
Jabborwacky |

I can remember in the big book that re-did the Slave Lord series that there was a part where the party was taken captive, placed on a ship and the captain threw all of their items over board while they were in the middle of the ocean.
So I should probably advise any player going for a wizard to have their character tattoo his/her body with spell inscriptions, disguising them as tribal markings.

Mort the Cleverly Named |

Don't quote me on this, but I THINK I remember someone mentioning that your equipment would be stolen, but not destroyed. You wouldn't have it when you start on the Wormwood, but you reacquire it shortly. Would make sense, given that otherwise not mentioning it in the player's guide would be a pretty big oversight.
Maybe someone who already got the book would like to spoil?

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This is addressed in the first adventure, Pathfinder #55. There are explicit guidelines for the GM regarding what to do about characters with spellbooks, formula books, animal companions, familiars, and the like.
So while you might not immediately start out with your spellbook, you should have the opportunity to recover it in short order.

Jabborwacky |

This is addressed in the first adventure, Pathfinder #55. There are explicit guidelines for the GM regarding what to do about characters with spellbooks, formula books, animal companions, familiars, and the like.
So while you might not immediately start out with your spellbook, you should have the opportunity to recover it in short order.
Thank you very much for the heads up. :)

Timothy Hanson |
Shalafi2412 wrote:I can remember in the big book that re-did the Slave Lord series that there was a part where the party was taken captive, placed on a ship and the captain threw all of their items over board while they were in the middle of the ocean.So I should probably advise any player going for a wizard to have their character tattoo his/her body with spell inscriptions, disguising them as tribal markings.
The Wizard will be no more or less screwed then a Fighter that uses traditional weapons and armor (as opposed to say a monk). Most PCs will be at a disadvantage for a little while, but part of the enjoyment of the first part of the AP is getting new stuff or your old stuff back. The AP provides several options/opportunities to ungimp characters.

Zaranorth |
Jabborwacky wrote:The Wizard will be no more or less screwed then a Fighter that uses traditional weapons and armor (as opposed to say a monk). Most PCs will be at a disadvantage for a little while, but part of the enjoyment of the first part of the AP is getting new stuff or your old stuff back. The AP provides several options/opportunities to ungimp characters.Shalafi2412 wrote:I can remember in the big book that re-did the Slave Lord series that there was a part where the party was taken captive, placed on a ship and the captain threw all of their items over board while they were in the middle of the ocean.So I should probably advise any player going for a wizard to have their character tattoo his/her body with spell inscriptions, disguising them as tribal markings.
And there's the cantrips too. We've always played that they stay memorized until replaced. So a 1st level wizard isn't too gimped without his spellbook.
After reading the first part of the module, the best answer, without spoiling anything, is: don't sweat it. Unless the character (or player I guess) is a total dimwit, there's no overwhelming need to gird up your loins in preparation for an imminent battle. And if said character (or player) is ... I don't think having starting gear is going to be of much help.