Theldrat

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For example, I'm selling Complete collections of the Adventure Path magazines for Shackled City and Age of Worms... eBay userid GarthEdward...

I didn't see any specific forum topics?

Thanks! (and thanks Paizo - I've been running the Rise of the Runelords Adventure Path for over a year? and it's been fantastic. We're on the last stretch (#6) and our characters are L14 (started at L1).

We completed the Shackled City Campaign in ~2 years - it was a great Campaign.


Hello all,

As of June 9th, I am a married man (hurray!), but with the joining in matrimony comes the joining of households in a limited space...

So regrettably, I will have to part with my coveted collection of Dragon magazines.

I have issues 300 - 359 (missing 301), which were read a couple of times and stored lovingly in a pet-free, smoke free environment. Basically that's 1999 - 2007.

I also have issues 260, 283, 298.

I just put up an add on Craigslist (New York City - Union Square area), and if you're interested, please get in touch! If possible, I'd like to sell it all together, hopefully by the end of next week (i.e. Friday, the 13th of July!)

http://newyork.craigslist.org/mnh/bks/3121364686.html

Thanks,
Thomas


Thanks for the Alpha 3 release. I just briefly skimmed through the pdf and found some things I really liked - like the simplication/clarification of the combat maneuvers (e.g. the grappled condition), the reduction of those bonuses, the either/or "bond" options for paladin, druid, ranger, etc. and the specialization of the domains/schools/bloodlines for the casters. I like the optional idea of limiting the enhancement buffs to 3 because it really does get to the point where a PC might have 15 spells on when a dispel comes into play... And it reduces the importance of magic items for specific characters, like clerics and mages. Some spell revisions were great (polymorph, glitterdust, darkness, identify). Relaxing some of the unnecessary restrictions (prohibited schools), favored class penalties were a good idea. The fact that most casters have something (sp or su) they can do in a silenced area (without "silent spell") is a great benefit.

I think I'm going to try and convert my campaign to Pathfinder Alpha 3.

Some things that I am wary of/would likely houserule are things like: grapple = standard action, CMB = DC 15+bonus (would playtest, but consider DC11+bonus or opposed roll, especially given the available combat maneuvers defense feat), classes still getting benefits very late (like Paladin getting free-"aligned weapon" at L14 ... he'd probably need it from like L8 - why not have it apply to the paladin PC at L8 and then extended to the 10' at L14?), cover for large creatures - if a huge creature (3x3) is mostly out of a hallway (say 2x3 is sticking out), I don't see why he should gain any cover benefits. It should be relative to the size of the attacker (for example, a 1x1 square guy could fully target that 3x3 square guy by making a line to all four corners (8 corners of a cube) of one of the 1x1 squares comprising the enemy's space). I'm afraid the channel energy curing/harming could be too powerful (especially on the evil cleric harming the group side). It might make more sense to have the pos=healing/neg=harming effect be 1/2 the damage to undead (pos). The only mitigating factor is accidentally healing your enemies when you heal your allies in combat. I'll definitely playtest it. Given the healing boost, does a cleric really need to still be able to spontaneously convert to cures? Maybe that should revert to a feat...

I don't understand the DR example right away: does a +2 longsword "give up its +2" (to attack and damage) in order to penetrate the DR? or does a +2 silvered longsword gain an additional +2 (in addition to the +2 from weapon enhancement) because it's silvered? The phrasing seems awkward to me. Maybe it would be more clear if different bonuses were used (+1/+3).

Some things that I think still require thought:
mirror image - the revision is pretty good, but the debate we always get into is whether the advantages from other spells, such as displacement or blur "stack" with the figments (i.e. does the attack on a figment suffer a miss chance?). It should be explicitly understood.

Manyshot - it's almost fixed, but how do you calculate a truestrike spell cast just before? and what if you use a +5 arrow and a mundane arrow? how do you calculate the hit?

Stealth and invisibility. It seems to me that a flat +40 or +20 to stealth for being invisible is dumb, if the perception skill being used is smell or hearing... I think that the invisibility spell/condition itself should be rewritten. Something like "this spell makes the recipient difficult to see and allows the recipient to make stealth checks when he would otherwise be considered observed. He gains a +20 for opposed stealth checks vs. vision, increased to +40 if he remains motion less. This bonus does not apply to other sense / perception checks.

