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Belerlas wrote:
Huh... the PRD also says PRD wrote: Spell-Like Abilities (Sp): Spell-like abilities, as the name implies, are magical abilities that are very much like spells. Spell-like abilities are subject to spell resistance and dispel magic. They do not function in areas where magic is suppressed or negated (such as an antimagic field). Spell-like abilities can be dispelled and counterspelled as normal. The contradiction is in the PRD as well as the book. Wraithstrike wrote:
you are not dispelling the effect after the fact, you are using dispel magic as a counter spell... which you can always do if you do not have the correct other spell memorized to counter spell with. knightofstyx wrote:
you should really do it the other (correct) way, because resistances are meant to reduce the amount of damage taken form a given attack, and you do not know how much damage the character takes until after the saving throw. The Sanctuary of Elwyn the Ardent conversion (From BECMI D&D to the Pathfinder RPG) Because of the CRs of the encounters in this adventure upon conversion to the pathfinder rules, an average party level of third or even fourth is suggested for this adventure. Only the bits relevant to conversion have been converted here, so you will actually need to have the original on hand to run it. Some of the treasure has been changed slightly to better reflect the Pathfinder role playing game, and encounter treasure value norms (so as to not demolish the recommended wealth by level assumptions built into the game). I would suggest treating all walls in the sanctuary itself as superior masonry (core rule book 411). The secret doors are all stone doors (core rule book 413) they are unlocked and can be opened easily if found unless otherwise noted. The entrance door is a strong wooden door (ibid), it is also unlocked and opens easily. Outside the Fortress (CR 4): A DC 15 perception check will avoid being surprised by the troglodytes. Following the troglodytes tracks back to their lair is easy, they came across very soft muddy ground and were making no attempt to hide their trail, DC 4 Survival check to follow the tracks. Troglodytes (4) (HP 13 each, Bestiary 267) Treasure: 4 sacks of 500 sp each, 2 sacks of 500 gp each, treasure map #1, and 2 potions of cure light wounds (caster level 1). 1. Entrance: The secret door near the normal entrance is almost impossible to find from the outside (perception DC 40), from inside the secret passage the door is easily discovered, however (DC 10). Once inside somebody searching the ceiling near where the bars fall might be able to notice that there is a trap there (perception DC 30, this drops to 20 if the character can actually get up to the ceiling and examine it closely, either by climbing the walls, flying, being lifted on the shoulders of other characters, or other act of ingenuity) even if found there is no way to disable the portcullis from this area. Picking the lock in the keyhole should be a feat beyond the skills of characters of the suggested levels (Disable device DC 35 or so would be about right) and any character with the disable device skill that examines it closely will be able to tell that it is too complicated for him or her. Similarly it is magically warded against knock spells (detect magic reveals moderate abjuration on the keyhole), and the ward will have to be dispelled (via dispel magic or the like) before a knock spell can be used to unlock it (treat the ward as having a caster level of 6th). The portcullis is a locked iron portcullis (Core Rule Book 413), note I did not count the Portcullis as a “trap” with a CR because it essentially can’t be overcome, nor does it actually damage the characters in any way. 2. Dais: The block of mahogany weighs about 400 lbs (A block of 12 cubic feet of Honduran mahogany would actually weigh 408 pounds, if it was Spanish mahogany it would top the scales at a whopping 636 pounds, we are assuming that it is the less dense Honduran mahogany here). It is worth about 200 gp (5 sp per pound). The bell is cast iron and is worth 1 gp.
