Inspired by the Post a Pregen thread...post an encounter. And be indoors or out, land or sea, city or dungeon. Include as much or as little detial as you like. History, backstory and fluff as needed to support the crunch.
I'll come back later and post something. Actually would like to post the trap that got the party into a bit of trouble last game.
Post an Encounter for C&C
- MormonYoYoMan
- Ulthal
- Posts: 621
- Joined: Sun May 23, 2010 7:00 am
- Location: Texas
Re: Post an Encounter for C&C
And they say no good cartoons came out in the 1970s!
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*jeep! & God Bless!
--Grandpa Chet
"Of all the dispositions and habits, which lead to political prosperity, Religion and Morality are indispensable supports." - George Washington.
*jeep! & God Bless!
--Grandpa Chet
"Of all the dispositions and habits, which lead to political prosperity, Religion and Morality are indispensable supports." - George Washington.
Re: Post an Encounter for C&C
Now I understand what happens when you fail a SIEGE check!
Re: Post an Encounter for C&C
OK, here is the pit trap I used recently. I suppose the CLs can be adjusted for varying levels, but this was for a party of 1st/2nd level adventurers. The players start on the side with the scythe (opposite the orange line marking the invisible wall).
The Trap
When I ran this, I had some Zoomorphic Revenent Rats (from Clavis123, thank you very much) on the opposite side of the characters heckling the players and daring them to cross. The idea, get one of the players to attempt to jump the distance, hit the invisible wall, and fall into the trap. If a character attempted to jump without a rope tied around them, they would hit the wall, and fall...and be in for a world of hurt (see the falling damage noted on the side of the pit).
If they had a rope tied around them, they would hit the wall, fall and swing into the opposite wall...hit it and trigger the scythe trap (you get the idea). For my game, the scythe was lower than the character who would have fallen this way (after bouncing off the invisible wall), thus the rope would have been sliced (but the character not attacked by the sycthe), and the falling damage would have been smaller as hit momentum would have been halted (rather abruptly) for just a moment.
If a rouge type attempted to scale the near side, the wall trap is "contact activate" to eject the scythe. If it hits it would damage the rogue and require him to make a Save throw or fall 10 feet (see falling damage marked on the map).
Countermeasures
The top view shows you the hallway was 15 feet accross. There as a sigil (marked on the map) recessed slightly in the side of the wall on the same side the PCs are on. The sigil was not hard to find (you could place a CL 2 to notice it if you wanted). The sigil, if traced with ones finger, would deactivate the invisible wall, and replace it with a 5 foot wide invisible bridge that could safely be crossed. A sigil on the other side, resets the wall and drops the bridge.

Increasing the Danger
For a tougher trap, you could have the scythe have a chance to hit a character who bounced off the invisible wall and fell and down the scythe path (chance for sycthe damage, plus falling). Really evil CKs could even apply damage from jumping to the invisible wall and damge from hitting the opposite wall.
The sigil could require a rouge or a wizard type to deactivate it (as opposed to anyone tracing a finger upon it).
There could be a monster or danger at the bottom of the pit.
Enjoy!
The Trap
When I ran this, I had some Zoomorphic Revenent Rats (from Clavis123, thank you very much) on the opposite side of the characters heckling the players and daring them to cross. The idea, get one of the players to attempt to jump the distance, hit the invisible wall, and fall into the trap. If a character attempted to jump without a rope tied around them, they would hit the wall, and fall...and be in for a world of hurt (see the falling damage noted on the side of the pit).
If they had a rope tied around them, they would hit the wall, fall and swing into the opposite wall...hit it and trigger the scythe trap (you get the idea). For my game, the scythe was lower than the character who would have fallen this way (after bouncing off the invisible wall), thus the rope would have been sliced (but the character not attacked by the sycthe), and the falling damage would have been smaller as hit momentum would have been halted (rather abruptly) for just a moment.
If a rouge type attempted to scale the near side, the wall trap is "contact activate" to eject the scythe. If it hits it would damage the rogue and require him to make a Save throw or fall 10 feet (see falling damage marked on the map).
Countermeasures
The top view shows you the hallway was 15 feet accross. There as a sigil (marked on the map) recessed slightly in the side of the wall on the same side the PCs are on. The sigil was not hard to find (you could place a CL 2 to notice it if you wanted). The sigil, if traced with ones finger, would deactivate the invisible wall, and replace it with a 5 foot wide invisible bridge that could safely be crossed. A sigil on the other side, resets the wall and drops the bridge.

Increasing the Danger
For a tougher trap, you could have the scythe have a chance to hit a character who bounced off the invisible wall and fell and down the scythe path (chance for sycthe damage, plus falling). Really evil CKs could even apply damage from jumping to the invisible wall and damge from hitting the opposite wall.
The sigil could require a rouge or a wizard type to deactivate it (as opposed to anyone tracing a finger upon it).
There could be a monster or danger at the bottom of the pit.
Enjoy!
