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Demiurge 1138 RPG Superstar 2013 Top 8 |
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So how do the shard's powers work with respect to "activation"? The text implies that the various abilities of each shard (spell like ability, constant buffs) don't work unless it's activated with the proper ioun stone. In addition, only by activating the shard can one use it to detect the next in the sequence. That is explicitly stated.
If this is the case, how can Natalya use her shard to make an illusion when she's fighting the PCs when she hasn't activated it? And how could the Prince of the Market use his not-activated shard to try to find the next one and get killed in the Crow, thus leaving his shard to be found and start the plot?
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WampaX |
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So how do the shard's powers work with respect to "activation"? The text implies that the various abilities of each shard (spell like ability, constant buffs) don't work unless it's activated with the proper ioun stone. In addition, only by activating the shard can one use it to detect the next in the sequence. That is explicitly stated.
If this is the case, how can Natalya use her shard to make an illusion when she's fighting the PCs when she hasn't activated it? And how could the Prince of the Market use his not-activated shard to try to find the next one and get killed in the Crow, thus leaving his shard to be found and start the plot?
The "activation" has two effects:
1) Makes it easier to find the next shard2) Suppresses the shard's curse
Even without the ioun stone imbedded, the shards give vague visions of where the next one is (penalty to Geography Check), and even then, if the person knows the area well, they instantly know where the next shard is.
To use a shard's abilities, it only needs to be carried.
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I am curious about what will constitute "carrying" a shard since they have those nasty curses and I'm sure my PCs will do everything they can to "carry" them, but yet at the same time not be affected by the curse (well, without an Ioun Stone). Normally I would just common sense, but with artifacts this powerful it's unknown how these might work exactly in strange situations ... such as the following:
If they carry a shard inside a bag of holding can they still "use" the shard? (and then get the curse as well). Is carrying it inside a multi-dimensional space count as "carrying" it?
What happens if they put the shard inside a saddlebag? I'm sure my PCs will try to store the shard inside a saddlebag and then pull it out when needed, but how would this work? Would the horse get the curse? That could get interesting! :)
What do you guys think as I'm sure this will come up throughout the course of the campaign...
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Yup. Activating a shard makes it easier to know where the next shard is, but more importantly, it turns off the curse. Natalya can use her shard fine, she just can't really use it to find the next shard and has to deal with the curse.
As for what constitutes carrying a shard—that means held in hand, kept in a pouch, tucked in a shoe, or put in a bag of holding that you hold. You still gain the benefits of the shard, and can use its ability (this is similar to using a spell-like ability).
If you put the shard down somewhere else, be that in a horse's saddlebag or in a box back home... you're no longer carrying the shard and can't use it or gain the benefits of its powers, but you'd probably still suffer the curse. More to the point, if you're roleplaying your character properly and you're cursed, you shouldn't want to give it up!
THAT SAID.
We've engineered the adventure so that the PCs shouldn't have to ever spend much time dealing with the shard curses at all. They'll be given the right ioun stones to activate each shard, which means you'll be able to turn off the curse as soon as you find it. The curses on the shards fuel pretty much one major story point—to make the NPCs who find the shards behave irrationally and prevent them from, say, seeking out the next shard in the sequence. We wanted to retain THAT type of plot element for the last adventure.
So, with the exception of the first shard (who's curse is deliberately designed to NOT cripple a PC when it's picked up), your PCs probably won't have to worry to much about those curses affecting them.
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Thanks for the quick answer James! I agree that the Ioun Stones should probably make the shards safe for all ... but you haven't meet my PCs. I'm sure they will try to get those Stones out...
Shame the horse can't get cursed, I would love to see a horse affected by the Shard of Greed ... but perhaps not the Shard of Lust. Yikes!
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Mechalibur |
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Wait wait wait, this is already available? How come I don't have it in my downloads? *confused*
Ruyan.
You get it in your downloads when it ships. I think the date it ships depends on where you're located.
Anyway, I think I want to make it so that the ioun stone supresses both the curse and the benefits of the shard (except of course, letting you find the next one). I've got fairly adventurous players, and I want to see how they handle power at a cost.
I see why it was implemented, but the bypass method seems a little silly to me.
