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[nitpick]It's sanatorium, not sanitarium. One's for treating chronic diseases, the other's for convalescence.[/nitpick] I'd suggest having Grump arrive after the PCs have left for the sanatorium. Then you can have the option of having someone chase after the PCs with the information or wait until they get back to town. If you time it right, you might be able to get them to reach the farm as evening arrives...
In the town of Sandpoint there is an inn called the Rusty Dragon, named for the large rusty dragon decoration on the roof. When I described this in a game, my brother, very new to RPGs and basically playing himself, had his character climb up on the roof and poke it with a sword to make sure it wasn't alive. His belief in the Law of Conservation of Detail served him well later in the campaign, so we just made paranoia part of his character.
I ran this at a con Saturday with a couple of inexperienced players. Overall good scenario, but I had to be pretty generous with what they could do in the darkness. They got fairly creative, so I just went with it and let them figure out where their targets were perhaps a little more than I should have. Most notably, they threw handfuls of coins around to try to wake up victims of a sleep spell. Party:
Half-orc monk 1
Elf alchemist 1 Pre-gen sorcerer 1 Pre-gen wizard 1 Kitsune heavens oracle 3 Elf rogue 1 The ability to bribe the otyugh was great, since I doubt this group would have been ready for the 15' reach. Very memorable, but I was the one waving my arms like tentacles so I'm probably biased. Food shopping diversion:
The group first tried getting sheeps and pigs, but they're kind of pricy, so they went for chicken and rabbits instead. Then wizard player said "How about cats?" At 3 cp for 8 lbs, they considered that the jackpot. They ended up feeding the otyugh a chicken, 2 rabbits, and 4 cats. And the oracle's diplomacy roll was good enough that it didn't matter that they were cheapskates. The fight with the rangers ended on the first move. The groups had come to an understanding and were about to let each other pass when the jinkin put on her display. The heavens oracle won initiative and the rangers tasted the rainbow. The jinkin really didn't like that, but couldn't hit anything, got backed into a corner, and died from an AoO while trying to dimension door. The fights with the plants went well. The wizard player used his burning hands on the curtain of fungus, so I just let him have the kill on the fire-immune electricity hazard from 4-5 and he also hit one of the xtabays behind it. Everyone who was hit with the pollen failed their save, the alchemist had nice grouping for his bombs and woke people up with splash damage. Fun fight overall that did a little damage to the group, mostly from the alchemist. The ooze fight was great, although the second jinkin couldn't hit anything either. The monk stepped on the ooze, then backed up before he took any more damage and the alchemist annihilated it with the alkali flask. The second jinkin escaped. Then comes the final fight. It started out great. The rogue had a readied action and decapitated the centipede the instant it appeared. Then darkness fell. In a room filled with pseudo-caltrops.
Fight details:
Let me first mention that this is the first time I've had to handle a fight in darkness where the enemy was delibrately taking advantage of it. I have been in a few before, though.
