(OOC) Fitz's Folly (ToA PBP)

My thought is we don't have a guarantee for a rest, and we have a clear target. I'm not expecting we will level up before we get there; the power and resources we have now are what we have.

Happy to go with the majority, though.
 

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Ah, I'm approaching it from pretty much the opposite assumption. I was under the impression that ToA's level range ended several levels higher than we are. But that's a hazy memory from thinking of running it when it released, and I could be misunderstanding what our immediate goal is anyway.
 

I wouldn't spend too much time metagaming the leveling. We probably avoided tons of grind and are too low level for the dungeon. Therefore, I am likely to adjust encounters somewhat. I'm not much of a killer DM and I'd rather get to the end of the story than end in a TPK just because you went too far down.

That said, I guess it all depends on if we want to "rush" to the ending and skip a bunch of dungeon (exploration being the whole point of playing, IMO). To be fair, not all of it is particularly interesting and we HAVE been at it for quite some time. S'up to you.

OTOH, I don't plan to make it easy for you, and you will definitely not get to the end if you don't eventually find a place to hole up and rest. It's far too big to do in one go.

I would say that I'd be happy with you NOT actively searching every room top-to-bottom, NOR do you have to rush to the endgame. There's got to be a happy medium in there somewhere. Definitely time for us to move on from where we're at, though.
 

Maybe you could help us choose which encounters we do and which we don't - let's say we scout effectively. Before we enter anywhere, we have SOME info.

So we can know the interesting (room with the eye-shield and the corpses) from "grind" rooms.
You can cover resource attrition by making those fewer encounters harder OR by randomly doing trap damage or similar effects.

This gets us both interesting encounters and important points (at the cost of not skipping anything important by accident since you offer us a descriptions) and avoid encounters that take time for no meaningful gain.


As for the investigation, I'm for clearing the current level - again, not just going through all rooms to kill some zombies, but to find out what we can :) Ussal can ask advice from his "spirit ring" :p
 

Maybe you could help us choose which encounters we do and which we don't - let's say we scout effectively. Before we enter anywhere, we have SOME info.

So we can know the interesting (room with the eye-shield and the corpses) from "grind" rooms.
You can cover resource attrition by making those fewer encounters harder OR by randomly doing trap damage or similar effects.

This gets us both interesting encounters and important points (at the cost of not skipping anything important by accident since you offer us a descriptions) and avoid encounters that take time for no meaningful gain.


As for the investigation, I'm for clearing the current level - again, not just going through all rooms to kill some zombies, but to find out what we can :) Ussal can ask advice from his "spirit ring" :p
That's an interesting idea. I will research its possibilities and get back to you.
 


As luck would have it, you WILL be able to get a long rest in the wine-room. I am also going to allow those of you who have been playing awhile (@Kobold Stew, last of the original crew, @Prickly Pear, @Neurotic, & @MetaVoid to level up your characters to Level Seven! (Ghorruk and Yassah will catch up soon, but we've barely done a single encounter at level 6 for them, so let's give it a few more).

Then let's get moving a little?
 




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