Flood Season questions


Shackled City Adventure Path


OK, it's a little after the fact, but since we're still in the Kopru ruins, there may be time to redeem myself.

1. How do the doors in the ruins work? This is from the SCAP hardcover, page 112: "The doors in the ruins are constructed of heavy stones that pivot on a central bar, allowing the door to rotate along the center and providing an opening to either side a little less than 3 feet wide. The cultists have fitted several key doors with locks, but if the text doesn't say that a door is locked (or can be locked), it cannot be locked at all."

My interpretation is this: The doors spin freely and can turn a full 360 degrees. The doors have a natural state of being "shut" and will slowly rotate back to that state if left open. (The latter sentence is really my own design idea -- nothing in the description suggests that.)

One of my players suggested that the doors only turned one way, thus closing more solidly. (i.e., the doors open one way and hit the wall another in the other.) Because the map does not show door opening arcs, I assumed that this was NOT how the doors work.

2. Can the ogre zombies (or any large creature) move from room to room in the ruins? Being large sized and having a space that's a little less than 3 feet wide to move through seems like a really tight fit if they can even make. (And how did they get in? Chopped up?)

3. What kind of rules would you use for holding one of these doors shut? This is a little tricky, especially given that the pivot point is on a 5' grid line.

4. K33 has a trap on the floor that's triggered by the northwest door opening. The rogue never checked the floor, but he did check the door. I sprang the trap and he argued that he could have found the trigger on the door and disabled it. I let him do that, but I'm not sure I should have. Should I have sprung the trap or does finding & disabling the trigger count as finding & disabling the trap? Can you find the trigger?

Thanks!


1. How do the doors in the ruins work?

Your idea works for me; they're revolving doors: they rotate open until they're at 90 degrees (you could conceivably leave one at 90 degrees and it'd stay open); if you give it another shove in either direction, it'll swing shut.

2. Can the ogre zombies (or any large creature) move from room to room in the ruins? Being large sized and having a space that's a little less than 3 feet wide to move through seems like a really tight fit if they can even make. (And how did they get in? Chopped up?)

A large creature isn't necessarily nine feet wide, they're usually nine feet tall. If something's half again as tall as a normal human, they'd probably only be half again as wide, so if you or I could fit through a 2' wide opening, a Large creature should fit through a 3' wide one. I wouldn't let one run through a door, though; it's a lot narrower at top and bottom, and they'd have to kind of wiggle through. See above re: doors swing shut if shoved. That'd sting like the dickens.

3. What kind of rules would you use for holding one of these doors shut? This is a little tricky, especially given that the pivot point is on a 5' grid line.

Sovereign glue. Or, it takes two people.

4. K33 has a trap on the floor that's triggered by the northwest door opening.

If a rogue makes a Search roll before he can get to the trap, he can make a Disable roll before he gets to it, too. He doesn't have to disable the trigger to disable the trap.


I would just turn them into normal doors. There seems no reason to make them otherwise except to be different. So stick an Ebon Triad symbol on them or something but make them normal.

Sovereign Court

Pathfinder Roleplaying Game Charter Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

We had one very interesting encounter with those doors, the group was ambushed by guards in a room, as they were stepping into the door. The party dropped back and the half-orc barbarian took door and sent it spinning (strength check of 21). This resulted in a 50% miss chance due to the different states of the door, open/closed, for both sides of the combat, but neither tried to run through it....

when the halfling wizard Skaven surprised the party from the other side, the encounter took a very serious turn (very interesting fight, yes)

Paizo Employee Creative Director

Weird... I made a huge post to this thread to answer the questions but the Internets ate it. Ah well. In any event, Colin's answers above are pretty much the same ones I gave in my phantom post.

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