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I am DM'ing and starting the Emerald Spire Campaign tomorrow. I could not find the Emerald Spire card deck/quest cards anywhere online they are sold out. Does anyone have a pdf of the quest cards or a generic version of the quest cards maybe a link somewhere where someone created them? Also, I having some trouble with how to initially start the module.
Any ideas would be greatly appreciated! I will be spending an hour or so explaining the area they are in. River Kingdoms, Echo Woods and Fort Inevitable itself. We usually do 70% combat and 30% Roleplay.
Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. The description says you ignore all difficult terrain for one round. So if there are spider webs, underbrush, bushes, slippery ground, squeezed spaces is that considered difficult terrain. I guess I need to know exactly what is considered difficult terrain.
Prying Eyes School divination; Level sorcerer/wizard 5 Casting Time 1 minute Components V, S, M (a handful of crystal marbles) Range 1 mile Effect 10 or more levitating eyes Duration 1 hour/level; see text (D) Saving Throw none; Spell Resistance no You create a number of semitangible, visible magical orbs (called “eyes”) equal to 1d4 + your caster level. These eyes move out, scout around, and return as you direct them when casting the spell. Each eye can see 120 feet (normal vision only) in all directions. While the individual eyes are quite fragile, they're small and difficult to spot. Each eye is a Fine construct, about the size of a small apple, that has 1 hit point, AC 18 (+8 bonus for its size), flies at a speed of 30 feet with a +20 bonus on Fly skill checks and a +16 bonus on Stealth skill checks. It has a Perception modifier equal to your caster level (maximum +15) and is subject to illusions, darkness, fog, and any other factors that affect your ability to receive visual information about your surroundings. An eye traveling in darkness must find its way by touch. When you create the eyes, you specify instructions you want them to follow in a command of no more than 25 words. Any knowledge you possess is known by the eyes as well. In order to report their findings, the eyes must return to your hand. Each replays in your mind all it has seen during its existence. It takes an eye 1 round to replay 1 hour of recorded images. After relaying its findings, an eye disappears. If an eye ever gets more than 1 mile away from you, it instantly ceases to exist. However, your link with the eye is such that you won't know if the eye was destroyed because it wandered out of range or because of some other event. The eyes exist for up to 1 hour per caster level or until I was wondering the best way to deal with the spell Prying eyes it terms of what it should be able to do? The last session the Wizard used it to get the layout of Pilts Palace and what was in the palace. I basically ended up handing the entire map to him as he had 12 eyes scouting about and getting the layout of the palace at night. 10 of the eyes made it back and two were spotted and destroyed. The spell seems a bit too much,basically the PC's can get the layouts of where ever they are going who is in there and what to expect to fight. Thereby, being completely prepared for just about any encounter if are entering a building or cave. Do I roll stealth checks for all the eyes every 30 feet and perception checks for all creatures inside a structure or palace? How would you reccommend playing this out? The eyes can't go through doors so I would assume they would not be able to get in a lot of places so maybe the eyes could get a layout from the outside but nothing inside? Would I use the active or passive perception checks against the eyes stealth?
So what exactly did Kazavon do to the other artists? Did he posess them? Has the Queen been taken over by Kazavon? I am a little confused on exactly what Kazavon is and what he did? Where did Queen Llosa get the Fangs of Kazavon? Is she actually Queen Lleosa or some spirit of Kazavon? What is Laori's goals is he trying to revive Zon-Kuthon? Need some clarification and why she needs to find Salvatore besides his artwork having tied with Zon-Kuthon. What is Laori's goals and purpose? Why was the Red Mantis after Vencarlo and Neolandus who hired the Red Mantis? Does the Queen know of the PC's at this point? Assuming they did not try to accuse her of the Plague back in chapter 2? What exactly does the Queen know of the PC's? Also, how are you other DM's determining what magical items are available in Korvosa? Would they have almost every minor magical item? Where exactly are the magical items sold besides the Gilded Orrery? There aren't really any other magical item shops are there? Should I rolling for the availability of most magical items? How do you other DM's deal with magical items?
Prying Eyes "Any knowledge you possess is known by the eyes as well." I need this clarified. Does this knowledge refer to knowledge skills? or Does the eye know everything you know and all your tactics ect,ect? I assume it means the eye has all the knowledge skills you have. If you wanted the eyes to cause a diversion it would have to commanded in the 25 word command list to do so correct? It would not know battle tactics and how to cause diversion unless you specifically commanded it to do so.
Would a Wizard know what spells druid can cast or what the spells are called? My party wanted to revive a character and they looked up a druid spell Reincarnation even though none of them are druid. I asked the Wizard how he would even know of such a spell when he is not a Druid. He assumed he would know of any spell for any class with a Knowledge check. So basically he knows of every Cleric spells, Druid Spell and Bard Spell as long as he makes a knowledge check was his point. I think other classes would not know of all the other classes spells and abilities. Especially, if they have not even met a Druid before. How would they even know the spells a Druid has or what the spells are called? I ruled that they were metagaming and using players knowledge to gain access to hire a Druid to cast Reincaration a spell which they should have no idea about since its a Druid Spell. What do you all think? IS that reasonable? Can you just roll a knowledege check and know the spells another class could possess?
