Plynck




January 16, 2010


Rule Changes:

1.  Having a higher-level group like this, and fudging for its being bigger than the four-person groups that the books are designed around, I’ve found that the general run of monsters provided by the books mostly are designed to be challenging by directly negating the various advances your characters have made by going up levels.  More and more, the available monsters are undead, constructs, golems, elementals – creatures that are immune to sneak attack bonuses, criticals, etc.  Or else the monsters have very high Spell Resistances. 

It seems to me that the designers have determined that balance is the keyword, but have opted for making the characters weaker, rather than the monsters stronger, to obtain that balance.  I think this is an indication of laziness on their part. 

 Also, I think balance is important, but only in support of the true keyword: fun.

 Since it is frustrating to have your characters gain abilities, and then have the monsters negate them, I am now trying out something new.  Rather than just use the monsters as written up, I will be taking the writeups as a guideline, but making modifications to them for what I hope and intend to be more enjoyable encounters.  I am considering, once the group ends up back in parts of Plynck more heavily populated by undead, making a drastic world-wide change to all undead to remove their immunity to criticals (but if I do this then they will get stronger in other ways to compensate).

 Meanwhile, there are some ramifications to this approach I’m taking.  1) If you’re familiar with a monster from reading one of the manuals, and the group encounters one which doesn’t act like you think it should, it almost certainly has been changed.  2) I’m going to provide the possibility of Knowledge rolls to pass on the accurate information.  3) This is an on-the-job-training exercise: please bear with me as I’m sure I’ll guess wrong sometimes, and need to modify a monster on the fly during an encounter to compensate.

 

2.  Rule change.  Any area affect spell cast on people in melee will affect everyone in that melee, even if they’re slightly outside the area.  If you need a rationalization, the spell is conducted throughout the entire body of the targeted creature, and then also along the melee-fighting contacts between the various foes.  The exception to this is if the spell’s cross-section, in the appropriate dimension, is smaller than the creature being targeted.  For example, if a 10’ wide lightning bolt is targeted at a  creature with 10’x10’ facing, it will spill over onto other melee combatants; however, if a 5’ wide lightning bolt is targeted at the same creature, there would be no spillover.  Of course, anyone actually in line with the lightning bolt is still affected.



XP Starting Out
:      78,063

Pail 27, 5040

10:00 am    

Ar'tes checks for traps as we go up the stairs.  Kes doesn't think the misty figures are ghosts or illusions, mutters something about a Bardic tradition of very old buildingings projecting visual memories of their inhabitants.  In response to Kes saying, "Building is lonely," the group sings happy songs to it.  At the top of the stairs is a 30' x 30' landing, only it's really three side-by-side 30' deep x 10' wide strips,  the strip to the group's right being 5' higher, that to the left being 5' lower.  From the landing, they can see a large part of the structure of this building:

                                           view  North

                                      +---------------+
                                       |                       |
             view  West         |                       |        view  East
                                       |                       |
                                      +---------------+

                                         view  South


Decide to explore as much of this level as possible before going up to the ?various? higher levels.

Go East, passageway narrows, then opens up into 50' x 40' room.  Beast attacks, nobody recognizes what it is.

1.
 Beast tries to disarm Ar'tes, fails, hits for 3; Ulfgar charges for 20; Jenna casts Flamestrike on both Beast and Ulfgar; Ar'tes tumbles past, hits Beast for 49; Zora tumbles to Beast, criticals and kills.

Search the body, find:
8,000 gp
15 gems, average 96gp each
belt is magic
cloak is magic

XP    731        Running Total:    78,794

Search the room but find nothing.

Beri asks that we stay in this room, now that it's secure, for one hour so she can learn new spells.