3. Altar (CR 4): The acolytes wear breast plates, and wield heavy maces and shields in combat, they have no other wealth on them, and nothing in the room is valuable. Acolytes (6 first level clerics) (HP 10 each, see below; the spells listed in the general stat block are just suggestions, the GM should feel free to swap out bane and or cause fear for other first level spells on some of the acolytes as appropriate). 4. Dais: This is the same as 2 above (including the mahogany block), save the bell is made of copper and worth 5 gp. 5. Treasure of the Troglodytes (CR 1): The covered pit trap can be discovered with a perception check (DC 30) but it can’t be disarmed from out here. Room Covered Pit Trap CR1
The X from the troglodytes map is in the “safe area”, and marks the location of a hidden storage niche (Perception DC 20 to find, if the characters know where to look because of the map this drops to DC 10), the treasure consists of a divine scroll with 3 cure light wounds spells (caster level 1), a adamantine war hammer (like all adamantine weapons this one is masterwork), a potion of enlarge person, and a wand of beast shape II (with only 1 charge remaining). 5a. Trap Room The pit trap is not silent, and if the characters have not proceeded down the corridor within 2 minutes (20 rounds) the orcs from 5b will come to investigate. 5b. Orcs (CR 3) The normal orcs here normal orc warriors, while the orc leader is a 1st level barbarian. Orc Warrior (HP 6 each, Bestiary 222) Orc Leader (HP 14, See below) Each orc has a falchion, studded leather armor, and 4 javelins; The leader has chain mail, a +1 bastard sword (which he uses two handed, both for the extra damage and to avoid the non-proficiency penalty), and a belt pouch with 7 gems (one worth 100 gp, one worth 50 gp, five worth 10 gp). Five sacks containing 200 sp each are also in the room. 7. Dais: This room is just like area 2 above (including the mahogany block), save that the bell is made of brass and worth 10 gp. 8. Golem chamber (CR 5) This chamber has a weak wood golem in it (a wood golem with the young creature simple template applied to it just applying the quick rules and not a full rebuild) weak wood golem (HP 48, bestiary 164, and 295 for the template). 9. Treasure Room The treasure is hidden in a secret niche in the wall (Perception DC 25 to find, drops to 15 if the character know where to look because they have treasure map #2), the treasure consists of a wand of hold person (with 3 charges remaining), a +1 short sword, a divine scroll[i] holding a [i]cure light wounds and a silence spell (both caster level 3), and an arcane scroll holding two magic missile spells, a web spell, and a scorching ray spell (all at caster level 3). Note that both the troglodytes treasure (room 5) and this treasure make more sense if you assume that they were not placed there by Elwyn, but were present before she took over this place, and she has not found them to this point because she has not thought to look for hidden treasures here. 10 Dais: This room is just like area 2 above (including the mahogany block), save that the bell is made of silver and worth 50 gp. 11. Statue (CR 3): The Statue is a medium animated object (HP 36, Bestiary page 14) with the stone and extra attack special abilities purchased with its two construction points. 12 Empty Room (CR 1): This room has a standard pit trap save that it is 10 by 20 feet rather than ten by ten. Covered Pit Trap CR1
13. Statue (CR 2): Shocking Grasp trap CR2
14. Dais: This room is just like area 2 above (including the mahogany block), save that the bell is made of gold and worth 500 gp. 15. cell: The portcullis that drops is a locked wooden portcullis (core rule book page 314). 16. Black Dragon (CR4) A very young black dragon recently captured by Elwyn is in this room. Because the dragon is chained, and cannot move more than 30’ from its corner, the CR has been arbitrarily lowered by one. Characters who try to negotiate with the dragon, rather than attacking at once might be able to convince it to leave the dungeon in peace if they free it from its chain (The chain has been magically treated to make it immune to acid damage, but is otherwise normal), to do so they must raise its attitude to indifferent (a DC 20 diplomacy check) if they can raise it to friendly or better (A DC 25 or 30 Diplomacy check) the dragon will offer them some information before leaving, telling them that Elwyn is a woman (if they hadn’t already figured that out), and warning them about the gargoyles in the innermost sanctum. Very Young Black Dragon (HP 51, see below). 16a. Elwyn the Ardent (CR5) Note that this encounter will not normally happen until after the characters penetrate the innermost sanctum and recover the sacred bell. The secret door here is almost impossible to find from the outside (Perception DC 35), but is easily found from within the secret passage (DC 10). If the characters have the sacred bell with them, they will find Elwyn standing in the hall here along with 2 fiendish fire beetles (summoned via her summon monster II spell, with 5 rounds of duration remaining when the encounter starts), ready for a final showdown. There is a locked treasure chest just inside the secret door in the secret passage, Elwyn has the key. During the initial rounds of combat Elwyn will prefer to try to stay back from combat casting spells while the beetles fight (starting with her hold person spell on a strong melee type, and then her bestow curse on a caster if possible) but if a character moves up to her she will lash out with her mace using her channel smite feat to try to take the character down as quickly as possible Elwyn the Ardent (HP 43, See Below) Fiendish Fire Beetles (2) (HP 4 each, Bestiary 33) Treasure: aside from Elwyn’s equipment, the characters can find the following (located in the locked chest), 11 gems (each worth 100 gp), two matched sets of finely worked silver and moonstone bracelets (one set worth 1000 gp and the second set worth 1,100 gp), and a wand of cure moderate wounds (with 25 charges remaining). 