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Design Debate: 13th-level PCs vs. 6- to 8-Encounter Adventuring Day
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<blockquote data-quote="Lord Twig" data-source="post: 6845638" data-attributes="member: 31754"><p>To the Rift</p><p></p><p>After their rest the party heads out. Ceric sends Owlbert up to watch the skies while Nightflower, Bel and Cooper range ahead. The young wizard then starts running after them with Malloren and Fred behind. Despite their heavier armor they seem to have no trouble keeping up.</p><p></p><p>Once they reach the rift a brief discussion ensues. Talk of various spells are thrown out, but ultimately they realize they are in the same boat as before and have no idea what is on the other side. However, since they don't have to all go at once they will try some scouting.</p><p></p><p>Bel will cast Pass without Trace, then Nightflower, Bel and Cooper will go in first. The plan is they will poke in, being all stealthy like, then Bel will pop back out immediately to tell the rest of the group what the situation is. If she fails to show up in, let's say, 6 seconds (Just a completely arbitrary amount of time, honest!), the rest of the group will pile in after them, spreading out as soon as they are through so they aren't caught clumped up like they were last time.</p><p></p><p>Ceric will tuck Owlbert back in his pocket dimension before going in. Once in Nightflower will break left while Bel and Cooper go right (since Bel can’t go back after all). When the second group comes in Malloren will go left, Ceric will go right, and Fred will go up the middle.</p><p></p><p>Skills for checking out the rift:</p><p>Ceric: Arcane +10, History +10, Investigation +10</p><p>Malloren: Religion +5</p><p>Bel: Nature +5</p><p></p><p>Scouting the rift:</p><p>Nightflower: Stealth +25 (w/ advantage for moving half speed), Perception +12 (can't roll below a 10 on either skill)</p><p>Bel: Stealth +20, Perception +8</p><p>Cooper: Stealth +19, Perception +8 (advantage on hearing and smell)</p></blockquote><p></p>
[QUOTE="Lord Twig, post: 6845638, member: 31754"] To the Rift After their rest the party heads out. Ceric sends Owlbert up to watch the skies while Nightflower, Bel and Cooper range ahead. The young wizard then starts running after them with Malloren and Fred behind. Despite their heavier armor they seem to have no trouble keeping up. Once they reach the rift a brief discussion ensues. Talk of various spells are thrown out, but ultimately they realize they are in the same boat as before and have no idea what is on the other side. However, since they don't have to all go at once they will try some scouting. Bel will cast Pass without Trace, then Nightflower, Bel and Cooper will go in first. The plan is they will poke in, being all stealthy like, then Bel will pop back out immediately to tell the rest of the group what the situation is. If she fails to show up in, let's say, 6 seconds (Just a completely arbitrary amount of time, honest!), the rest of the group will pile in after them, spreading out as soon as they are through so they aren't caught clumped up like they were last time. Ceric will tuck Owlbert back in his pocket dimension before going in. Once in Nightflower will break left while Bel and Cooper go right (since Bel can’t go back after all). When the second group comes in Malloren will go left, Ceric will go right, and Fred will go up the middle. Skills for checking out the rift: Ceric: Arcane +10, History +10, Investigation +10 Malloren: Religion +5 Bel: Nature +5 Scouting the rift: Nightflower: Stealth +25 (w/ advantage for moving half speed), Perception +12 (can't roll below a 10 on either skill) Bel: Stealth +20, Perception +8 Cooper: Stealth +19, Perception +8 (advantage on hearing and smell) [/QUOTE]
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Design Debate: 13th-level PCs vs. 6- to 8-Encounter Adventuring Day
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