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Rel's Faded Glory III: Glory Reborn (FINAL UPDATE 6/22 - SHE'S DONE, BABY!!)
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<blockquote data-quote="Rel" data-source="post: 1934095" data-attributes="member: 99"><p>This was a rather strange fight and it highlighted how good the guys in our group are at keeping player and character knowledge separate. We didn't do anything different in terms of how we used the battlemat. All the figures were sitting out there just like they usually are including the party as well as the bad guys. But the players generally had their characters bumble around somewhat haphazardly because the characters could only see 5 feet at any given moment.</p><p></p><p>Compounding that difficulty was an enemy who used reach weapons but could also attack adjacent targets with tooth and claw, plus see in the dark, plus see through the fog and regenerate. So the Trollkin would hit and fade constantly, much to the PC's frustration.</p><p></p><p>Add to this the fact that there were Glyphs of Warding all over the place. And they were specifically set NOT to go off when crossed by the Trollkin. So when they would "fade" and the PC's would pursue, most often they would get 5 or 7d6 damage for their trouble.</p><p></p><p>If all of this sounds tedious and frustrating then that's exactly how it was meant to be. Not meant for ME to frustrate the PLAYERS. But the bad guys had a long time to set this place up and they know that if anything will mess up their plans that it's a bunch of do-gooders interrupting their nasty ritual at the 11th hour. So this place was meant to thwart that and I'd say it did a pretty good job.</p><p></p><p>The net result was that, over the course of the entire evening, the party managed to move about 160 feet if you count things linnearly. I think it was more like 90 feet "as the Thoqqa burrows".</p></blockquote><p></p>
[QUOTE="Rel, post: 1934095, member: 99"] This was a rather strange fight and it highlighted how good the guys in our group are at keeping player and character knowledge separate. We didn't do anything different in terms of how we used the battlemat. All the figures were sitting out there just like they usually are including the party as well as the bad guys. But the players generally had their characters bumble around somewhat haphazardly because the characters could only see 5 feet at any given moment. Compounding that difficulty was an enemy who used reach weapons but could also attack adjacent targets with tooth and claw, plus see in the dark, plus see through the fog and regenerate. So the Trollkin would hit and fade constantly, much to the PC's frustration. Add to this the fact that there were Glyphs of Warding all over the place. And they were specifically set NOT to go off when crossed by the Trollkin. So when they would "fade" and the PC's would pursue, most often they would get 5 or 7d6 damage for their trouble. If all of this sounds tedious and frustrating then that's exactly how it was meant to be. Not meant for ME to frustrate the PLAYERS. But the bad guys had a long time to set this place up and they know that if anything will mess up their plans that it's a bunch of do-gooders interrupting their nasty ritual at the 11th hour. So this place was meant to thwart that and I'd say it did a pretty good job. The net result was that, over the course of the entire evening, the party managed to move about 160 feet if you count things linnearly. I think it was more like 90 feet "as the Thoqqa burrows". [/QUOTE]
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