I don't understand the text from the magical belts - what is the difference to say that "This bonus is a temporary ability bonus until the belt has been worn for 24 hours." from "The belt grants the wearer an enhancement bonus to Dexterity of +2, +4, or +6."?

Lastly, I think Broddigan Gale's suggestion to change the Fighter's Armor (defensive) training to a Dodge bonus is a good one. This would increase a Fighter's defenses vs. touch attacks (historically poor) and would allow a multiclassed Fighter who doesn't wear armor to still benefit from the class ability. Similiarly for the ability to choose Natural attacks (bite, claw, etc.) as a weapon group (Assuming the char has the capability - such as a wildshaping fighter/druid) or add it to "close".

Additional comments (probable spelling/grammar mistakes in the pdf):
p 4. "you" should be "your". "After a few sessions, YOU character should earn enough experience to gain a level,"

p. 153 "against a creature's" should be "against a creature"
"Such weapons deal +2 points of damage on a successful hit against a creature’S whose DR they overcome. This bonus does not apply against creature’s with DR/magic."


I just sent this email to Paizo and thought anyone reading this board might be interested. The 102 comments were already posted, but I thought I'd leave them in here for a "more complete" post.

~~~~~~~~~~~~~
~EtreusDread~
~~~~~~~~~~~~~

All/Paizo,

I recently heard that you are planning on releasing a hard cover compilation of the Shackled City Adventure Path. I've been running a once-weekly Shackled City Adventure path campaign since March 2004 and we just finished #107 (we’re in the middle of #109). I'm more than satisfied with the content of the Adventure Path modules - the first 6 or 7 are just brilliant. It's taken us that long only because each of the characters has really found a niche in Cauldron and the detailed NPC descriptions (and the amount/variety of them) allowed me (the DM) to make the city come alive for my players. That being said (love it, can't wait for the next piece to begin!), here is a compilation of the errata/mistakes/edits I have found in running the Shackled City Adventure Path. My intent is to help Paizo/Dungeon/other DMs who are just starting with Cauldron or are considering running these modules. It would be a shame if the mistakes that I’ve found are retained in the hard cover compilation.

I have bolded the true mistakes for emphasis (*this doesn't show in the post). The rest is merely suggestion.

Here goes:

General:

For those NPCs whose levels will increase with the story (for example, Jenya Urikas and Shensen Tesseril, as opposed to Asfelkir Hranleurt and Vortimax Weer), it would be helpful to note (by bolding or some other indication) that their levels have increased this module.

Dungeon 97

Life’s Bazaar

Because this module was probably released at the same time as v3.5 (?), many (all) of the MM page references are incorrect.

p. 45 – Meerthan Eliothlorn should list his alias as well (“Tyro Amberhelm”).

p. 72 –The duration of the Dark Creeper “Shadow Cloak” ability is not listed.

P.81 – Xukasus, having been polymorphed, should not retain his physical otyugh characteristics, rather he should gain those of his new (ogre) form (Str 21, Dex 8, Con 15). His armor class should match that of a base ogre (16) as well. His weapon proficiency should be listed as Falchion (two handed martial weapons is not an acceptable selection). Having 6HD, he should have 3 feats, not 2.

p.85/86 – It would be nice if the module listed what items (for example, from J47 and M11) belonged to the captured folks (such as perhaps the thieves’ tools and MW Studded Leather belongs to Coryston and a Chain Shirt and Longsword belong to Krylscar).

Dragon 98

Flood Season

Because this module was probably released at the same time as v3.5 (?), many (all) of the MM page references are incorrect.

p. 29 (Important Characters) Omar Tiskinsen (Clr 7) is listed as the high priest of Kord, when on p. 41 (and in all of the other modules), it is listed as Asfelkir Hranleurt (Clr 6).

p. 32 (map) – The drawing for 39 is missing an indication for the door (in the basement leading up to the kitchen). It was quite confusing to put the maps together correctly.

p. 36 Area M27 should reference M39 when saying “…a broken down door below them leads to a flight of stairs heading to the basement (M39).”

p. 36 Shenshen’s level advancement is explained in later modules (for example, in 109, you can note that she is a Monk1/Bard1/Druid11. The sidebar should mention that she continues advancing as a druid.

p. 37 Area M39 (basement) should reference M27 (kitchen).