The half-orc monk was the only party member who could see and got dropped below zero by the darkmantle constricting in one round. Perhaps fortunately, he didn't get any healing before he fell and the darkmantle went after other prey. The oracle summoned a dire rat which kept the darkmantle occupied for a precious three rounds. I declined to have Mifra order it to attack better targets. I had to be generous with what these characters could do in the darkness. For example, I let Seoni's skink point her to the nearest enemy (I couldn't find the lizard familiar quickly enough so I mistakenly let it have scent like the other lizards in the bestiary). I let the monk should out directions, too ("No, your other left!"), once he was back up. Mifra started casting sleep, which made her easier to find, but the rogue missed and she made her save against color spray. Meanwhile, the alchemist was afraid of hitting his friends, so slowly made it over to the monk to jab him with a wand of CLW. Sleep went off, with the fey bloodline making it a hard DC 17 save. Both spellcasters failed (the wizard player had to leave early), and the other two targets were elves. Now that I think about it, I forgot to have the familiar make a save. Could have woken up Seoni early. Fast forward. The rogue is down and bleeding, the monk has been up and down a couple of times, Mifra is out of spells and using laughing touch so they can't attack the darkmantle. The awake characters (monk and alchemist) are now in the light on the other side of the room and are desperate to wake up the sleepers, especially the oracle to save the rogue, who she's right next to, so they start throwing handfuls of coins into the darkness. I have no idea if that's enough to wake them, but I let them have a 50% chance of waking on a good ranged attack roll. It took a couple of rounds since they were also having to deal with the darkmantle and magic missles. They eventually do it right at the end of the fight, and she saves the rogue. Finally, the monk stays up long enough to take out the darkmantle. Since Mifra was completely ineffective against him without spells, I decided that after a brief fit throwing darts, she just d-doored out even though she's only been hit once. I allowed the Osirion players to find her notebook elsewhere. Anyway, the fight took over ten rounds. Ten kind of boring rounds for characters who were asleep in the darkness and couldn't be found or reached to be woken. Other than that fight, it was a fun little dungeon crawl.
I recently made an adjustment to a BBEG from Runelords (found here if you're interested) to give him magus levels. Normally, he has a weapon (with only one attack), a claw, and a bite. I'm not entirely sure what happens to the claw attack when using spell combat. I know the magus is supposed to keep one hand free for casting, but the question is whether making the attack with the claw means you can't also cast the spell. Extrapolating from the rule for shield attacks losing the shield's AC, it seems like it's either the spell or the attack. As for the bite, I'm pretty sure he keeps that even if he doesn't keep the claw. This would also be useful to know for when a magus morphs into a form with claw attacks.
I would say the barrel would slide into the pit immediately, but I could see an argument for a delay until, say, the start of the next round. If the barrel was bolted to a section of the floor (why?) that is affected by a pit spell, it is no longer bolted to anything and would fall. On the other hand, ropes that secure barrels tend to be fastened to walls. You may want to roll a die to see if the barrel slips free in that case.
I've got an odd problem in that my choice for the Skinsaw Man's target had to leave the game during Thistletop. So, I had to pick my target without any good foreshadowing. I've decided to adjust the Skinsaw Man to copy his target's class (magus) to make the envy (no female PCs) more obvious. I'd appreciate it if you wouldn't mind checking my conversion or offer suggestions. Normal statblock:
The Skinsaw Man
Male unique ghast aristocrat 4/rogue 3 CN Medium undead (human) Init +10; Senses darkvision 60 ft.; Perception +4 Aura stench (10-ft. radius, DC 17, sickened for 1d6+4 minutes), DEFENSE AC 23, touch 18, flat-footed 16 (+3 armor, +1 deflection, +6 Dex, +1 dodge, +2 natural) hp 90 (7d8+59) Fort +9, Ref +12, Will +9 Defensive Abilities channel resistance +4, evasion, trap sense +1; Immune undead traits OFFENSE Speed 30 ft. Melee +1 war razor +12 (1d4+5/19–20), bite +6 (1d6+2 plus disease and paralysis), claw +6 (1d6+2 plus paralysis) Special Attacks disease (ghoul fever, DC 17), paralysis (1d4+1 rounds, DC 17), sneak attack +2d6 STATISTICS Str 19, Dex 22, Con —, Int 18, Wis 18, Cha 24 Base Atk +5; CMB +9; CMD 27 Feats Dodge, Improved Initiative, Lightning Reflexes, Persuasive, Toughness, Weapon Finesse Skills Acrobatics +16 (+21 jump), Bluff +17, Climb +14, Diplomacy +19, Intimidate +19, Knowledge (local) +14, Knowledge (nobility) +14, Ride +14, Sense Motive +14, Sleight of Hand +16, Stealth +21 Languages Common, Elven, Varisian SQ rogue talents (finesse rogue), trapfinding +1 Gear +1 leather armor, +1 war razor, ring of jumping, ring of protection +1, stalker’s mask, extravagant noble’s outfit worth 200 gp, cameo worth 100 gp containing tiny portrait of PC, key to area B29 To adjust, the BAB and HD stay the same, but good saves go from Ref to Fort and Will. He gets (8-2)x3=18 fewer skill ranks. Acrobatics and Stealth are no longer class skills and gets dropped by 3. Slight of hand is no longer a class skill and probably has no ranks put into it. A bonus of +16 with a +6 DEX means 7 ranks, leaving 11 to get rid of. I can get rid of climb, that's another 7 done. Funny, I just realized he has no ranks in swim. Anyway, Ride is the next most obvious one to go, that's 5 ranks, meaning I'm 1 over. Spellcraft is a required skill to write spells in your book, so that's where it'll go for a total of +8. Convenient! Now for class abilities. Good-bye sneak attack, evasion, trapfinding, trap sense, and the rogue talent. This means he loses Weapon Finesse, which he needs, so I have to get rid of another feat. I'll pick Persuasive, even though it's cheating a little since it was probably his first feat. Diplomacy and Intimidate go down by 2. I replace the abilities with arcane pool (5 points), spell combat, spellstrike, a magus arcana, and—of course—spells. For the arcana, Close Range looks good so he can deliver Ray of Enfeeblement with spellstrike. Other suggestions are appreciated; also for the spell selection. From Rogue to Magus:
The Skinsaw Man
Male unique ghast aristocrat 4/magus 3 CN Medium undead (human) Init +10; Senses darkvision 60 ft.; Perception +4 Aura stench (10-ft. radius, DC 17, sickened for 1d6+4 minutes), DEFENSE AC 23, touch 18, flat-footed 16 (+3 armor, +1 deflection, +6 Dex, +1 dodge, +2 natural) hp 90 (7d8+59) Fort +11, Ref +10, Will +11 Defensive Abilities channel resistance +4; Immune undead traits OFFENSE Speed 30 ft. Melee +1 war razor +12 (1d4+5/19–20), bite +6 (1d6+2 plus disease and paralysis), claw +6 (1d6+2 plus paralysis) Special Attacks disease (ghoul fever, DC 17), paralysis (1d4+1 rounds, DC 17), spell combat, spellstrike Spells Prepared (CL 3th; concentration +7) 1st—frostbite, ray of enfeeblement (DC 15), shocking grasp, vanish 0 (at will)—detect magic, flare (DC 14), ghost sound (DC 14), ray of frost, read magic STATISTICS Str 19, Dex 22, Con —, Int 18, Wis 18, Cha 24 Base Atk +5; CMB +9; CMD 27 Feats Dodge, Improved Initiative, Lightning Reflexes, Toughness, Weapon Finesse Skills Acrobatics +13 (+18 jump), Bluff +17, Climb +14, Diplomacy +17, Intimidate +17, Knowledge (local) +14, Knowledge (nobility) +14, Sense Motive +14, Spellcraft +8, Stealth +18 Languages Common, Elven, Varisian SQ arcane pool (5 points), magus arcana (Close Range) Gear +1 leather armor, +1 war razor, ring of jumping, ring of protection +1, stalker’s mask, extravagant noble’s outfit worth 200 gp, cameo worth 100 gp containing tiny portrait