The rope bridge to Thistletop and other Burnt Offerings questions *spoilers*


Rise of the Runelords

Liberty's Edge

A question on disabling the trap on the rope bridge. Is it possible to do it from the land side of the bridge? The description in the book makes it sound like you can only disable it from the island side.

For a party of 7 or 8 players would it work to add a third Yeth Hound to the chapel fight? I know that the Yeth Hounds a brutal, especial if large group of the party falls to there screech, and was wondering if that wouldn't overrun the party.

I've heard a lot of people made Nualia an Anti-Paladin of Lamshutu. Any builds out there I could look at? I'm not quite sold on the idea of it yest.

Liberty's Edge

This was my Antipaladin Nualia. Sadly I forgot to print her the night of her scene and she was left in the dustbin of unused NPCs.

Nualia (CR 5)
Female aasimar anti-paladin 6
CE Medium outsider (native)
Init -1; Senses darkvision 60 ft.; Perception +4
Aura strong evil, aura of cowardice (10 ft. radius, -4 to saves vs fear)
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DEFENSE
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AC 17 (19 with Shield/vs. Good with PfG, 21 vs. Good with PfG), touch 9 (11 PfG), flat-footed 17/19/21
(armor +8, Dex -1)
hp 55 (6d10+18)
Fort +9, Ref +3, Will +9
Defensive Abilities plague bringer, unholy resilience; Immune disease; Resist acid 5, cold 5, electricity 5
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OFFENSE
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Spd 20 ft. (armored)
Melee +1 keen bastard sword +10/+5 (1d10+4, 17-20/x2) and claw +4 (1d6+1, 20/x2)
Ranged mw composite +3 longbow +6/+1 (1d8+3, 20/x3)
Special Attacks channel negative energy (3d6, DC 15), cruelty (DC 15; sickened, staggered), fiendish boon 1/day (+1, 6 minutes), smite good 2/day (+2 attack, +6 damage, +2 AC), touch of corruption 5/day (3d6 plus cruelty)
Spell-Like Abilities (CL 6th):
At will – detect good
1/day – daylight
Spells Prepared (CL 3rd, touch +9, ranged touch +5, concentration +5):
1st –Protection from good, Cause Fear (DC 13, DC17 if enemy within 10’)
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TACTICS
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Before Combat If Nualia suspects combat is imminent, she summons her fiendish spirit into her sword, granting it the keen ability, and casts protection from good.
During Combat Nualia activates her Sihedron medallion as a free action at the start of combat to gain false life. She prefers to fight with her bastard sword and claw, but she will not hesitate to use her touch of corruption to stagger particularly dangerous enemies. If she can, she will move to make sure her aura of cowardice affects as many of her opponents as possible before her yeth hound ally uses its bay.
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STATISTICS
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Str 16, Dex 8, Con 14, Int 10, Wis 14, Cha 15
Base Atk +6; CMB +8; CMD 17
Feats Exotic Weapon Proficiency (bastard sword), Lamashtu’s Mark, Channel Smite
Skills Intimidate +10, Knowledge (religion) +6, Linguistics +1, Ride +5 (+2 armored); armor check penalty -3.
Languages Common, Celestial, Goblin
Gear +1 bastard sword, masterwork half plate, Heavy steel shield, Sihedron medallion, masterwork composite +3 longbow and 20 arrows, gold holy symbol (worth 100 gp), 7 pp, 5 gp.

Liberty's Edge

Looks good. The two attacks she'll get for being level 6 will come in handy with my group of 6+ PCs.


Regarding the trap on the rope bridge: The module makes it pretty clear that the trap is on the fortress side of the bridge, and can only be disabled from that side.

I ran a party of six characters, all run by very experienced players, so I beefed up most of the encounters accordingly. I redesigned Nualia as a sixth-level cleric, and I also designed a new character for her band, a 5th-level female half-orc rogue (poisoner archetype) named Grralka, who was hiding in the shadows in the same room.

I thought about rewriting Nualia as an antipaladin, but didn't think it made much sense given her backstory. I decided to make her a single-classed cleric of Lamashtu...

NUALIA CR 5
Female aasimar cleric 6
CE Medium outsider (native)
Init +0; Senses: darkvision 60 ft.; Per +11

DEFENSE
AC 21, touch 12, flat-foot 21
(+7 armor, +2 deflection, +2 natural)
hp 45 (6d8+12)
Fort +7, Ref +3, Will +10
Resist acid 5, cold 5, electricity 5

OFFENSE
Speed 20 ft,
Melee falchion +8 (2d4+3 / 18-20)
Cleric Domains: Strength, Trickery
Spells Prepared:
3-level: blindness (DC17), cure serious wounds, nondetection*, searing light
2-level: bull’s strength, calm emotions (DC 16), hold person, invisibility*, silence
1-level: cause fear (DC 15), enlarge person*, divine favor, doom (DC 15), shield of faith
*domain spell