I have a question for those DM'ing this adventure path or any of the paizo adventure paths. It seems to be if you follow the CR's and encounters by the module, 90% of the battles end up being a joke for PC's. Especially, those that know how to min max, what to buy for magical items and have a balanced party. The encounters pretty much have to redone or changed around so much you end up making your own encounters in order for it to be challenging. One of my PC's a level 8 wizard is already showing he can take on the encounters by himself. Once he 5th level spells the encounters are going to be even more of joke. The party consists of Level 8 Fighter/barb with about +17 to hit and two attacks he averages about 30damage a round. Level 8 Rogue with +4d6 sneak attack averages 25 damage a round if he gets sneak attack, Level 8 Cleric with crap loads up healing and domain powers can channel for 4d6 8 times a day, level 8 wizard with 20 Int, can pretty much disable any group of monsters with the right spells. Any damage the monsters do are pretty much negated by the channel energy of the Cleric in one round anyways. Looking at Escape from old Korvosa they finally made the encounters tougher in the Arkona palace and vivified labrinth but still not that difficult. I just wanted to know if others have had to add in several more monsters and tougher guys to make it challgening for PC's. Just wanted to know what kind of wealth you are giving out for your campaigns? Are you following the wealth progression table? If so, are you adding in gold and items besides those in the module? You pretty much have to come close to the wealth progression. Are you allowing them to buy almost all minor magical items?
I read the poison rules and still I am little confused. You can be affected with mutiple doses of injury based poison in the same round correct ? If so, by much does the DC go up and what else do mutiple doses do in the same round if you fail your save? Do you take more ability damage? Example: Golbin attacks PC with short sword coated with med. monstrous spider poison and hits. The same round the PC gets hit again by med monster spider poison coated weapon. So what is the fort DC save at the end of the round? If PC fails fort save, how many rounds does he continue to roll fort save? If he continues to fail fort save does he take ability damage each failed save? If so, how many rounds? Am I correct in that if pc gets attacked by 4 med spider poison coated weapons in the same round the DC would be 20? But one save cures him? What is fails the save what is the penalty? Symbol traps- There are several symbol of pain or symbol of fear traps in Curse of the Crimson Throne. If a rogue detects the trap doesn't it automatically go off since the trigger is sight based? How can he disable the trap without looking? Does the trap go off as soon as anyone looks in the direction of the symbol? How exactly does this work? How would PC's avoid the symbols? Seems pretty difficult to do so.
one my pcs a level 2 Cleric was trying to learn remove diease from a remove disease scroll he bought and he failed his spellcraft the DC was 12 he rolled a 10. Another one of the pcs claimed if he casted read magic (O level spell) he can try again and read magic allows him to learn any spell from any scroll without rolling a spellcraft check.
How exactly does this work? It says in pathfinder players handbook if you fail a spellcraft check to learn a spell from a scroll you can't try again for at least one week Also, how long does it take to learn a new spell from a spellbook or scroll? Can you learn a spell from any level scroll? For example a Level 2 Cleric buys a level 4 scroll can he then cast a level 4 spell if he makes his spellcraft check even though he can't cast level 4 spells?
Our group recently got into a discussion concerning Tangle bags and flour and how it should affect Invisibility. We were chasing a Orc who had a Ring of Invisibility and one of the members had a Scout headband. He threw a tangle bag at the Orc and he missed his save. We got into an argument on how much my character could see of him after the Tangle bag hit him. A Tangle is basically 3lbs. of hard sticky glue that sticks to the opponents feet. The DM argued that he would still have 100% concealment thus I still only have a 50% chance of hitting him even though my character can see the glue and knows his tangled. The DM went on to say that the Orc could simply touch the glue or put his cloak over the glue to it would also be invisible. However, this is not case you must put items in your bag or conceal them to make them invisible also. I said my character is going to attack the glue that I can see (which would be Orcs leg) Now would I only have a 50% chance of hitting him if I simply attacking the glue which is his leg? Also, how does exactly does throwing a sack of flour and hitting with it on a invisible opponent? Shouldn't you be able to see a fairly clear outline of the invisible opponent who a bunch of flour on him and would that not decrease the concealment buy a certain %?
I taking the Headlong Rush feat and am going to buy Rhino Hide armor. Headlong Rush [Fighter, General] You charge your foes with immense force, heedless of your own safety. Prerequisite: Orc or half-orc, base attack bonus +4 or higher. Benefit: Instead of a normal charge attack, you can perform a headlong rush. A headlong rush is a charge that provokes attacks of opportunity from every foe who can reach its path, including the opponent you attack. A headlong rush otherwise functions like a charge attack (+2 attack, -2 AC, straight-line movement only), except that a successful attack deals double damage. Rhino Hide This +2 hide armor is made from rhinoceros hide. In addition to granting a +2 enhancement bonus to AC, it has a -1 armor check penalty and deals an additional 2d6 points of damage on any successful charge attack made by the wearer, including a mounted charge. According to the item ability, I do not see how this should not stack. Headlong Rush is a charge attack according to the feat and Rhino Hide adds 2d6. Any thoughts on this?
One of my pc's is a Wizard and has proposed to create the following magical item. He has the feats and skills necessary to do so. Takara is sick of casting mage armor and even more sick of wearing leather armor. So she decides to create a mantel of mage armor. Basically, with this mantel (which I guess is worn over a cloak). It would always be as though I had cast mage armor on myself. It does not stack with armor. You can read here http://www.systemreferencedocuments.org/35/sovelior_sage/magicItemsCreation .html
Feats/Powers
2000 * .75 = 1500gold to buy the materials and one day to create it. My question is as DM does this reasonable to create a mantle of mage armor for 1000 gold? The player says its easier to keep track of then him buying a a magical item that has 50 charges of mage armor for 750 gold. |