More Questions About SCAP


Shackled City Adventure Path


I know I'm going to have a lot more questions about SCAP, so I'm just creating a generic thread to post them all in. I did order the hardcover yesterday, so hopefully I'll be getting that within a couple of weeks, by the time my group's scheduled to begin their first session.

First question from me ....

Is there anything to prevent the party (presuming a character can speak gnome) from gaining control of the pulverizer and hammerer automatons they find in Jzadirune? Could a character just say "kill all the little guys in black" and have a walking CR 3 henchman at first level?


They only obey gnome. One of my players, who are all experienced, has a gnome druid. When they got to the first one I rolled to see if it would react; it did not stir to life. Upon reading the command words he brought it to life and suddenly the group had a pet "robot."

It didn't unbalance things, though I couldn't make the same call for someone else's group.

In the scene with Vhalantru the druid made the mistake of sending his new pet in to bar the beholder's path to the boy. A disintegrate ray later and it was so much ash on the floor.

Of course, they went back after the adventure for the second one but eventually the player decided, in sound judgment, that his druid character wouldn't be toting around a construct.

Now they want to fix it up and sell it. I'm thinking about having Vhalantru offering them a few thousand gold (i.e., an offer they can't refuse...) and then buffing it up, only to send it against them later in Chapter 8. ;)


Well, in theory they could. But remember the automatons are not completely reliable (50% non action chance) and also remember, some of the Skulks, Darkcreepers and for sure the Darkstalker can command the automoton as well.

Plus, your heroes need to find gnomish inscription, which can be difficult if it is pounding on them, or even possibly have the commands damaged if they defeat it. (Of course, if they find the inactive one first, it helps a lot.)

(I to plan on starting my group through the AP soon. I'm on my third read-thru of the book right now)

-c


The Wizard in my campaign had a gnome for a mentor and spoke gnomish. For the rest of the adventure they had the construct as a "pet". I didnt see that it unbalanced the game enough to matter, and they quickly outgrew it. He refurbished it, and now keeps it as a display piece at his old college of wizardry.


Got some Questions perhaps somene has any ideas how to handle his.
My Party just finished Zenith Trajectory and we will begin Demonskar next session.
One of my player is now playing a Druid and is tryind to establish himself in the Cauldron Region.
He is Casting Comune with Nature to find the presencc of a migthy Creatures.
Question could he find the Morkoth in the Lake?
This is the only creature in his Spellcasting area that fullfills the description.
What do you think?

Question two.
Our Druid get his Spells from the Nature, he doesnt have an God.
If he gets to Abyss in test of the smoking eye where there is no Nature around, would he still get the Spells?
What do you think?

Thanks Kraschyn.


Kraschyn wrote:

Got some Questions perhaps somene has any ideas how to handle his.

My Party just finished Zenith Trajectory and we will begin Demonskar next session.
One of my player is now playing a Druid and is tryind to establish himself in the Cauldron Region.
He is Casting Comune with Nature to find the presencc of a migthy Creatures.
Question could he find the Morkoth in the Lake?
This is the only creature in his Spellcasting area that fullfills the description.
What do you think?

it's a bit of a judgement call. the spell doesn't function where nature has been replaced by man-made constructs such as towns. The lake is part of the town, although you could consider it to be a seperate place.

On the other hand, many of the creatures that dwell under cauldron definitely fit the 'mighty creature' bill. Dyr'ryd is one example, Gau is another. And Vhalantru also spends some time in his natural form underneath the city. You could use the results of the spell to foreshaddow some of comming events.

Of course, even the morkoth is utterly evil and not inclined to serve anyone but itself.

Kraschyn wrote:


Question two.
Our Druid get his Spells from the Nature, he doesnt have an God.
If he gets to Abyss in test of the smoking eye where there is no Nature around, would he still get the Spells?
What do you think?

Thanks Kraschyn.

yep, he would. The planes do not affect a character's spell casting capabilities in this way. If he wouldn't get spells, you're penalizing a player for no real reason.


Kraschyn wrote:

Question two.

Our Druid get his Spells from the Nature, he doesnt have a God.
If he gets to Abyss in test of the smoking eye where there is no Nature around, would he still get the Spells?
What do you think?
Thanks Kraschyn.
Chef's Slaad wrote:
yep, he would. The planes do not affect a character's spell casting capabilities in this way. If he wouldn't get spells, you're penalizing a player for no real reason.