11:15 am  

Investigate West side: balcony overlooking large area.  left balcony arc ends in a solid wall; right balcony arc ends in a solid wall.  Coming back:

1.
 Beri and Jenna say, "Runehounds - spit acid and webs; some Damage Reduction; some Fast Heal; Ar'tes reserves; Beri casts Shield; Zora reserves, yells, "I'll give youall one chance for area spells"; Fuori casts Fireball for 37; Ben casts FlameStrike for 24 divine 27 normal; Kes casts Slow on RH-1 through RH-8; RH on Ar'tes misses; RH on Zora for 15; RH on Ulfgar for 18; RH on Ben for 33; RH on Fuori misses; RH on Beri misses; RH on Jenna for 33; RH on Kes misses; Ulfgar charges RH-2 criticals for 72; Jenna casts FlameStrike on RH-4 through RH-8 and kills RH-4 through RH-6.

2
.  Beri casts Fireball on RH- -1, -7, -8 for 34, kills -7 and -8; Ar'tes shoots RH-3 for 2, 3; Zora charges RH-1 for 21; Fuori casts Magic Missile for 3 on RH-1, 3 on RH-2, 10 on RH-3; Ben casts Prayer; Kes shoots RH-1 for 5&3, 7&2; RH-1 bites Zora for 9; RH-2 misses Ulfgar; RH-3 misses Ben; Ulfgar criticals on RH-1 for 60, kills; Jenna reserves for Kes.

3.
 Beri casts Magic Missile on RH-3 for 18; Ar'tes shoots RH-3 for7; Zora hits RH-3 for 26, kills, tumbles to flank with Ulfgar; Fuori reserves; Ben shoots for 2, 17; Kes shoots RH-2 for critical for 28, kills.

XP    465        Running Total:    79,259


Treasure:
8 acid glands - Protection from Acid potion, two hours
8 web glands - Tanglefoot Bags

Healing: three Cure Criticals, three wand uses

11:45am  

Head towards the North section.  No obvious doors, windows.  Search for secret doors at back - don't find any.  Go down NE stairs.  Kes takes out a croquet ball and puts it down - it doesn't roll anywhere (thus floor is not sloped); move into room.  Ar'tes sees round sparkley things on floor: look like coins.  Kes rolls croquet ball towards them, it hits four coins and reacts normally; we all go towards them.  Ulfgar picks one up - it's gold - estimate about 100 all told, different metals.  Kes disbelieves, but still sees them, goes to get her croquet ball.

Two Ropers decloak:

1
.  R-1 grabs Zora, misses Fuori, misses Fuori, grabs Fuori, grabs Ar'tes, grabs Ulfgar, drag 20'; R-2 misses Jenna, grabs Jenna, misses Ben, grabs Ben, grabs Beri, drag 20'; Kes casts Fireball on R-1, spell fizzles, starts singing Inspire Courage; Ar'tes uses Escape Artist to get free, tumbles out of range; Beri casts Mordenkainen's Sword but it misses her strand; Ulfgar activates his boots, flies to R-1, hits for 21, criticals for 72, misses; Zora hits her strand and severs, freed, takes 5' step, hits Fuori's strand, freed; Fuori moves away, casts Lesser Sonic Orb on R-2 for 9; Ben casts Blade Barrier but it fizzles; Jenna casts Blade Barrier and it works, horizontally below R-2 and cutting strands to Beri, Ben, and Jenna.

2.
 R-2 moves away from directly over Blade Barrier; R-1 pulls Ulfgar to it, grabs Zora again, grabs Ben, misses Jenna, bites Ulfgar for 12; Inspire Courage takes affect, Kes casts Inspire Greatness on Zora, shoots at R-2 for miss, 7&4; Ar'tes shoots R-2 for 3; Beri directs the sword onto R-1 for 21; Ulfgar criticals on R-1 for 100, kills, charges R-2 for 36; Zora hits with bow for 8+??, for 5+??, miss; Fuori reserves; Ben reserves; Jenna reserves.

3.
 R-2 grabs Ulfgar with three strands, bites for 14; Inspire Greatness on Zora takes effect, Kes shoots, misses; Ar'tes reserves; Beri directs the sword onto R-2 for 14; Ulfgar misses, hits, misses, criticals for total of 133, kills.