Kopru ruins:

More indication, for example on the map (like area K12) about which rooms have light (for example, those with human bandits in them) would be helpful.

A quick reference list of where all 8 wands are located would be helpful.

p. 45 Area K3. The distance between the two winches is much more than 60 feet, more likely 120 feet (the squares are 10’ each, not 5’ each).

Dragon 102
Zenith Trajectory

p. 35 – Crowd tactics: The passersby marked on the map…
The T is in red font for no apparent reason.

p. 35 – Mergala Tactics: …(marked “M”)…
The M should be in red font to be consistent with the others.

P. 36 – 39. It is not clear why Celeste is involving herself in this deal at all. What is her supposed motivation for helping Davked and offering to help reward the PCs for finding “his son”? Adding her into the mix is seriously suspicious and is unexplained in any module.

p. 40 – Gotrrod. Blindsense is not listed. Keen dragon senses aren’t listed. Similar name to Gutterrut, the Quasit from Dungeon 98 Flood Season. Indicating the number of rounds to recharge his breath weapon and caster level of his spells would obviate the need for DMs to research Dragons in the Monster Manual.

p. 42 – Pit of the Seven Jaws: It doesn’t appear that the cryohydra breath would ever break through the hardness of the pegs (hardness 10, 20hp). Each breath attack is a separate damage roll vs. hardness and hp. Cold on objects is less damage???

p. 43 – A small map of a fissure area where a random encounter might occur would be helpful. How do the characters know what tunnel to follow? Is there only one?

p. 44 – Aabhaca: He is a monk. Therefore he should be LE, not NE. What are his battle tactics?

p. 45 – Floors: Do the DC penalties stack with each other? Why would slippery floors increase the DC by more than shallow pools of water covering slippery floors? I think the floors should be +2 (per PHB, p. 84) and the shallow pools should be +5.

p. 46 – The map is pretty well documented except for the continual flame areas, which could be indicated on the map. They include areas 6/7, 8, and 14.

p. 47 – Kuo-toan soldiers skill bonuses mentioned here (+7 hide, +12 spot) do not match the bonuses in the appendix (+6 hide, +10 spot). Why would they leap out onto the characters if they do themselves more damage (2d6) than the PCs (1d6)? Shouldn't a jump/tumble check mitigate their damage? What kind of attack roll/reflex save is this?

p. 50 – Area 5. “In any case, nonevil PCs must succeed at a DC 17 Will save to enter area 5, because of the magic circle against good effect that’s part of the statue’s unhallow ability. “ Since the PCs aren’t summoned creatures, why would they be prevented from entering the area due to a magic circle against good effect? That is not according to the rules as I know them.

p. 51 – Statue of Blipdoolpoolp: “The statue counts as three additional whips…” Was it the intent to have every whip be able to use their lightning bolt ability with an additional 3d6 in the same round (i.e. 4 whips, plus the high priest potentially at 4d6)? It seems more reasonable that the Statue would "add 3 whips" to the first lightning bolt in any given round.

p. 52 – Mangh-Mictho: It would have been helpful to see what the spell list looks like after the spells have been cast too (severely reduced). The stat improvement should also include Mangh-Mictho’s new BAB (+10) and pincer staff Grapple (+15?). His equipment list should include a door key(s).

If the PCs break down the door after Mangh-Mictho has raised the water to the ceiling, what happens? How quickly does the water rush out and what effect does that have on combatants inside and someone standing in the doorway?

For a level 6/7 group, 3 x EL 9 encounters within the span of 5 minutes is pretty intense/difficult, especially with the stacked/buffed powers involved.

p.55 – The spiked trip trap (per DMG, p. 72) should have only had a +10 to attack, not +19 as indicated. With a +19, the CR of the trap should probably be increased. If they are supposed to be around 7th level PCs when encountering this trap, this trap alone could very well kill a PC who is not at full hp (reflex DC 25 is near impossible for most L7 characters and 4d6 plus an average of 2 x 1d4+4 is quite a lot of damage (and then to face a wraith...).

p. 57 – Dhorlot has improved sunder as a feat, but it is not suggested that he use it in his tactics. He also has spellcasting ability, but no ranks in concentration. Indicating the number of rounds to recharge his breath weapon and caster level of his spells would obviate the need for DMs to research Dragons in the Monster Manual.

