History: To remember a secret passageway. Perception: To see a shortcut, or find a place where an Athletics check could release an avalanche to slow the Aspect down. Dungeoneering: Basic navigation stuff. Thievery: Picking the lock on a door the PCs need to get through. Endurance: To just. Keep. Running. Diplomacy, Bluff, Intimidate, maybe even Insight - Getting those damned kobolds the hells out of the way without taking the time to slaughter them. Arcana or Religion: Activating or avoiding mystic wards.
That's just off the top of my head, without the PHB in front of me. :)
My 4E encounter I'm bringing back is the "Raft Fight"-
Players are on a big raft headed downstream. One person needs to man the keel, lizardmen jumping down from trees overhanging, and every time the raft hits a boulder, everyone makes rolls or gets shifted a square or more in a random direction. There's also a crate of supplies that shifts around, causing "Bull Rushes" to whomever's space it enters.
Comments 7
Reply
Please do let me know how it goes for ya.
Reply
Reply
Reply
Reply
History: To remember a secret passageway.
Perception: To see a shortcut, or find a place where an Athletics check could release an avalanche to slow the Aspect down.
Dungeoneering: Basic navigation stuff.
Thievery: Picking the lock on a door the PCs need to get through.
Endurance: To just. Keep. Running.
Diplomacy, Bluff, Intimidate, maybe even Insight - Getting those damned kobolds the hells out of the way without taking the time to slaughter them.
Arcana or Religion: Activating or avoiding mystic wards.
That's just off the top of my head, without the PHB in front of me. :)
Reply
Players are on a big raft headed downstream. One person needs to man the keel, lizardmen jumping down from trees overhanging, and every time the raft hits a boulder, everyone makes rolls or gets shifted a square or more in a random direction. There's also a crate of supplies that shifts around, causing "Bull Rushes" to whomever's space it enters.
hee.
Reply
Leave a comment