| Ed Reppert |
Is it really necessary that all treasure found be immediately usable? Of course, if they don't want to keep it until they *can* use it, I suppose they could sell it. IAC, since they've already found it, I wouldn't change it out by GM fiat, just let them decide what they want to do with it.
Additional note: RAW, while trying to keep item levels in rough correspondence with PC levels is a good idea, it's not written in stone that it must be so. If they can find the gold to buy a +1 armor rune at level 2, they can put both runes on somebody's armor. I don't think that would break the game (although coming up with 160 gold at that point in this (or any) AP is pretty unlikely).
| thejeff |
Is it really necessary that all treasure found be immediately usable? Of course, if they don't want to keep it until they *can* use it, I suppose they could sell it. IAC, since they've already found it, I wouldn't change it out by GM fiat, just let them decide what they want to do with it.
Additional note: RAW, while trying to keep item levels in rough correspondence with PC levels is a good idea, it's not written in stone that it must be so. If they can find the gold to buy a +1 armor rune at level 2, they can put both runes on somebody's armor. I don't think that would break the game (although coming up with 160 gold at that point in this (or any) AP is pretty unlikely).
I don't think it's game breaking - it's just more of a tease. An annoyance more than anything.
GM fiat would be transparent, since they don't know what kind of rune it is yet.
James Jacobs
Creative Director
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| 3 people marked this as a favorite. |
Sometimes I like putting in items that "punch above their weight" in an adventure as treasure so that it feels to players (particularly those who understand the way wealth and treasure are intended to be distributed) like they're actually getting some REAL treasure, rather than just the expected treasure for their level. In a way, these sorts of unusually powerful items given as treasures can be seen as filling the same role a bonus does for a real-world job, I guess, if one considers the "wealth by level" guidelines to be a PC's salary. Giving out unexpected things like this makes it feel exciting and unexpected and, in theory, pushes for more exploration and engagement in the adventure.
It's still tricky giving out powerful items to a group, though, because it can disrupt balance in encounters. When giving out things like this as treasure, I'll do so because it's important to the story and I'll build encounters with the expectation that the PCs will need the item (for example, giving out a ghost-touch weapon or two in a 1st level adventure where I know there's only one incorporeal creature in the entire thing and it's encountered early on and meant to be a challenge, or a waterbreathing item in a 1st level adventure that has a flooded room in the dungeon with an optional challenge within), or as a bit of "insurance" against a turn of bad luck (I put a scroll of raise dead into a 1st level adventure ages ago because the PCs were stuck in a region and I wanted them to have at least one get-out-of-death card just in case).
In this particular case, giving out that armor rune gives the PCs a great and valuable item for them to marvel at, but it won't break the balance of the game since it's use is gatelocked behind having a +1 armor rune. So the PCs can hang onto it and know that soon as they do find that armor they'll have a rune to slap on at once... OR they can sell it for a bigger than expected cash payout.
(As a side-note reminder, we generally aim for 150% to 200% of the expected wealth by level values in published adventures, to make up for the fact that not every group will find every item, not every group will keep every item, not every group can use every item, and some times items get lost or used or sold or broken or given away.)
| Wisewon |
Dalvyn wrote:(The altar would be D13 instead of D15 in the book though. :) )Originally, I had a few more encounter areas in that dungeon but ended up consolidating them in order to hit my wordcount; the stairs down to the south at area D12 and the passageway from D12 to area D14 both had their own map tags until relatively late in the game, and were tagged D13 and D14, leaving the room to the north D15.
At the last minute, I consolidated those together into area D12 but forgot to adjust the mention of the teleporter link. A great example of why any writer should be wary about sharing unedited text with the public!
I am curious. Are you able to share what those additional encounters were going to be (exploration/combat/social) from a story and scene perspective?
James Jacobs
Creative Director
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James Jacobs wrote:I am curious. Are you able to share what those additional encounters were going to be (exploration/combat/social) from a story and scene perspective?Dalvyn wrote:(The altar would be D13 instead of D15 in the book though. :) )Originally, I had a few more encounter areas in that dungeon but ended up consolidating them in order to hit my wordcount; the stairs down to the south at area D12 and the passageway from D12 to area D14 both had their own map tags until relatively late in the game, and were tagged D13 and D14, leaving the room to the north D15.