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Mechalibur |
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Also, I'm a bit confused on the layout of the Crow... I must be missing something really obvious. How are the PCs supposed to progress if they can't find the entrance to B8? How did the Tower Girls take over the rest of the tower if they haven't found that entrance themselves (as stated in the adventure)?
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Thanks for the quick answer James! I agree that the Ioun Stones should probably make the shards safe for all ... but you haven't meet my PCs. I'm sure they will try to get those Stones out...
They don't have any particular reason to do so, though. The ioun stones function normally and give the PC carrying the shard their full benefit as well as surpressing the curse when activated. So there's no reason to not leave them in.
However... does anything cool happen if a "wrong" ioun stone is placed in a shard?
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WampaX |
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Shisumo wrote:However... does anything cool happen if a "wrong" ioun stone is placed in a shard?Nope. The ioun stone won't really even fit in many cases, and when it DOES fit, it won't stick.
Its kinda scary that the ioun stone is destroyed when removed from the shard. Unknowing PCs may inadvertently find themselves in the position of having to deal with the curses. Which could be fun for the RP potential, but I'm curious how that will play out when they HAVE to give up their shard to reforge the Sihedron.
Also,
Was there any consideration given to enterprising PCs using the shards as weapons? Each one is pointy, made of starmetal, and all seem like they could be affixed to a pole as a makeshift spear point.
Also Also,
Will the potential for the abuse of the "multiple shards carried" effects as a weapon be a viable tactic? Its a pretty risky gamble latter on when a DC 20 Will save isn't that difficult, but will a fast/agile/proficient in ring-toss party be able to shut down encounters by causing a target to be suddenly carrying 4-5 shards?
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James Jacobs wrote:Shisumo wrote:However... does anything cool happen if a "wrong" ioun stone is placed in a shard?Nope. The ioun stone won't really even fit in many cases, and when it DOES fit, it won't stick.Its kinda scary that the ioun stone is destroyed when removed from the shard. Unknowing PCs may inadvertently find themselves in the position of having to deal with the curses. Which could be fun for the RP potential, but I'm curious how that will play out when they HAVE to give up their shard to reforge the Sihedron.
Also,
Was there any consideration given to enterprising PCs using the shards as weapons? Each one is pointy, made of starmetal, and all seem like they could be affixed to a pole as a makeshift spear point.Also Also,
Will the potential for the abuse of the "multiple shards carried" effects as a weapon be a viable tactic? Its a pretty risky gamble latter on when a DC 20 Will save isn't that difficult, but will a fast/agile/proficient in ring-toss party be able to shut down encounters by causing a target to be suddenly carrying 4-5 shards?
By the point you "give up your shard to reforge the Sihedron" you'll have long since outgrown the powers and benefits granted by the shards, first of all. And second of all... the Sihedron's not an artifact that only one person in the group gets to use... it helps the whole group!
As for using shards as weapons... they function as improvised weapons made of the appropriate metal. That said... check out the penultimate adventure for a creative use of a shard in this regard...
And finally, you kinda have to be willing or helpless in order to carry shards. Dropping an item is a free action, so "piling a foe up with shards" won't work so well if it can take actions. And if it can't take actions, then why are you piling shards on it? Simply putting a shard on top of someone does not count as them carrying it. Wedging it into their clothes or stuffing it in a belt would though...
Furthermore... I doubt folks will be willing to try this tactic on an item they just spent 3 Experience Levels fighting monsters and enduring traps to get. AKA: If your players use this tactic, feel free to have the monster or NPC they just gave a shard to just run away with the shard.
The reason we put in rules for having bad things happen if you carry multiple shards is because we WANT multiple PCs in the group carrying shards. Having them all on one PC isn't nearly as fun as having everyone in the group get a chance to use the items. If you have fewer PCs in your group, you should absolutely reduce these effects or remove them entirely, since they'll have to carry more than two if there's less than 4 players in your group.
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WampaX |
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As for using shards as weapons... they function as improvised weapons made of the appropriate metal. That said... check out the penultimate adventure for a creative use of a shard in this regard...
Good to know.
And finally, you kinda have to be willing or helpless in order to carry shards. Dropping an item is a free action, so "piling a foe up with shards" won't work so well if it can take actions. And if it can't take actions, then why are you piling shards on it? Simply putting a shard on top of someone does not count as them carrying it. Wedging it into their clothes or stuffing it in a belt would though.
