Thornkeep questions


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I am not sure if this is the correct place for these inquires?

I am running Thornkeep at the moment and a couple questions have come up, some more important than others.

1. Area (A1). The main entrance was collapsed however there is no mention of where it used to go.

2. Master Arcanist Iliara Starcloak (NG female elf wizard 7)
...........(Iliara herself is a beautiful, dark-haired sorcerer from Kyonin)…

3. The door of seven stars
...........Door with no gems = locked (Current condition)
...........Password lost to time.
...........No lock on the other side of the door.
...........How does Krenar get out?

The Door of Seven Stars:
THE DOOR OF SEVEN STARS
At the southern end of the Hall of Demons stands a magically
sealed doorway guarding the Pool of Seeing (area A16). This is
the Door of Seven Stars.
At the south corner of this hall stands a large stone door. Seven
thumb-sized sockets are embedded in the door, arranged in a ring
around a starburst design.
This door is protected by a unique and powerful abjuration
that makes it nearly impossible to open (hardness 12, 120 hp,
break DC 38). The only way to open it is to either speak the
password (now long forgotten) or solve its puzzle
. Each of the
seven stars represents a mystic energy of the sort created by a
prismatic spray or prismatic wall spell. The sockets accommodate
stones about 1 inch in diameter. Placing one stone in each
socket and matching each socket’s color requirement (red,
orange, yellow, green, blue, indigo, or violet) unseals the door;
the door remains unlocked as long as the gemstones remain in
the sockets.
Any gem or crystal of the proper color and size will do; for
example, the red socket can be filled with a ruby, a garnet, a
spinel, a red-colored rock crystal, or even a piece of red-tinted
glass. Gems and crystals of the right colors are scattered
through the Accursed Halls, or the PCs can bring their own.
There’s a trick, however—the door has no indication as to
what sort of stone functions in which socket. If the PCs have
seen the scroll fragment in Goldenfire Tower, they know
the red stone occupies the highest socket. Otherwise, it’s a
matter of guesswork. The proper solution is to arrange the
stones clockwise in rainbow order, beginning with red in the
highest socket in the door, followed by orange, yellow, green,
blue, indigo, and violet stones, with the violet stone positioned
between indigo and red.

4. Snarl tounge
...........Alchemical Enhancements:
......................When he uses rounds of rage, the fluid in the red tube begins to drain (this fluid does not grant him any additional rage powers or rounds of rage).
......................What does it do? Is he not a 4th level barbarian?

Developer

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Snapshot wrote:

I am not sure if this is the correct place for these inquires?

I am running Thornkeep at the moment and a couple questions have come up, some more important than others.

Spoilers abound!

Spoiler:

1. We left this intentionally vague so that GMs could put in their own level here or make up some additional back-story as they see fit if they want to continue adventures beneath Thornkeep. There's likely some sort of dungeon or jail-type layer here, accessible either by clearing the rocks blocking the door in A1 or by some entrance in the lower levels of Thornkeep itself.

2. Whoops! "Sorcerer" in this context was likely meant as a flavorful alternative to wizard, but it does cause some confusion because of the sorcerer class. She's called a wizard on page 5, page 9, and page 20, and Goldenfire Tower is an order of wizards first and foremost, so she's definitely a wizard (specifically, a universalist).

3. Krenar likely gets out via the exit to the Echo Wood in area C14 (this would explain why he has the key to the door in B10). It could also be said that Krenar solved the Door of Seven Stars's puzzle earlier, but the gems he left in the door were snatched by foolish goblins and scattered throughout the Accursed Halls. It would help explain why he's so crazy, being cooped up in a forgotten laboratory with his original escape route now blocked off!

4. Yep, he's a 4th-level barbarian, so he can rage as normal. The red tube draining as he expends his rounds of rage is more of a visual indicator and fun, flavorful thing than anything. :]

Sovereign Court

Pathfinder Maps, Rulebook, Starfinder Maps, Starfinder Roleplaying Game Subscriber

I had a question from players asking which colors corresponded to which schools of magic.

They figured Red = Evocation.

WHat about the rest.


Patrick Renie wrote:
Snapshot wrote:

I am not sure if this is the correct place for these inquires?

