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World's Largest Dungeon in actual play [Spoilers!]
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<blockquote data-quote="Hussar" data-source="post: 2681108" data-attributes="member: 22779"><p><strong>Alternative Rules for Summoning</strong></p><p></p><p>This is how I handle summoning in my campaign. On a side note, no one has summoned anything yet, which is kind of funny. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> I figure that the Dungeon was created in such a way that NOTHING extraplanar can escape. If that's true, then there must be a whole heck of a lot of spirits in each region, twiddling their thumbs, waiting for the wards to come down. I allow those spirits to power monster summoning spells so that they work as per spec. Caster summons, critter comes, spell ends, critter goes back to languishing in purgatory. And, since it works for the goose, it works for the gander. Bad guys can summon as well. </p><p></p><p>On another note, I use this same background story to introduce new characters. Since the party has been touched by a diety as part of the "Game of the Gods" concept I'm using for my campaign, when they die, their body get's reanimated by one of these spirits whose morphic resonance changes the physical body of the dead PC and alters his equipment to stay in keeping with the rest of the party. The new PC retains a few memories of the dead PC, who his allies were, why he's here, what the general plot is at the moment. This has drastically cut down on introduction problems and made bringing in new PC's very, very simple. Players have the option of losing one level and coming back with a new PC or taking over one of the NPC's. It's worked rather well considering I've had three PC deaths in 17 sessions. Almost had two more this week in the snake pit in Region B. Heh, two on the bridge was just too funny. An unbelievably lucky stabilization roll saved the Favoured Soul.</p></blockquote><p></p>
[QUOTE="Hussar, post: 2681108, member: 22779"] [b]Alternative Rules for Summoning[/b] This is how I handle summoning in my campaign. On a side note, no one has summoned anything yet, which is kind of funny. :) I figure that the Dungeon was created in such a way that NOTHING extraplanar can escape. If that's true, then there must be a whole heck of a lot of spirits in each region, twiddling their thumbs, waiting for the wards to come down. I allow those spirits to power monster summoning spells so that they work as per spec. Caster summons, critter comes, spell ends, critter goes back to languishing in purgatory. And, since it works for the goose, it works for the gander. Bad guys can summon as well. On another note, I use this same background story to introduce new characters. Since the party has been touched by a diety as part of the "Game of the Gods" concept I'm using for my campaign, when they die, their body get's reanimated by one of these spirits whose morphic resonance changes the physical body of the dead PC and alters his equipment to stay in keeping with the rest of the party. The new PC retains a few memories of the dead PC, who his allies were, why he's here, what the general plot is at the moment. This has drastically cut down on introduction problems and made bringing in new PC's very, very simple. Players have the option of losing one level and coming back with a new PC or taking over one of the NPC's. It's worked rather well considering I've had three PC deaths in 17 sessions. Almost had two more this week in the snake pit in Region B. Heh, two on the bridge was just too funny. An unbelievably lucky stabilization roll saved the Favoured Soul. [/QUOTE]
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