At the last minute, I consolidated those together into area D12 but forgot to adjust the mention of the teleporter link. A great example of why any writer should be wary about sharing unedited text with the public!
I don't, alas. Made the decision to consolidate while writing, so there is no "previous version" to pull from.
| Wisewon |
Question about D9: Lasda's Lament
p1: A living creature needs to be anchored here so that they are constantly drained and rejuvinated. The energy is siphoned to power the guantlight.
p2: It can be reactivated so long as a "hardy" creature is anchored to it AND both Volluk and voidglutton must be alive/exist in order to get the [magic?] to work properly...
p3: Belecorra's ghost-existence (or existence pre-death) is also required
c1: The lighthouse is powered up and can teleport creatures into "nearby" locations (Absalom would require the lens) as well as animate the dead, but eventually it will run out of juice so it needs to recharge before another similar strike on Otari (or relatively similar distance location) can occur.
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Assuming I have that correct, here are my questions on the "mechanics" of how this works.
q1: Why can a living creature be used/needed to teleport creatures?
q2: The narrative on "hardiness of Lasada" implies or suggests that "hardy" is essential trait to power such a lighthouse?
q3: Why does the light go away when Lasada is removed? Maybe asked a better way, what is the essential step/component to pull the light down from lower areas to a living creature bound here should Volluk and VG survive?
(I'd have assumed from a "mechanics standpoint" that the room fills up with the light as it is untethered, and binding a living creature here is in a sense a "poor-persons" focul lens. However, it seems like there is a "pressure plate" for the living creature or ritual that pulls the light through the room below once a living creature is bound here?)
q4: From a story element, there have been many "captured creatures" so why only Lasada? Why the practice run now versus pre Belecorra death or since he has been captured? They have had Lasada for a year, but I feel like I am missing a story element of the timing.
q5: Are the lenses functions simply distance or distance and bandwidth or is there more to the focusing of N's gaze through the lenses resulting in a different level of potency beyond merely range and splash radius? (4 lenses required to fire lighthouse at Absalom is my reference here.)
| Wisewon |
The location of the lighthouse says “wooded coast,” but many maps have it centered in a Forrest a short walk outside Otari. By coast and the nearby swamp is this the main river connecting merravon and diobel or is it a smaller waterway not shown on many maps flowing southward west of Otari…also trying to assess how the smugglers rowed their way there
James Jacobs
Creative Director
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| 2 people marked this as a favorite. |
I wasn't the lead developer for this Adventure Path, but I did write the first volume and drew all of the maps up for the authors to work with, so I'll take a shot at answering the above questions.
p1: A living creature needs to be anchored here so that they are constantly drained and rejuvinated. The energy is siphoned to power the Gauntlight.
Correct, but it's better to think of this as a "jump start" to the Gauntlight rather than the engine for the Gauntlight.
p2: It can be reactivated so long as a "hardy" creature is anchored to it AND both Volluk and voidglutton must be alive/exist in order to get the [magic?] to work properly...
It only needs to be one creature, but in this case it's two that are working together to jump start the Gauntlight for its test firing on the graveyard.
p3: Belecorra's ghost-existence (or existence pre-death) is also required
No. This just requires the Gauntlight to be dormant, in the limited functionality it exists in when this campaign begins.
c1: The lighthouse is powered up and can teleport creatures into "nearby" locations (Absalom would require the lens) as well as animate the dead, but eventually it will run out of juice so it needs to recharge before another similar strike on Otari (or relatively similar distance location) can occur.
Correct.
q1: Why can a living creature be used/needed to teleport creatures?
Because that's what the Gauntlight was designed to do—to transport creatures from the Abomination Vaults (or entire armies) into Absalom to wreak havoc on the city while also bypassing the external defenses, thus bypassing the need, in theory, to lay siege to the city.
q2: The narrative on "hardiness of Lasada" implies or suggests that "hardy" is essential trait to power such a lighthouse?