Actually, the way I've seen it run going back to 1st Edition...

If you are on an Outer plane that is NOT native to your God, you are "out of contact" with that Diety and cannot recover any spells higher than 2nd level. As far as Druids are concerned, I would apply that limitation to ANY outer plane that does not touch the Prime Material.

Call it an inherent risk of leaving your native plane.

Of course, it's ultimately up to your DM, unless someone knows of the hard rule on this.

M


Thanks for the Answers.
Will have to think about what i will do with the Druid.
By the has someone Druids in his SCAP Campaing?
Does they fit in?

Just have the impression that the class dont fit realy good in the Campaign since it the main Villains are City based.

Kraschyn


Good ideas Thanks.

Didnt think on the Cagewrights.
By the way there are some Undeads in the Church of Wee Jas / Kelemvor in my campaing that fit the Bill too.
Could he find them too?

Kraschyn


mark Chin wrote:

Actually, the way I've seen it run going back to 1st Edition...

If you are on an Outer plane that is NOT native to your God, you are "out of contact" with that Diety and cannot recover any spells higher than 2nd level. As far as Druids are concerned, I would apply that limitation to ANY outer plane that does not touch the Prime Material.

Call it an inherent risk of leaving your native plane.

Of course, it's ultimately up to your DM, unless someone knows of the hard rule on this.

M

In the original manual of the planes, you lost your highest spell level for every plane you where removed from your diety. If you're on Carcerri and you worship Pelor your would lose your two highest spell levels. The first one for entering the outlands, the second one for entering carcerri. A cleric who could originally cast 7th level spells could now only cast spells of 5th level or lower. The same went for magical bonusses to weapons and armor. A +3 longsword forged on mount celestia is only a +1 longsword in the abyss.

I'm glad they axed those rules in the 3rd ed manual of the planes.


I have some questions about the availability of Raise Dead and similar spells.

When can Jenya cast Raise Dead (by which scenario - Zenith Trajectory perhaps)? Assuming that the party is in the good graces of St. Cuthbert, will Jenya cast the spell free of charge? What's a reasonable limit to the value of diamonds in the St. Cuthbert vault?

How did you handle this? My party's not there yet, but I think they will be in time.

Thanks.


DrWaites wrote:
When can Jenya cast Raise Dead (by which scenario - Zenith Trajectory perhaps)? Assuming that the party is in the good graces of St. Cuthbert, will Jenya cast the spell free of charge? What's a reasonable limit to the value of diamonds in the St. Cuthbert vault?

According to the SCAP hardcover, in the recurring NPCs section of Appendix IV, "[a]s the game progresses, each of these NPCs should level up to keep their character level equal to the average party level -1."

This would mean that Jenya gains this ability about the same time that the party is starting the Test of the Smoking Eye. Since they are on another plane, they won't be able to take advantage of this until they return from Occipitus at the end of that adventure... so really at the beginning of Secrets of the Soul Pillars.

I am not sure that having the NPCs not going up in levels and then all of a sudden burst into action when the PCs surpase them and keep up from that point makes a lot of sense to me. I would consider maybe having her level up 1 level for every two they gain from the time they meet her. In this case she would be able to cast this spell at the beginning of Demonskar legacy.

As for whether or not she would do it for free... no, I wouldn't think so. Just the cost of this spells component is 5000 gp, I can't see her church being willing or able to bear the brunt of that hit. At best, if the party were on VERY good terms with her and the church I would have her offer to cast the spell 'at cost.' Otherwise I would remain at the 20% discount described in the description of the Church of St. Cuthbert that was given in the hard cover (so normally you would have to pay 5450 gp for this service and people in good graces with Jenya would get the discounted price of 5360 since the cost of the diamonds could not be reduced only the cost of the spellcasting).

Sean Mahoney


My party has been adventuring in Jzadirune for a couple sessions and have now decided to try to find every single key.

Skimming through the module, I think I noticed 2 "Z" keys. Am I right about this? If so, was one of the letters left out? Which one?

Thanks,
Doc

Sovereign Court

I compiled this list a few weeks ago in preparing for the chapter.

Key locations:
J J22 under stage, choker guardian
Z J34 in rubble, J52 in cabinet
A J44 in automaton
D J45 possessed by Yuathyb
I J41 in barrel
R J46 in desk drawer
U J31 alchemy desk
N J25 throne compartment
E J25 throne compartment

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