PotA Manticore Hunt using Chase Rules PEACH/Spoilers

Post/Author/DateTimePost
#1

MacEochaid

Jun 12, 2015 13:24:34

So for the Manticore Hunt I wanted to use the Chase Rules. Since the characters have a chance to not catch up with the Manticore according to the rules (which seems like a big case of "no fun" to me) I am changing it so that they will definitely come across the Manticore with a group of 4 Feathergale knights if they choose to go their own way roll on the following table:

 

1d6

1-2: The heroes find the Manticore first 

3: The Knights find the Manticore first and the blow their horns, the heroes join them and the knights are 1d4*5' ahead of the heroes

4-5: Same as 3 but one Knight has left the chase from injuries

6: Same as 3 but two knights have left the chase from injuries

 

Goal,

 half (rounded up) of the characters must be in front of the Manticore to engage in an aerial fight. A single hippogriff may attempt a grapple of the manticore which lands the party and the fight take place on the ground, both Hippogriff and Manticore take 1d10 falling damage as they plummet to the ground. The characters must make a DC 20 Dexterity (acrobatics) check to avoid also taking damage. The party lands in a small canyon where the Manticore fights to the death.

 

For the complications I am using the following rules

 

Heroes start at a speed of 60' + 1d6*5' away from the Manticore. Feathergale knights operate in tight unison so they go on the same turn and use the same complication for all of them.

 

Chase Complications: