Not only this, but the PCs are supposed to clear the monastary so that they can use it as a forward base to attack the town from. If they burn it down, it won't provide shelter or a defencible safe haven.
Actually, that shouldn't be a major problem. The monastery is specifically made of stone. The rafters and upper floor of the chapel are wood, so they should reasonably be able to burn that out without much risk of the fire spreading outwards.
Unless I'm missing something, of course. Would the rooftop of a monastery be made of wood? But then why hasn't it rotted/collapsed like most of the wood buildings? Do they have roof tiles that are held on by tar? That seems it could work, as then a fire would endanger the whole building. OK, but is that common enough knowledge?
Actually, danger to the roof seems like one of the best reasons to get them to hold off on a fire. But I'd still like to hear any other ideas...
Not only this, but the PCs are supposed to clear the monastary so that they can use it as a forward base to attack the town from. If they burn it down, it won't provide shelter or a defencible safe haven.
Actually, that shouldn't be a major problem. The monastery is specifically made of stone. The rafters and upper floor of the chapel are wood, so they should reasonably be able to burn that out without much risk of the fire spreading outwards.
Unless I'm missing something, of course. Would the rooftop of a monastery be made of wood? But then why hasn't it rotted/collapsed like most of the wood buildings? Do they have roof tiles that are held on by tar? That seems it could work, as then a fire would endanger the whole building. OK, but is that common enough knowledge?
Actually, danger to the roof seems like one of the best reasons to get them to hold off on a fire. But I'd still like to hear any other ideas...
Thanks a lot.
Once the rafters are burnt away, the roof would very likely collapse without their support. The whole chapel could come down then, even though the stone doesn't burn. Also, I don't recall what types of furnishings are in the room and adjacent rooms, but the fire could spread through the interior of the building. Even though it's not specifically mentioned, I would imagine that the rest of the monastery would have wooden supports as well - they're simply not as prominent or relevant to the adventure.
In the arid environment of Katapesh, I would think that 20 years wouldn't be enough for the wooden portions of the building to significantly rot from moisture.
In the monastery chapel, how would you respond if the players decide to set the rafters / pugwampi nests on fire?
Heh, that's what my group did. I ruled that the chapel portion burns out, but the rest of the ruins don't catch fire. The pugwampis escape from the blaze, of course, and the party has to worry about the Wrath of Sarenrae (which has yet to manifest itself, but the thought if it is freaking them out) until they're high enough level to get an atonement spell .
Are there only the four tribes mentioned in the 'Gnolls of the Brazen Peaks' article in the whole mountain range (plus the Carrion King's own tribe, in the House of the Beast), or are there more gnolls and some of the article got cut?
Once the rafters are burnt away, the roof would very likely collapse without their support. The whole chapel could come down then, even though the stone doesn't burn. Also, I don't recall what types of furnishings are in the room and adjacent rooms, but the fire could spread through the interior of the building. Even though it's not specifically mentioned, I would imagine that the rest of the monastery would have wooden supports as well - they're simply not as prominent or relevant to the adventure.
In the arid environment of Katapesh, I would think that 20 years wouldn't be enough for the wooden portions of the building to significantly rot from moisture.
I figure that construction-grade wood is at a premium in Katapesh, so this must have been shipped in specifically for the monastery and used sparingly. It is also likely very small (dimensionally) to get the most bang for the coin in construction.
So I'm assuming that the wood was shipped in from a more moist climate, was on the low end of what is necessary (since there is no snow, for instance) to support the roof, and has dry-rotted due to the arid environment.
That's my logic for why the rafters break when medium-size creature walk on them. It's also my logic for why the chapel is very very difficult to set on fire.
The "tent" area is already mentioned as being saturated with bodily fluids, so it won't burn. And starting a fire on a dry-rotted piece of wood is basically impossible, particularly when the only wood is a few widely separated beams. The benches are stone, so I don't think there's much else to burn in there (the rug is tatters and likely dry-rotted to the point of being non-fuel as well.)
Are there only the four tribes mentioned in the 'Gnolls of the Brazen Peaks' article in the whole mountain range (plus the Carrion King's own tribe, in the House of the Beast), or are there more gnolls and some of the article got cut?
It's pretty much just the tribes mentioned in the book. There are, of course, several tiny tribes (with only like 5 to 10 members) scattered here and there, but as far as big tribes, that's about it.
I hate to raise "imps vs pseudo-dragons" ghosts, but how would the first pugwampi impale itself on cactus spines? Does his incredible unluck cause him to take 5 points from a single cactus?
I hate to raise "imps vs pseudo-dragons" ghosts, but how would the first pugwampi impale itself on cactus spines? Does his incredible unluck cause him to take 5 points from a single cactus?
