aaron's page

22 posts. No reviews. No lists. No wishlists.


RSS


My part is right about to go down into the pit, I'm pretty excited I think we are going to have a great time with these series of encounters.


My mistake I thought we were discussing the adventure path's positive sides and short fallings, I do appologize to those who beleive it is thier holy bible and cannot be flawed. Appologies all around. *bow* *bow* *prayer* *prayer*


I prepare 1 chapter at a time, I don't have time to read through the whole book. I shouldn't have too either it's not like I'm an in-experienced DM, it's just with the way the book was layed out there should be no problems going chapter to chapter.


I'm just saying for a series of adventures to have as much work done on them as they did. Then shortly afterwards re-worked and revised, it fell short of my expectations. Enough said. P.S. Sean you are my hero.


My post wasn't intended as a flame, I'm sorry if you guys took it that way but I am dissapointed for the above reasons. I did make a mistake about Kazmojen but about the 3.5 conversions and Drakthors CR. It's not just me who feels this way but if the first two chapters have gone this way, I've read ahead and the third chapter looks like it's sizing up to be the same. What am I to do? Telling me my reasons for being dissapointed aren't good enough is as much of a flame as anything. Thanks to those who had helpful and insightful responses.


In all honesty I don't need to provide reasons other than the ones stated above. But here it goes. Drakthor == way more powerful than he should be, however the goblins that defend him are CR 1/3. Kazmojen shouldn't be dual wielding a dwarven urgosh but should be using some kind of two handed weapon.

The biggest thing that upsets me is it's not 3.5 like it says it's in the book, the stat blocks in the end of the book aren't broken down into the types of armor they have. The spell book in jzadirune isn't 3.5 it lists several spells that aren't 3.5.

Maybe I am a troll, or maybe I'm right pissed that I've spent money on a book that looked really good but fell short every session it's been used.


I must say I am incredibly dissapointed with the hardcover edition of SCAP. After running it for about 5 weeks the large flaws in it have become more and more apparent. The biggest being encounters that just plain suck to DM, and parts of the book aren't converted to 3.5. I'm just plain dissapointed with it now and I'm not going to continue running it.


Actually I would most certainly like all the information you can provide on this if you don't have a problem with me using it. If you do I'll just go off your idea and modify the rest for my own group. Thanks Bran!


I like the idea of making the house haunted, that adds a new dimension to the game.


Is there any issues you guys can think of that could come up with the party now owning property?


I posted this on the Wizards of the Coast forums as well. At http://boards1.wizards.com/showthread.php?t=561340. My campaign is SCAP, so as far as property acquisition in the city what do you guys think? My players would like to buy a house so they have a place to rest and craft items. I personally like the idea but I've never dealt with the issue of property. I assume too it would be incredibly expensive because the Cauldron can not grow any bigger.


We played our fourth session last night and I found by upping the amount of hob-goblins in the Bazaar and having a few come up from the bridge and ambush the PCs using the bridge as cover made the encounter the right level of difficulty. With a 10% experience penalty just to keep the PCs progressing properly things have seemed to smooth out.


The big thing for me will be to run the session a few more times to get a more solid feel on the experience progression. When it comes down to it the only way to know for -sure- is to know how your group is going to behave, and I know I am incredibly rusty at DMing.


I was thinking the same thing, I might just let it go on the way it is before I work on the experience issue. I will have to see come this Friday.


Well we play with 5 players, and it seems to be a problem but I will be adjusting the experience in the next coming sessions.


Seems like this dungeon is all about mixed experiences, I will just have to slow experience down somewhat then to make the encounters more appropriate.


My players are currently not even finished Jzadirune and they're already pushing 4th level, at the beginning of the second chapter the text block states that the PC's should be around level 3. Now I realize this is only a guideline but what have you as other DM's experience with regards to advancement of the PC's in this chapter.

With regards to the dynamic NPC's in the adventure such as Fario and Fellian where should they be position with regards to advancement of the PC's. I recall reading somewhere in the book that the NPC's should be the PC's level -1 (roughly). What are your suggestions on this?


Skylark,
When you refer to the guardsman that the npc's meet are you referring to the ones assaulting Ruphus or another guardsman?


Actually I made the mistake of giving them a d6 of sneak attack damage, I could have sworn they did. I guess I misread, I've done a lot more reading I'm still working on how I'm going to play out the reoccuring NPC's. Do any of you have thoughts or suggestions on that?


Hmm that's a good idea, I think everything will work out just fine now that I saw that it's for 6 players and not 4.


Oh what there's a character creation section in the hard cover? Crap I gotta go flip through it again!

Well ain't that dandy, doesn't really matter though because the suggested rolling method in the back of the book is my house method for rolling. The only thing I didn't see is where does it say what the adventure was designed for in terms of PCs. I was always under the impression it was for four 1st level PCs.


I started the first chapter of the hardcover book with my players last night. Everything went pretty smoothly, however I noticed that some of the encounters in the Jzadirune seemed to be more difficult then what PC's of the appropriate level were capable of handling. For example the flanking Skulks in room J4, one pc walks in and gets sneak attacked by one right away. Is this dungeon supposed to be approached at a higher level (maybe level 2), or have other people have similar experiences with it?