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	<title>Comments on: The Sanctum of the Fiery Ladder</title>
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		<title>By: Joshua Kitz</title>
		<link>http://6d6fireball.com/adventures/open-playtest/the-sanctum-of-the-fiery-ladder/comment-page-1/#comment-9536</link>
		<dc:creator>Joshua Kitz</dc:creator>
		<pubDate>Fri, 27 Nov 2009 17:36:06 +0000</pubDate>
		<guid isPermaLink="false">http://6d6fireball.com/?page_id=1047#comment-9536</guid>
		<description>@Chris Miliken
When Kyle originally ran the adventure we were level 10 (maybe 9). 
Replace the Gargoyles at the entrance with 1 Stone Golem for an easy fight and or 2 for a fair-tough one.

You may want to augement the traps in damage and difficulty to disable. 

If you wanted to exclude the possibilty of spells like teleport you could give the Sanctum a Cloister effect that prevents such things. I&#039;d also consider the whole area unhallowed.

I may have some more thoughts on this later.</description>
		<content:encoded><![CDATA[<p>@Chris Miliken<br />
When Kyle originally ran the adventure we were level 10 (maybe 9).<br />
Replace the Gargoyles at the entrance with 1 Stone Golem for an easy fight and or 2 for a fair-tough one.</p>
<p>You may want to augement the traps in damage and difficulty to disable. </p>
<p>If you wanted to exclude the possibilty of spells like teleport you could give the Sanctum a Cloister effect that prevents such things. I&#8217;d also consider the whole area unhallowed.</p>
<p>I may have some more thoughts on this later.</p>
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		<title>By: Chris</title>
		<link>http://6d6fireball.com/adventures/open-playtest/the-sanctum-of-the-fiery-ladder/comment-page-1/#comment-9321</link>
		<dc:creator>Chris</dc:creator>
		<pubDate>Tue, 17 Nov 2009 18:29:27 +0000</pubDate>
		<guid isPermaLink="false">http://6d6fireball.com/?page_id=1047#comment-9321</guid>
		<description>The simplest way will be to double all the NPC&#039;s levels and replace the Bearded Devils with one of the higher HD devils. However access to some spells (such as teleport) may make the adventure easier than it should be.</description>
		<content:encoded><![CDATA[<p>The simplest way will be to double all the NPC&#8217;s levels and replace the Bearded Devils with one of the higher HD devils. However access to some spells (such as teleport) may make the adventure easier than it should be.</p>
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		<title>By: Chris Millikan</title>
		<link>http://6d6fireball.com/adventures/open-playtest/the-sanctum-of-the-fiery-ladder/comment-page-1/#comment-9320</link>
		<dc:creator>Chris Millikan</dc:creator>
		<pubDate>Tue, 17 Nov 2009 18:16:45 +0000</pubDate>
		<guid isPermaLink="false">http://6d6fireball.com/?page_id=1047#comment-9320</guid>
		<description>So, I&#039;m running a campain in which the PC&#039;s are trapped in a four way power struggle for the throne. One of the more evil leaders is using cultists in an attempt to summon devils to make his army stronger. When I saw this adventure, I nearly squeled with delight. However, they&#039;re currently at Lvl. 13. I really like the adventure, and I really want to run it. Any ideas on how to make it appropriate for a group of 13th level PC&#039;s?

Oh, they&#039;re classes are as follows

Cleric, Monk, Ranger, Socerer, Fighter, and Rouge.</description>
		<content:encoded><![CDATA[<p>So, I&#8217;m running a campain in which the PC&#8217;s are trapped in a four way power struggle for the throne. One of the more evil leaders is using cultists in an attempt to summon devils to make his army stronger. When I saw this adventure, I nearly squeled with delight. However, they&#8217;re currently at Lvl. 13. I really like the adventure, and I really want to run it. Any ideas on how to make it appropriate for a group of 13th level PC&#8217;s?</p>
<p>Oh, they&#8217;re classes are as follows</p>
<p>Cleric, Monk, Ranger, Socerer, Fighter, and Rouge.</p>
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		<title>By: Joshua Kitz</title>
		<link>http://6d6fireball.com/adventures/open-playtest/the-sanctum-of-the-fiery-ladder/comment-page-1/#comment-6830</link>
		<dc:creator>Joshua Kitz</dc:creator>
		<pubDate>Mon, 10 Aug 2009 20:05:34 +0000</pubDate>
		<guid isPermaLink="false">http://6d6fireball.com/?page_id=1047#comment-6830</guid>
		<description>Glad your initial impressions were favourable. Do you feel that having all the stat blocks at the end will make for easy play at the table?</description>
		<content:encoded><![CDATA[<p>Glad your initial impressions were favourable. Do you feel that having all the stat blocks at the end will make for easy play at the table?</p>
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		<title>By: Noumenon</title>
		<link>http://6d6fireball.com/adventures/open-playtest/the-sanctum-of-the-fiery-ladder/comment-page-1/#comment-6772</link>
		<dc:creator>Noumenon</dc:creator>
		<pubDate>Sat, 08 Aug 2009 18:18:22 +0000</pubDate>
		<guid isPermaLink="false">http://6d6fireball.com/?page_id=1047#comment-6772</guid>
		<description>Skimming through it at first I didn&#039;t think there were any stat blocks.  They&#039;re all at the end.

It actually looks really good to me as far as supplying the things I need to run an adventure.  Sample lines of dialogue for some NPCs and the stat blocks have a lot of DCs, rules info and some tactics (like the guy with Improved Disarm having his disarm attack listed with its attack bonus).</description>
		<content:encoded><![CDATA[<p>Skimming through it at first I didn&#8217;t think there were any stat blocks.  They&#8217;re all at the end.</p>
<p>It actually looks really good to me as far as supplying the things I need to run an adventure.  Sample lines of dialogue for some NPCs and the stat blocks have a lot of DCs, rules info and some tactics (like the guy with Improved Disarm having his disarm attack listed with its attack bonus).</p>
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