| Post/Author/DateTime | Post |
|---|---|
| #1AinulindalionMar 18, 2015 8:12:03 | For Encounters planning:
Part 1, Section 2: Tomb of Moving Stones is supposed to take the party from 2nd to 3rd level. It says so directly in the text of the adventure. It also provides an XP cap of 600 XP per character.
That's fine and dandy...
Except, there's only 1075 XP from monsters in the whole section!
As this is a closed, tiny dungeon environment, adding random encounters off the table doesn't make any sense whatsoever. Also, as it's a pretty tiny little dungeon (and there are encounters in each designated room except rooms 1 and 6), piling in a ton of monsters would seem to result in swarming the party by proximity.
Does anyone have any suggestions? |
| #2NoctaemMar 18, 2015 8:45:31 |
|
| #3KalaniMar 18, 2015 9:20:43 | Robert Adducci noticed this as well, and the issue has been discussed by the Admins, RCs, and LCs.
While the Random Encounters section is listed as optional, we came to the conclusion that the designers intended DMs to use at least some random encounters to help shore up the difference in XP. To my understanding, we have people currently working on creating some appropriate random encounters for DMs who lack the time to design these random encounters themselves.
When running Random Encounters
|
| (Reply to #3)Ainulindalion | Yes, yes, yes, that's all well and good.
But if I'm capped in Into the Wilderness, where do I PUT the random encounters to raise the XP for Tomb of the Moving Stones? It takes place in Red Larch, over the course of like 1-2 hours, probably. More than likely on the in-game day after defeating the necromancer.
Unless I have a whole passal of orcs raid the town in between Into the Wilderness and Tomb of Moving Stones... ?? (that's like 15-20 orcs and 2 ogres to make up the XP just for a table of 6)
|
| #5KalaniMar 18, 2015 9:56:18 | I have no idea as yet. The Admins, RCs, and LCs are working on resolving this ourselves as it only came to our attention yesterday. |
| #6ZHDarkstarMar 18, 2015 10:06:08 | If any of your players know Auran or Aquan, consider adding an elemental encounter so that they can talk their way out of harm. It could also be used as a foreshadowing tool to reinforce the plot. |
| #7KalaniMar 18, 2015 10:16:55 | These languages don't exist any more - the 4 elemental languages (Auran, Ignan, Terran and Aquan) have been replaced with primordial. |
| #8tedluckMar 18, 2015 10:22:40 | There are instructions for Non Combat XP in the module, so is there any room for XP awarded for exploring and solving puzzles and the like within the Tomb of Moving Stones? I realize the Rewards section only mentions XP from defeated monsters, but if the understanding is that characters should be able to get to third level, would Noncombat XP be an acceptable method of getting them there? |
| #9SkerritMar 18, 2015 10:24:43 | I've noticed Auran, Ignan, Terran and Aquan still slipped into some products. I treat them like dialects of Primordial when I run. |
| #10KalaniMar 18, 2015 10:27:31 |
|
| (Reply to #9)Ainulindalion |
|
| #12ZHDarkstarMar 18, 2015 10:33:59 | Ignan would be American because we're hot-headed. Auran is British due to their air of superiority. Terran is Canadian because they're a little slow, eh. :P
Just messing with our neighbors in Mexico North. Thank you for Bryan Adams, the Trailer Park Boys, and the Hart family. But could you please come get your Beiber that got loose in our yard? |
| #13KalaniMar 18, 2015 10:38:38 | To our hot-headed neighbours to the south.
Sorry. We are sincerely apologetic over the fact that you are unhappy with your product. Unfortunately, as per the terms of service you agreed upon, all sales were final and no refund or exchange would be accepted on your purchase of 1 "Justin Beiber". Pays to read the fine print eh?
Sincerely, your friendly Australian from North Mexico.
|
| #14KalaniMar 18, 2015 10:43:40 |
|
| (Reply to #14)Ainulindalion |
|
| #16ZHDarkstarMar 18, 2015 10:58:34 | Kalani, any chance you could post the link to that document? |
| #17KalaniMar 18, 2015 11:01:29 | Princes of the Apocalypse - DM Suggestions & Errata (Unofficial)
|
| #18KalaniMar 18, 2015 11:02:19 |
|
| #19PrimarchxMar 18, 2015 11:13:38 |
|
| #20ZHDarkstarMar 18, 2015 11:19:30 | A single elemental encounter would bump the total for section 2 to 2,875 xp, which is enough to get a table of 4 to level 3. One more elemental puts you at 4,675, covering a table of 7. |
| #21KalaniMar 18, 2015 11:22:29 | While I am still waiting on an answer from the Admin's, I do have a workable solution posited by one of the RCs/LCs - a solution which Robert Adducci "Liked" (just after I took the printscreen).
|
| (Reply to #10)Pauper |
|
| #23Byakugan01Mar 18, 2015 16:01:04 | Is there any traps inside the tomb?
A pretty nasty trap that might be telegraphed about? 'The tomb is rumored to be protected' etc. a cr 4 or 5 trap sounds possibly appropriate?
Likely to kill a squishy character but not your usual trap finder-tank. Which is less than my estimation of an elemental...likely to kill more than 1 PC. |
| #24KalaniMar 18, 2015 21:52:00 | There is also a suggestion to spring a random encounter in Red Larch - such as having a rampaging Bullette come into town (possibly attracted/maddened by the cultist's actions)....The odd random encounter with cultists and or an elemental could also happen in town.
It helps to reinforce the idea that the heroes's presence in town is not only required, but a godsend. |