once combat is joined, the pugwampi prefer to stay out of melee where possible. If one does find themselves in melee, another pugwampi will attempt to use unluck where possible to reduce the chance of an opportunity attack hitting when the pugwampi moves away.

The pugwampi are still cowardly, but now they flee when bloodied. If all the pugwampi look to be set to escape, engineer some mishap to befall them, or have Dashki step in to land a final blow.

Features of the Area
Illumination: Assuming that the party headed straight off at Almah's request, it should be night and the area should be dimly lit (moonlight).
Cactus Patch: Moving full speed through the dense cactus requires a DC 17 Acrobatics check. This is reduced to a DC 10 check when moving at half speed, shifting, or being pushed, pulled, or slid through the area. It increases to a DC 24 check when running. Failure at the check results in 1d6 damage being taken from the cactus spines for each square moved through.
Spaces within the cactus patch also counts as being heavily obscured.
Ravine: The ravine is 10 ft deep and the sides require a DC 10 Athletics check to scale.
Boulders: Three large, mostly flat boulders sit on the western side of the patch. The two on the ground are roughly 10 ft high. The one on the westernmost edge of the map provides enough room for a run up, making a DC 10 Athletics check to leap the gap between it and the largest boulder on the ravine edge. The stacked boulder at the edge of the ravine is 10 ft high itself, making it 20 ft above the ground when combined with the other boulder. It takes a DC 8 Athletics check to successfully climb the boulders.
The other rocks only stand a few feet tall. They provide cover to small and medium creatures and superior cover to tiny creatures (like the pugwampis).
Rombard: Rombard is tied to a scrub bush and in his panic makes attempts to rescue him difficult. It takes a DC 12 Dexterity check to untie the rope. On a failed check, Rombard running around the character makes a +6 vs Reflex attack. A hit pushes the character 1 space towards the ravine edge.
If a character makes a DC 12 Nature check, the check to untie Rombard is reduced to a DC 5 Dexterity check.
The rope can be cut (AC 10, Reflex 8, Fort 8; 5 hp) leading to Rombard running unless someone is ready to grab him or the rope.



Developments
Returning with at least one pugwampi to camp is handled as detailed in Howl of the Carrion King, except the payment that Almah originally offers the party is 350 GP (treasure parcels 5 and 10 from level 2). The party can negotiate a further 180 GP on top of this (treasure parcel 6 from level 1) in a skill challenge that will be presented in a later post. Returning with the pugwampi also gains one success or removes one failure in the Befriending Almah skill challenge.

For solving the mystery of the fire reward the party 125 XP. If the party return Rombard alive award the party a further 100 XP, and also leads to gaining two successes in the Befriending the Camel Drivers skill challenge.