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(Pathfinder Adventure Path Subscriber)

I have been running the SCAP for the past couple of years now and we are just about to start Chapter 10 - Thirteen Cages, but I ran into a question almost at once.

I'm using a spoiler button just to be safe. If you're a player there are spoilers to the game inside.

Spoiler:
The entrance to the Fiery Sanctum has an alarm trap on it that is supposed to alert specific Cagewrights within 1 mile, but I cannot see where in the text it mentions who exactly this is. Did this information get omitted? Has anyone made any decisions as to who is alerted by this trap?

Thanks for any suggestions.


Reply:
I am just about to finish running this chapter, and i noticed the lack of detail as well. The text does not say which Cagewrights hear the alarm, so i ruled that they all did, putting the entire complex on alert. The text does say that the individual members of the Cagewrights do not gather and attack the intruders in force, since they each would love to defeat the intruders and take all the credit themselves. Certain encounters in the adventure describe where individuals might go to make a stand, and others describe when individual cries of alarm or the sound of combat might alert nearby areas. Read the chapter carefully, but in the end, you'll have to decide just how vigorously the Cagewrights try and repel the intruders.

I didn't merge many encounters and have found the single encounters were fairly easy for the heroes to handle. My assumption was that the Cagewrights have just completed the Ritual of Planar Binding and are pretty much exhausted and maybe even a little crazed, thinking that at this point they're pretty much unstoppable. They trust the fire giant and his Flamewarder minions to defend the complex and are certain that no enemy force can destroy the Tree of Shackled Souls or take the Dispersal Collar from the pyroclastic dragon.


Shimrath wrote:
** spoiler omitted **

We just finished this section, and it was a real drain on party resources. The cleric and favored soul were low on spells and bursts, as was the paladin, the duskblade still had some disitegrates at the end (thankfully)

We actually used had the cleric and favored soul jump into a portable hole with the collar and I flew across the room and put them by the tree. Luckily we kept rolling great on saves and a lucky disintegrate really put the hurt on. We had just enough heals and spells to make it through this encounter, with 6 players and 1 cohort. That seems like a well balanced AP to me and was a lot of fun to play through, now to see how the end game goes. Since we didn't have any deaths in the last section, i'm betting we hit some bad luck here.


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