of PC, key to area B29 Now, since I have six PCs, I'm adjusting his HP to max and adding 50% more wealth in gear. I'm also going to add a pair of plain ghast buddies. I should also mention that we're using hero points, and I haven't decided if he'll be getting any yet. Total wealth is just under 12,000 gp, so we'll add around 6000 gp. This is easiest done by making the war razor human bane, which will affect all but two of my PCs. But let's try a more diversified approach (besides, his arcane pool bumps the weapon up to +2 already). I try not to add any new items much more expensive than the enemy already has. A Sihedron medallion seems nice, but it makes it harder to pick other items and false life is unnecessary with my potion plans. I'm not even sure false life works with undead. I want gloves of elvenkind, but they're too expensive. I'll go for a cloak of resistance +2, amulet of natural armor +1, and add a potion of blur and ablative barrier. Since undead are immune to nonlethal damage, ablative barrier effectively gives 20 free hit points, unless the paladin is the only one who hits. His spellbook should get the total close enough. Six PC adjustment:
The Skinsaw Man
Male unique ghast aristocrat 4/magus 3 CN Medium undead (human) Init +10; Senses darkvision 60 ft.; Perception +4 Aura stench (10-ft. radius, DC 17, sickened for 1d6+4 minutes), DEFENSE AC 24, touch 18, flat-footed 17 (+3 armor, +1 deflection, +6 Dex, +1 dodge, +3 natural) hp 115 (7d8+59) Fort +13, Ref +12, Will +13 Defensive Abilities channel resistance +4; Immune undead traits OFFENSE Speed 30 ft. Melee +1 war razor +12 (1d4+5/19–20), bite +6 (1d6+2 plus disease and paralysis), claw +6 (1d6+2 plus paralysis) Special Attacks disease (ghoul fever, DC 17), paralysis (1d4+1 rounds, DC 17), spell combat, spellstrike Spells Prepared (CL 3th; concentration +7) 1st—frostbite, ray of enfeeblement (DC 15), shocking grasp, vanish 0 (at will)—detect magic, flare (DC 14), ghost sound (DC 14), ray of frost, read magic STATISTICS Str 19, Dex 22, Con —, Int 18, Wis 18, Cha 24 Base Atk +5; CMB +9; CMD 27 Feats Dodge, Improved Initiative, Lightning Reflexes, Toughness, Weapon Finesse Skills Acrobatics +13 (+18 jump), Bluff +17, Climb +14, Diplomacy +17, Intimidate +17, Knowledge (local) +14, Knowledge (nobility) +14, Sense Motive +14, Spellcraft +8, Stealth +18 Languages Common, Elven, Varisian SQ arcane pool (5 points), magus arcana (Close Range) Combat Gear potion of blur, potion of ablative barrier Other Gear +1 leather armor, +1 war razor, ring of jumping, ring of protection +1, stalker’s mask, cloak of resistance +2, amulet of natural armor +1, spellbook containing all prepared spells plus arcane mark, prestidigitation, dancing lights, burning hands, expeditious retreat, feather fall, magic missile, and shield, extravagant noble’s outfit worth 200 gp, cameo worth 100 gp containing tiny portrait of PC, key to area B29 I thought about adding another level of magus for BAB +6/+1 and 2nd-level spells, but decided it was going too far. The magus is already going to be dropping, probably the druid as well. Anyway, thanks for any help you can give.
Quote:
I have a player who wants to buy the Sihedron Medallion from the first chapter of Runelords. Sihedron Medallion:
Aura faint necromancy; CL 5th
Slot neck; Price 3,500 gp; Weight — DESCRIPTION This medallion, a silver disc inscribed with the Sihedron, hangs on a leather cord. These medallions were given to favored agents of the runelords. While worn, a Sihedron medallion grants its wearer a +1 resistance bonus on all saving throws. Once per day, as a free action, it may be commanded to bestow the effects of false life on the wearer. Placed on the neck of a dead body, a Sihedron medallion preserves the body indefinitely via a gentle repose effect. CONSTRUCTION Requirements Craft Wondrous Item, false life, gentle repose, resistance; Cost 1,750 gp If I'm reading the quoted part right, he can't upgrade the resistance bonus since the item's name doesn't include "+1," correct?