21. Altar (CR 6) The mahogany block is the same as from area 2 above, the bell is the sacred relic that the party is searching for. When it is picked up 2 gargoyles will come out of the one-way secret doors (one from each) that lead to the secret passage (they can be found, DC 25, from the sanctum side, but they can’t be opened from that side, from the secret passage they are found more easily, DC 10, and can be opened with little effort). (Note I removed the shadows because with them this encounter was like CR 8). Gargoyles (2) (HP 42 each, bestiary 137) Non-standard Monsters and NPCs Acolyte, Human Cleric 1 CR 1/2
DEFENSE AC 18, Touch 10, Flat-Footed 18 (+6 armor, +2 shield)
OFFENSE Speed 20 ft. (30 ft. base)
STATISTICS Str 12, Dex 10, Con 14, Int 10, Wis 15, Cha 13
Orc Leader, Orc Barbarian 1 CR 1/2
DEFENSE AC 17, Touch 11, Flat-Footed 16 (+6 armor, +1 Dex)
OFFENSE Speed 20 ft. (30 ft. base)
STATISTICS Str 19, Dex 13, Con 14, Int 8, Wis 10, Cha 6
Very Young Black Dragon CR 5
DEFENSE AC 18, Touch 13, Flat-Footed 16 (+2 Dex, +5 Natural, +1 Size)
OFFENSE Speed 60 ft., Swim 60 ft., fly 150 ft. (average)
STATISTICS Str 15, Dex 14, Con 15, Int 10, Wis 12, Cha 10
Elwyn the Ardent, Human Cleric 6 CR 5
DEFENSE AC 20, Touch 10, Flat-Footed 20 (+8 armor, +2 shield)
OFFENSE Speed 20 ft. (30 ft. base)
STATISTICS Str 12, Dex 10, Con 14, Int 10, Wis 16, Cha 13
Basic Adventure Module B9 Castle Caldwell and Beyond was designed for the Mentzer edition of the Dungeons and Dragons game (AKA BECMI for Basic, Expert, companion, Masters and immortal, the names of the boxed sets that comprised it). Like all of the B series modules it was designed for characters level 1-3, yet unlike the other modules in the series, B9 was comprised not of a single adventure but of 4 shorter adventures. These adventures were The Clearing of Castle Caldwell (and the associated Dungeons of Terror underneath of it), The Abduction of Princess Sylvia, The Great Escape, and the Sanctuary of Elwyn the Ardent. These adventures (with the exception of The Abduction of princess Sylvia) would later be reprinted in the 'mega-module' B1-9 In Search of Adventure. B9 has long been one of my favorite of the B series modules, and after seeing the thread on here about converting B2, I decided to go ahead and convert B9 to the pathfinder game. Eventually I plan on converting all of the adventures, but to this point I have only finished my favorite from the module, The Sanctuary of Elwyn the Ardent. I will post that conversion now, and post the other adventure conversions on this thread as I finish them. Feed back would be nice. Hope somebody gets some use out of this, C. Wesley Clough Now Hold on there... I never said that I would not allow a player to work out a way to trade up for an improved familiar (although I probably would not make it quite as easy as just the character saying "I don't like you any more Mr. toad, hit the bricks!", honestly I would probably just make the character go through two separate 8 hour rituals that cost 200 gp each, one to sever the connection to the old familiar, and one to establish the connection to the new one... and I would inform the player of this when and if I was told that he or she was thinking of taking the improved familiar feat)... reread my posts... I say stuff like "...I could see allowing a specific exception for a character taking the improved familiar feat..." and responding to one of Wraithstrike's suggestions with "that seems like a good compromise." Zaister wrote:
No it would be deliberately punishing a player who was trying to game the system, and if the player continued to try and do so he or she could find a different gaming group to play in. wraithstrike wrote:
that seems like a good compromise. wraithstrike wrote: Anything with a con score is alive. Elementals have con scores. The only requirement to be affected by the healing option is to be alive. I tend to agree with this. The elemental channeling feat would then only really be useful if you wanted to hurt an elemental with your channeling (or if you were evil and wanted to heal it with your channeling). Nothing in the outsider type or the elemental subtype says anything that could be construed as suggesting that elementals are not living creatures and/or are not subject to the normal use of Channel Energy. The elemental channeling feat could certainly be read as indicating that, though, I would be interested to find out the answer to this as well... maybe the new familiar shows up and eats the old one... or you wait until your old familiar dies before you get the new improved one... simply sending the familiar you originally chose away to get one that you like better at a later time is seems too meta-gamey to me and it sets a precedent where in a character might decide he needs a bonus to fort saves on the upcoming adventure so he sends away his rave and gets a rat, then the next adventure is in his opinion going to require a lot of slinking around in the shadows and darkness, so he sends the rat away and picks up a cat or an owl... I am 100% positive that