Level 3 of DCC#2
Posted: Wed Aug 27, 2008 8:27 pm
I have some errata issues for level 3 (I had some with levels 1-2 but that was probably 'cause I was using the 1st printing, initially...)
Area 3-2, Lerzza is listed as having a heavy crossbow at the top, then light crossbow at the bottom. Tactics recommend using "shield of faith" for defensive needs, but she doesn't know sheild of faith.
Area 3-6 - Ok, I'm completely confused by this room, and will have to make up the rules 'cause my party may make it here before I get official word on what was meant. What "line" is meant when it says that, "When a character crosses any of these lines..." Does this mean the teleportation only happens in the 8 squares where the numbers are located? Or were the "lines" omitted from the map?
Area 3-8 - Just to confirm, players who succeed at their Will check basically can do nothing against Tsathzar Rho unless they voluntarily fail their check or he voluntarily leaves the hallucinatory world. I may play it that the players can affect the battle a bit by messing with the blood pentagram...
Thanks in advance for any corrections/suggestions, particularly how to deal with 3-6. Overall, we're having a lot of fun, playing at lunch time at work (1.5 hours/session) and this is well suited to short gaming stints (where roleplaying would be difficult as it often takes a bit to reorient and get in the mood to RP.)
Area 3-2, Lerzza is listed as having a heavy crossbow at the top, then light crossbow at the bottom. Tactics recommend using "shield of faith" for defensive needs, but she doesn't know sheild of faith.
Area 3-6 - Ok, I'm completely confused by this room, and will have to make up the rules 'cause my party may make it here before I get official word on what was meant. What "line" is meant when it says that, "When a character crosses any of these lines..." Does this mean the teleportation only happens in the 8 squares where the numbers are located? Or were the "lines" omitted from the map?
Area 3-8 - Just to confirm, players who succeed at their Will check basically can do nothing against Tsathzar Rho unless they voluntarily fail their check or he voluntarily leaves the hallucinatory world. I may play it that the players can affect the battle a bit by messing with the blood pentagram...
Thanks in advance for any corrections/suggestions, particularly how to deal with 3-6. Overall, we're having a lot of fun, playing at lunch time at work (1.5 hours/session) and this is well suited to short gaming stints (where roleplaying would be difficult as it often takes a bit to reorient and get in the mood to RP.)