This will be tough. The dagger Erylium carries in the catacombs is the only thing close to a pile of money they'll get before Thistletop (it's worth 10,302 gp), so they'll be in big trouble. You really should encourage them to go to the catacombs. Have some sinspawn come out of the dungeon and attack the town so your players feel they need to deal with the catacombs now. If they're determined to head to Thistletop, they'll need help. Ameiko can do some healing, so you might want to have her go along. She can easily become a full-time party member. Think about having Shalelu accompany them too, since they're underleveled and have no cash. This can lead into stealing the party's spotlight, though. They really ought to go to the catacombs first. Relying strictly on their own funds, yes, potions of cure light wounds should be readily available from the clerics. A few freebies from gratitude for saving the cathedral are a good idea. A wand of CLW would be available, but they'll need somebody who can use it to go along with them. If you look at the stat block for Sandpoint, anything under 1,300 gp has a 75% chance of being available, plus a few more expensive things that you determine. Your group needs the help, so make sure they can get what they want, even if they have to wait for it.
Don't point them towards haunt siphons yourself. A lot of the story of the house is hidden in the haunts, and they need to actually interact with the characters. If they use haunt siphons, they will miss out on story. Protection from Evil will work much better. It protects them from the compulsions for a brief amount of time, but they can still experience the haunts and get the clues the haunts will give them.
My experience with three players:
I ran the first two parts of RotR for three inexperienced players (a switch-hitter ranger, archer archaeologist bard, and oracle of flame). The ranger used Treantmonk's guide, the oracle was fine on his own, and I basically built the bard by myself, so they were fairly well optimized.
I gave them a 25 point buy, hero points, and didn't change the encounters at all, letting them split the XP and gold meant for four players three ways. Their tactics left a bit to be desired, and the bard forgot about his spells half the time, but they were just fine. The bard did get Held and took a coup de grace, but had the hero points to survive. I'm not sure how well they'll continue to do once we pick the game up again in 8 months, but we'll see. They did have a much easier time in the Misgivings than they should have since we didn't realize that Magic Circle Against Evil doesn't move with you. Three players is a lot easier than two, though. I'd recommend having Ameiko and Shalelu join your team. Have each of the players play one, if they don't mind running two characters. Use hero points, they're a big buffer.
brvheart wrote: That seems kind of low considering according to UE a lb of cold iron cost 50 GP and a long sword is 4 lb. So you get 200 GP worth of cold iron for 30GP? Something is wrong here. Also is the question as to the availabilty of it. It is supposed to be a rare metal, meaning not widely available. The little I know of metallurgy tells me you'd want to make a sword out of an alloy of cold iron and...something (steel's already iron, not sure how that works), not pure cold iron.
I'll tell you what happened to my group in case it helps you get some ideas. My players levitated to the top of the tower. Caught me totally off guard. Fortunately, Levitate's a slow way to get there. So, the ranger goes up and faces off against the stalkers by himself. One of the stalkers hits one of the bells in an obvious signal pattern. Down below, the oracle's only got the bard a quarter of the way up when the Scarecrow comes barging outside. She activates her wings of flame and slowly works both herself and the bard up while the bard wobbles around firing arrows at the golem. They didn't try to slow it with fire despite finding out about that with their knowledge checks, oddly. The golem tries to climb up after them. He falls once, so the next time he tries I cheat and say he takes 10 when he normally can't and needs an 11 to make progress. I really wanted to set up what came next. Back up top, the oracle helps the ranger finish off the surviving stalkers. The bard waits for the golem to get close to the top and greases the wall. Splat goes the Scarecrow. But he didn't take enough damage to die. The ranger has spotted the weakened rope on the trapped bell, and hustles down the stairs to get the golem to chase him inside. Golem goes beserk and does so, the oracle burns through the rope and the bell gets dropped. Unfortunately, I rolled badly for the bell and it missed the golem, so the ranger finished it off with arrows as it was climbing up after him. Meanwhile Xanesha has been watching and realizes that the oracle is both the healer and the major magical threat, while the ranger should get the mask of the medusa. About the scrolls, fly is only a third level spell. I don't think they'd have much trouble finding them in a large city like Magnimar. They can get spellcasting all the way to 8th level.
