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<blockquote data-quote="the Jester" data-source="post: 261441" data-attributes="member: 1210"><p>At last a reply! The Isles of Gloom (also called the Isles of Mist) are an area in my campaign world of Cydra that is always choked with a strange fog and mist called the Gloom. They've never been successfully charted and seem to have strangely disorienting effects on people. It becomes frighteningly easy to get lost, for instance. The pcs in my game just spent the last few games there, narrowly escaping with their lives (mostly...). Check out the thread on my other homebrew monster, the Glumring, for a little more on them. Those guys kick out wisdom damage like nothing you've ever seen (which all ties in to the Gloom effect and it's backstory; but I can't really give out to much detail lest my players see it.)</p><p></p><p>When I make a new monster I try to be specific about where it lives in my world (unless it's very widespread). Since the mist spider is only found in the Gloom and one of the gloom effects is constant fog, it doesn't really need an obscuring mist effect. For a lot of the three games the pcs were there, they could see from 10'-30'. There was one day with 60' visibility but I think that was as good as it got.</p><p></p><p>As for the CR, after the fight the pcs had with it, I'm comfortable with it as CR13. The pcs that fought it were:</p><p>11th level (eldritch master 1/rogue 2/sorcerer 8)</p><p>10th level (necromancer 8/fighter 2 orc)</p><p>6th level (cleric)</p><p>6th level (elementalist [earth, fire] 6) (This is a custom base class, with powerful spells based on con that require a Fort save to avoid subdual damage whenever cast. The DC to resist strain from casting your spell is the same as the spell's DC, making it very interesting... the more powerful the forces you channel, the harder it is on you. This is based on the channeller from the 2nd edition Spells & Magic PO book.)</p><p></p><p>None of them died, but it was a close fight. In the end, Sith (the orcish necromancer) stepped up and finished the job with a full attack routine from his new magic spiked chain, but it was very close! The fight lasted 12 rounds, the eldritch master fled, Sith was down for a lot of it with wisdom damage... it was brutal. Only the fact that the cleric had a last lesser restoration up his sleeve (and still had a 12 wis exactly) saved them all.</p><p></p><p>(Let me add that the typical party strength is a little bit higher than that- there are usually five members of the group around at any given time, and they come in and leave throughout the game due to scheduling demands. The total group size is significantly higher, and the sixth-level guys are the party wimps. I was honestly expecting more firepower in the party when I planned the encounter, but one 8th-level pc had already left and the eldritch master had to go to work in the middle of the fight- on round four, actually. So there were some moments when I thought I'd have a tpk there...)</p></blockquote><p></p>
[QUOTE="the Jester, post: 261441, member: 1210"] At last a reply! The Isles of Gloom (also called the Isles of Mist) are an area in my campaign world of Cydra that is always choked with a strange fog and mist called the Gloom. They've never been successfully charted and seem to have strangely disorienting effects on people. It becomes frighteningly easy to get lost, for instance. The pcs in my game just spent the last few games there, narrowly escaping with their lives (mostly...). Check out the thread on my other homebrew monster, the Glumring, for a little more on them. Those guys kick out wisdom damage like nothing you've ever seen (which all ties in to the Gloom effect and it's backstory; but I can't really give out to much detail lest my players see it.) When I make a new monster I try to be specific about where it lives in my world (unless it's very widespread). Since the mist spider is only found in the Gloom and one of the gloom effects is constant fog, it doesn't really need an obscuring mist effect. For a lot of the three games the pcs were there, they could see from 10'-30'. There was one day with 60' visibility but I think that was as good as it got. As for the CR, after the fight the pcs had with it, I'm comfortable with it as CR13. The pcs that fought it were: 11th level (eldritch master 1/rogue 2/sorcerer 8) 10th level (necromancer 8/fighter 2 orc) 6th level (cleric) 6th level (elementalist [earth, fire] 6) (This is a custom base class, with powerful spells based on con that require a Fort save to avoid subdual damage whenever cast. The DC to resist strain from casting your spell is the same as the spell's DC, making it very interesting... the more powerful the forces you channel, the harder it is on you. This is based on the channeller from the 2nd edition Spells & Magic PO book.) None of them died, but it was a close fight. In the end, Sith (the orcish necromancer) stepped up and finished the job with a full attack routine from his new magic spiked chain, but it was very close! The fight lasted 12 rounds, the eldritch master fled, Sith was down for a lot of it with wisdom damage... it was brutal. Only the fact that the cleric had a last lesser restoration up his sleeve (and still had a 12 wis exactly) saved them all. (Let me add that the typical party strength is a little bit higher than that- there are usually five members of the group around at any given time, and they come in and leave throughout the game due to scheduling demands. The total group size is significantly higher, and the sixth-level guys are the party wimps. I was honestly expecting more firepower in the party when I planned the encounter, but one 8th-level pc had already left and the eldritch master had to go to work in the middle of the fight- on round four, actually. So there were some moments when I thought I'd have a tpk there...) [/QUOTE]
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