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<blockquote data-quote="Vienneau" data-source="post: 6801360" data-attributes="member: 6801144"><p><strong>Part 1 Comments + Thanks</strong></p><p></p><p>Thank you for doing this and posting this. I'm just finishing part one with my players and wanted to share my thoughts:</p><p></p><p>1) In Area 2 and 3 it mentions disadvantage for the wolves on perception. But the wolves naturally have advantage, so I believe this cancels out to a regular check. I wasn't sure if that was the intent or not. It would be clearer if spelled out (if allowed).</p><p></p><p>2) I really liked some of your substitute monster choices. Particularly the Gargoyle in 13.</p><p></p><p>3) The Modron Pentadrone was unexpected. I had trouble translating that as I couldn't justify an actual modron so I assumed those were proxy stats for the Tomb Mote and the 5 attacks were the litter and such hitting the defender. I didn't use the paralysis gas attack.</p><p></p><p>4) The skeletons with poison crossbows in the tower: You don't indicate whether the poison is still there, and if so, what effect it has. I am planning to use Giant Centipede poison (3d6, DC 11 Con save for 0, if it knocks you to 0 then you're paralyzed/poisoned for an hour even if healed).</p><p></p><p>5) The operating theatre has 4 zombies (22hp) and a skeleton vs. the original 3 trog zombies (29hp) and a bugbear zombie (42hp). It seems easier with regular zombies and I'm curious about your methodology. I assume you picked the closest approximate monster, but did you try and balance CR or anything similar?</p><p></p><p>6) Filge has *88* hit points! He only has 15 hp originally. Given the weaker zombies, I suspect this will make it quite the encounter. What was your reasoning behind 88 hit points? </p><p></p><p>7) Filge's spell choices seem limited. As a necromancer, I was planning to give him False Life over one of the Mage Armor, and also Ray of Sickness over a Mage Armor.</p><p></p><p>8) By changing Filge's spells/items, the combat strategy outlined for the encounter no longer works (no Spectral Hand, Chill Touch probably isn't the best option). An updated strategy would have been amazing.</p><p></p><p>I'm really appreciate your work here. My comments are not intended as criticism at all. I'm just providing feedback and kind of curious about how you went about it!</p></blockquote><p></p>
[QUOTE="Vienneau, post: 6801360, member: 6801144"] [b]Part 1 Comments + Thanks[/b] Thank you for doing this and posting this. I'm just finishing part one with my players and wanted to share my thoughts: 1) In Area 2 and 3 it mentions disadvantage for the wolves on perception. But the wolves naturally have advantage, so I believe this cancels out to a regular check. I wasn't sure if that was the intent or not. It would be clearer if spelled out (if allowed). 2) I really liked some of your substitute monster choices. Particularly the Gargoyle in 13. 3) The Modron Pentadrone was unexpected. I had trouble translating that as I couldn't justify an actual modron so I assumed those were proxy stats for the Tomb Mote and the 5 attacks were the litter and such hitting the defender. I didn't use the paralysis gas attack. 4) The skeletons with poison crossbows in the tower: You don't indicate whether the poison is still there, and if so, what effect it has. I am planning to use Giant Centipede poison (3d6, DC 11 Con save for 0, if it knocks you to 0 then you're paralyzed/poisoned for an hour even if healed). 5) The operating theatre has 4 zombies (22hp) and a skeleton vs. the original 3 trog zombies (29hp) and a bugbear zombie (42hp). It seems easier with regular zombies and I'm curious about your methodology. I assume you picked the closest approximate monster, but did you try and balance CR or anything similar? 6) Filge has *88* hit points! He only has 15 hp originally. Given the weaker zombies, I suspect this will make it quite the encounter. What was your reasoning behind 88 hit points? 7) Filge's spell choices seem limited. As a necromancer, I was planning to give him False Life over one of the Mage Armor, and also Ray of Sickness over a Mage Armor. 8) By changing Filge's spells/items, the combat strategy outlined for the encounter no longer works (no Spectral Hand, Chill Touch probably isn't the best option). An updated strategy would have been amazing. I'm really appreciate your work here. My comments are not intended as criticism at all. I'm just providing feedback and kind of curious about how you went about it! [/QUOTE]
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