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<blockquote data-quote="Quickleaf" data-source="post: 5818245" data-attributes="member: 20323"><p>[MENTION=8835]Janx[/MENTION] </p><p>Hmmm, I do something that seems like a hybrid approach... I write up my own encounter tables for areas of my Planescape campaign that are designed with a particular adventure in mind. For example, the PCs just visited the Clockwork Labyrinth of Mechanus. I created a small d8 encounter table with their quest (reaching the Orrery) and PCs (one is a rogue modron) in mind.</p><p></p><p>[sblock=Example Encounter Table]</p><p>1. <strong>Haywire modron unit</strong> attacking everything on sight. PCs are asked by decaton upon entering Clockwork Labyrinth to rescue the unit. This appeals to the player of the rogue modron PC.</p><p></p><p>2.<strong> Terrified monodrone stampede</strong> fleeing strange <em>magic mouth</em> spell cast by Hollow Woman inviting PCs to reach her at the Orrery using a "shortcut". This fits the story of the Hollow Woman corrupting the Clockwork Labyrinth.</p><p></p><p>3. <strong>Hollow Woman's scouts</strong> hunt down modron patrols and abducting victims for the gladiatorial games. This fits the story of the Hollow Woman corrupting the Clockwork Labyrinth.</p><p></p><p>4. <strong>Grinding gear rap</strong> activates as the Labyrinth self-corrects against the incursion of chaos. This fits the story of the Hollow Woman corrupting the Clockwork Labyrinth.</p><p></p><p>5. A <strong>moigno</strong>, a floating math equation calculating gear rotation rates, interaction intervals, and other aspects of Mechanus' gears.</p><p></p><p>6. <strong>Gear spirits</strong> threaten PCs, and are absorbed into weapons/implements if hit, controlling that device until the PCs leave the Labyrinth.</p><p></p><p>7-8. <strong>Portal teleport puzzle</strong> to advance further in the Labyrinth, or else PCs can navigate around it, but in that case they may stumble thru a portal or wander into a dangerous visiting planar creature. Two of the players really like puzzles, so this is for them.</p><p></p><p><span style="color: DarkOrange"><strong>Using this encounter table</strong>: The party makes a group orienteering check to navigate the Clockwork Labyrinth (DC 19; eg. Dungeoneering, Perception, Thievery). Auto-successes are possible with clever ritual, fast-solving the teleport puzzle, or rescuing squished quadron.</span></p><p><span style="color: DarkOrange">For each failure, roll once on encounter table. For each success narrate a quick benign "encounter" without conflict.</span></p><p><span style="color: DarkOrange"></span></p><p></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 5818245, member: 20323"] [MENTION=8835]Janx[/MENTION] Hmmm, I do something that seems like a hybrid approach... I write up my own encounter tables for areas of my Planescape campaign that are designed with a particular adventure in mind. For example, the PCs just visited the Clockwork Labyrinth of Mechanus. I created a small d8 encounter table with their quest (reaching the Orrery) and PCs (one is a rogue modron) in mind. [sblock=Example Encounter Table] 1. [B]Haywire modron unit[/B] attacking everything on sight. PCs are asked by decaton upon entering Clockwork Labyrinth to rescue the unit. This appeals to the player of the rogue modron PC. 2.[b] Terrified monodrone stampede[/b] fleeing strange [I]magic mouth[/I] spell cast by Hollow Woman inviting PCs to reach her at the Orrery using a "shortcut". This fits the story of the Hollow Woman corrupting the Clockwork Labyrinth. 3. [b]Hollow Woman's scouts[/b] hunt down modron patrols and abducting victims for the gladiatorial games. This fits the story of the Hollow Woman corrupting the Clockwork Labyrinth. 4. [b]Grinding gear rap[/b] activates as the Labyrinth self-corrects against the incursion of chaos. This fits the story of the Hollow Woman corrupting the Clockwork Labyrinth. 5. A [b]moigno[/b], a floating math equation calculating gear rotation rates, interaction intervals, and other aspects of Mechanus' gears. 6. [b]Gear spirits[/b] threaten PCs, and are absorbed into weapons/implements if hit, controlling that device until the PCs leave the Labyrinth. 7-8. [b]Portal teleport puzzle[/b] to advance further in the Labyrinth, or else PCs can navigate around it, but in that case they may stumble thru a portal or wander into a dangerous visiting planar creature. Two of the players really like puzzles, so this is for them. [COLOR="DarkOrange"][b]Using this encounter table[/b]: The party makes a group orienteering check to navigate the Clockwork Labyrinth (DC 19; eg. Dungeoneering, Perception, Thievery). Auto-successes are possible with clever ritual, fast-solving the teleport puzzle, or rescuing squished quadron. For each failure, roll once on encounter table. For each success narrate a quick benign "encounter" without conflict. [/COLOR] [/sblock] [/QUOTE]
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