| I’ve Got Reach |
I don't recall the DC missing from the text: I'll check it out when I get home (if I remember!).
I do recall thinking how I would run this encounter, worried that I would forget about these round-by-round saves like aura effects and gaze attacks. I think I was going to make the PCs drop one Save and be done with it. Of course, they never actually found the lair...
| Kirth Gersen |
If your party is not using heroes' feast and resist acid spells by the time they reach the lair, they deserve whatever they get. That's like fighting the froghemoth in CB without freedom of action (which my group did, resulting in half of them dead), or venturing into SoLS without death ward. The whole AP is like a big showcase for the absolute indispensability of certain spells.
| geekhick |
If your party is not using heroes' feast and resist acid spells by the time they reach the lair, they deserve whatever they get. That's like fighting the froghemoth in CB without freedom of action (which my group did, resulting in half of them dead), or venturing into SoLS without death ward. The whole AP is like a big showcase for the absolute indispensability of certain spells.
Hey, that's a swell observation, but what I'm looking for is a number. They list the Fort. save DC for those who come within 5' of the pool, but not the DC that the PCs have to make every round. Any suggestions for how I should set this?