Knock Code in T3FoE


Age of Worms Adventure Path


Is there anyway the party can EVER know the secret knock code in order to NOT alert the skeletons ?

thanks, Mark


Not from how I read it. If the PCs were to learn the knock code it would only activate those skeletons who open the door and have bells on. However, I guess the difference would be less skeletons and the folks inside would think it was a normal entrance of a visitor.

Sean Mahoney


Sean Mahoney wrote:

Not from how I read it. If the PCs were to learn the knock code it would only activate those skeletons who open the door and have bells on. However, I guess the difference would be less skeletons and the folks inside would think it was a normal entrance of a visitor.

Sean Mahoney

I think it could be done with a knock spell. (atleast to catch them a bit off guard) However, my group couldn't get to the last tiefling guard before he sounded the alarm. They waited a bit, but the hextorites were too well disiplined to let down their guard.


A sleep spell, some rope and then 'persuade' one of the tieflings guarding the cathedral to teach them the knock. Simple. ;)

Of course this relies on the party realising that they *need* a secret knock.


Some form of divination magic perhaps? As the previous poster said, intimidate/torture the guards for the info.

On the other hand, maybe kill the guard outright, then speak with dead? I'm not sure that would work (based on the wording of the spell), but it gives you a good excuse to kill something.

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