Sewer Escape Flow Chart (work in progess)
Sep. 10th, 2012 10:25 amEvent 0) Ambush by Local Melitia (Players outnumbered 6 to 1, plus Main Bad Guy, Bad Guy's Henchmen, and Two Spellcaster types). NPC's encourage players to run through Sewer. (50 xp per player for the encounter)
Event 1) Ditching the Tail (Players make Easy Athletic Checks (DC 8) to avoid slowing down and getting caught, while players with Know Local/Streetwise make DC 12 checks to know the twists and turns of the sewers. 4 group failures at the prior check means the players get caught by (Player Number) Guards (lvl 2 Warriors, short sword/Chain/Sheild or Spear/Chain). 3 Failures of the later and guards catch up, and they are at the edge of a pit. Success at all of them means they lost persuit. (150 xp for the encounter.
Event 2a (Non Pit) The Street Rats : Players manage to navigate their way into the Begger's Guild. The Guild is territorial, but know that the players are in trouble and are willing to fight against the law, which puts them on their side. Roleplay out situation, using Diplomacy and Social checks to negotiate (About 4 to 6 checks). If the players make the majority of the checks, the last encounter becomes easier. Award 100 XP for the encuonter.
Event 2b (Pit Route) Bullywogs: A jump into the pit to escape the guards splashes them into a deep and safe pool of water, deep under the sewers. A gang of Bullywogs has made their home here. They are unwelcoming of strangers, but are not looking for a fight. They will intimidate, and they want the PC's to forget everything about this place, and direct them out to a tunnel that will lead back to the sewers. Treat Bullywogs as 1st lvl Warriors with SA: Croak (For Save: Deafen 15' radius). There is 2 Bullywogs per member of the party, Award 100 XP for the encounter
Enncounter 3 (Large Monster In Sewer Encounter before Rest Area)
Encuonter 4 (Safe Room/Secret Door wth. Treasure Reward)
Encounter 5 (Bounty Hunters)
Encounter 6 (Showdown with Henchman/Escape)
Lvl 2 At end of the flow.
Event 1) Ditching the Tail (Players make Easy Athletic Checks (DC 8) to avoid slowing down and getting caught, while players with Know Local/Streetwise make DC 12 checks to know the twists and turns of the sewers. 4 group failures at the prior check means the players get caught by (Player Number) Guards (lvl 2 Warriors, short sword/Chain/Sheild or Spear/Chain). 3 Failures of the later and guards catch up, and they are at the edge of a pit. Success at all of them means they lost persuit. (150 xp for the encounter.
Event 2a (Non Pit) The Street Rats : Players manage to navigate their way into the Begger's Guild. The Guild is territorial, but know that the players are in trouble and are willing to fight against the law, which puts them on their side. Roleplay out situation, using Diplomacy and Social checks to negotiate (About 4 to 6 checks). If the players make the majority of the checks, the last encounter becomes easier. Award 100 XP for the encuonter.
Event 2b (Pit Route) Bullywogs: A jump into the pit to escape the guards splashes them into a deep and safe pool of water, deep under the sewers. A gang of Bullywogs has made their home here. They are unwelcoming of strangers, but are not looking for a fight. They will intimidate, and they want the PC's to forget everything about this place, and direct them out to a tunnel that will lead back to the sewers. Treat Bullywogs as 1st lvl Warriors with SA: Croak (For Save: Deafen 15' radius). There is 2 Bullywogs per member of the party, Award 100 XP for the encounter
Enncounter 3 (Large Monster In Sewer Encounter before Rest Area)
Encuonter 4 (Safe Room/Secret Door wth. Treasure Reward)
Encounter 5 (Bounty Hunters)
Encounter 6 (Showdown with Henchman/Escape)
Lvl 2 At end of the flow.