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scenario_c_checkpoint_melee [2018/12/10 06:49] triptycho [Setup] |
scenario_c_checkpoint_melee [2019/05/29 07:00] (current) triptycho [Tweaks] |
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==== Setup ==== | ==== Setup ==== | ||
- | A road flanked by unpassable terrain (such as thick woods or cliff walls) is fortified with a wooden barricade that blocks progress. A mix of fencing and spears, attempting to move through the barricade requires nimble motions and a bit of climbing. Such a move requires the entity to make an Acrobatics roll vs. 1d6. Failure results in suffering 1d6 damage and canceling the move. Since the barricades aren't a strict wall to be climbed, tools and other Gear that provide climbing bonuses have no effect on the barricades. | + | A road flanked by unpassable terrain (such as thick woods or cliff walls) is fortified with a wooden barricade that blocks progress.Attempting to move through the barricade requires nimble motions and a bit of climbing to avoid the mix of spears and planks. Such a move requires the entity to perform an Acrobatics roll vs. 1d6. Failure results in suffering 1d6 damage and canceling the Move. Since the barricades aren't a strict wall to be climbed, Tools and other Gear that provide climbing bonuses have no effect on the barricades. |
- | The blockades may be destroyed. Each blocked section border has such a barricade, with 6 HP and Fire Weakness 1. The barricades play a Reaction having Defense: 1d4. Area Attacks on either side of a barricade may target the barricade if desired. | + | The barricades may be destroyed. Each blocked section border has such a barricade, with 6 HP and Fire Weakness 1. The barricades play a Reaction having Defense: 1d4. Area Attacks on either side of a barricade may target the barricade if desired. |
- | All entities gain +1 dice level to Miss entries that pass through a barricade. Adversaries inside the blockade are positioned on raised platforms that ignore this effect (allowing them to fire on the PCs unimpeded unless they move out). | + | All entities gain +1 dice level to Miss entries that pass through a barricade. Adversaries inside the blockade are positioned on raised platforms, preventing their targets from enjoying this effect (allowing them to fire on the PCs unimpeded unless they move out). |
The road stretches on following the same pattern in both directions for as long as is needed. | The road stretches on following the same pattern in both directions for as long as is needed. | ||
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^ [[analects_book_4_part_1_chapter_2#foot_soldier|Foot Soldier]] | Level 2 Regular | Defender | 16 | 1d6 ^ | ^ [[analects_book_4_part_1_chapter_2#foot_soldier|Foot Soldier]] | Level 2 Regular | Defender | 16 | 1d6 ^ | ||
^ [[analects_book_4_part_1_chapter_2#rookie_guard|Rookie Guard]] | Level 2 Mook | Brawler | 8 | 1d4 ^ | ^ [[analects_book_4_part_1_chapter_2#rookie_guard|Rookie Guard]] | Level 2 Mook | Brawler | 8 | 1d4 ^ | ||
- | ^ [[analects_book_4_part_1_chapter_2#rookie_sniper|Rookie Sniper]] | Level 2 Mook | Artillery | 8 | 1d6 ^ | + | ^ [[analects_book_4_part_1_chapter_2#rookie_sharpshooter|Rookie Sharpshooter]] | Level 2 Mook | Artillery | 8 | 1d6 ^ |
- | ^ [[analects_book_4_part_1_chapter_1#insect_cloud|Insect Cloud]] | Mook | Support | 6 | 1d6 ^ | + | ^ [[analects_book_4_part_1_chapter_1#vigil|Vigil]] | Mook | Artillery | 4 | 1d8 ^ |
+ | |||
+ | === Two Players === | ||
+ | * Rookie Guard | ||
+ | * Rookie Sharpshooter | ||
+ | * Vigil | ||
=== Three Players === | === Three Players === | ||
* Rookie Guard x2 | * Rookie Guard x2 | ||
- | * Rookie Sniper x2 | + | * Rookie Sharpshooter x2 |
=== Four Players === | === Four Players === | ||
- | * Rookie Guard x2 | + | * Foot Soldier |
- | * Rookie Sniper x2 | + | * Rookie Guard |
- | * Insect Cloud x2 | + | * Rookie Sharpshooter |
+ | * Vigil x2 | ||
=== Five Players === | === Five Players === | ||
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* Foot Soldier | * Foot Soldier | ||
* Rookie Guard | * Rookie Guard | ||
- | * Rookie Sniper | + | * Rookie Sharpshooter |
- | * Insect Cloud | + | * Vigil |
+ | |||
+ | === Six Players === | ||
+ | * Foot Soldier x2 | ||
+ | * Archer Cadet x2 | ||
=== Starting Positions === | === Starting Positions === | ||
- | * The PCs begin two sections south of the blockade (see map) | + | * The PCs begin three sections south of the blockade (see map) |
* Ranged Adversaries begin inside the blockade on raised platforms | * Ranged Adversaries begin inside the blockade on raised platforms | ||
- | * The Tossers begin scattered across the northmost row. | + | * Melee guards begin immediately south of the blockade |
- | * If present, the Insect Clouds will start in the sections south of the PCs. They attack indescriminately, though the PCs will be the closest at the beginning of the scenario. | + | |
==== Tactics ==== | ==== Tactics ==== | ||
Melee guards will move to engage the PCs, trusting the barricade to protect the ranged guards. Ranged guards will focus fire on incanting PCs first, then ranged PCs. | Melee guards will move to engage the PCs, trusting the barricade to protect the ranged guards. Ranged guards will focus fire on incanting PCs first, then ranged PCs. | ||
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==== Tweaks ==== | ==== Tweaks ==== | ||
- | The Insect Clouds may not be appropriate for all terrain. If the guards are on the side of evil, consider swapping them out for a [[analects_book_4_part_1_chapter_1#bone_shrine|Bone Shrine]] positioned within the blockade, giving bonuses to the ranged guards. Alternatively you could exchange them for a pair of [[analects_book_4_part_1_chapter_1#vigil|Vigils]] to simulate a more heavily fortified checkpoint. Either option increases the danger of the ranged volleys and increases the importance of breaching the checkpoint for melee characters, though this reduces imminent melee threat to spellcasters. | + | Not all checkpoints will enjoy the protection of Vigils. You could swap them for [[analects_book_4_part_1_chapter_1#agitated_farmer|Agitated Farmers]] or [[analects_book_4_part_1_chapter_1#street_tough|Street Toughs]] reflavored as gruff, ill-equipped guard recruits. If the terrain allows it, you could also include [[analects_book_4_part_1_chapter_1#insect_cloud|Insect Clouds]] which attack indescriminately. This scenario is easy to boost to Level 2 by including more of the same Adversaries or adding a [[analects_book_4_part_1_chapter_2#petty_officer|Petty Officer]] to the mix. |
[[dm_s_toolbox_book_1_chapter_1|More level 1 combat scenarios]] | [[dm_s_toolbox_book_1_chapter_1|More level 1 combat scenarios]] |