
Tangent101 |

I've a couple (well, few) questions for the Paizo crew behind SoS (though I don't mind hearing ideas and thoughts from other GMs who ran this).
First, what Crafting skills are needed to create a Key for the Ice Teleporters in the Pale Tower?
Second, is it possible to "reprogram" an existing Key to open another Ice Teleporter if you have the other Key as well? (Thus reprogramming the other two Keys to gain access to the top level.)
Third, why does only one Sergeant have a Key? Or are the other two Keys that belong to the other two Sergeants (one of whom the group probably killed in Waldsby and the second being on patrol somewhere) kept locked up somewhere until they return from wherever?
Fourth, if there is only one Key and only one person can go through an Ice Teleporter at one time, how is the group supposed to confront Radosek in the final battle?
This one is the biggie, and the one I want to hear from Paizo about. We've never (to my knowledge) received a response as to the reasoning for this. If the Ice Teleporter is locked and you can ONLY get through it (when locked) is with a Key, then was that Key supposed to unlock the Teleporter for everyone, or does it remain in lockdown afterward?
Do note, the AP specifically states: This key represents the only means of reaching the tower's upper chambers to face Radosek directly and shut down the portal to Taldor (p. 49) So then... if there's only one key, how does the group face Radosek?

Tangent101 |

On a related note, here's another question: were the Ice Teleporters originally intended to allow more than one person through at a time? I say that because of a couple of the activation phrases: "A gathering within the hall, take one, take us all" and possibly "Spiral downward to the ground, every ounce and every pound" suggest the ice teleporters were intended for larger groups (or cargo for that matter).

ryschwith |
I haven't run it yet (starting the AP next week) and I don't have the book handy, but I think I recall something about the keys being able to unlock the teleporters to the passwords from the other side. So I'm kind of liking this sequence of events for Radosek:
1. PCs acquire key.
2. PCs learn they need password.
3. PCs find password (or are given it by Hatch).
4. PC who draws short straw takes the key up to Radosek's room.
5. Short Straw fends off Raddy and goat long enough to unlock portal.
6. Remaining PCs filter in one-by-one using the password to join fight.
I think that could end up as a tense, frantic battle that develops more deliberately than they usually do. It'd require some advance planning on the players' part as well as some strategy. I haven't completely thought through whether it would actually work, though. If nothing else, I know it'll be some work on the DM's end to lead the PCs to the appropriate conclusions.