p. 59 – Saagogoi: He is missing his Assassin spells, which are based on his Intelligence (16). He should have 3/2 for ASN spells known and 3/1 slots available to cast. I chose Obscuring Mist, Jump, True Strike, Cat’s Grace, and Invisibility. His equipment should include a door key(s).

p. 59 – Zenith: His AC should be (+9 Full Plate +1, +3 Heavy Steel Shield +1, +1 Dex 12, +1 Dwarven Defender AC Bonus) for AC 24, Touch 12, Flat 24 plus dodge. This changes his AC for the defensive stance as well to 28/T 16/F 28.

p. 60 – Appendix: Kuo-toa Soldier: Grp should be +5 (BAB +2 and Str +3). Damage should be 1d6+3. Saves should be Fort +2, Refl +7, Will +6 (adding Kuo-toa base saves to Rog 1, plus stat bonuses). Their ability scores are way above normal for a Kuo-toa (normal 13 10 13 13 14 8. Theirs are 16 15 15 12 16 6) – shouldn’t that affect CR?

p. 60 – Appendix: Kuo-toa Whip: CR should be 4. Flat-footed AC should be 25. Damage should be 1d8+3. Their ability scores are way above normal for a Kuo-toa (Theirs are 16 12 15 10 19 8) – shouldn’t that affect CR?

Aren't the characters supposed to rest? (With the amount of CR9 and over encounters, resting seems likely). What would the Kuo-toan residents do in that case?

Dragon 104

The Demonskar Legacy

p. 54 A small map for the Fire Elemental fight would be helpful, even just to show the inn and placement.

p. 55 Asfelkir Hranleurt’s name is misspelled Hranleurth.

p. 55 (Middle, Right column) The Star of Justice is mistakenly referred to as an axe, instead of a heavy mace.

p. 56 The details on the hegemonic plate (the clue to solve the star mystery) are illegible at that size (especially when photocopied). Either they need to be clearer at that size or larger.

p. 58 How far is Redgorge from Cauldron?

p. 61 The Gnoll Hunters are given stats with a battleaxe, but under possessions, have a spear.

p. 68 The Auras quick-reference mistakenly lists Duobra’s Warhammer as a Greataxe. The stat block for Dugobras is incorrect. If you count a huge warhammer as an appropriately-sized two-handed weapon for a fire giant, the attack bonus should be +25 (BAB 14 + STR 11 -1 SIZE +1 ENH).

p. 73 Is there an attack roll or reflex save for the shard spray or is it just auto-damage (no SR even) in a cone? With four of them, if they all did it, in one round, that’s unavoidable 12d4 plu 8 points bleeding damage to everyone caught in the cones.

p.77 Nabthatoron’s Rage: The second sentence should reference Skellerang marching on Redgorge, not Cauldron.

Dungeon 107

Test of the Smoking Eye

p. 55 The Lantern of Guidance sidebar calls it both an effective heavy mace (mistakenly) and a +2 heavy flail.

Dungeon 109

Secrets of the Soul Pillars

p. 20 Why do the stat blocks not include the effects of the haste spell in the tactics section?

p. 21 Why does Zaenna’s stat block not include the effects of her divine favor spell in the tactics section? (Suggestion: Practiced caster seems like a very appropriate feat for her).

p. 21 (Tactics) Tulrak doesn’t have divine favor imbued (that spell cannot be imbued), and therefore he cannot cast it.

p. 25 Meerthan’s write up never mentions the name of his dwarf disguise (“Tyro Amberhelm”).

p. 35 The Ring of Counterspells doesn’t say what spell is stored in it. (Suggestion: Dispel Magic).

p. 44 Fetor’s spell block doesn’t note that the save DC for necromancy spells is DC 18 + spell level, nor does it indicate which spells are necromantic (and receive this benefit). Additionally, he has the Deathfrost metamagic feat (and there’s a whole appendix for it), but it is not used at all. (Suggestion: replace one of the blindness/deafness spells with a Deathfrost Magic Missile and replace one confusion spell with an Empowered Deathfrost Magic Missile).

p. 52 – it would have been nice to be able to show this picture to my players, except the center figure (with the beholder shadow) gives a plot device away.

Dungeon 111

Lords of Oblivion

p. 29 The map legend says “Taskerbill Manor” instead of Taskerhill Manor.

