In Chancery - adventure design Playbook Ability modifiers: Stats All adjustments to ability stats throughout the module are temporary in nature, with the one exception of a permanent positive enhancement by a basic stat award treasure item. No other positive adjustments are made except for the zeroing of a negative value by a Healing Dose. Ability adj[]ustment variable values have no necessary numeric limits for this module, but even in theory the bonus calculation for an adjusted ability (attribute) roll required score uses the formula: DC +Math.floor(atr/2)-5. In the case of the Conference room's fireplace search roll Heat buildup, when a failed attempt makes the accrued accumulator equal one's adjusted STR, the search process is halted and the character is replaced in the room, with an applied negative adjustment to STR of the difference of the accumulaor and currently adjusted STR (may be -0). An encounter with an additional Stirge in this manner allows no followup search. But, when the room has been exited and reentered, until the total of 4 Stirges run out negating the search, further searches get reset at a starting Heat buildup of 0. There's thus in this room an unlikely yet possible overall penalty of just -2 to adjusted STR. No search would be allowed to a hypothetical PC of subzero adjusted STR. No Resting effects are in play for this brief scenario, so recovery mandated by the rules isn't determined at stages in this game, but instead by room passage as above or for Confusion- related fx; and by voluntary de-/ activation of pertinent magic items. Initiative rolls use DEX attribute bonus values (except when disallowed/ zeroed: see Range/ Move Reroll; and Confusion next) Confusion effect The crux of negotiating this dungeon setting is ` - operative and imposed only when both hav[] and has[] `vs Spectator's influence types Critical hit/ miss variant Is applied just to attack hit rolls made by both player and monster combatants. A roll of 1 or 20 has a potential effect on the next attack roll made by that character. On a 1, the next roll has -10 subtracted from results of 11.. 15 (thus the probability of another/ running 1 is doubled). On a 20, the next roll has +10 added to results of 6.. 10 (with doubled running 20 chance). The flag (adj[fDi]) for this effect attached to a critical on the last attacking roll of a combat would be retained between combats for the rolling figure's first roll in it's next combat ("on a roll"). Combat resolution options: Back Out prior to engagement Variant engagement types Touch and also Stirge (x2 hits with Initiative reroll w/o Stirge's bonus following 1st hit) Range Abbreviated close- short- long setup Move Rerolls - Each Move causes a reroll for the subsequent Initiative order (who'll be the next actor) - the moving side receives no DEX bonus to the resultant Initiative check, and this includes for a Stirge that has attached itself Escaping Opponent will be escaped from at beyond long range disengagement by the player - remains in place (at existing stats until player engages a different opponent - after which one's regenerated upon revisiting), with an exception for Stirges which are individually nullified when escaped from Missiles at disadvantage Breakoff Initiative die's face must be greater as well as higher in adjustment; contest moifiers as usual without the rolled die consideration - one place where monsters do use their attribute bonus values other than using DEX in initiative checks Relative XP awards `garnering for across- the- board target of 300 to make second level Magic item operation: Implementation employed as just on/off during combats, vs point & shoot spells Readying or using as a click option in cleared rooms