That's where I was headed. I've learned never to underestimate a player's desire to perform surprising feats of daring nonowaitdon't and having a response tucked away in the back pocket is almost always better than shooting from the hip in those situations.
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Zaister |
I have a question regarding Koriah Azmeren. She appears in this adventure and later on plays an important part in chapter 4. She is also listed in Inner Sea Magic as a half-elf ranger, level 11, where she is said to be the author of volume 44 of the Pathfinder Chronicles about the Darklands. Quotes from that volume are also found in Into the Darklands. But then there is an entry in the Seekers of Secrets timeline that reads:
4342 - Pathfinder Koriah Azmeren publishes what remains the most thorough exploration of the Darklands to date, chronicling several decades of work and culminating in a final 3-year- long solo expedition beneath the surface. Afterward he returns to Absalom with his research, possessing a host of nervous tics and strange new speech patterns. Though his findings make him both famous among adventurers and modestly wealthy, he never again ventures into so much as a basement, choosing instead to live exclusively on the top floors of the city’s highest towers.
This entry doesn't fit at all with the previously mentioned facts. First, Koriah is referred to as male, second this is supposed to be almost 400 years ago, more than double to maximum half-elf lifespan. And the last sentence doesn't really fit at all with Koriah's role in this AP.
I guess we should discard this entry, but then the question remains, how old is Koriah, and when was the book really written?
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RuyanVe |
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Greetings, fellow travellers.
Also, I'm a bit confused on the layout of the Crow... I must be missing something really obvious. How are the PCs supposed to progress if they can't find the entrance to B8? How did the Tower Girls take over the rest of the tower if they haven't found that entrance themselves (as stated in the adventure)?
Maybe you've found the answer already, but in the text to B7 it's explicitely written the secret door is propped open - so no problem (DC 8 Perception check) for the PCs to progress further.
Ruyan.
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I have a question regarding Koriah Azmeren. She appears in this adventure and later on plays an important part in chapter 4. She is also listed in Inner Sea Magic as a half-elf ranger, level 11, where she is said to be the author of volume 44 of the Pathfinder Chronicles about the Darklands. Quotes from that volume are also found in Into the Darklands. But then there is an entry in the Seekers of Secrets timeline that reads:
Seekers of Secret wrote:4342 - Pathfinder Koriah Azmeren publishes what remains the most thorough exploration of the Darklands to date, chronicling several decades of work and culminating in a final 3-year- long solo expedition beneath the surface. Afterward he returns to Absalom with his research, possessing a host of nervous tics and strange new speech patterns. Though his findings make him both famous among adventurers and modestly wealthy, he never again ventures into so much as a basement, choosing instead to live exclusively on the top floors of the city’s highest towers.This entry doesn't fit at all with the previously mentioned facts. First, Koriah is referred to as male, second this is supposed to be almost 400 years ago, more than double to maximum half-elf lifespan. And the last sentence doesn't really fit at all with Koriah's role in this AP.
I guess we should discard this entry, but then the question remains, how old is Koriah, and when was the book really written?
There are, unfortunately, a LOT Of errors in Seekers of Secrets. Things like accidentally using the Magnimar zoo as the basis for Heidmarch Manor's map. Or the afforementioned bit about Koriah Azmereen being male OR crazy. Discard that entry.
(Koriah is in fact a Pathfinder I invented so that I'd have a Patfhinder NPC that I could do with whatever I needed in books and stories I write and develop, and the fact that she got picked up and used in Seekers of Secrets without me knowing frustrates me a little... Seekers of Secrets is a good example of what happens when I don't have the time to be significantly involved in a Pathfinder Campaign Setting book... it starts not fitting the world's canon as well.)
In any event, Koriah's volume is intended to be one of the more recent ones, written only a few years or maybe a decade or so ago.
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Greetings, fellow travellers.
Mechalibur wrote:Also, I'm a bit confused on the layout of the Crow... I must be missing something really obvious. How are the PCs supposed to progress if they can't find the entrance to B8? How did the Tower Girls take over the rest of the tower if they haven't found that entrance themselves (as stated in the adventure)?Maybe you've found the answer already, but in the text to B7 it's explicitely written the secret door is propped open - so no problem (DC 8 Perception check) for the PCs to progress further.
Ruyan.
Natalya's the one who found that door, I believe.
