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Story Hour
Zad/Wizardru's Story Hour (*final update 11/12*)
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<blockquote data-quote="WizarDru" data-source="post: 3565759" data-attributes="member: 151"><p>It is something of a head-scratcher that the module sets such lengthy distances and assumes that players have the travel magic to match...either that or the author should have discussed how to manage the urgency issue without the presence of them. A minor nitpick, but significant to me.</p><p></p><p>The Order of the Stick's wilderness encounter rule applied here, although because of Occipitus' nature, there are far fewer encounters than one might expect for a plane of the abyss. In point of fact, the module goes to some lengths to reduce the impact of the plane even as it introduces it. In many ways, Occipitus is the abyss on training wheels. <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=":)" /></p><p></p><p>Several stand-out moments for me:</p><p></p><p>1) Glyphandar solving the travel problem. Despite what the story indicates, some serious and lengthy discussion and planning was exchanged over how to increase their travel time. The initial idea of making a flying carpet was discarded due to time restraints and other issues. Wind walk (which was what I expected to be the travel system of choice) wasn't up to the task. Glyph's Pseudo-Phantom Steeds proved to be just the thing they needed.</p><p></p><p>2) Krisfallion's idea to see which way the wind was blowing, literally. This was a perfect choice both in-character and it perfectly fit with his deity's methods of contact. I always feel clerics deserve a shout-out in-game for their particular and sometimes unexciting role and this seemed a perfect example that fit both the character and the module.</p><p></p><p>3) Bellsin's 'going-up' moment. Bellsin unceremoniously stole the drider's levitation spell...which proved lethal when the PCs go their hands on him. The other drider, however, still had his levitation spell going, even at -8 hit points. I informed Bellsin's player that the drider was still floating and how was he going to steal spells at a distance of 15 feet? He thought for a second, smiled and said "I'll use MY levitation," pointing skyward.</p><p></p><p></p><p>DM Confession: I totally screwed the drider encounter up. There's a great big pit in the floor that they cover by an illusion, and I plum forgot about it. Not sure how much of a change it would have made, but I don't like it when I make a sloppy mistake. Once more the BTL discovers they need to beef up their ranged capacity. Will they? Time will tell.</p><p></p><p></p><p>Running Gag: Since Elizabeth took up Alakast as a weapon, she hasn't encountered a single evil outsider. Abominations? Sure. Undead? You bet. Outsiders? Not so much.</p></blockquote><p></p>
[QUOTE="WizarDru, post: 3565759, member: 151"] It is something of a head-scratcher that the module sets such lengthy distances and assumes that players have the travel magic to match...either that or the author should have discussed how to manage the urgency issue without the presence of them. A minor nitpick, but significant to me. The Order of the Stick's wilderness encounter rule applied here, although because of Occipitus' nature, there are far fewer encounters than one might expect for a plane of the abyss. In point of fact, the module goes to some lengths to reduce the impact of the plane even as it introduces it. In many ways, Occipitus is the abyss on training wheels. :) Several stand-out moments for me: 1) Glyphandar solving the travel problem. Despite what the story indicates, some serious and lengthy discussion and planning was exchanged over how to increase their travel time. The initial idea of making a flying carpet was discarded due to time restraints and other issues. Wind walk (which was what I expected to be the travel system of choice) wasn't up to the task. Glyph's Pseudo-Phantom Steeds proved to be just the thing they needed. 2) Krisfallion's idea to see which way the wind was blowing, literally. This was a perfect choice both in-character and it perfectly fit with his deity's methods of contact. I always feel clerics deserve a shout-out in-game for their particular and sometimes unexciting role and this seemed a perfect example that fit both the character and the module. 3) Bellsin's 'going-up' moment. Bellsin unceremoniously stole the drider's levitation spell...which proved lethal when the PCs go their hands on him. The other drider, however, still had his levitation spell going, even at -8 hit points. I informed Bellsin's player that the drider was still floating and how was he going to steal spells at a distance of 15 feet? He thought for a second, smiled and said "I'll use MY levitation," pointing skyward. DM Confession: I totally screwed the drider encounter up. There's a great big pit in the floor that they cover by an illusion, and I plum forgot about it. Not sure how much of a change it would have made, but I don't like it when I make a sloppy mistake. Once more the BTL discovers they need to beef up their ranged capacity. Will they? Time will tell. Running Gag: Since Elizabeth took up Alakast as a weapon, she hasn't encountered a single evil outsider. Abominations? Sure. Undead? You bet. Outsiders? Not so much. [/QUOTE]
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Zad/Wizardru's Story Hour (*final update 11/12*)
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