Question on CR / XP in Room 8 of Godsmouth Heresy


Adventures


SPOILERS AHEAD!!

I'm running my group through this module Tuesday, but I'm not sure how many XP to give them for Room 8. There are 7 trapped statues in the room with "Shocking Grasp Traps" on each one. So if the PC's "defeat" the first trap and then figure out that each statue is trapped in the same way, do they get XP for each trap they disable or work around?

My concern is that each trap is listed as CR2 (600xp), which means the PC's would get 4,200xp for disarming (or working around) all 7 traps in the room. This seems very excessive for a 1st level module, especially since the traps are all identical in nature - and thus much less challenging than running into 7 different traps.

The room description says CR 2+, which doesn't help me. I figured it says 2+ because you get CR2 for each one you experience.

I'm considering giving full xp for the first trap, and maybe 1/2xp for each subsequent one.

Any advice?

Thanks,
George

Sovereign Court

OriginalAragorn wrote:

SPOILERS AHEAD!!

I'm running my group through this module Tuesday, but I'm not sure how many XP to give them for Room 8. There are 7 trapped statues in the room with "Shocking Grasp Traps" on each one. So if the PC's "defeat" the first trap and then figure out that each statue is trapped in the same way, do they get XP for each trap they disable or work around?

My concern is that each trap is listed as CR2 (600xp), which means the PC's would get 4,200xp for disarming (or working around) all 7 traps in the room. This seems very excessive for a 1st level module, especially since the traps are all identical in nature - and thus much less challenging than running into 7 different traps.

The room description says CR 2+, which doesn't help me. I figured it says 2+ because you get CR2 for each one you experience.

I'm considering giving full xp for the first trap, and maybe 1/2xp for each subsequent one.

Any advice?

Thanks,
George

The room description says CR 2+ because a party won't necessarily encounter all 7 traps. They may not even realize that all 7 statues are trapped, and end up triggering more than one of them.

Technically, they should get experience for triggering/disarming all 7 traps, but you make a good point that that's a lot of XP for essentially the same encounter.

Ultimately, it's up to the GM to decide how much XP to give his players—for example, if the party doesn't have a rogue who can disable traps, or has a very low Disable Device skill, meaning that most of the traps get triggered anyways, I'd give full XP for all of them.

If the party doesn't seem to be having too much trouble dealing with the traps, then your suggestion of full XP for the first trap (or maybe first two, if they trigger one, and disable the next), followed by 1/2 XP for the subsequent traps sounds like a good solution.

Hope that helps!


Very helpful. Thanks!

I haven't played much PF and I wanted to see if my idea was at least reasonably fair.

George

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