Don't skip it. That's almost 3,000XP you're going to have to make up elsewhere.
For the record, my party figured out the stone plate puzzle and bypassed everything in that damn dungeon (cautious group--plus most of us have been playing since the 80s, lol. Damn group took almost half an hour talking about it.), I had to figure out where to get that XP back for the party!
Those encounters aren't filler! They are great RP/plot moments!
- Scout's Lucky Day: you rescue a kech volaar, and he owes you now, and you'll meet him later. Plus you get to kill some Emerald Claw
- Pay or Play: Minotaur? why the hell would you pass that up! Goblin lover! It's a fun fight tho, seriously--he charges and hits like a truck.
- Unwelcome Surprise: seriously man, this is what eberron is all about--this is an Emerald Claw officer going against Demise's will, trying to intercept you and/or the kech volaar, and steal the artifact for himself!!!
The skill challenge, however, leads MUCH to be desired--probably the worst one I have seen yet--it breaks three of
this dude's four rules (big deal, but seriously--it stinks). After the challenge, most of the party emailed me the next day telling me it stank. I thought about it a lot, and if I ever ran this again, I would do this: "Instead of having one large skill challenge for traveling across a barren wasteland, break it up into some specific challenges like crossing a deep gorge, avoiding a cloud of man-eating flies, and tracking the Man in Black."
...obviously tweaking the goals and rewards to fit the campaign. I run my game with maptools as well, and could almost hear five heads hitting their keyboards when it was 'endurance time' again. And I framed it in RP, believe me--the challenge just sucks. But here's how it's supposed to work:
Do your daily challenge, individual failures consume a healing surge (and the scavenge/nature failure consumes one from EVERYONE), if the party as a whole succeeds, then you get a success, and start combat (the consumed healing surges are punishment for failing).
All three of those encounters have the skill check before them.
And if the group fails as a whole, e.g. more fails than successes, use one of the random combats as 'punishment'. blah. Like a campaign needs to be longer--and when has combat EVER been punishment for a party, lol. that's what they live for!
I love Eberron, and I think this modula has been fun as hell, but the typos, sloppy encounters (Ashurta's 22AC vs level 2 PCs? really?), and just badness really hurt me inside.
Anyways, good luck--I would tweak your skill check to be more interesting and just go for it! Please post your experiences, I am curious how other people handled this.
Oh,
a huge page on skill checks
So I'm plannnig on doing a bunch of the next roleplaying stuff after the tomb via e-mail so my next session will take place when the characters are on there way to meet the wordbearers.
So next is an overland skill challenge that is ATROCIOUSLY written. It makes ZERO sense as written.
Anyone have any ideas on this one?
Also there are 3 encounters here that mostly seem like filler, so i'm sure I could just cut them out (although I've already made the maptool tokens for them all, so it seems a shame to waste my effort).
I'd like to run the Tukabar fight just because it has a few new creatures the players haven't faced.
I'll keep posting anything that I experience or come up with here for you all. Now I need to update my story hours.