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Running player commentary on PCat's 4E Campaign - Heroic tier (finished)
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<blockquote data-quote="Piratecat" data-source="post: 5342231" data-attributes="member: 2"><p>It's official: I prefer traps that people have to think their way through to avoid nasty consequences. I definitely didn't expect the whole "sovereign glue the rope" trick (I expected a tumultous flight down the windy tunnel followed by an ignominious crash landing), and when they ran out of rope I <em>really</em> didn't expect the "superglue the other end of the rope, and cut the top end." Beautiful. Likewise, I expected the group to use acrobatic checks to get on each other's shoulders (taking significant damage in the process) to get past the sun spirit into the ceiling pool. I loved how Bramble tried to talk the spirit into not shining by appealing to its vanity.</p><p></p><p>This is also a good example of my predilection for cinematic encounters. In my head I could see the rocks drifting and reforming as people dart from shadow to shadow, and it was too good an image not to use. Other possible ways of getting past would be to have shoved a boulder into the pool; the resulting splash would have temporarily dampened and dimmed the sun spirit.</p><p></p><p>The big monster was based on a <em>witchwater dark initiate</em> (lvl 10 solo) that I changed substantially. It had a lot of area attacks and a long reach, which was perfect. I wanted a balance where good play resulted in success, and bad tactics ended with unconscious or dying heroes. It was a fun fight.</p><p></p><p>In addition to a set of three witchwater magic items (a helm, a rapier and armor) that the creature was guarding, there was 9000 gp in high level potions and elixirs scattered around the watery room. Unfortunately, the group wasted a number of them by jumping in them instead of bottling and slurping them. Eh, easy come easy go. I sort of expected that.</p><p></p><p>This was a really fun three session dungeon encounter for me. Relatively linear, numerous tricks and traps interspersed by interesting combats, mysterious plot points, and a froghemoth. Win!</p><p></p><p>The group is considering asking Grimble Thimbletick the NPC defender to stay with them, thus effectively abandoning his duty post. Not sure yet what he'll do. They could use a defender, even as a companion character, but that makes for a large party. I'd welcome any advice or experience you've had with companion characters.</p></blockquote><p></p>
[QUOTE="Piratecat, post: 5342231, member: 2"] It's official: I prefer traps that people have to think their way through to avoid nasty consequences. I definitely didn't expect the whole "sovereign glue the rope" trick (I expected a tumultous flight down the windy tunnel followed by an ignominious crash landing), and when they ran out of rope I [i]really[/i] didn't expect the "superglue the other end of the rope, and cut the top end." Beautiful. Likewise, I expected the group to use acrobatic checks to get on each other's shoulders (taking significant damage in the process) to get past the sun spirit into the ceiling pool. I loved how Bramble tried to talk the spirit into not shining by appealing to its vanity. This is also a good example of my predilection for cinematic encounters. In my head I could see the rocks drifting and reforming as people dart from shadow to shadow, and it was too good an image not to use. Other possible ways of getting past would be to have shoved a boulder into the pool; the resulting splash would have temporarily dampened and dimmed the sun spirit. The big monster was based on a [i]witchwater dark initiate[/i] (lvl 10 solo) that I changed substantially. It had a lot of area attacks and a long reach, which was perfect. I wanted a balance where good play resulted in success, and bad tactics ended with unconscious or dying heroes. It was a fun fight. In addition to a set of three witchwater magic items (a helm, a rapier and armor) that the creature was guarding, there was 9000 gp in high level potions and elixirs scattered around the watery room. Unfortunately, the group wasted a number of them by jumping in them instead of bottling and slurping them. Eh, easy come easy go. I sort of expected that. This was a really fun three session dungeon encounter for me. Relatively linear, numerous tricks and traps interspersed by interesting combats, mysterious plot points, and a froghemoth. Win! The group is considering asking Grimble Thimbletick the NPC defender to stay with them, thus effectively abandoning his duty post. Not sure yet what he'll do. They could use a defender, even as a companion character, but that makes for a large party. I'd welcome any advice or experience you've had with companion characters. [/QUOTE]
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Running player commentary on PCat's 4E Campaign - Heroic tier (finished)
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