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Thoughts on Infinite Staircase?
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<blockquote data-quote="plecostomus" data-source="post: 9776190" data-attributes="member: 7040041"><p>Here's a Level 1 combat report for a couple rooms in The Lost City module: B11 and B12. These rooms represent the headquarters for one of Lost City's factions, the Guardians of Gorm. </p><p>[ATTACH=full]419481[/ATTACH]</p><p></p><p>This is what B11/B12 look like when all the Guardians are placed on the map:</p><p>[ATTACH=full]419484[/ATTACH]</p><p>The PC in B12 was escorted there by a B11 Guardian, so there is 1 extra Guardian in B12 and 1 less in B11 at the start of the fight.</p><p></p><p>I had to move some of the B12 Guardians up onto the bunkbeds just to get the PC in the room. See <strong>#7</strong> in the list below, but I'm not sure that would entirely prevent having to move the Guardians around awkwardly because this room also has 3(!) doors that they may inadvertently end up blocking.</p><p></p><p>Here's what I did with the combat in B12:</p><ol> <li data-xf-list-type="ol">[Party] 3 PCs + 1 retainer (MCDM Hobgoblin Tactician), Level 1 using 2024 rules. [Enemies] Kanadius is CR2, each Guardian is CR1/8. There are 5 Guardians in B12 normally, 1 extra in this case for 6 total. Kanadius and the Guardians are unique creatures for this module without 2024 equivalents.</li> <li data-xf-list-type="ol">The module says that <u>if combat breaks out</u>, Kanadius (blue token in center B12) flees the area through the trapdoor under his throne. He can be found later with 2 Guardians, but the module doesn't specify where those Guardians come from, so I happily removed 2 Guardians from this fight by having them follow him through the trapdoor.</li> <li data-xf-list-type="ol">Before Kanadius left, one of the other PCs asked him to stop fighting and spent her action on 2024's Influence (the codified action for a Charisma check) to convince him. She rolled a 16 and no one was dead yet, so I had Kanadius tell her, "Very well. Leave immediately and do not return."<br /> <br /> Instead of leaving, she chose to question why the party had to leave. He repeated his order and she questioned it again, and at that point fighting resumed. Kanadius is a polite and kindly NPC, so you could have him indulge questions if you wanted instead. In this case since combat started because a party member had already wronged him, I didn't give a lot of lenience.</li> <li data-xf-list-type="ol">There are rules in the module for sending extra Guardians to B11 if fighting breaks out there, but no rules for sending Guardians to a fight in B12. I decided to follow that absence of a rule very strictly, and although 1 Guardian from B11 was already in B12 and joined the fight, the other 4 remained in B11.</li> <li data-xf-list-type="ol">1 PC and the retainer both went unconscious, the other 2 were able to finish the fight. Conveniently, there are 3 potions of healing in a chest in this room.</li> <li data-xf-list-type="ol">The PCs went to B11 after this fight and the B11 Guardians stood down after seeing the PCs were victorious in B12. This may allow the PCs to recover some of the information they would normally get from Kanadius.</li> <li data-xf-list-type="ol">What I did that you should not do: Don't move the throne to the middle, even if that feels better narratively. It's in the corner on the map to give more maneuvering room.</li> </ol><p>This fight was super fun. It made me feel better about my improvisation skills. I'm glad the enemies were intelligent, I feel that gave me more opportunity to roleplay and communicate and take actions besides attacking in combat.</p></blockquote><p></p>
[QUOTE="plecostomus, post: 9776190, member: 7040041"] Here's a Level 1 combat report for a couple rooms in The Lost City module: B11 and B12. These rooms represent the headquarters for one of Lost City's factions, the Guardians of Gorm. [ATTACH type="full" size="502x456"]419481[/ATTACH] This is what B11/B12 look like when all the Guardians are placed on the map: [ATTACH type="full" width="462px" size="595x742"]419484[/ATTACH] The PC in B12 was escorted there by a B11 Guardian, so there is 1 extra Guardian in B12 and 1 less in B11 at the start of the fight. I had to move some of the B12 Guardians up onto the bunkbeds just to get the PC in the room. See [B]#7[/B] in the list below, but I'm not sure that would entirely prevent having to move the Guardians around awkwardly because this room also has 3(!) doors that they may inadvertently end up blocking. Here's what I did with the combat in B12: [LIST=1] [*][Party] 3 PCs + 1 retainer (MCDM Hobgoblin Tactician), Level 1 using 2024 rules. [Enemies] Kanadius is CR2, each Guardian is CR1/8. There are 5 Guardians in B12 normally, 1 extra in this case for 6 total. Kanadius and the Guardians are unique creatures for this module without 2024 equivalents. [*]The module says that [U]if combat breaks out[/U], Kanadius (blue token in center B12) flees the area through the trapdoor under his throne. He can be found later with 2 Guardians, but the module doesn't specify where those Guardians come from, so I happily removed 2 Guardians from this fight by having them follow him through the trapdoor. [*]Before Kanadius left, one of the other PCs asked him to stop fighting and spent her action on 2024's Influence (the codified action for a Charisma check) to convince him. She rolled a 16 and no one was dead yet, so I had Kanadius tell her, "Very well. Leave immediately and do not return." Instead of leaving, she chose to question why the party had to leave. He repeated his order and she questioned it again, and at that point fighting resumed. Kanadius is a polite and kindly NPC, so you could have him indulge questions if you wanted instead. In this case since combat started because a party member had already wronged him, I didn't give a lot of lenience. [*]There are rules in the module for sending extra Guardians to B11 if fighting breaks out there, but no rules for sending Guardians to a fight in B12. I decided to follow that absence of a rule very strictly, and although 1 Guardian from B11 was already in B12 and joined the fight, the other 4 remained in B11. [*]1 PC and the retainer both went unconscious, the other 2 were able to finish the fight. Conveniently, there are 3 potions of healing in a chest in this room. [*]The PCs went to B11 after this fight and the B11 Guardians stood down after seeing the PCs were victorious in B12. This may allow the PCs to recover some of the information they would normally get from Kanadius. [*]What I did that you should not do: Don't move the throne to the middle, even if that feels better narratively. It's in the corner on the map to give more maneuvering room. [/LIST] This fight was super fun. It made me feel better about my improvisation skills. I'm glad the enemies were intelligent, I feel that gave me more opportunity to roleplay and communicate and take actions besides attacking in combat. [/QUOTE]
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