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Perish Song wrote:


Remember that traps and non-combat obstacles (such as potentially Factor 12 in the Rare Artifacts area) still award...

Ok, so this is the main difference. each of my PCs got about 3500 in part 2 because I did not count the xp for the traps. I did generally award XP for creative solutions (for example, they convinced Viccar to leave peacefully though the sinkhole so got full xp as if they had fought them)

but its interesting that some rooms explicitly say to do this (like for Mimips it says to award 400 xp for trading as if they had killed him) but it does not say the same thing for trading with Factor 12.

awarding them XP for the traps is another 1K each, which basically closes the gap I need.


I'm confused how the characters get to level 4 by the end of this AP. I just finished part 2 with my group (4 PCs) and they are at 5500-5750 XP, so just getting to level 3, as expected (this includes the xp for saving the nobles).

My understanding is they are supposed to hit lvl 4 by the end of this book and totaling up the XP from the enemies in the repository and safehouse, plus the 1600 xp for finishing the mission I'm like 5,000 XP short for them to level up.

Any thoughts?


Assuming that PCs are forced to leave weapons, armor and the like outside of the Gala, is there an explanation as to how they would get them back for Part 2?