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<blockquote data-quote="Delgar" data-source="post: 5131807" data-attributes="member: 3195"><p>As far as skill checks go, I bumped all the skill checks in the module up by 5. As written they were all to low. Plus my party is a level higher than the where they should be in the module (I usually adjust the encounters by adding an extra critter to keep the challenge level the same).</p><p></p><p>I basically inserted this into an ongoing campaign (you can read all the background fluff in my story hour if your interested. I'll also be adding there adventures here shortly). So after finishing the tomb my players are now level 4 and are right now about to talk to Gydd. They'll get through all of the role-playing, information gathering through e-mail. We've already finished their discussion with Olakki and Molric.</p><p></p><p>Seeing as you've been running this mod using maptools, what framework are you using? Perhaps I can hit you up for maps and tokens. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I'm probably not going to skip the three encounters, but I might skip the skill challenge. It makes zero sense. It's a 6/3 challenge that takes place over 6 days, you have to run a group endurance check every day and every day the players can make 1 or 2 other successes. Over six days that's a possibilty of 6+12 successes/failures. EVEN if they fail their endurance check they loose a healing surge, whoopdeedoo, they just rest and get it back. Worst case scenario they start an encounter with 1 less surge, but there is only one encoutner possible in a day.</p><p></p><p>I have a couple of ideas of how to fix it:</p><p></p><p>Turn it into a 12/6 challenge</p><p></p><p>-Everyday they roll the group endurance check because the travel is difficult, long and hard. The group is pushing hard to catch up with the goblins. A group success or failure counts towards total success or failure (maxium possible 6). </p><p></p><p>-Every day, one PC is the guide they will use Nature to guide the group through the terrain safely. However, for each continuous day that one PC is a guide they take a cummulitive -2 to their roll. Always being on point and guard is stressful. (maxium possible 6).</p><p></p><p>-Every day one other PC may use another skill to help aid in the success of their journey. Possible other skill uses, History (you recogonize landmarks and can help lead the group to their destination); Athletics (you help clear the way or aid others with your althetic prowess); Perception (your keen senses find a clear path, or spot danager). Each day the same PC aids they suffer the same -2 cummultive penalty to their roll even if they use a different skill. (If the players come up with a creative alternative skill feel free to let it slide). (maxium possible 6).</p><p></p><p>-Every PC that fails the Endurance check looses ALL their healing surges for that day of travel. Basically the day of travel was extremely difficult and it took all of their effort to struggle through it. Which means that for the combats they will have NO healing surges.</p><p></p><p>-Success: If the PC's succeed in the challenge then they have successfully navigated there way and get the drop on the Emerald Claw in encounter 12 (let the PC's have a surprise round)</p><p></p><p>-Failure: If the PC's fail then they are tired and worn out and the Emeral claw get the drop on them. (The Emerald claw will have a surprise round).</p><p></p><p>Let me know what you think.</p></blockquote><p></p>
[QUOTE="Delgar, post: 5131807, member: 3195"] As far as skill checks go, I bumped all the skill checks in the module up by 5. As written they were all to low. Plus my party is a level higher than the where they should be in the module (I usually adjust the encounters by adding an extra critter to keep the challenge level the same). I basically inserted this into an ongoing campaign (you can read all the background fluff in my story hour if your interested. I'll also be adding there adventures here shortly). So after finishing the tomb my players are now level 4 and are right now about to talk to Gydd. They'll get through all of the role-playing, information gathering through e-mail. We've already finished their discussion with Olakki and Molric. Seeing as you've been running this mod using maptools, what framework are you using? Perhaps I can hit you up for maps and tokens. :) I'm probably not going to skip the three encounters, but I might skip the skill challenge. It makes zero sense. It's a 6/3 challenge that takes place over 6 days, you have to run a group endurance check every day and every day the players can make 1 or 2 other successes. Over six days that's a possibilty of 6+12 successes/failures. EVEN if they fail their endurance check they loose a healing surge, whoopdeedoo, they just rest and get it back. Worst case scenario they start an encounter with 1 less surge, but there is only one encoutner possible in a day. I have a couple of ideas of how to fix it: Turn it into a 12/6 challenge -Everyday they roll the group endurance check because the travel is difficult, long and hard. The group is pushing hard to catch up with the goblins. A group success or failure counts towards total success or failure (maxium possible 6). -Every day, one PC is the guide they will use Nature to guide the group through the terrain safely. However, for each continuous day that one PC is a guide they take a cummulitive -2 to their roll. Always being on point and guard is stressful. (maxium possible 6). -Every day one other PC may use another skill to help aid in the success of their journey. Possible other skill uses, History (you recogonize landmarks and can help lead the group to their destination); Athletics (you help clear the way or aid others with your althetic prowess); Perception (your keen senses find a clear path, or spot danager). Each day the same PC aids they suffer the same -2 cummultive penalty to their roll even if they use a different skill. (If the players come up with a creative alternative skill feel free to let it slide). (maxium possible 6). -Every PC that fails the Endurance check looses ALL their healing surges for that day of travel. Basically the day of travel was extremely difficult and it took all of their effort to struggle through it. Which means that for the combats they will have NO healing surges. -Success: If the PC's succeed in the challenge then they have successfully navigated there way and get the drop on the Emerald Claw in encounter 12 (let the PC's have a surprise round) -Failure: If the PC's fail then they are tired and worn out and the Emeral claw get the drop on them. (The Emerald claw will have a surprise round). Let me know what you think. [/QUOTE]
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