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<blockquote data-quote="HolyMan" data-source="post: 5666977" data-attributes="member: 84167"><p>Hey @<u><a href="http://www.enworld.org/forum/member.php?u=2710" target="_blank">jkason</a></u> I think I found that question you said you posted LOL <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p></p><p>Ok run down of part one of The Lost Tomb of the Sand Sage or LTotSS (LTSS for very short)</p><p></p><p>1) The traps did not go off as I planned. I wonder if I should make them open ended?</p><p></p><p>a) The first pressure plate was discovered which by the marks on the wall should lead to the others. Normally (not a nat 20 on the check) the rogue won't spot the first one (DC 25). Then the other three pressure plates are easy to "jump over". </p><p></p><p>b) The group went in the opposite direction of the next trap. It is 50/50 being there is a right way and a wrong way into the central chamber. But I wonder if the game loses something by missing this trap. </p><p></p><p><strong>BIG QUESTION:</strong> Should I have it that no matter which way the group goes they encounter the trap? The dungeon is set to be a small rectagular room surrounded by two outer corridors. They look the same regardless, so having either entrance be the trap is possible (question is should it be done?) </p><p></p><p>This being pbp and by not using XP as written I would say that having that trap be whichever way the group goes not a bad thing. </p><p></p><p>2) Fights - (to few?) Only two this is pbp and the tomb is only half the module.</p><p></p><p>a) centipedes an average fight that could go bad if Poison saves are failed enough times.</p><p></p><p>b) iron cobra - well there aren't to many low CR "guardian" monsters that don't need to eat LOL about for any game. With any group it will be five on one and the snake only gets one attack per round. Took the poison down to one dose as it has been around a long time without anyone to refresh it. But the save for it is small.</p><p></p><p>Wish there was a way for it to hit and run. I see it attacking while the group searches then hiding in the mess to strike someone else. After everyone is attack it could then go back to regular combat.</p><p></p><p>Could have it made of a different material (like bronze or copper) and get rid of the DR and drop the AC by 2 - still a tough fight. </p><p></p><p>If Tox would have hit it the first round it would have been to easy. AC drops to 18 then to 14 once it's pinned<span style="color: Orange"> "Tox holds the metal snake down with both claws. One at the tail, and one below it's hooded head. The body squirms as it tries to free itself to no avail."</span> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>Comments? Any changes to the "grab bag" style treasure? The traps are the big thing you missed both of them. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /> They weren't major but by not having them we lost the Indiana Jones feel.<img src="http://www.enworld.org/forum/images/smilies/cry.png" class="smilie" loading="lazy" alt=":.-(" title="Cry :.-(" data-shortname=":.-(" /></p><p></p><p>I know the snake is a major hmmmm... it just fits so perfectly though.</p><p></p><p><strong>EDIT: </strong>Oh before level ups let me give you your money reward from Tregin. Will post it in the IC after I figure it out. LOL</p><p></p><p>HM</p></blockquote><p></p>
[QUOTE="HolyMan, post: 5666977, member: 84167"] Hey @[U][URL="http://www.enworld.org/forum/member.php?u=2710"]jkason[/URL][/U] I think I found that question you said you posted LOL :p:p:p:p Ok run down of part one of The Lost Tomb of the Sand Sage or LTotSS (LTSS for very short) 1) The traps did not go off as I planned. I wonder if I should make them open ended? a) The first pressure plate was discovered which by the marks on the wall should lead to the others. Normally (not a nat 20 on the check) the rogue won't spot the first one (DC 25). Then the other three pressure plates are easy to "jump over". b) The group went in the opposite direction of the next trap. It is 50/50 being there is a right way and a wrong way into the central chamber. But I wonder if the game loses something by missing this trap. [B]BIG QUESTION:[/B] Should I have it that no matter which way the group goes they encounter the trap? The dungeon is set to be a small rectagular room surrounded by two outer corridors. They look the same regardless, so having either entrance be the trap is possible (question is should it be done?) This being pbp and by not using XP as written I would say that having that trap be whichever way the group goes not a bad thing. 2) Fights - (to few?) Only two this is pbp and the tomb is only half the module. a) centipedes an average fight that could go bad if Poison saves are failed enough times. b) iron cobra - well there aren't to many low CR "guardian" monsters that don't need to eat LOL about for any game. With any group it will be five on one and the snake only gets one attack per round. Took the poison down to one dose as it has been around a long time without anyone to refresh it. But the save for it is small. Wish there was a way for it to hit and run. I see it attacking while the group searches then hiding in the mess to strike someone else. After everyone is attack it could then go back to regular combat. Could have it made of a different material (like bronze or copper) and get rid of the DR and drop the AC by 2 - still a tough fight. If Tox would have hit it the first round it would have been to easy. AC drops to 18 then to 14 once it's pinned[COLOR=Orange] "Tox holds the metal snake down with both claws. One at the tail, and one below it's hooded head. The body squirms as it tries to free itself to no avail."[/COLOR] :D Comments? Any changes to the "grab bag" style treasure? The traps are the big thing you missed both of them. :( They weren't major but by not having them we lost the Indiana Jones feel.:.-( I know the snake is a major hmmmm... it just fits so perfectly though. [B]EDIT: [/B]Oh before level ups let me give you your money reward from Tregin. Will post it in the IC after I figure it out. LOL HM [/QUOTE]
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