Nothing wrong with a little DM fiat to create a scene. If you really need to explain it, the Pugwampi was injured in the fire or already had a low hit point total, or was already wounded by some cacti.
Sorry, I wasn't clear. My concern is the DR 2/cold iron that the pugwampi has.
And I agree with you about DM fiat, but players are going to ask somewhere.
Well, their DR is only 2, so they could have taken 3 hit points from cacti 5 times. With their unluck aura, it would be like a variation on the rake gag.
minor erratum: Ugruk (pg.46/47) is in the possession of a potion of expeditious retreat. This spell has range: personal and therefore cannot be made into a potion. Could probably be replaced by another potion, especially as Ugruk has no intention to flee anyway (see morale section).
minor erratum: Ugruk (pg.46/47) is in the possession of a potion of expeditious retreat. This spell has range: personal and therefore cannot be made into a potion.
Why does that mean that it can't be made into a potion? The Brew Potion feat says: "You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures." There's no mention of range. Since the expeditious retreat spell targets one person (yourself), it seems that there's no problem in brewing such a potion.
minor erratum: Ugruk (pg.46/47) is in the possession of a potion of expeditious retreat. This spell has range: personal and therefore cannot be made into a potion.
Why does that mean that it can't be made into a potion? The Brew Potion feat says: "You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures." There's no mention of range. Since the expeditious retreat spell targets one person (yourself), it seems that there's no problem in brewing such a potion.
Just glancing through this adventure, and I spotted a very minor error.
Kardswann's attacks seem to be 1 point too low. I get 8 base attack, 5 strength, 1 magic weapon, 1 focus for a total of +15/+10. Of course, you may choose to ignore that, since +14/+9 is quite unpleasant enough...
Is there an official start date for this campaign?
I think Erik suggested the Calistril of 4709, but that's really just a reference to when the first adventure was released. Paizo doesn't like to hard-set dates in the APs because the idea is that you could run them at any time in any order without upsetting campaign setting continuity.
I'm going to start mine tomorrow on the 27th of Desnus, 4709.
The group I DM has captured the Falcon Emir of Ipeq and imprisoned him in Kelmarane, put him under tight surveillance, and are planning to seek a high level cleric to restore him to the way he was.
Anybody else ran that adventure with players that won't simply kill the bad guys? :)
Is there an official start date for this campaign?
I think Erik suggested the Calistril of 4709, but that's really just a reference to when the first adventure was released. Paizo doesn't like to hard-set dates in the APs because the idea is that you could run them at any time in any order without upsetting campaign setting continuity.
I'm going to start mine tomorrow on the 27th of Desnus, 4709.
I think it's a very good idea to have a date in mind for when the party explore the monastery: seeing as one of the statues has an inscription with the date 4691 AR, when the party finds that text, groups that haven't even considered the calendar up until that point are likely to enquire at least as to the current year...
I think it's a very good idea to have a date in mind for when the party explore the monastery: seeing as one of the statues has an inscription with the date 4691 AR, when the party finds that text, groups that haven't even considered the calendar up until that point are likely to enquire at least as to the current year...
Heh, that reminds me. That inscription implies that a the carver was an empowered (divine caster) cleric or paladin of Aroden.
But isn't Aroden quite vanished by then (AR 4606, to be exact)? I suppose "dispatch" could mean he physically killed him, but I was under the impression he was already immaterial by then. Just a little inconsistency that I thought was interesting (or, perhaps, not an inconsistency...so I need to understand what I'm missing!)
Couldn't find it here and I apologize if I've missed it somewhere else. Do we know the names of all the weapons used by the templars? We know Vardishal's weapon was Tempest and Davashuum uses Maelstrom how bout the others?
I think it's a very good idea to have a date in mind for when the party explore the monastery: seeing as one of the statues has an inscription with the date 4691 AR, when the party finds that text, groups that haven't even considered the calendar up until that point are likely to enquire at least as to the current year...
Heh, that reminds me. That inscription implies that a the carver was an empowered (divine caster) cleric or paladin of Aroden.
But isn't Aroden quite vanished by then (AR 4606, to be exact)? I suppose "dispatch" could mean he physically killed him, but I was under the impression he was already immaterial by then. Just a little inconsistency that I thought was interesting (or, perhaps, not an inconsistency...so I need to understand what I'm missing!)
Although a paladin or cleric of Aroden would not have had his spellcasting or other supernatural powers at the time... a paladin or cleric of Iomedae would. As would a paladin or cleric who simply had faith in his faith; much like a cleric who doesn't choose a deity, I guess, but still gets spells. It's a bit complicated, I guess, but a divine caster who missed Aroden could maybe get around that restriction that way.