I'm only one new GM, but I've a got a knee-jerk reaction against allowing a player to take the form of anything that wasn't actually humanoid type with this spell. It's too much like getting the other polymorph spells included for free, and they're not supposed to stack. I'm not sure I would allow you to change humanoid subtype, either, since Alter Self does that. Maybe with the higher levels of Undead Anatomy. I need to flip through the undead sections of the bestiaries and see what's there without templates.
Artanthos wrote:
Polymorph wrote: When you cast a polymorph spell that changes you into a creature of the animal, dragon, elemental, magical beast, plant, or vermin type, all of your gear melds into your body. OK, that's where I was getting confused. I thought all polymorphing melded your gear into your form. Polymorph wrote: Polymorph spells cannot be used to assume the form of a creature with a template or an advanced version of a creature. Since nothing in Undead Anatomy explicitly contradicts this, I think I'll stick with creatures that are given full stats in the bestiaries. Maybe once I've gotten used to it I'll look at others. A better question is whether the rest of the party is OK with someone who regularly turns into a skeleton.
The most important foreshadowing in the beginning is for Aldern Foxglove to focus on someone for his obsession in Chapter 2. HangerFlying wrote: If I was in your position, I would focus on studying the first two parts of the chapter to make sure the opening scenes run smoothly and that the town is a vibrant, interesting place for the PCs to want to stick around. This is even more important than Foxglove.
I haven't had to deal much with polymorphing until now. My luck's run out, though, as I've been sent this question by one of my players. He's playing a magus. We're currently at level 2. Quote:
That bit at the end of the penultimate paragraph is partly explained by us using a virtual tabletop. Any suggestions on how to work this out? It's still somewhat Greek to me at this point. I don't get the part about templates, I thought you had to pick specific creatures from the bestiary to change into. I was thinking of allowing him to change into any creature he would know about by taking 10 on a knowledge check; this would mean that taking 20 to research the creature gives him enough info to safely transform. Also trying to figure out why a magus would want to use polymorphing for more than situational things.
darkwarriorkarg wrote: Not necessarily... as this is an Oracle. blackbloodtroll wrote: She will be worshiping Lamashtu, as she believes she is blessed with gifts from the Mother of Monsters, and helped her survive the Worldwound. OK, I guess I was reading this differently than intended. Being insane should be sufficient, then. Just never ask yourself the question of where your powers really come from.
What Karg said. That sounds delightfully insane (if you like that sort of thing) for the first part, but quite a bit later you'll have some real difficulties. If you were a paladin, it would be one of those crappy situations where you fall no matter what you do. Being insane is your best defense against the situation, and it'll still probably get you whatever a demon's version of smiting is.
The wind and motion are both ongoing and affecting the caster simultaneously, though. I don't see where the rules say that each circumstance requires a different check. I agree that receiving damage prompts a separate check without the environment penalties. Side note: If you tend to be on storm-tossed ships frequently, check out the Uncanny Concentration feat.
Using Frostbite, in subsequent rounds does the magus actually get to use Spellstrike's extra attack as if he had just cast a spell again, or does it simply mean his normal attacks through the next rounds continue to deliver the spell? I'm guessing casting another spell of any sort disrupts the remaining "duration" of Frostbite.
I treat them the same way I do spells. When the party stops to get spells back, magic items get their uses back too. Limited to once per day, of course. It may not be technically accurate but it's far easier to administrate. If the party is attacked in the middle of the night, any spell slots that get used during the attack do not get returned the next morning, as the caster has not had sufficient rest. If the party waits around for the casters to get eight hours rest after the attack, then they do get all their spells back. The same goes for magic item uses.
The maps for the first two chapters of RotR are quite cramped and he'll get very little chance to use Enlarge Person effectively without also blocking his allies from the fight. I don't remember exactly when it opens up. I suggest he takes the Titan Mauler archetype as it's pretty good considering the enemies later in the AP, and buys the caster Pearls/Runestones of Power for several castings of Enlarge Person per day until he gets the ability himself.
