Wait ... E7. Mengkare’s Archive
E8. Archive Vault
What is it then ? Never anyone, or sometimes someone ? I'm confused.
Dwim wrote: Thanks Fumarole, I'll likely do the same. So I did, and they rolled -insanely- high (4 of their 5 attacks rolled the 16+ needed to hit, including two nat20), did more than 250 damage in a single turn. So they didn't really feel outmatched at all. Well, they are going to get surprised later on :D
Dwim wrote: But damn I'm trying to figure out the Temple of all gods architecture ... and it's confusing to say the least. And for once, the maps don't help. Hey guys, I just want you to share that Linda (the author for this book) was kind enough to answer a question I asked on this forum about the incoherence between the temple description and the map. I share it (I think she would be fine with this) so that it can be useful to you as well. Linda Zayas-Palmer wrote:
But damn I'm trying to figure out the Temple of all gods architecture ... and it's confusing to say the least. And for once, the maps don't help. So, if I understand correctly :
But how exactly can that short ramp go directly to the door in H12 if you have so much stairs to do H5 -> H11 -> H12 ?_? I think the rest is fine, with H6 being at floor -1, and the large stair down in H12 going in deeper in the pillar to I1, but the exact position of the H12 room is really confusing.
Thanks ! Also : what happened with the balance of room I1 and I2 ?
Were levels kind of messed up ?
The box itself is fantastic and a great introduction to RPG and/or PF2. I would give those two advice to new GM looking for tips: 1. You might want to look at Kyra's attribute repartition. Kyra is built as a Warrior Priest in the box (even if it's quite clear she isn't, she's never drawn with a shield or armor). That would be fine but her atrocious +1 STR makes her really, really bad at using the scimitar... and she has no attack cantrip or focus spell. I would advise to give her at least +2 STR, for example by removing the point in CON, as she has enough HP. 2. The Mermaid trap is ... not fun. Thievery DC 20 means even Merisiel will need to roll a 13+ to deactivate one of the 3 mechanisms. It means 9 rounds on average of an annoying combat. Especially because on top of that ... The mechanisms are way too solid. Hardness 8 is ridiculous, Kyra and Ezren have 0 chance to damage it unless they crank a slot, and Merisiel and Valeros need to roll very high or crit (AC 18!) to do 1-to-4 damage per strike. To avoid this trap to bore you and your players, I advise to:
Probably one of the weirdest plot items is how the big boss at the end of a chapter always have the key to the next portal. In most cases, it doesn't make much sense at all. The key to Mwangi is cool. They invaded using it, so it's a good way to get it. The key to Kintargo is okay : it's owned by the descendants of the people that fought Dahak, that built the portals and have to defend them ... I guess it makes sense. The key to Hermea is a stretch but why not. Uri got it from her sister that is on Hermea ... at least there's a reason why that guy would have it. But I really don't like how people find the two other keys : they key to Kovlar on a gnoll in Ravounel, and the key to Katapesh on a dwarf in Kovlar... It's just a bit too cheap for me. Did anyone find a good alternative ? |