such round robin familiar exchanges are not what was intended... and while I could see allowing a specific exception for a character taking the improved familiar feat, I think it opens the door for further abuses. Note also that if you can simply send your old familiar away, then the line in the improved familiar feat about "only when you can acquire a new familiar" isn't really much of a limitation. I too miss treasure types and random rolls sometimes... but the game has 'evolved' since then (not in always for the better in every instance IMO, but you have to admit that the game has gotten more "balanced" as it has gone on). I see no reason to be straight jacket by playing 1 game though, so So I find myself playing BECMI and AD&D as well as Pathfinder and 3.5 (and Call of Cthulhu and MSH) as often as possible. kenmckinney wrote:
Have you even read the section that I pointed out? a party that defeats a higher then APL CR encounter isn't penalized, if your encounter is "challenging" you add one to the APL to determine treasure, if it is "hard" it add two to it, and for an "Epic" encounter add three to it. So a party of 7th level characters defeating a CR 7 encounter (APL +0. so "average") using medium progression can expect to find 2,600 gp worth of treasure (assuming the monsters involved have standard treasure). The same party of 7th level characters defeating a CR 10 encounter (APL +3. so "Epic") using medium progression can expect to find 5,450 gp worth of treasure.... the exact same amount as a group of 10th level characters taking down the same encounter could expect to find. one problem it the text has is that it doesn't actually give guidelines as to how much treasure an encounter more then a single CR below the APL should possess... in that case I would advise simply treating its CR as the APL on the chart... in fact if you simply change the APL row on table 12-5 to read monsters CR then it will not actually change the treasure values awarded for easy to epic encounters, and will give you good guidelines for encounters you might want to place that fall outside of those ranges. I'd say that if the character is surprised by the trap, he or she would be considered flat-footed... note that that is not always the case though, there are times when you might know a trap is there and spring it anyway, in which case I would say the character is not flat-footed against its effects. table 12-5 is per encounter, not per creature for a party of 4th level characters a single barghest is an "average encounter" and thus is worth 1150 gp of treasure. the same barghest against a party of 8th level characters is not even an "easy Encounter" (APL-1) and thus should not award anything like the treasure level of an average encounter. against the 8th level party you might give him 3 more barghests, making it a CR 8 encounter, which then again becomes an average encounter for the APL, so the 4 barghests would have a combined treasure for the encounter worth 5450 gp. it helps to read the "Placing Treasure" text on pages 399-400 closely, it becomes much more usable... although it still doesn't account for how to determine treasure for a single encounter with mixed groups of monsters where some may have average treasure, some may have double treasure, and others might have incidental or no treasure. your character would count as 6th level as for what creatures he could choose from on the improved familiar list, but he would only count as 3rd level for what benefits his familiar received by level. as far as I can tell yes the exdpensive and time consuming ritual seems to be a thing of the past... some ritual probably still needs to be done but I am guessing that it is inexpensive and assumed to just be hand waved. Kirth Gersen wrote:
are you simply ignoring the second half of the table which has such things as good and poor save values? Tanis wrote:
agreed, unless cast in a jungle like setting with lots of hanging vines and such, entangle is going to be pretty much limited to creatures with in 5 to maybe 10 feet of the ground, even though the magic extends upwards the plants do not. I thought going into this round that I would end up voting for Watcher, because I have always like him, or McGee because I think his body of work up to this point has been the best... I also assumed that all of the adventure proposals would be roughly on par with each other... I was wrong... I had to vote for Matt Goodall, for writing a very kick ass adventure proposal, head and shoulder above the others. lastknightleft wrote:
Head-butt o' healing Abraham spalding wrote: Unfortunately that doesn't work either since it's (ex) and would be akin to saying that the paladin could lower his Divine grace if he wanted (if it was (su)... which it's not). divine grace might not be the best example, it gives the paladin a bonus on saving throws... a paladin might not be able to chose not to gain the bonus on his saving throw, but he can always choose to fore-go making a saving throw all together by willing accepting the effect. w0nkothesane wrote:
he is not bumping the dwarven war axe (an exotic weapon) though, he is bumping the great axe, a martial weapon and making it exotic... which seems to fall right in line with how it should be done, if you are into doing such a thing. azhrei_fje wrote:
if that were the case then American universities would be turning out vast hordes of brain damaged individuals... because studies show that undergrads are some of the most sleep deprived people in the nation.
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