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Encounter - Trouble at McGuffin Creek (lvl 1)
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<blockquote data-quote="Jurph" data-source="post: 4869302" data-attributes="member: 84577"><p>Thanks for the feedback! It hadn't actually occurred to me when I set up the maps that the PCs would choose to sustain a fight in the tunnels, and I made some allowances for that later on by giving pretty much every NPC a "knock everyone over and run" encounter power. I am worried about my party's mage casting <em>flaming sphere</em> in those tunnels... although I'm looking forward to about the third round she has it burning, when the torches start to gutter and dim. And the fourth round, when I will begin describing the effects of low-oxygen environments. Our DM for the Outer Banks trip will be listening in via webcam, and he has a DMG, so if the game already has rules for that sort of thing he'll be able to make an on-the-spot ruling. Otherwise it's "you start to see a sparkling, twinkling light in front of your eyes and the tunnel appears to be closing in." Everyone grants combat advantage, everyone suffers -2 to attack rolls, everyone passes out. Wheeeee! (Make an <strong>Endurance</strong> check to stay conscious).</p><p></p><p>Bottom line, I have a bunch of ways to strongly discourage the PCs from trying to sustain combat down there, but I definitely have room to expand those caves before we play on Tuesday, too. <s>I'll see if I can squeeze in some map-drawing time Sunday night.</s> I managed to edit the tunnel system and paste the new map into the adventure document. </p><p></p><p>I'm glad you found my descriptions amusing, too!</p></blockquote><p></p>
[QUOTE="Jurph, post: 4869302, member: 84577"] Thanks for the feedback! It hadn't actually occurred to me when I set up the maps that the PCs would choose to sustain a fight in the tunnels, and I made some allowances for that later on by giving pretty much every NPC a "knock everyone over and run" encounter power. I am worried about my party's mage casting [i]flaming sphere[/i] in those tunnels... although I'm looking forward to about the third round she has it burning, when the torches start to gutter and dim. And the fourth round, when I will begin describing the effects of low-oxygen environments. Our DM for the Outer Banks trip will be listening in via webcam, and he has a DMG, so if the game already has rules for that sort of thing he'll be able to make an on-the-spot ruling. Otherwise it's "you start to see a sparkling, twinkling light in front of your eyes and the tunnel appears to be closing in." Everyone grants combat advantage, everyone suffers -2 to attack rolls, everyone passes out. Wheeeee! (Make an [b]Endurance[/b] check to stay conscious). Bottom line, I have a bunch of ways to strongly discourage the PCs from trying to sustain combat down there, but I definitely have room to expand those caves before we play on Tuesday, too. [s]I'll see if I can squeeze in some map-drawing time Sunday night.[/s] I managed to edit the tunnel system and paste the new map into the adventure document. I'm glad you found my descriptions amusing, too! [/QUOTE]
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Encounter - Trouble at McGuffin Creek (lvl 1)
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