![]() That allows the PC’s to start with the appropriate amount of XP that the next writing I am sure allocated for. The XP gap between 10th and 11th is 65,000 and the final battle is worth 76,800: we are good here. We are supposed to hit 11th level before we face the big baddie and 5th tier at the conclusion of this story. Part four gives us a combined XP total of 375,000 XP (93,750 per player). The worldwound is supposed to be a dangerous place, there are sure to be encounters while moving from hex to hex. And then what about the random encounters? Any of those are going to push us way over the top. These XP points are sure to push us over the top. But…, to push the PC’s into action, we are supposed to run a few encounters that attack the citadel, either inside or outside. That is supposed to start off this entire thing. I can add a little to part 2 without complicating part 3 making sure the PC’s land right where they need to at the end of part 4.īut… the beginning of part 2 has an encounter that I didn’t include in my above calculation: the incubus and its mount. ![]() No problem, this is what random encounters are for. With the overflow from part 2, that leaves the party with a deficit of 16,000, or 4,000 each. The total XP for this section is 91,200, or 22,800 per player (again, 4 person party). Finishing this part the PC’s are scheduled to hit their 4th tier and 11th level. 8 areas with multiple encounters will challenge the party greatly. My issue is how part 2 and part 3 interact. At 53,200 XP for going to each area, you should hit 10th level pretty easy, only needing 30,000: very good. The experience curve for this book says you should hit 10th level halfway through this part. The other named hexes are fluff/random encounters or foreshadowing for the next two parts. The story/combat hexes (D, F, G, H, J, K, L, and M) give a total of 212,800 XP (53,200 each 4 players). These are optional revisits depending on if the PC’s skipped something (mine skipped nearly all of it) or you want to pad the adventure with more XP. Of the hexes, areas A, B, and C are either where you are or where you were. The PC’s can explore any unlabeled hex possibly attracting random encounters, but truth be told, this is not a wise course you will see why below. There are 15 hexes on the map that contain points of note. This is a sandbox element that allows the PC to choose where they want to go based on news they find interesting. At the end, we made sure everyone was all together equal and ready to run book 3 as is. We had a higher level group start at the end of book 1 and run through a modified book 2. All the PC’s are at the beginning of 9th level and have just gotten 3rd tier. ![]() Part 1 is downtime and loot cashing in… no XP here. I am doing my planning for this book and have calculated all the XP needed for my 4 person party. Have you removed some of the encounters in the sections to allocate for random encounters? Have your players wanted to go to each and every location listed? I am curious to know what you guys are doing and what your players have done. These are the questions I am asking, posted here and at the end (because I feel like being a student today). All spell attacks dealing damage become a d10 if they were not already, and those that were d10 or higher gain +1 bonus to damage for each die rolled.Is everyone running this as is, or are you modifying it heavily? Sorry for this long and possibly very confusing post. All of their attacks are now considered holy, meaning the powerful damage dealt becomes holy as well. Upon becoming a Perfect Soul, the Gold Dragon gains immunity to fire, electricity, acid and cold, as well as energy drain and negative energy. With the Gold Dragon Feature, the character gains immunity to mind-altering affects, like psionics, and have a spell resistance equal to 15 + their level + half their mythic rank. Those who were unable to make the reflex saving throw suffer a -2 penalty to their d20 rolls, while hit enemies who made their reflex saving throw gain -1 penalty to all d20 rolls. They must make a reflex saving throw in order to half damage. The fiery dragon breath, which can be used once ever 1d4 rounds, can damage all enemies in a fifty foot cone. Additionally, the Gold Dragon has one bite attack, two claw attacks, two wing attacks and one tail attack.
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