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Super solo rules, considered
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<blockquote data-quote="Fieari" data-source="post: 5744008" data-attributes="member: 16221"><p>So, a few weeks have past, the group has leveled up to level 3, and they're facing this girl now. They're barely through the start of the encounter (just broke through the first whirlwind defence and are about to start the damage) but I have some play notes.</p><p></p><p>The encounter is set that we have the Winter Nymph and her pet little girl, who is coloring. Minion stick figure representations of each PC exit the child's square every turn and attempt to merge with the PCs (provoking opportunity attacks) and if successful, cause more drawings (non-minion) to come out and attack them. It takes place in a throne-room of ice, glamoured to look like a throne room of gold, with plenty of pillars for cover. The players are armed with cold iron, and defenses that protect them versus glamour, but render the drawings invisible to them (but still dangerous).</p><p></p><p>In the previous session, an NPC forwarned them about the Nymph's defences, explaining how to overcome them. Of course, when this session came about, they all forgot about it (or dismissed it?) and tried the head on battle approach instead. After a round of them trying and failing to just attack, I let them roll insight checks to remember what they were told ("USE SKILLS!")</p><p></p><p>It turned out pretty frantic and lots of fun. At first they tried running down the center aisle of the throne room to get to her, only to be blown back by Winter Wind (I actually buffed that attack to push 3 instead of 1-- there was plenty of arena space and I wanted to make use of it). That caused them to wise up and start using the pillars for cover.</p><p></p><p>Then the stick-figure versions of themselves came out, and one of them got through to a player who couldn't see it, summoning crayon dogs (lvl2 std skirmishers).</p><p></p><p>It was about this point that they finally got the message to start using skills, but they still had to worry about finding cover and dealing with the dogs / stick figures. And then I threw a monkey wrench in, by having the Nymph move. So far, she'd been standing in front of her throne.</p><p></p><p>10 square diameter auras cover a LOT of ground. It was glorious. I had it deal 1d6 damage to anyone in the area with a skill check to avoid the damage. It didn't do a lot of damage, but it psychologically terrified the players. They then decided to ignore the dogs and just go for taking Blizzard Gale down, which they succeeded in the next two rounds.</p><p></p><p>At that point, the FLGS had to close (we're playing at the store) so we'll continue next session. I plan to have them get her down to bloodied, and then she'll run away, causing a chase sequence which will explain the physicial challenge instead of just calling it armor they're breaking through.</p><p></p><p>So far though, everyone has loved it. She doesn't deal so much damage that the cleric couldn't fix them up, but she's provided a real challenge.</p></blockquote><p></p>
[QUOTE="Fieari, post: 5744008, member: 16221"] So, a few weeks have past, the group has leveled up to level 3, and they're facing this girl now. They're barely through the start of the encounter (just broke through the first whirlwind defence and are about to start the damage) but I have some play notes. The encounter is set that we have the Winter Nymph and her pet little girl, who is coloring. Minion stick figure representations of each PC exit the child's square every turn and attempt to merge with the PCs (provoking opportunity attacks) and if successful, cause more drawings (non-minion) to come out and attack them. It takes place in a throne-room of ice, glamoured to look like a throne room of gold, with plenty of pillars for cover. The players are armed with cold iron, and defenses that protect them versus glamour, but render the drawings invisible to them (but still dangerous). In the previous session, an NPC forwarned them about the Nymph's defences, explaining how to overcome them. Of course, when this session came about, they all forgot about it (or dismissed it?) and tried the head on battle approach instead. After a round of them trying and failing to just attack, I let them roll insight checks to remember what they were told ("USE SKILLS!") It turned out pretty frantic and lots of fun. At first they tried running down the center aisle of the throne room to get to her, only to be blown back by Winter Wind (I actually buffed that attack to push 3 instead of 1-- there was plenty of arena space and I wanted to make use of it). That caused them to wise up and start using the pillars for cover. Then the stick-figure versions of themselves came out, and one of them got through to a player who couldn't see it, summoning crayon dogs (lvl2 std skirmishers). It was about this point that they finally got the message to start using skills, but they still had to worry about finding cover and dealing with the dogs / stick figures. And then I threw a monkey wrench in, by having the Nymph move. So far, she'd been standing in front of her throne. 10 square diameter auras cover a LOT of ground. It was glorious. I had it deal 1d6 damage to anyone in the area with a skill check to avoid the damage. It didn't do a lot of damage, but it psychologically terrified the players. They then decided to ignore the dogs and just go for taking Blizzard Gale down, which they succeeded in the next two rounds. At that point, the FLGS had to close (we're playing at the store) so we'll continue next session. I plan to have them get her down to bloodied, and then she'll run away, causing a chase sequence which will explain the physicial challenge instead of just calling it armor they're breaking through. So far though, everyone has loved it. She doesn't deal so much damage that the cleric couldn't fix them up, but she's provided a real challenge. [/QUOTE]
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