maransreth said:
Lastly, was there meant to be a way to get the boys out of the circle without activating the statues?
But this then leads to another question - when a cleric uses Healing Word (and I was the cleric in this instance) when it says the target can spend a healing surge to heal, what happens if the target is on negative hps?
Also why does my cleric have three At Will abilities - Lance of Faith, Priest's Shield and Righteous Brand? In the rules it says only two At Will abilities. Or was I meant to only use two of them?
OK, Editted for brevity..
Just ran this at the D&D launch event yesterday evening at the London Dungeon..
In response to the OP's original concern about the riddle... The Group I had found absolutely no difficulty with the riddle, still took them two tries to open the door though (statues in exactly the opposite order than needed).
In reply to the quoted bits above.
Yes, there are two seperate effects ont eh warding circle, each one needed a sepearate Arcana/Thievery roll to remove. My group still activated the statues though, comedy impatience moment on the part of the Thief.
Healing from negative Hits is explained quite clearly in the PHB. The magical healing first sets your HP total to "0" THEN you add the healing. Even if the recipient has no healing surges left the healing will still place them at a minimum of 1 hit points.
As to the at will powers.. IIRC the Cleric is Human, which means the Human Racial ability of +1 at will power was in place.
Someone also asked what mini's are in the pack..
There is one mini for each and every monster (including the 2 kidnapped boys) and PC, with one exception. There where supposed to be 2 Animated statues and only 1 mini was provided. I Wasn't about to complain though as a: It was easy to substitute a hobgoblin mini in that encounter and b: They put a large White Dragon mini in that wasn't required.
Willing to answer any other questions...
Am miffed I didn't bump into Morrus though