It's 1:58 AM and I just finished my second session of CRR with my girlfriend. If it were up to her (or rather, if I didn't have work in 8 hours) we'd be playing right now to find a Dark Fountain for her to pitch her Lucky Coin into (that's so _not_ an innuendo).
It was a fun time.
We ran Random Quest 7 (Repair the Sunsword). Before departing, my Revenant Human Warlock had to deal with a crazy cat lady in the graveyard. My GF giggled and giggled upon drawing the Cat Lady card, and the warlock tried his best to convince her that there were better places to admire kittens than at the cemetery, where the dead try and rest.
The second dungeon tile we flipped was the King's Crypt, and I checked my search roll...
$$$$TREASURE VAULT in the KING'S CRYPT$$$$
...but about 8 card flips in we were booted by a Joker . Nothing to show for a KING'S CRYPT TREASURE VAULT but 4 face cards of damage
We slog through the dungeon, and are punished by trap after trap. My Winged Boots treasure card saves me from 2 pitfalls, and I find myself surprisingly glad to have them. But here a question occurred to me: I drew them during Story Quest 1, but should I have? They have Side Quest printed on them (I think). Should such treasure cards be set aside from the regular treasure deck until particular quests happen??
One other treasure related question (kinda nitpicky): We retrieve the sunsword, but neither of us are longsword proficient. We thought it would still be valid to use the uber-flashlight property of the sunsword though, and light 20 squares. Do you feel like this is a legit thing to do? Also, with the sunsword's light source ability, is it a free action to toggle between lighting modes?
The only other concern, which someone else voiced, I think, was about selling to the town merchant. My GF's drow sorceress has an intimidate of 11. The DC check to haggle (bilk?) with the merchant is 10, so I thought she would only fail on two rolls of 1. Our interpretation of the rules led us to sell a 100 GP painting for 300 GP before taking pity on the merchant and stopping there. Is there more to the selling process to this? Should the DC be getting incrementally more difficult? If so, we didn't play this way.
We had a great, great time with this Chris. Please tuck a paypal donate button somewhere on your site so I can buy you a drink.
Wow Ted! Thanks for the great praise! You really inspire me to work on my Wrath revision, which I have plans to finish this Summer.
My wife also reads this thread (she knows I somehow miss updates, despite being subscribed) and she told me that your account of the game session make her want to play it again. I admit I feel that way too, but I think I should stay focused on WAR (Wrath of Ashardalon Reversion).
Even so, let me try to address your questions:
1) Yes, the Winged Boots should be kept separate as a reward for the Graveyard Side Quest. However, that said, I don't mind having a house rule that these treasures are also found in the deck. Honestly (as an examination of my rules show) I like a bit of randomness in the game--I think powerful items should be found now and then in the regular treasure deck.
2) I think your use of the Sunsword is perfectly legitimate. When playing with my rules, group consensus should serve as "Dungeon Master" and if the party thinks it's a fair use of the item then you should be able to do it. Perhaps I should write a paragraph in my next edition about the concept of group consensus as DM... I think it's a perfectly viable solution to rule questions. In regards to adjusting the light source, I think it should be similar to the Hooded Lantern--a Minor Action.
3) Concerning my Haggling rules: As others have pointed out, I left open too much opportunity to abuse the system. I think I'll change this in WAR and maybe in another edition of CRR someday. However, meanwhile, I don't mind letting it ride. While on one hand I left open too big of a opportunity for abuse, on the other hand I think there ought to be more opportunities in role playing where a player self-governs according to their morals--not to the rules of the game.
In other words, why should the limits of what is allowed by the rules be the only governor of player actions? Isn't role playing about making character choices that are based on ethics and the character's ideology? Further, isn't it likely that a heroic adventurer--capable of facing and defeating a force that would otherwise destroy a village--also be able to use her powers to abuse the very villagers that she is saving?
Of course the truth is that in my play-testing I never encountered a player interested in pushing my Haggling system to its limits, nor a player that had invested enough in one of the requisite skills to be able to do so. Even so, this is an aspect of the rules that I am reconsidering as I move forward.
Thanks for playing! I loved your account of your girlfriend role playing the "Crazy Cat Lady" in the Graveyard. I hope she finds the Dark Fountain.