STATISTICS
Str 14, Dex 10, Con 13, Int 12, Wis 18, Cha 15
BAB +4; CMB +6; CMD 16
Feats: Combat Casting, Selective Channel, Weapon Focus (falchion)
Skills: Bluff +10, Intimidate +10, Knowledge (religion) +11, Linguistics +5, Perception +11
Languages: Abyssal, Celestial, Common, Goblin, Varisian
Gear: +1 breastplate, +1 falchion, Sihedron medallion, potion of cure moderate wounds, oil of darkness, potion of greater infernal healing, potion of barkskin, potion of mirror image, gold and onyx unholy symbol (125 gp), 10 pp, 25 gp,

SPECIAL ABILITIES
Daylight (Sp): Cast daylight 1/day (CL6)
Strength Surge (Sp): 7/day: +3 enhancement bonus to melee attack rolls & CMB rolls.
Copycat (Sp): 7/day: One image as mirror image.
Channel Negative Energy (Su): 5/day: 3d6 damage to living creatures within 30 ft. Will save half (DC 15)
Touch of Corruption (Su): Once per day, as a free action, Nualia can invoke this power when she strikes an enemy in combat. The target must make a Fort save (DC 18) or be corrupted by Lamashtu. A victim received a monstrous deformity for 1 hour. During this time, he takes 1d4 Cha damage. The physical change might be scales, horns, fangs, fur, strange colored eyes, strange voice, etc. During this time, the victim radiates a faint aura of evil.

TACTICS
Before Combat: Nualia can hear both the portcullises drop, and the glyph that was placed on the door. Assuming she has time, she casts the following spells before combat: shield of faith (+3 AC), divine favor, and bulls strength. She will also quaff her potion of barkskin, her potion of greater infernal healing (to gain Fast Healing 5 for 10 rounds), and her potion of mirror image.
During Combat: She will fire a searing light at one target early in combat, then will throw down her oil of darkness vial into the center of the room, knowing that she, Grralka, and her Yeth hounds can all see in the dark while humans can't. She will then attack with her falchion.
Morale: If the fight seems to be going badly, she will cast sanctuary, followed by invisibility, and will try to escape.

Liberty's Edge

Thanks, I got couple weeks before they get to Nualia so I try a couple builds and see what I like.

I was thinking of maybe adding a second Yeth Hound with Nualia.

Grand Lodge

I completely forgot about the bridge trap until the party was across it, so I didnt bother with it after that.

As for Nualia, I also made her an antipaladin, raised her to level 6, and kept it with the same number (1?) of yeth hounds. I had a party fo 7 players and one medium sized mount.

First encounter with yeth hounds: 4 players (including the guy on the mount) ran away in fear.
Second encounter with yeth hounds (Nualia fight): 3 players (the same ones as before, except for the one on the mount) and the mount failed the save and ran away...the mount not waiting for the rider to get off, lol.

Grand Lodge

Rope Bridge and More:
I played the rope bridge that it could only be disabled from the Island side. But it didn't matter any way. My usually experienced players did not even bother to detect the bridge for traps and was dumped into the swirling waters below. Two of the party members (group of five), had to be dragged out of the surf unconscious, and almost died.

Then the party ran into guess who swimming around the waters? (I wonder if there will be a miniature of this interesting aquatic creature in the RotRL set?) <scratching chin in thought>

Finally, the party had to rest in the caves below to get their spells back, as a couple more were unconscious from their squabble with their new found friend. Eventually, the party elected to scale the rock to get to the fort on top. You know there was nothing on this, so I made a quick assumption that there were hand holds carved on the side of the monument head that lead to a place where a small water craft could anchor. A place that could not have been easily seen from the shore.

That part actually turned out well for the party, as they sneaked into the fort. They rebounded rather nicely through the rest of Thistletop after their earlier debacle.

Later,

Mazra


When I ran it the group crossed the bridge one at a time (and thus didn't trigger the trap (which the rogue neglected to search for, assuming the bridge was safe because she made it across). Later after the Yeth Hounds in the sanctuary had disabled everybody but the dwarf fighter he drug his unconscious companions back to the upper level, freed the horse from the stall, loaded everybody up on that and tried to thunder across the bridge... which gave way resulting in a TPK (A longer version of this tale can be found in the RotRL obituaries thread).

I allowed the next group of adventurers (the replacements the players made) find some of the previous group's gear in the bunyip lair.

Liberty's Edge

The problem I have is that the Druid had alerted the island of the PCs. They are already reading outside the doors to the building. It will make for an interesting fight to say the least.

The PCs know of the bridge trap as one of the PCs know Tsuto as children and was able to open him up a bit (two successive 20+ diplomacy rolls)

Liberty's Edge

We ran the rope bridge last night, I've post a full description of that debacle on this message board:

http://paizo.com/forums/dmtz543q?Burnt-Offerings-My-Rope-Bridge-Debacle#1

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