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Zaister |
There are, unfortunately, a LOT Of errors in Seekers of Secrets. Things like accidentally using the Magnimar zoo as the basis for Heidmarch Manor's map. Or the afforementioned bit about Koriah Azmereen being male OR crazy. Discard that entry.
Thanks, that's about what I thought.
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There are, unfortunately, a LOT Of errors in Seekers of Secrets. Things like accidentally using the Magnimar zoo as the basis for Heidmarch Manor's map. Or the afforementioned bit about Koriah Azmereen being male OR crazy. Discard that entry.
Great T-rex, perhaps you could grace the Seekers of Secrets product thread with your retcons?
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James Jacobs wrote:Great T-rex, perhaps you could grace the Seekers of Secrets product thread with your retcons?
There are, unfortunately, a LOT Of errors in Seekers of Secrets. Things like accidentally using the Magnimar zoo as the basis for Heidmarch Manor's map. Or the afforementioned bit about Koriah Azmereen being male OR crazy. Discard that entry.
Seekers of Secrets is an older book and I'd rather not open a can of worms there. In the grand scheme of things, these corrections are going to be seen by MANY more eyes than ever saw Seekers of Secrets anyway, so this time next year, it won't be an issue really.
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Gorbacz wrote:Seekers of Secrets is an older book and I'd rather not open a can of worms there. In the grand scheme of things, these corrections are going to be seen by MANY more eyes than ever saw Seekers of Secrets anyway, so this time next year, it won't be an issue really.James Jacobs wrote:Great T-rex, perhaps you could grace the Seekers of Secrets product thread with your retcons?
There are, unfortunately, a LOT Of errors in Seekers of Secrets. Things like accidentally using the Magnimar zoo as the basis for Heidmarch Manor's map. Or the afforementioned bit about Koriah Azmereen being male OR crazy. Discard that entry.
*quitely hides Seeker of Secrets under the bed an awaits the Good Stuff*
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ferrinwulf |
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OK i'm confused with the whole story line here. I understand its a treasure hunt but What I don't seem to undertand here is that when all 7 parts are assembeled the Xin will rise and the emperoer will reclaim what is his according to Thassilon entry anyway. Soooo I'm thinking that this important little piece of info will turn up when Sheila starts her research...if so when the heck would anybody want to put the thing together? Why not just destroy it? I know its the weapon to kill him but surley if there is no shard in the first place then xin can't rise anyway...
I know its only part 1 and in order to get the full story you need to wait but as it stands at the mo as far as I can see anyway the plot hook has a very big hole in it.
I suppose Sheila may become corrupted I guess and turn evil without the pc's knowing..maybe which would help I guess.
But I could be wrong about all this as its not gripping me much yet.
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DM Cobalt |
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I think you are confusing player knowledge with character knowledge.
You, as the player know it is going to be a problem.
Your character, on the other hand, doesn't know this. All he knows it that this was a powerful artifact from the ancient realm of Thassilon, and it should be even better once it gets fixed. The fact that it is going to bring back Xin isn't known by your character (or by anyone around either, I would guess).
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ferrinwulf |
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Thanks I see where you are coming from, its just as Shelia is a pathfinder and has access to books etc and is reasearching the info for the players IF, granted its a big if, as im hoping the writers don't add it in to her reseach, it turns up in the adventure path later that she has found it out then it kind of makes the whole thing null and void dosnt it?
I'm not suggesting that it will happen though just that the potenial is there for it to happen.
It would seem reading between the lines then that the info she finds out leads her to belive its just a powerful weapon. It still seems a flimsy plot line though at the moment.
Gather artifact to help stop the threats in Varissia. Its just not grabbing me, it needs a bigger overarching plot I feel to last 6 books, like tieing in all the villans and monsters that have each piece as part of an overarching major invasion or something?
I don't know, wait for all 6 to be released I suppose but im on the edge here of canceling the AP sub as I dont see myself running it.
Can anybody convince me??
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Question: this adventure seemed to be divided into two parts, investigating Natalya and going into the Crow. In this sense, it reminds me of Carrion Crown's style of pacing. Intrigue/social play followed by dungeon crawl/fight play. Will the rest of the adventure path follow this pattern?
Somewhat...
