Steve Greer wrote: But that CR 6 typo is responsible for you getting TWO of those CR 9 (not CR 6) constructs at the begging of the adventure and their overall difficulty due to reach and damage reduction should have resulted in an EL 9. I recently ran the first half of Gallery of Evil and my party walked through the first encounter without even the slightest hesitation. Mind you, I missed the part where it said "DR 10/—; Immune construct traits" in my rush prep the session. But as two CR 6 creatures vs. an APL 8 party, it seemed appropriate without that line. BTW, I really like the adventure so far, it was a great side-trek from the Undermountain campaign I am currently running, and the social encounters / race condition in ballroom where a refreshing change. Everybody got involved in the action and RP that followed was hilarious, the whole group had a blast. Highlights of the scene include:
Also I have a question. The Sorcerous Pigments have a price of 9900 but a cost to create of 36000. Which figure is correct? I presume its the first, but no harm in asking.
I also use profession (gambler) to deal with in game gambling. In ante based games similar to poker, I also allow synergy bonus from bluff and sense motive if a player is playing striaght, or sleight of hand and bluff if the player is cheating. In any case, I use the rules fromt he Star Wars handbook for gambling, where each character decides how much they plan to wager over a "night of gambling", and depending on their profession (gambler) roll, they may or may not come out ahead. Result Win/Loss
Additionally, players who consistantly win good money, or are caught cheating tend to find themselves no longer welcome ...
Dextro Highland wrote:
Since I award ad-hoc experience for good role-playing and for events that make a session particularly enjoyable, occassionally if a player is very close to leveling and I feel that they deserve it, I will give them a little extra, otherwise no. Since I only do XP once per night, fishing for anything extra doesnt get a player anywhere. As for Achilles situation, I think he did a great job handling it, sometimes even experienced players need a reminder that all that glitters isn't gold.
Greyson wrote: The party has two too many clerics for me ... I'll take one! My group just started recently and is still in the Whispering Cairn. The line-up looks something like this. Rathemyr - Male Halfling Rogue 2, who despite wandering about alone, seems to have Tymora watching over him. He’s pretty handy with a dagger to boot, and isn't afraid to use his skills to earn a little extra cash on the side. Veldore Silvertongue - Male Half-elf Rogue 1 / Hexblade 1, a dealer at the emporium and a compulsive gambler. Carries a MW Pistol made by some local gnomes. Veldore often works with Rathemyr on any number of cons and scams. Quills - Female Human Wizard 2, apprenticing with Allustan, and an accomplished tattoo artist, both mundane and magical. Allustan's favourite of his two current apprentices, Quills is way ahead of the curve in her training. Tark Macerock - Male Dwarf Fighter 2, fights with a spiked chain and an attitude, and is surprisingly agile for a dwarf. Tark enjoys tripping his foes and putting the beats on them while they are down. Finrod Isilra - Male Elven Ranger 1, who always seems to be late. Finrod is the strong silent type, preferring to let his dual elven lightblades speak for him. When not fighting, he tends to sit back and watch, silently taking it all in. |