I am running Thornkeep at the moment and a couple questions have come up, some more important than others.

Spoilers abound!

** spoiler omitted **

Thank you for filling in a few of the blanks.

The Exchange RPG Superstar 2010 Top 16

Tim,

I am not a developer, but ...

The association with schools of magic is a Thassilonian thing, not Azlanti, and I'd be careful to avoid confusing the two. (Already tricky with sevens and stars, I know.)

The seven colors affiliate with the seven hues of a prismatic spray spell:
Red -- fire damage (evocation or conjuration?)
Orange -- acid damage (evocation or conjuration?)
Yellow -- electricity damage (evocation or conjuration?)
Green -- Poison (necromancy)
Blue -- Flesh to stone (transmutation)
Indigo -- Insanity, (enchantment)
Violet -- Sent to another plane (conjuration)

Developer

Tim Statler wrote:

I had a question from players asking which colors corresponded to which schools of magic.

They figured Red = Evocation.

WHat about the rest.

Yup, Chris has it right.

Spoiler:
Since the colored stones required to activate the Door of Seven Stars adhere to the colors of a prismatic spray or prismatic wall spell, they're not really tied to specific schools of magic.


Patrick Renie wrote:
Snapshot wrote:

I am not sure if this is the correct place for these inquires?

I am running Thornkeep at the moment and a couple questions have come up, some more important than others.

Spoilers abound!

** spoiler omitted **

Regarding the answer to #3

Spoiler:
The Forgotten Labs introduction text on page 39 does say that Krenar solved the riddle of the Door of Seven Stars .

Developer

1 person marked this as a favorite.
justaworm wrote:
Patrick Renie wrote:
Snapshot wrote:

I am not sure if this is the correct place for these inquires?

I am running Thornkeep at the moment and a couple questions have come up, some more important than others.

Spoilers abound!

** spoiler omitted **

Regarding the answer to #3

** spoiler omitted **

Ah, I'd forgotten about that sentence. Everything makes sense, then! :D

Spoiler:
The pesky goblins in the Accursed Halls snatched away the gems from the door after Krenar solved it, and so he was forced to figure another way out. He got the key to the area below, and now leaves Thornkeep when he needs to via the tunnel to the Echo Wood. This is also handy for him since there are plenty of useful alchemical reagents and ingredients in the Echo Wood.


I have a question I am hoping someone can answer. I've put together Thornkeep as a campaign for my group

However, I noticed that as you head downwards into the dungeon; The Dark Menagerie is for lvl 5 PCs and it comes AFTER Sanctum of a Lost Age which is lvl 7 PCs.

Is the intent that you somehow bypass one and come back later? Has anyone solved this conundrum?

Thanks!


1 person marked this as a favorite.

I have wrestled with this one too as I will likely be running Thornkeep for our group sometime soon. I believe this is printed in the order it is because of the way the kickstarter rewards came online for additional levels of Thornkeep to be produced.

So, the entrance to the Dark Menagerie and Sanctum of a Lost Age are both from the Enigma Vaults. I would bet that given the choice most parties are going to choose going down a short flight of steps before stepping through a swirling portal of death. You can help this with a Spellcraft / Knowledge Arcana check to let them know that this is likely a portal into some sort of demiplane, timelock, or something similar. The jelly can help keep them away as well.

Some other ways to help steer the party:
(a) place a portcullis in the way of the portal and put the key within the Dark Menagerie,
(b) similar to (a) keep the doors between 12 and 13 high DC locked (though this approach blocks the other exit)
(c) make the portal inactive until after the Dark Menagerie (cheesy)
(d) if you aren't using the maps, just place the portal to Sanctum at the end of the Menagerie
(e) have the portal not let them through without a passphrase (Melabdara can help with this, various books or journals can help, a high enough Spellcraft could reveal it as well ... once the Menagerie is complete)
(f) the PCs, just prior to entering fully through the portal, can see a scene play out with the last party with Rozimus on one side and his obviously upset friends on the other with perception checks to make out the conversation that gives clues to the other party being stuck

Personally, I am likely going to use both (e) and (f) from above.

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