Thac20 wrote: Are Agile weapons allowed? If so, a pure dex-based fighter is possible. I'm playing a Halfling fighter in a Legacy of Fire campaign, wielding a pair of agile +1 kukri. Piranha Strike replaces Power Attack. Halflings get Risky Striker to do additional damage to large+ opponents. I'm the GM. I don't see what the big deal over agile is (by the time you can afford it, the Strength-based fighters have been getting their STR bonus the whole time and are adding shocking or something so they're still ahead in damage), so he's good there. I didn't know about Piranha Strike, so that's nice, too. I had been trying to convince Trueshots to go Strength-based, via ranger or something, but these make Dex better than I thought. Worth playing when that's your character idea, anyway. Is there anything else that would help?
Tryn wrote:
I'm the GM in this case. As far as I'm concerned, 3.5 is dead and buried. I think Flash Attack looks good, though.
Rogue Eidolon wrote: I don't know if anyone else has reported Sanctioned AP play yet, but it's currently giving 1 table of credit instead of 2. If that's as intended, then all is well. I don't mind either way, as even any credit at all is a neat boon and more than I expected--just seemed weird for We Be Goblins to give 2 and an AP to give 1, so just making sure it isn't a glitch. Same thing with me. I haven't run any 3 XP modules before, so I don't know if this is normal.
I've been running with three inexperienced players. Since this is my first AP, I'm not deviating a lot from it as written. I let them have a 25 point buy with hero points but no GMPC backup, they're dividing 4 players worth of XP among the 3 of them, and they've been doing fine. We're about to end book 2 and they've had roughly the same difficulty as a normal group from what I see on the forum. OK, maybe a little easier since I still tend to forget that bad guys carry potions.
Dragnmoon wrote: I am looking forward to seeing those Chronicle sheets... Will we see them today? They're already linked in the store entry for the AP. Here's Runelords
Very nice. Now, I understand that this can't give retroactive credit (Blast!), but my players are in the middle of Foxglove Manor and will complete it at our next game session (which may be tonight). So, do they get a chronicle (as if they played a pregen) for this module? Or does it only apply when you're starting the specified areas after this announcement? Either way, we don't get credit for Burnt Offerings, correct?
You CAN charge during a surprise round. You simply can't run as far. This is a special exception for charge. You can move your speed and attack. This also applies to staggered characters, so zombies can still charge. PRD Combat section wrote: If you are able to take only a standard action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed) and you cannot draw a weapon unless you possess the Quick Draw feat. You can't use this option unless you are restricted to taking only a standard action on your turn. As for the first question, the charging player has just been disarmed, and can't make an AoO without Improved US or spikes or one of those other things. But let's think about the motivation. If you're charging through an enemy's threatened area at a different enemy, you're obviously desperate. Or crazy, but let's go with desperate. Your target is probably the enemy wizard. I doubt you're going to want to stop to deal with the guy you were just ignoring.
I got lucky in that one of my players has a female aasimar, so comparisons to Nualia were inevitably drawn by the townsfolk before they had any idea she was still alive. It sounds like you're already at Thistletop. At this point, there isn't much exposition you can give unless the PCs interrogate one of Nualia's hirelings. A lot of this depends on your playstyle. If you do a lot of interactions with NPCs, it's easy enough to deliver information via gossip. "Oh, if only Father WhatsHisFace had lived to see this day." "Yes, and his daughter, she was such a lovely thing, wasn't she?" On the other hand, you may be limited to waiting for your players to decide to ask around for information. You can have fun dropping hints that there's information to be had and seeing how long it takes them to catch on. This is the curse of APs (at least this one). The GM gets a lot information to help get into the character's mind, but can't always share it with the players. Sorry, I can't give any more specific advice at this point.
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