But more likely, the guy was a cleric or paladin of Iomedae who was giving some lip service to the old boss.
Couldn't find it here and I apologize if I've missed it somewhere else. Do we know the names of all the weapons used by the templars? We know Vardishal's weapon was Tempest and Davashuum uses Maelstrom how bout the others?
The names for all their weapons are not listed in any one place, and in some cases aren't listed at all. When they ARE listed, they appear as part of the other templars' stat blocks elsewhere in the AP volumes.
It's less fun if an NPC takes care of a problem that a PC can fix, of course...
Not sure I follow? I agree it's less fun, and thus why the scenario is likely written as is. But it doesn't make sense mechanically (i.e. the NPC as written should be able to fix the problem before any PC and that would be a thrill-kill for the PCs). My two current options are intended to increase player options while also flowing a bit better with the mechanics. Or am I misunderstanding the response?
Also, if I remember right, the NPC is a cleric of Nethys right? From everything that I've read on the clergy of that god you could also say that he didn't do it because he wasn't paid to do it. The player of the wizard in my group (fantically devoted to Nethys) has gone on and on about how worshipers of the Magic God often charge for all their services and how he is going to charge the party for any spell he casts that isn't directly saving his own butt... which is why he's constantly put into danger to make him shut up. However, this works well for the NPC problem since it is a good explanation for why he didn't do it.
just a minor sidetrack here the article about the gnoll tribes in service to the Carrion King mentions one of the tribes searching for an amulet that has great destructive powers. Been kinda curious what amulet people may be inclined to use for that as most amulets I recall are protective or enhancing not overtly destructive. Just curious what some of the other people on the boards think about it, had the thought of converting the Bracers of Dawn from the Magic Item Compendium into an amulet but knocking its power down a good bit.
In the concluding the adventure section, in Administration and Crime paragraphs, there is a mention of boons that will come into play in a later adventure.
I have been unable to locate any mention of those boons. Could someone point out where I could find them?
In the monastery chapel, how would you respond if the players decide to set the rafters / pugwampi nests on fire?
Of course, that also removes any chance of reconsecrating Sarenrae's altar, but I don't expect that consideration to bother my players at all.
Anyone else have some thoughts on this?
Not only this, but the PCs are supposed to clear the monastary so that they can use it as a forward base to attack the town from. If they burn it down, it won't provide shelter or a defencible safe haven.
I'm glad I read this thread before I started running Legacy of Fire. It allowed me to head this issue off at the pass.
I had Almah specifically instruct the PCs to not use fire. As they started clearing out the monastery the morning after the pugwampi hunt, it was daytime. The smoke from a fire in the monastery could therefore be seen from Kelmarane. This could result in gnolls investigating the monastery, discovering the expedition, and starting an all-out battle between the gnolls of Kelmarane and Almah's expedition, a battle Almah does not have the manpower to win.
Also, I had four players lined up for Howl of the Carrion King, but number four bailed on me at the last minute (and in a particularly dickish manner, so I'm not inviting him to play in any of my games again), so now I'm down to three (paladin, cleric, sorcerer).
Supposing I can find a new fourth player, do you have any suggestions for introducing his or her character into the campaign? My players had just started exploring the monastery at the end of last session.
Supposing I can find a new fourth player, do you have any suggestions for introducing his or her character into the campaign? My players had just started exploring the monastery at the end of last session.
There are a few great places to introduce new characters:
Spoiler:
Replacing any of the Lions of Senara- especially Felliped or Oxvard, but even Andrus could be done, works very well.
Depending on the character, you could upgrade one of the mercenaries, especially if the PCs healed them at the Sultan's Claw.
Wanderers in the desert seem weird, but could easily be integrated, especially if they have a stake in retaking Kelmarane.
Having a lone explorer unconcious in the monastery would be possible, and really the easiest way to introduce the moldspeaker. Just have him unconcious in the lab.
Hope that helps. The adventure really seems like it intends to have extra characters interjected.
In the concluding the adventure section, in Administration and Crime paragraphs, there is a mention of boons that will come into play in a later adventure.
I have been unable to locate any mention of those boons. Could someone point out where I could find them?
I asked about the Administration one on the Jackal's Price thread and had an answer from James Jacobs *here* that more on this would be mentioned in The Final Wish...
I think that there is mention in The Final Wish of things which tie back to the choices that the PCs made over what to do with their time at the end of the first adventure; but as James Jacobs points out in the post which I linked to, Paizo were trying to get the PFRPG off to the printers at the same time as Legacy of Fire was being run, which is how some things came to slip through the cracks...
Anyway, check The Final Wish for further details.