jim pinto said:
yes. sadly we missed that before the book went to press, but we did address it on this list a little while ago. i recommend changing it.... and scorching ray or acid arrow are great alternatives.
so is invisibility, as low level PCs aren't prepared to deal with this spell, yet and Boyikt is sure to get away then.
Yes, I scanned quickly through this thread earlier looking for the answers, but I didn't see them. Truth be told, when I was reading through this thread carefully the first time I didn't have the book yet. *sigh.* I'll just have to read through it again.
BTW, the second game was tonight. It was pretty fun...the Ogre in room A22 dropped the wizard on the first hit, killed the kobold guide, and damn near took out the cleric and the warforged fighter before the took him down. The party also had it's first encounter with a Lantern Archon (he delivered two other "champions" to assist them in their duties [aka 2 new pcs]), and a few characters are still sleeping off con damage from stirges and mold. Good times. No one has devil fever yet. The Warforged's immunities to disease has definitely stood it in good stead for the molds and the rat bites so far. My only problem with the party so far is that they are being TOO thurough. They're insisting on checking every room. I'm dropping them hints both subtle and not that they really WON't be able to do this for the entire dungeon as it's just too damn big, but I have some very anal retentive players, so they're a bit resistant. We'll see how long they keep it up.
By the way, as to the equipment issue BlueBlackRed, after thinking about it a lot this afternoon, I think I have a solution. Each section of the dungeon has a subplot, obviously. Well, when the group completes a subplot, I'll give them beanies...either an xp pool for mages/psions to make stuff and use xp costing spells (we're currently playing without xp...they level when I say they do.

), or +4 ability points which they can put where ever they'd like, with a max of +2 in any one stat (so +2 strength and +2 constitution would be ok, but not +4 strength). If stats start to get crazy high, I may switch to giving them bonus feats or something else cool. Basically, it's a beanie to encourage them to complete the subplots, but not to force them too. Now replacement characters for dead pc's will start with almost no magical items (maybe one or two masterwork), but for every 2 subplots they've completed that can come back with an extra +1 el adjustment race (round up, so 1 counts as 2, 3 counts as four, etc). SO, if a pc dies in section E, after vanquishing Longtail, the next pc of that player could come back as a tiefling or assimar of the same level, but with no magic items. If a player defeated longtail, got the inevitable garrison back on track, and defeated lord Kraveshk and then died, he or she could come back as a drow or some other el +2 race. The rational being that the archons are searching for progressively more powerful champions to aid in the fight (but now always allowing them time to grab their stuff).
Anyway, that's my thoughts for tonite.
Jason