~fin~

That's about as far as I've gotten/the notes I've taken. I hope this has been helpful for you?

Best of luck and best regards.


I ran the cryo hydra as 7 x 3d6 frost jets (notice the plural - jets), each with separate timers.

The whole combat was reduced to easy as pie by my PCs. First of all, two of them have evasion and high reflex saves. Second, one is an elf paragon with triple low light vision. Third, two characters have exceedingly high spot checks (the human paragon - spot as class skill and the elf paragon - same), so they noticed the frost residue and potentially rickety stairs. So from the top of the pit (which he walked completely around to scout out, he saw the tunnel opening (in which, the hydra was hiding, about 15' or 20' back (so as not to be seen).

At that point, the elf watched while the rogue/swashbuckler (with a bad spot!) descended a rope onto one of the lower platforms. In the surprise round, the elf spots the hydra, so hydra goes - steps out 5' more and blasts the dangling rogue/swashbuckler with his 7 breath weapons - he makes (evades) 6 of 7 saving throws (by "kicking off the wall at regular intervals!"). Next, the elf casts web into that tunnel. Unfortunately, the hydra fails its reflex save.

Slaughter ensues.

Basically, the hydra has crap for strength (like 19?), so has very little chance of breaking out of the web and then very little chance of moving (even with a natual 20, he moves like 10 feet). After that enounter, I house-ruled a size bonus to the strength check for web. And house-ruled the ability to do a grapple check instead for five above the Str check DC (that goes for any spell - entangle, web, etc.)

The party descended the stairs and nailed the sitting duck hydra with ranged weapons, acid arrows, and scorching rays (hitting even with web-cover) while the cleric (human paragon/cleric of kelanen) with his Travel domain (unimpeded by magical movement hampering effects), charged into the web and power attacked the hydra two-handed (great sword). He took a few AoOs, but gave worse than he got.

The hydra was dead before it even got a recharge on the breath weapon.

The pegs were poorly designed. I removed the hardness fully (but kept the 1/4 damage from cold and made it 7 x 3d6, each rounds down), but still, the hydra died before that was effective...

If people pay attention to lighting issues (low-light vision and darkvision should either negate the surprise of the hydra or mitigate it), this encounter shouldn't be that bad - with the hydra's poor movement and relatively poor positioning, it is vulnerable to area spells like web and grease. If you're forced to resort to sundering, it is a major pain in the arse!


All/Paizo,

This is my first post on this board... but I'm sure not my last - I'm excited to have found an outlet for my successes and frustrations with the Shackled City Adventure Path module(s). I've been running the Shackled City Adventure path since March 2004 and we just tonight finished #3, Zenith Trajectory Dungeon 102 (!) I'm more than satisfied with the content of the Adventure Path modules - the first 6 or 7 are just brilliant. It's taken us that long only because each of the characters has really found a niche in Cauldron and the detailed NPC descriptions (and the amount/variety of them) allowed me (the DM) to make the city come alive for my players. That being said (love it, can't wait for the next piece to begin!), here is a compilation of the errata I found in running 102. I actually plan to write up "errata" for the other ones I've done too. My intent is to help Paizo/Dungeon/other DMs who are just starting with 102 or are considering running this module (and also to gain some credability as a new poster on this board!)

Here goes:
Dragon 102
Zenith Trajectory

Editorial comments:

p. 35 – Crowd tactics: The passersby marked on the map…
The T is in red font for no apparent reason.

p. 35 – Mergala Tactics: …(marked “M”)…
The M should be in red font to be consistent with the others.

P. 36 – 39. It is not clear why Celeste is involving herself in this deal at all. What is her supposed motivation for helping Davked and offering to help reward the PCs for finding “his son”? Adding her into the mix is seriously suspicious.

p. 40 – Gotrrod. Blindsense is not listed. Keen dragon senses aren’t listed. The number of rounds to recharge dragon breath is not listed. The caster level of the dragon is not listed. Similar name to Gutterrut, the Quasit from Dungeon 98 Flood Season.

p. 42 – Pit of the Seven Jaws: It doesn’t appear that the cryo breath would ever break through the hardness of the pegs (hardness 10, 20hp). Each breath attack is a separate damage roll vs. hardness and hp. Cold on objects is less damage???

p. 43 – A small map of a fissure area where a random encounter might occur would be helpful. How do the characters know what tunnel to follow? Is there only one?