XP    975        Running Total:    80,134

Treasure:
33pp
585gp (including inside Roper stomachs)
958sp (including inside Roper stomachs)
each strand - 12 total - makes one potion of Spider Climb

12:30pm  

Go to next room.  Ar'tes finds no traps.  Check for secret doors: none.  Tomb Spiders spin down their threads to attack from behind.

1
.  TS-1 on Beri hits for 13 & poison (saves); TS-2 on Ben hits for 10 & poison (saves); TS-3 on Fuori hits for 12 & poison (saves); TS-4 on Jenna hits for 13 & poison for 4; Ar'tes moves to TS-4, hits for 33; Ulfgar charges TS-1, criticals for 99; Beri goes total defense and moves away, says, "Tomb Spiders: if they bite you, Healing spells cause Harm for the next minute"; Jenna hits TS-4 for 4, then bloopers and drops weapon; Kes sings Inspire Courage, shoots at TS-2 but misses; Zora takes 5' step to TS-4 hits for 26&5, 25&6, criticals for 69&21, kills; Fuori criticals on TS-3 for 24, misses; Ben casts FlameStrike on TS-2 (and himself) for 21 divine, 25 normal.

2
.  TS-1 on Ulfgar casts web, entangled, bites for 10 & poison (saves); TS-2 on Ben casts web, entangled, bites for 18 & poison (saves); TS-3 on Fuori casts web, entangled, misses bite; Ar'tes reserves to flank with someone; Ulfgar breaks web, hits TS-1 for 31; Ar'tes tumbles to TS-1, hits for 42, kills; Beri casts Lesser Fire Orb on TS-2 for 28; Jenna charges TS-2 but misses; Inspire Courage takes effect; Kes shoots TS-2 for 11&2; Zora tumbles to TS-3, hits for 28&4; Fuori fails to break free; Ben fails to break free.

3.  TS-2 on Jenna casts web, entangled, misses bite; TS-3 on Zora casts web, entangled, bites for 14 & poison (saves);  Ulfgar hits TS-2 for 35; Ar'tes tumbles to TS-2, hits for 31; Beri casts Magic Missile on TS-3 for 18; Jenna fails to break free; Kes casts Fireball on TS-3, Zora, and Fuori for 23, plus 2 to Zora and Fuori from web burning; Zora on TS-3 hits for 28, 26, 30, kills; Fuori reserves; Ben breaks out, hits TS-2 for 19, kills.

XP    480        Running Total:    80,614

Treasure:
Web sac from spiders can make a Tanglefoot Bag  (4)
The poison gland has to be good for something, even though nobody here knows what  (8)

NOTE: looking up to where Tomb Spiders came from, we see webs 80'-90' up -> will keep this in mind when we're closer to them, to investigate further.

Carefully wait until a minute or more has passed before doing any healing.

Check floor for secret passages: none.  Spiral stairs seem to be out of phase with rest of building (and with us).  Metal poles sticking out horizontally from a wall form a kind of stairway, look like they go up 20' to a landing.  Ar'tes goes up pipes with a rope, planning to tie it off as a handrail to help others with balance.  Ulfgar flies up to the landing.  At landing the two of them turn and see a 15'x15'  flaming pile of rock.

1.  Ar'tes says, "Ulfgar, dude, this is a bad idea: I'm out of here," goes back down the pipes and tells rest of group; Fuori says, "I can teleport people up"; X cloes on Ulfgar, hits for 11 & 3 fire; Ben casts Dismissal but it fizzles; Kes reserves for target; Zora moves to Fuori to be teleported up if necessary; Jenna moves to Fuori to be teleported up if necessary; Ulfgar comes down pipes - X takes AoA on Ulfgar for ??.

Ben declares that we'll deal with this later, everyone goes down stairs and back to 'main' floor.  North again, and up stairs towards "D".

End of run.

[Click to see a map of the building thus far:
        Ground Floor
        First Floor