When I ran my players through this encounter, I read the descriptive text just as it's written, everyone rolled for initiative, and the Paladin went first. Assuming it was undead, she used her Lay On Hands ability in an attempt to pump it full of positive energy. The Paladin failed her saving throw and became paralyzed. Perception checks for all! My more experienced players know to put ranks into every Knowledge skill they can, and quickly deduced the true nature of Glintaxe. Their quick thinking saved the poor, paralyzed Paladin just in the nick of time. My wife is the one playing the Paladin. She was not happy with me. I may have to buy her love back with a Holy Avenger sword somewhere down the line.
Devastation Bob wrote: Very cool of Paizo to offer so much high quality free content. I see in some other posts that people have made mini campaigns out of the Falcon Hollow setting games. Was wondering if there were any suggestions on which modules were best to use? Basically, what's good after D 1.5? D0 - Hollow's Last Hope (lvl 1) D1 - Crown of the Kobold King (lvl 2)D2 - Revenge of the Kobold King (lvl 5) E1 - Carnival of Tears (lvl 5) D4 - Hungry Are The Dead (lvl 6) All of the above modules are specifically set in Falcon's Hollow.
Jared Ouimette wrote: However, now that you are playing a bard, I would strongly discourage other players to stay away from that class. That being the case, I think I'll play a Ranger. An urban Ranger. I'm thinking... instead of Strider, I'll name him Walker. Walker, Urban Ranger. Kidding. Still calling dibs on the Ranger though.
Dennis da Ogre wrote: My suggestion is you punt for now, sent them to the set piece. Then maybe have someone else hire them. You can run quite a bit of the material without direct ties to Saul. It seems to me that you can paint the PCs in a faction that opposes Saul indirectly. Wonderful idea, it worked out great! Thanks!
Thanks for the suggestions, everybody! Larur Feldin, the floor manager of the Gold Goblin, approached them and hired them to recover the stolen chest. To my disbelief, they fell for it. Their search led them to St. Caspieran's and Beltias Kreun. Although they didn't find the chest, they did manage to remove the 2000 gp debt that Saul owed Beltias. Unfortunately, Kreun kept documentation, including the very large IOU from Saul. When they go back to Feldin, they'll find him missing (due to his failure to get the PCs killed) of course, hopefully steering them to the Flat on Rat Street. There are so many good ideas to incorporate the rest of the adventure, I'm not sure which to use! Jal Dorak wrote: 7. Back to the Gold Goblin - The PCs clean up the rest of the residents and head under for the finale of the adventure. Ultimately though, I think I'm going to give the PC's their chance for revenge by having Angvar and Thuvallia present at the Gold Goblin, arguing with Saul about their share of the loot. It'll be good for the party to fight against a party of evil adventurers instead of their usual 4-on-1 brawl! Of course, if they let Braddikar get away, they'll have a fifth to contend with. This group (Angvar - Wiz2, Thuvallia - Brd1, Saul - Rog4, Bojask - Rgr2, Braddikar Ftr3) ought to give the PCs a run for their money!
Hypothetically speaking, if the players fail to stop the thieves during their raid... how would you salvage the adventure? Due to a combination of factors including (but not limited to): poor decisions, lousy dice rolls, and generally suspicious natures the players not only let Angvar and Thuvalia get away with the heist but suspect Saul of being in on the whole thing from the very beginning! "He was in the vault the *entire* time? How convenient..." Despite Vancaskerkin's protestations that there's nothing convenient about being robbed, the PC's further went on to antagonize him to the point where the guards had to escort them out of the Gold Goblin. Considering that the rest of the adventure either takes place there or at the behest of Saul... now what do I do?!? |
