Caldwell Castle


Playtest Reports

The Exchange

Lone Bard Clears most of Caldwell Castle using Lullaby, Sleep, and old fasioned Diplomacy.

Jynyfyr Kayn
Bard

Str(7)/-2 HP(7)
Dex(10)/0 Neutral Good
Con(9)/-1
Int(14)/+2
Wis(13)/+1
Cha(18)/+4
Languages:(C)Karameikian, Kobold, Goblin
Skills- Perform(8), Diplomacy(8), Knowledge - Wildlife(3)
Feats- Alertness, Run
Spells prefered during adventure- (0)- 1x Light, 3x Lullaby,(1)- 2x Sleep
Equipment: Leather Armor, Musical Instrument, Rapier

DM Preparation-

Because there is no Cryptozoology section in the Pathfinder manual (the thing that is missing), it is necessary to generate basic stats for monsters and NPCs.

Game Notes-

PC's abilities with weapons were poor (considering strength penalties), Considerable Roleplaying and Diplomacy was the priority for the early stages of this adventure (Couldnt kick a door in to save her life.).

Early encounters The Goblins and Kobolds were easier to negotiate with than the Humans hold up in the Keep. They left freely and unmolested at the prospect of an eviction.

This leaves the Hostile intelligent monsters (mainly the Bandits down the back of the castle for whom Diplomacy held no interest). When Diplomacy failed the RUN feat became very useful. The ensuing running battle through the Keep Hallway almost cost the PC her life.

CryptoZoology -

Clearing out the WildLife - Managed to take most of it alive (using sleep spells and cages) and sold it to the merchants one room at a time.

Rewards-

Didnt get as much in the way of treasure that a kick-in-the-door-and-kill method of play would have coughed up in this castle (merchant walked out the door with the magic handaxe). However the PC did manage to pull together enough xp rewards to advance almost to third level.

The Pathfinder Guide-

The Pathfinder Guide was very good - although I needed to Yellowtag the sub sections of certain chapters for speed of use to maintain game flow.

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