"Hardy" in this case just means "someone who is alive and healthy enough to not be killed outright by the months-long invasive torture methods used to jumpstart the Gauntlight." Since we don't actually give rules for how this soul-siphoning life-draining effect works (beyond it's effects on Lasda), the word "hardy" here is just a word, not a rules term. The victim just needs to be able to survive the process for many months, and Lasda, unfortunately for him, has done so.
q3: Why does the light go away when Lasada is removed? Maybe asked a better way, what is the essential step/component to pull the light down from lower areas to a living creature bound here should Volluk and VG survive?
(I'd have assumed from a "mechanics standpoint" that the room fills up with the light as it is untethered, and binding a living creature here is in a sense a "poor-persons" focul lens. However, it seems like there is a "pressure plate" for the living creature or ritual that pulls the light through the room below once a living creature is bound here?)
The "pressure plate" isn't one that reacts to a physical mass, but the presence of a living creature's soul that's been properly prepared and placed and linked via torture rites performed by an evil figure like Volluk. Once it's going, Lasda's soul/life force is the fuel for the light ribbon. He's the wick in the candle's flame. Take the wick away and the flame goes away.
q4: From a story element, there have been many "captured creatures" so why only Lasada? Why the practice run now versus pre Belecorra death or since he has been captured? They have had Lasada for a year, but I feel like I am missing a story element of the timing.
Because he had the (naratively decided) fortitude to make it long enough to endure the torture.
q5: Are the lenses functions simply distance or distance and bandwidth or is there more to the focusing of N's gaze through the lenses resulting in a different level of potency beyond merely range and splash radius? (4 lenses required to fire lighthouse at Absalom is my reference here.)
It's all of that. The lenses focus, harness, and contain that power.
The location of the lighthouse says “wooded coast,” but many maps have it centered in a Forrest a short walk outside Otari. By coast and the nearby swamp is this the main river connecting merravon and diobel or is it a smaller waterway not shown on many maps flowing southward west of Otari…also trying to assess how the smugglers rowed their way there
The entire Otari region is "wooded coast," even though the coastline only shows on the regional map along the south side. The coastline contineus west off the map, curling up a bit, and soon reaches an area where the cliffs diminish and it reaches a swampy saltmarsh. This area is awful for sailing ships into (which is why they chose the deep natural harbor at Otari to build the town there), but it works fine for rowing skiffs and rowboats and other small watercraft. There's not much of a REASON to go up into the marsh, but it is the route by which folks can come and go. The PCs can theoretically do the same, but it's easier for them to walk there (espeically since walking doesn't require some tricky skill checks to pilot a boat through a swamp and over some shallow waters with tricky surf during low tide). The forest shown on the map ends a few hundred feet from Gauntlight and turns into boggy muddy swamp, and then into watery wetland marsh in the very upper left corner of the map where the keep is located. This swampy area is Fogfen, and it extends all the way southwest to the coast.
Hope that helps!
| Wisewon |
It helps a lot! Thank you so very much, My players tend to be very very immersed and love the world so I try to be ready for all this stuff where I can be.
Many of the maps made by others (I recognize not Paizo) have a west coast pretty far away from Otari. I am not suggesting those are correct, but I just could not find any of all of startstone with major cities and locations in a world guide, but I could have missed it.
Thank you again JJ!
James Jacobs
Creative Director
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It helps a lot! Thank you so very much, My players tend to be very very immersed and love the world so I try to be ready for all this stuff where I can be.
Many of the maps made by others (I recognize not Paizo) have a west coast pretty far away from Otari. I am not suggesting those are correct, but I just could not find any of all of startstone with major cities and locations in a world guide, but I could have missed it.
Thank you again JJ!