Part 2, Curse of the Lady's Light, has a large amount of swamp exploration and interaction with local monster tribes before the party "strikes dungeon."
Part 3, The Asylum Stone, has a short overland journey bit and a lengthy aboveground encounter area in Kaer Maga before moving underground—this adventure also has the smallest amount of dungeon crawling elements of all six parts.
Part 4, Beyond the Doomsday Door, has a VERY short intro before you start exploring the ruins of Windsong Abbey and its dungeons.
Part 5, Into the Nightmare Rift, also has a very short intro before you start exploring the dungeons in and around Guiltspur.
Part 6, The Dead Heart of Xin, has some urban stuff before moving to the dungeon.
The focus of most of the adventures will be on the dungeons overall, but we're doing our best to include a lot of investigation and roleplay stuff IN those dungeons.
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OK i'm confused with the whole story line here. I understand its a treasure hunt but What I don't seem to undertand here is that when all 7 parts are assembeled the Xin will rise and the emperoer will reclaim what is his according to Thassilon entry anyway. Soooo I'm thinking that this important little piece of info will turn up when Sheila starts her research...if so when the heck would anybody want to put the thing together? Why not just destroy it? I know its the weapon to kill him but surley if there is no shard in the first place then xin can't rise anyway...
I know its only part 1 and in order to get the full story you need to wait but as it stands at the mo as far as I can see anyway the plot hook has a very big hole in it.
I suppose Sheila may become corrupted I guess and turn evil without the pc's knowing..maybe which would help I guess.But I could be wrong about all this as its not gripping me much yet.
The knowledge that when the 7 parts are rebuilt that it could well awaken Xin is NOT common knowledge. I kind of wish we hadn't included that bit in Lost Kingdoms... but that's out of the bag.
No one will realize that little complication exists until part 6 of the adventure, and even THEN it's not going to play out exactly as Lost Kingdoms suggests—because in 11,000 years or so, a lot can change with well-laid contingencies and plans...
What Varisia/Sheila/the Pathfinders hope is that by rebuilding the Sihedron, an artifact known via legend to have frightened the runelords with its power, would be a good thing for Varisia to have in its back pocket if and when more runelords come around...
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ferrinwulf |
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OK James, thanks for that, I'll keep the Sub up and running as I'm slighlty more interseted now. The dungeon and puzzles in this part are well done as is using the Pathfinder soc. I'll keep with it for now, I'm aiming to do a very Indiana Jones/Tomb Raider kind of adventure in that case but I may work on the overall plot line later as the ap develops.
As always though the book is great quality :)
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BobROE RPG Superstar 2013 Top 32 |
That is the one question I asked myself as well after finishing reading today. I guess it is best to just ignore this, because another CR5 encounter could be a bit much at that point.
I notice that sort of thing in APs from time to time, I assume it's a place where there was an encounter that was cut/moved and the header never got changed
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Why is area C18 CR5 when there is no creature, trap or event listed for it?
Yeah... that's a type of error that, unfortunately, pops up now and then when we have to shrink an adventure slightly in order to make it fit. When we do this, one of the FINAL steps we take as a last-ditch effort to make an adventure fit is to cut minor or relatively uninteresting encounters... especially encounters in rooms that have other interesting things going on in them and thus still function as legitimate areas of interest even without a fight.
In the case of area C18, there was once a fight with two medium air elementals in that room, but I ended up cutting the fight because it wasn't all that important in the grand scheme of things, didn't really fit the overall theme of that dungeon level, and because by cutting the two lines of text involved AND the short stat block for the elementals, we could make the adventure fit.
So.
Just ignore that "CR 5" notation and you're good to go.
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I hate bringing this up 'cuz it doesn't really impact play at all, but the scale of the Crow has been bugging me. All the descriptions of Irespan (i.e. Magnimar Campaign Setting, etc.) put the bridge at 300' across and the pilings at 100' in diameter. But the Crow is over 250' at its base. That's wider than it is tall and certainly too large for a 300' wide bridge. Did I miss something here? Like I said, it's been bugging me.
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Ayrphish |
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So, I was looking at things today, and put this list together.
Missing Persons (cover)
Mysteries of the Crow (cover)
Nazir Kalmeralm (front matter)
Seeking Sinspawn (front matter)
Natalya p61
Shiela p63
Dodgy Buskers p79
Murderous Beggers p79
The Spider King p79
Those are all of the side quests, and hooks from bestiary, that could be used to supplement the main quest.