p. 44 – Aabhaca: He is a monk. Therefore he should be LE, not NE. What are his battle tactics?

p. 45 – Floors: Do the DC penalties stack with each other? Why would slippery floors increase the DC by more than shallow pools of water covering slippery floors? I think the floors should be +2 (per PHB, p. 84) and the shallow pools should be +5.

p. 46 – The map is pretty well documented except for the continual flame areas, which could be indicated on the map. They include areas 6/7, 8, and 14.

p. 47 – Kuo-toan soldiers skill bonuses mentioned here (+7 hide, +12 spot) do not match the bonuses in the appendix (+6 hide, +10 spot). Why would they leap out onto the characters if they do themselves more damage (2d6) than the PCs (1d6)? Shouldn't a jump/tumble check mitigate their damage? What kind of attack roll/reflex save is this?

p. 50 – Area 5. “In any case, nonevil PCs must succeed at a DC 17 Will save to enter area 5, because of the magic circle against good effect that’s part of the statue’s unhallow ability. “ Since the PCs aren’t summoned creatures, why would they be prevented from entering the area due to a magic circle against good effect? That is not according to the rules as I know them.

p. 51 – Statue of Blipdoolpoolp: “The statue counts as three additional whips…” Was it the intent to have every whip be able to use their lightning bolt ability with an additional 3d6 in the same round (i.e. 4 whips, plus the high priest potentially at 4d6)? It seems more reasonable that the Statue would "add 3 whips" to the first lightning bolt in any given round.

p. 52 – Mangh-Mictho: It would have been helpful to see what the spell list looks like after the spells have been cast too (severely reduced). The stat improvement should also include Mangh-Mictho’s new BAB (+10) and pincer staff Grapple (+15?). His equipment list should include a door key(s).

If the PCs break down the door after Mangh-Mictho has raised the water to the ceiling, what happens? How quickly does the water rush out and what effect does that have on combatants inside and someone standing in the doorway?

For a level 6/7 group, 3 x EL 9 encounters within the span of 5 minutes is pretty intense/difficult, especially with the stacked/buffed powers involved.

p.55 – The spiked trip trap (per DMG, p. 72) should have only had a +10 to attack, not +19 as indicated. With a +19, the CR of the trap should probably be increased. If they are supposed to be around 7th level PCs when encountering this trap, this trap alone could very well kill a PC who is not at full hp (reflex DC 25 is near impossible for most L7 characters and 4d6 plus an average of 2 x 1d4+4 is quite a lot of damage (and then to face a wraith...).

p. 57 – Dhorlot has improved sunder as a feat, but it is not suggested that he use it in his tactics. He also has spellcasting ability, but no ranks in concentration. Indicating the number of rounds to recharge his breath weapon and caster level of his spells would obviate the need for DMs to research Dragons in the Monster Manual.

p. 59 – Saagogoi: He is missing his Assassin spells, which are based on his Intelligence (16). He should have 3/2 for ASN spells known and 3/1 slots available to cast. I chose Obscuring Mist, Jump, True Strike, Cat’s Grace, and Invisibility. His equipment should include a door key(s).

p. 59 – Zenith: His AC should be (+9 Full Plate +1, +3 Heavy Steel Shield +1, +1 Dex 12, +1 Dwarven Defender AC Bonus) plus dodge for AC 24, Touch 12, Flat 24. This changes his AC for the defensive stance as well to 28/T 16/F 28

p. 60 – Appendix: Kuo-toa Soldier: Grp should be +5 (BAB +2 and Str +3). Damage should be 1d6+3. Saves should be Fort +2, Refl +7, Will +6 (adding Kuo-toa base saves to Rog 1, plus stat bonuses). Their ability scores are way above normal for a Kuo-toa (normal 13 10 13 13 14 8. Theirs are 16 15 15 12 16 6) – shouldn’t that affect CR?

p. 60 – Appendix: Kuo-toa Whip: CR should be 4. Flat-footed AC should be 25. Damage should be 1d8+3. Their ability scores are way above normal for a Kuo-toa (Theirs are 16 12 15 10 19 8) – shouldn’t that affect CR?

Aren't the characters supposed to rest? (With the amount of CR9 and over encounters, resting seems likely). What would the Kuo-toan residents do in that case?

Thanks for reading...