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<blockquote data-quote="Satin Knights" data-source="post: 5790144" data-attributes="member: 6666968"><p>Arianna heals the wounded. Afterwards, she looks around to see why this crypt was special, wondering why this started.</p><p></p><p>After the guard pays the party, she will take the MW Longspear from the loot and the rest due to her in either gold or platinum pieces when the loot is sold off at the Pearle.</p><p></p><p>[sblock=Final Loot awards]Are you sure DC? I thought we were supposed to keep the GP/XP earned near a 1.00:1 ratio. </p><p>If we do encounter gp + time gp + even loot split, we are looking at a 1.37:1 ratio, too rich. </p><p>If it is encounter gp + time gp, then it comes out like 0.67:1 ratio, too poor. </p><p>It is looking like the loot split + time gp, which comes out about 1.02:1 is the intended target. PM is the expert here. He will know what the magic ratio number to shoot for is.[/sblock][sblock=ooc]Good game. A few comments and suggestions:</p><p></p><p>A) Because our front line fighters were the higher half of our APL, the fights were too easy. But that is a very, very difficult thing to balance, and it is better to be cautious than to TPK on one bad run of dice. This would have been more consistent as an all level one party. In general a party of 1s, 2s and 3s are going to cakewalk what is appropriate by APL.</p><p></p><p>B) Next time grab "default marching order single file, default marching order double wide, default night watch" type stuff that might be useful at the beginning of the game, and it will eliminate a lot of pauses of a day or so on "is this positioning good for everyone?".</p><p></p><p>C) I know many GMs don't want to give stats of the bad guys out, but it makes it difficult to write a descriptive attack statement if you don't know if the attack hit cleanly doing massive damage, or simply bounced off the armor. If you gave us the base AC, then we could be a little more sure of our attacks.</p><p></p><p>D) The Story: We didn't find a reason as to why this all started. No clues in each of the tombs. No time at all in the skill challenge one, but I already gave you my thoughts on that one in a long PM at the time. Even in this last vault, it is "kill the critter, get paid." The back story as to why things happened didn't come out. Unless the skeletal champion in the street was the cause, there is no reason to think that this won't continue to happen other than the guard paid us off. The ending bad guy should have been a prankster necromancer, or an ancient dated prophecy written on the wall, or the town crier should be bellowing how a noble's manor was robbed while the White Cloaks were all dealing with this distraction. Now the noble is threatening to have the White Cloaks disbanded. Something other than 'the mindless awoke'.</p><p></p><p>E) Tracking those characters with darkvision is important. I usually forget that one a lot when I GM.</p><p></p><p>Still, overall a good job. I will be looking forward to your next game.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Satin Knights, post: 5790144, member: 6666968"] Arianna heals the wounded. Afterwards, she looks around to see why this crypt was special, wondering why this started. After the guard pays the party, she will take the MW Longspear from the loot and the rest due to her in either gold or platinum pieces when the loot is sold off at the Pearle. [sblock=Final Loot awards]Are you sure DC? I thought we were supposed to keep the GP/XP earned near a 1.00:1 ratio. If we do encounter gp + time gp + even loot split, we are looking at a 1.37:1 ratio, too rich. If it is encounter gp + time gp, then it comes out like 0.67:1 ratio, too poor. It is looking like the loot split + time gp, which comes out about 1.02:1 is the intended target. PM is the expert here. He will know what the magic ratio number to shoot for is.[/sblock][sblock=ooc]Good game. A few comments and suggestions: A) Because our front line fighters were the higher half of our APL, the fights were too easy. But that is a very, very difficult thing to balance, and it is better to be cautious than to TPK on one bad run of dice. This would have been more consistent as an all level one party. In general a party of 1s, 2s and 3s are going to cakewalk what is appropriate by APL. B) Next time grab "default marching order single file, default marching order double wide, default night watch" type stuff that might be useful at the beginning of the game, and it will eliminate a lot of pauses of a day or so on "is this positioning good for everyone?". C) I know many GMs don't want to give stats of the bad guys out, but it makes it difficult to write a descriptive attack statement if you don't know if the attack hit cleanly doing massive damage, or simply bounced off the armor. If you gave us the base AC, then we could be a little more sure of our attacks. D) The Story: We didn't find a reason as to why this all started. No clues in each of the tombs. No time at all in the skill challenge one, but I already gave you my thoughts on that one in a long PM at the time. Even in this last vault, it is "kill the critter, get paid." The back story as to why things happened didn't come out. Unless the skeletal champion in the street was the cause, there is no reason to think that this won't continue to happen other than the guard paid us off. The ending bad guy should have been a prankster necromancer, or an ancient dated prophecy written on the wall, or the town crier should be bellowing how a noble's manor was robbed while the White Cloaks were all dealing with this distraction. Now the noble is threatening to have the White Cloaks disbanded. Something other than 'the mindless awoke'. E) Tracking those characters with darkvision is important. I usually forget that one a lot when I GM. Still, overall a good job. I will be looking forward to your next game. [/sblock] [/QUOTE]
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