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So if Terisha ends up getting Natalya alive (my PCs had to turn her over since she almost TPK'd them =p) what room should I put them in in the Crow?
B20, most likely, and she'd probably be tied up or otherwise restrained. If the PCs take too long saving her, she would get moved to area B23 for Ayala to torment until she perishes.
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I need some info's regarding the scenario.
1. p19. Terisha has a holy symbol but to which deity?
2. The Ioun stone's the players get from sheila are they free or do the players have to pay the society back?
3. The skymetal what knowlegde skill can you use to get the information on the difrent metal types?
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I need some info's regarding the scenario.
1. p19. Terisha has a holy symbol but to which deity?
2. The Ioun stone's the players get from sheila are they free or do the players have to pay the society back?
3. The skymetal what knowlegde skill can you use to get the information on the difrent metal types?
1. I would guess Calistria, based on the colors that she wears and her weapon of choice. (If I am remembering the correct character...)
2. I would guess that it would be considered loaners, and given enough positive work for the PFS, a reward.
3. My best guess would be Knowledge (arcana).
EDIT: For number 3, as a GM I would also accept Profession (smith) or various Craft (involving metal-working) checks at a higher DC.
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I need some info's regarding the scenario.
1. p19. Terisha has a holy symbol but to which deity?
2. The Ioun stone's the players get from sheila are they free or do the players have to pay the society back?
3. The skymetal what knowlegde skill can you use to get the information on the difrent metal types?
1) Calistria. (I guess giving her a whip and dressing her in Calistria's colors and making her chaotic neutral wasn't enough of a givaway... :-P)
2) They're free. The Pathfinder Society doesn't want to charge its best and most promising new heroes money to do their job. Also... anything I can do these days to make the Pathfinder Society seem like a group your characters would WANT to join is good for the game! :-)
3) Knowledge (arcana) or Knowledge (nature).
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Itchy |
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Just a quick FYI for anyone who reads descriptive text to the players. There is a very minor error in the descriptive text for area B29.
In area B29, it says "The ledge winds along to the northeast." Looking at the map, it should say, "The ledge winds along to the southeast."
It's minor, I know, but I noticed it while reading this morning. Maybe if any other updates are made to the pdf, that little tiny change can be made too. If not, it's no big deal. It's a symptom of having a cartographer who is not the author of the adventure, and it's a very minor detail.
I am greatly enjoying reading this issue currently.
-Aaron
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Itchy |
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I have been reading more and I have some questions. As you move from the dungeons of the Crow into the Thassilonian Laboratory, the map spreads out. Have the PC's just moved from the piling itself into chambers carved from the rock below the harbor? Then they move even further down into sewers that are also below the harbor.
How deep under-ground under-water are the PC's at this point? I read a bit farther and these sewers served only the crow, so that makes a bit more sense, but still, they are WAY deep at this point, aren't they?
-Aaron
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I have been reading more and I have some questions. As you move from the dungeons of the Crow into the Thassilonian Laboratory, the map spreads out. Have the PC's just moved from the piling itself into chambers carved from the rock below the harbor? Then they move even further down into sewers that are also below the harbor.
How deep under-ground under-water are the PC's at this point? I read a bit farther and these sewers served only the crow, so that makes a bit more sense, but still, they are WAY deep at this point, aren't they?
-Aaron
All of the underground levels are under or close to being under the Crow. The ancient sewer level is in fact an ancient Thassilonian sewer/waste tunnel that serviced the Irespan piling, not a modern Magnimar sewer.
As for how deep underground they are... the Crow itself sits atop something of an underwater rise; the First Floor is at sea level, of course. The catacombs are underwater but still above the underwater hill about 15 feet underwater, while the dungeon in the top of the hill directly under the Crow, about 25 feet underwater. The Thassilonian Laboratories are more or less about 10 to 20 feet above the floor of the harbor/sea—this level is 40 feet underwater. The sewers themselves are about 20 or maybe 30 feet under the sea bed, so about 60 to 70 feet below sea level.
(Those numbers are educated guesses... I had actual distances handy during development and at one point they were part of the adventure, but most of them got cut for space—fitting 100 or so encounters into that few pages was a stunt!)