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Non-combat Myconid Encounter
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<blockquote data-quote="lumenbeing" data-source="post: 6637034" data-attributes="member: 6779684"><p>I LOVE everything about this. It sounds a bit like Autobots and Decepticons. Just need to add "Prime" to "Cubensis" to hammer it home, but the names are perfect for the character of each Myconid. You obviously know your shrooms. It might be cool to add just a touch of hawkishness to Muscaria (although he is a dove next to Phalloides), a symptom of his youth and lineage, since Muscaria was the shroom of choice for Viking berserkers. Maybe the two rivals are 'brothers' in a sense. Lots of potential here!</p><p></p><p></p><p>I really like this road too. After my OP, I thought about it some more and decided that the challenges should be based off of the PCs' backgrounds, especially bonds and flaws. I'm still wondering how to actually run those challenges, whatever they end up being, so that they span multiple rounds/turns and have ups an downs like a combat encounter would. Maybe instead of a combat analog I should think of these as either a complex trap or a chase in terms of mechanics.</p><p></p><p></p><p>Those definitely sound like the right question to ask, but yeah, it's really just the kernel of an idea, which is why I'm soliciting suggestions. Here is what I know so far. The Myconid colony is going to be located in a subsurface level of a MASSIVE tree dungeon I'm working on. There are Druids occupying the surface levels of the tree. They are the focus of the adventure. The PCs are there to either destroy/drive out the Druids. The underground root tunnel levels will feature giant ants, spiders, and more powerful crawling things for the PCs to fight. The Myconids are a neutral faction that the party may encounter so think of this encounter as a side quest.</p><p></p><p></p><p>I love the suggestion to use the WIS modifier instead of Dex for initiative rolls. Definitely using that one. And I'm also keen on the personalized vision quest idea but the mind melt of essentially a communal practice so there has to be something to glue the various threads together. Myconids abhor violence, so I really want to steer the players away from any attacks or striking while in the psychedelic landscape. I want that to be the guiding principle of this encounter. Any hint of violence in the mind meld would result in a bad trip for everyone, and reduced rewards or even consequences.</p><p></p><p>The more I think about it, the more I like the idea of eschewing xp rewards altogether and awarding things like "+1 to insight for 1d20+4 hours", or "+2 passive perception for 1d4 days" or charming them with True Seeing for 1 hour. Stuff like that.</p></blockquote><p></p>
[QUOTE="lumenbeing, post: 6637034, member: 6779684"] I LOVE everything about this. It sounds a bit like Autobots and Decepticons. Just need to add "Prime" to "Cubensis" to hammer it home, but the names are perfect for the character of each Myconid. You obviously know your shrooms. It might be cool to add just a touch of hawkishness to Muscaria (although he is a dove next to Phalloides), a symptom of his youth and lineage, since Muscaria was the shroom of choice for Viking berserkers. Maybe the two rivals are 'brothers' in a sense. Lots of potential here! I really like this road too. After my OP, I thought about it some more and decided that the challenges should be based off of the PCs' backgrounds, especially bonds and flaws. I'm still wondering how to actually run those challenges, whatever they end up being, so that they span multiple rounds/turns and have ups an downs like a combat encounter would. Maybe instead of a combat analog I should think of these as either a complex trap or a chase in terms of mechanics. Those definitely sound like the right question to ask, but yeah, it's really just the kernel of an idea, which is why I'm soliciting suggestions. Here is what I know so far. The Myconid colony is going to be located in a subsurface level of a MASSIVE tree dungeon I'm working on. There are Druids occupying the surface levels of the tree. They are the focus of the adventure. The PCs are there to either destroy/drive out the Druids. The underground root tunnel levels will feature giant ants, spiders, and more powerful crawling things for the PCs to fight. The Myconids are a neutral faction that the party may encounter so think of this encounter as a side quest. I love the suggestion to use the WIS modifier instead of Dex for initiative rolls. Definitely using that one. And I'm also keen on the personalized vision quest idea but the mind melt of essentially a communal practice so there has to be something to glue the various threads together. Myconids abhor violence, so I really want to steer the players away from any attacks or striking while in the psychedelic landscape. I want that to be the guiding principle of this encounter. Any hint of violence in the mind meld would result in a bad trip for everyone, and reduced rewards or even consequences. The more I think about it, the more I like the idea of eschewing xp rewards altogether and awarding things like "+1 to insight for 1d20+4 hours", or "+2 passive perception for 1d4 days" or charming them with True Seeing for 1 hour. Stuff like that. [/QUOTE]
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