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Since the party was understaffed at the top of the hour, I had to cut back on the encounters. There were supposed to be a lot more enemies on the bridge than the party engaged with, and culling their number turned out to be a good idea: the bridge itself was an enemy, especially for the harried monk. When I say that it was a good thing that it was the monk, I’m not kidding: his Acrobatics was his best ability, and what allowed him to hold on after the first fall. His falling damage mitigation literally saved him from death when he did fall. And his Acrobatics helped him climb back up to the bridge when the ordeal was all over. Overall, this section would have lasted a whole lot longer if we’d used the number of enemies that the module wanted us to use, and since we really wanted to get the “wizard” into the party sooner than later, I felt that we struck the right balance of gameplay and expedition.
This session saw more criticals than any other session we’ve ever played, I think. We had at least two critical successes, but there was a disturbing string of natural ones being rolled on both sides. One roll caused a yuan ti’s bowstring to snap, and another caused a yuan ti to lose his balance on a swing of his club, sending him over the edge and into the pit below. Critical fumbles are one of the most difficult things to deal with for me. A CF means that the action screwed up really bad, and should have some detrimental consequence. One of the attackers embedded her sword in a statue on a CF and lost her Multiattack ability, for example. Some consequences come naturally, but a lot of the time it’s a fine line between something stupid like “your [Whatever you’re relying on] inexplicably crumbles into dust”, and something creative that seems entirely natural happening as a result of plain old dumb luck. I admit to conveniently ignoring consequences most of the time, but the amount of failures that were dropping in seemed to be just too much to gloss over, seeing as how critical success is baked into Fantasy Ground’s automation.
We’ve also managed to pick up a fifth player who is currently in the midst of character creation, but who has a stub of a magic user defined. He wasn’t able to join us this week due to a prior engagement, but I will now have to look ahead to see if there’s a way I can fit his appearance into the current situation. I have one idea, and with any other party it might seem horribly contrived, but with the turnover we’ve had, and with the temperament of the group in general, I think that the added firepower and the act of returning the party to full strength will allow everyone to overlook the deus ex machina of the idea.