Starting Part 3 of Spires...


Rise of the Runelords


Hi all,

My players have just finished dealing with the Vekkers' cabin, received the missing jorunal pages, and started the long climb up to the Icemists, and I have a couple of questions, that I cannot figure out the answers to.

1. What happens if some of the party make their will saves and other do not?

2. How long is the climb supposed to take?

3. When it comes to finding the ghostly River Avah, the books says "A non-magical method to [...] ease the journey in Xin-Shalast exists as well (Emphasis mine). The "as well" implies that the non-magical method is in addition to a magical method, but I cannot find any other methods. What am I missing?

I am sure there were other questions, but that is all I can think of right now.

_
glass.


1. The PCs that fail their Will saves end up separated from the ones that did make the save and end up traveling back out of the area the same way they came in. You can have them roll a Survival check, once per hour of travel if they fail, to notice they are walking back down the trail they were walking up to get to Xin-Shalast. At which point they can turn around and head back in attempting the saving throw again. Players that succeeded the Will Save might decide to turn back and look for lost party members and would likely find them without too much difficulty. However they'll have to make their Will saves again to reenter.

2. The cabin sits at an altitude of 4500ft the PCs need to climb to a height of 15000ft, as a full round action a character can climb their land speed, or half their land speed as a move action. So they are climbing 10500ft, that will take characters with a speed of twenty 525 rounds or about an hour, or 350 rounds if they have a speed of thirty or 35 minutes.

3. The magical method is using True Seeing, which allows the PC t bypass the save all together.


Thanks for the quick response.

The1Ryu wrote:
1. The PCs that fail their Will saves end up separated from the ones that did make the save and end up traveling back out of the area the same way they came in. You can have them roll a Survival check, once per hour of travel if they fail, to notice they are walking back down the trail they were walking up to get to Xin-Shalast. At which point they can turn around and head back in attempting the saving throw again. Players that succeeded the Will Save might decide to turn back and look for lost party members and would likely find them without too much difficulty. However they'll have to make their Will saves again to reenter.

I forgot to say in the OP, but I had to make a call, so I decided that the ones that succeded could grab the ones who failed and keep them on track. It may not have been technically correct, but I think I preferred my way.

The1Ryu wrote:
2. The cabin sits at an altitude of 4500ft the PCs need to climb to a height of 15000ft, as a full round action a character can climb their land speed, or half their land speed as a move action. So they are climbing 10500ft, that will take characters with a speed of twenty 525 rounds or about an hour, or 350 rounds if they have a speed of thirty or 35 minutes.

I did not think of it in terms of climb speed, but there is also an (undetermined AFAICS) amount of horizontal distance to cover.

The1Ryu wrote:
3. The magical method is using True Seeing, which allows the PC t bypass the save all together.

True seeing is an alternative to the save, but the fasting is nothing to do with the save. It is for finding the path on from the Icefens once you have already got past the Will save. Unless I am severely misreading?

_
glass.


1. That works for me.

2. well I'm not the best with scaled maps I'd guess the distance looks to be about 100 miles front site B to site C then add the vertical height. so that's 6.25 days at chacter speed of 20ft or 4 days with a character speed of 30ft.

3. I admit the book could be clearer, but it mentions the fasting in a paragraph directly following the explanation about True Seeing so it's reasonable to assume they are speaking on the same matter.

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