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My players are currently working their way through the lower city, and will soon be heading to the Spires. However, I have a question about the Aklo Doors... SPOILER ALERT:
Is there a way to get in to the room with the Leng Device without setting off the Aklo Doors trap? I guess most groups will come across the door as part of their exploring, and when they read the runes, BANG! - trap activated. Is there a way that the players could avoid setting off the trap and get in to the room? I guess things like dimension door might do the trick, but that won't help if the trap goes off when the runes are read. The only thing I can think of is that it states that the trap goes off if the runes are READ, and since none of the PCs can speak/read/write Aklo, I would imagine they wouldn't go off just by looking at them. However, I guess most PCs will try to open the door, and the BANG! - trap goes off again. ARGH! So, any suggestions about how to deal with the issue? Thanks :-). ![]()
Wrath, Thanks for the suggestions, ill try them out and see how it goes. The stat block for Sandpoint mentions that "additional specific magic items for sale in Sandpoint are detailed in the pages that follow" - I've had a very quick scan through, but can't see any sign of them :-(. Perhaps it's not in the Anniversary Edition...? ![]()
I have a question about the availability of magic items in a given settlement, specifically what's the best way to handle the minor/medium/major items that are potentially available above the regular stuff (i.e. the stuff with dice rolls listed next to it). How do people handle this? Do you roll up a random list of the appropriate magic items every time it's needed / someone goes magic item shopping? Or do you roll it up once and then add new items some time after old ones are bought? Or do you just come up with a few specific items that you think the players will want? The reason I'm asking is that I'm a first time ref running Rise of the Runelords. The PCs are near the end of chapter 1, and have amassed some money and want to spend it. I understand the base value and purchase limit, but I'd be grateful for suggestions about how to handle the random stuff - I'm loath to roll up some random stuff only for the players not to be interested in it (or can't use)). ![]()
I'm running RotRL anniversary edition, and its my first time running a game. I'm not sure about how I should be allocating treasure / magic items etc. I'd assumed the way to do it was to give the players any specific treasure listed against a defeated npc / encounter, plus random stuff rolled for defeated npcs / monsters that don't have specific treasure listed. Is that how other people are doing it? If not, any suggestions? Thanks :-). ![]()
Umbranus wrote:
That's good to know, thanks :-). ![]()
Thanks for all the replies everyone :-). I'd forgotten about cantrips, some of them look quite useful and will give more things to do. I plan on having a crossbow (or possibly a bow if I go for an elf), but is it worth putting feats in to it to improve that side of things? I guess with the low number of iterative attacks that wizards get, it'll never be a great option... I'm thinking of going for conjuration as the speciality school, so that'd give me the acid dart as well - good enough for low levels. Looks like I'm good to go then, plenty of things to keep my wizard occupied most of the time through the lower levels as the number of available spells increases. Thanks :-). Edit: I'll also have a look at what sort of things I can do with aid another.... ![]()
I have been playing Pathfinder for a while now (and D&D for many years before that), but I've never played an arcane caster (and strangely, other players in my gaming group haven't played one either, so I have no reference). However, I'm thinking that I may play one in the future, as I'd never read the class description before now and didn't realise they now get some interesting extra abilities, eg from school specialisation etc. But I'm a bit concerned about what to do when they run out of spells. For example, assuming a 1st level wizard, with 20 int and a bonded item, you'll have 4 level 1 spells and three level 0 spells (I think). But I guess that in a typical day of game time, you'd be very likely to run our of resources quite quickly. My question is, what does a wizard typically do to make sure that they have things to contribute to the party at all times? I don't want to play a character that's going to spend large amounts of time in each encounter doing nothing because I've either used up all my daily spells, or not doing anything because I want to save spells for later. And entering melee clearly isn't an option ;-). And things like the acid dart from the conjuration school is also limited. So, does anyone have any suggestions / thoughts / ideas on what to do to make sure a wizard has plenty to do at all times? Thanks :-). Edit: wanted to add, I've had a quick look at the excellent wizard guides, but they don't appear to address this particular issue...? |