Ok, we've finished the Swarm bats encoutner and moved on.
These swarms gave them hell of a run for their money.
Some things that came up during the session:
- I've changed the area of a Smoking Cloud to be a Burst 2
- So far, I'm not sure how to introduce them into a combat, and what's the point of it
What I'm doing is to roll 1d6 to see when ir appears, I then randomly determine which side of the battlefield it will appear on, and then I randomly determine it's course to the opposite side
- I determined that to know what a Shaterspell does you had to roll a DC 15 Arcana check
- A DC 20 Arcana check tells you also that you can chill it to make it a potion that gives spell resist damage
- I changed how Shaterspell works, because it scales weirdly.
It works like: A 1 + level bonus vs Will of the Zone caster to dispel it, entirely
- I don't know how much it affects the rest of the campaign this
- In order to chill the potion you had to use a power that deals Cold damage while holding the Shaterspell and it remained in potion form for 5 minutes. In the case of the Innenotdar Forest, it will remain only for a minute, not that it matters too much.