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Our group has two 1e campaigns in progress. The two GMS trade off running modules of two different Adventure Paths.

The other GM is currently running the fourth installment of The Mummy's Mask path.

When he completes it, I will run the second installment of the Hell's Vengeance path.

We two GMs decided not to change to 2e because we have too much money tied up in 1e rulebooks.

Our group is large, eight players if everyone shows up, which breaks the adventures somewhat since they're written for four players. The other GM copes by throwing a few extra monsters into encounters where it makes sense. In the first module of Hell's Vengeance, I added a significant amount of my own plot points and encounters to raise the cumulative XP to justify raising 7 characters from beginners to 4th level.

Probably some frustration for everyone in the group because of the imbalances introduced by running so many players. We're an older group (four players in their fifties) so I think everyone appreciates the fun of meeting and playing, even when the adventures don't work smoothly for this group size.


Wolfgang, Thanks for the quick response.

It looks like a great book and I'm looking forward to spending more time reading it when my schedule lightens up.


The print edition is deeply flawed. Many of the monster's stat blocks are missing text that has apparently been obscured by the illustrations.

The illustrations are great. The monsters are interesting. But why would this ever be published with the missing text?

The indicia states my copy is a Second Printing. Did the first printing share this same flaw?

Examples:

Cave Dragon pg 39
1st - comprehend languages, cur (truncated by art)
doom (DC 15), entropic shiel (truncated by art)
0 - bleed (DC 14), detect magic, i (truncated by art)
etc.

This flaw appears in so many of the monster listings. I'd estimate about 40% of the monsters are affected in this way.

I wonder if the game shop will give me a refund. This is very disappointing.