hi!
Can a dragon knight also sense the remnants of evil dragons? I would find it really problematic, if one player could easily access all the info the players should get much later. I do not want the campaign to be solved by one dice roll made by one player. I want my other players to be able to contribute and have as much fun while playing.
Dragon Knight:
Detect Dragons (Su) The dragon knight is aware of any dragons within a radius of 1 mile per class level. This ability is always active and informs the paladin only of the presence or absence of dragons. By spending one or more full rounds concentrating on these presences, the dragon knight can gleam additional information about the dragons in the area. By spending one full round concentrating on these presences, the dragon knight can determine the number of dragons in the area. By spending an additional round, he can learn the locations of those creatures. A dragon knight may then spend an additional round of concentration to focus on a single dragon within the area, alerting him to the creature’s alignment, color and age category if it is a true dragon. This ability replaces detect evil.
At 5th level, the dragon knight gains the service of a powerful draconic ally. This is a spiritual entity reflecting the dragon knight’s own soul, and is fueled by holy energy. When manifested, this draconic ally has the same statistics as a metallic true dragon with Hit Dice less than or equal to the dragon knight’s Hit Dice, and which obeys the dragon knight’s will as though it were created with the spell summon monster I (the caster level is equal to the dragon knight’s paladin level). Manifesting this draconic ally is a standard action, and it can be dismissed as a swift action. You can manifest this draconic ally for a number of rounds equal to your Charisma modifier each day, though these rounds need not be consecutive. At each level beyond 5th, you can manifest this ally for an additional 2 rounds (for example, at 6th level you can manifest this ally for a number of rounds equal to your Charisma modifier +2, at 7th level you can manifest this ally for a number of rounds equal to your Charisma modifier +4, etc.). Each time you use this ability, you may summon a dragon of a different type. If your draconic ally is slain in battle, you cannot summon a new one for 1 week. During this time, your detect dragons ability ceases to function. Any damage sustained by the draconic ally while manifested does not heal until he rests and recovers his spells, even if the dragon knight summons a dragon of a different color or of a different age category, that creature will have sustained damage equal to the damage accrued by the previously manifested dragon. This ability replaces divine bond."
Does anyone have suggestions? Is this even a good idea? If yes, how can I make this possible?
I am interested in the opinions of other GMs as well, because one of my players for the CoTCT campaign wants to play an Oracle. He has taken the mystery ancestors, which was ok with me, because it fits very well with the character background. I would have vetoed any mysteries, that would not fit the campaign. The player knew that beforehand and was ok with it.
Quick riddles or food for thought for the victims, also konwn as players: 1)
2)
3)
@ The Shadow Piggy: Did you use any of these and how? How did your players solve it? And here a homebrew riddle + self-made dungeon for the same players-group (they have not encountered it yet - it will feature in book three of the adventure campaign... The group has to retrieve an item for a NPC who cannot do it himself.
Dungeon - about LV 6:
Spoiler:
The group has to pass through any two doors (each has a number) that add up to 13 When they get through, the come into another room, that looks similar to the first one, exept that there is a huge marble ball in the middle in which a sword sticks out from the top. If the players try to remove it, it will not work.
The group now has to pass through this room as well. If they try to apply the same method like last time, I will not so regrettfully have to inform them, that this will not work by letting the first one (unless they pass through the door simultaneously, only one person will get through) draw a monster from a pouch (challengerating depends on the group level, or the GM rolls a D6, or make the players roll a D6 muahahaaa). He/she has to overcome the monster before beeing able to go back through te door.
Spoiler:
that the numbers on the doors in this room can be removed. when they make their own door No. 13 on any of the 12 doors, they may pass through to room No. 3: This room is also octagonal, but there are no doors, exept the one they went through. In the middle of the room is a huge well. There are some chests, broken adventuring gear (whatever you want to put in there) + an item, magic or masterwork (in my case for the cleric of the group)for a groupmember who hasn't got one yet.
The group will look around, get to close to the well and will have to fight against 3 hags (coven: 2 sea hags, 1 green hag)
When passing through the door, they get back to room 2.
Spoiler:
carry the artifact in one hand and pull the sword from the stone (enter a halo of light an angels singing). A door will open or they will be teleportet or however you want to solve this, and the players will arrive in the cave. My thoughts on the rooms: this works if they are all connected by magical portals. This dungeon could be remnants of ancient azlanti ruins the evil queen adapded for her purposes (apart from beeing a sorceress herself, she does have court-mages and wizards).
If any of you want the dungeon-maps, PM me :-)
Hi everyone who is interested! Since I'm reseaching ideas for the Curse of the Crimson Throne Adventure-Path (and will be shamelessly incorporating them), I figured I could post something too. So this post will feature my accumulated evilness concerning traps and riddles (mostly from my homebrew campaign at the moment). I will post, if at all possible, the link to the ressource where I got the riddle/trap or explicitly state, if I thought it up.
item one
Spoiler:
A piano. No. 56:
Spoiler:
The letter d. why and how:
Spoiler:
Because 7 8 9.(seven ate nine) which is a very bad pun, i know... After opening the vault and totally missing the alarm-trap, they were caught by a troupe of city-guards and spent the night in jail. I tested this by letting some of my friends play it (they took quite some time for riddle number 1 and 3. Since they are no English-native speakers (we all hail from Austria), that was understandable. I was also mean by picking english riddles, but in this campaign i used English as Elven, German as Common and I still have no idea what i should do for Dwarven. The kids, 2 of them have English as first language,had quite some fund and did really good in my opinion (it was their firt time playing Pathfinder). Here riddle numbe 2 took the longest to be solved. Quite long for for my first post, lets hope the spoiler-button-thingy works... |