The scale at which the Otari map and the Isle of Kortos map is pretty different, but the coastline to the west doesn't do a sharp 90º turn north either. Fogfen is much bigger than it shows on the corner of the map, and it curves downward to meet the shoreline to the west of Otari is what I was getting at, not that the shoreline itself cures up dramaticly just off-map.
| Wisewon |
Wisewon wrote:The scale at which the Otari map and the Isle of Kortos map is pretty different, but the coastline to the west doesn't do a sharp 90º turn north either. Fogfen is much bigger than it shows on the corner of the map, and it curves downward to meet the shoreline to the west of Otari is what I was getting at, not that the shoreline itself cures up dramaticly just off-map.It helps a lot! Thank you so very much, My players tend to be very very immersed and love the world so I try to be ready for all this stuff where I can be.
Many of the maps made by others (I recognize not Paizo) have a west coast pretty far away from Otari. I am not suggesting those are correct, but I just could not find any of all of startstone with major cities and locations in a world guide, but I could have missed it.
Thank you again JJ!
Got it, Fogfen is a waterly area that liters itself down west of Otari, but would be too smal to show on the map (I found one in Extensions Curse), but the lighthouse was not on there, but I assume its just too small.
James Jacobs
Creative Director
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Got it, Fogfen is a waterly area that liters itself down west of Otari, but would be too smal to show on the map (I found one in Extensions Curse), but the lighthouse was not on there, but I assume its just too small.
I invented Fogfen and Gauntlight after Extinction Curse was published, so we didn't know at the time it shoudl be on the map.
James Jacobs
Creative Director
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Thanks.
Clarificcation on A9 - does it have a roof or are the walls shows on the map low like a bridge and the opening part fully open to the elements?
My intention was that this is a walkway, not a hallway, and thus is open to the elements with no roof, but it doesn't matter if you decide it has a roof, really.
| Jitterbuggery |
I just had my first session of an in person campaign running AV, and I'm very excited. Currently building out the first two lvls of Gauntlight, and hoping that I get it done before we finish the beginner box.
Couple of Questions.
1. From the Gazateer for Otari, has anyone used the seed of the missing owner of the Thirsty Alpaca? I have one player who is very curious about it, and want to tie it in.
2. Has anyone else dealt with the party negotiating with the Stone Scale Kobolds from the beginner box? They have started with diplomacy, and I'm thinking maybe half the Kobolds are spoiling for a fight, but some might hang back and be willing to talk. I kind of like the idea of them integrating into the society of Otari, or at least speaking to being driven out of Gauntlight by the Morlocks/Metflits.
3. I read a great GM resource where it was suggested to start of the AP with the Deadtide encounter after a Founder's Day Festival (post beginner box). Has anyone tried this?
| Wisewon |
Curious about an in-game story element:
A8: had a sink hold collapsed by a battle where Otari fell down, but in AP there is a hint of a staircase.
Later when the party finds Otari he tells them nobody knew about lower levels as an in-game explanation of why he was left to die or presumed dead.
What about this stair? My only hook is that it too could have been hidden but it’s unclear why by a barracks there’d be a hidden spiral staircase?
I get that a meta reason may be to give players a clue if a second level down even if this local toon is generally discouraged as a time intensive way down
In story ideas?
James Jacobs
Creative Director
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Curious about an in-game story element:
A8: had a sink hold collapsed by a battle where Otari fell down, but in AP there is a hint of a staircase.
Later when the party finds Otari he tells them nobody knew about lower levels as an in-game explanation of why he was left to die or presumed dead.
What about this stair? My only hook is that it too could have been hidden but it’s unclear why by a barracks there’d be a hidden spiral staircase?
I get that a meta reason may be to give players a clue if a second level down even if this local toon is generally discouraged as a time intensive way down
In story ideas?
The entrance to that staircase was hidden behind a secret door. It wouldn't have been hidden from those living in the castle way back when, of course, but this was one more level of secrecy/security built into the lower level access.
| Wisewon |
Wisewon wrote:The entrance to that staircase was hidden behind a secret door. It wouldn't have been hidden from those living in the castle way back when, of course, but this was one more level of secrecy/security built into the lower level access.Curious about an in-game story element:
A8: had a sink hold collapsed by a battle where Otari fell down, but in AP there is a hint of a staircase.
Later when the party finds Otari he tells them nobody knew about lower levels as an in-game explanation of why he was left to die or presumed dead.
What about this stair? My only hook is that it too could have been hidden but it’s unclear why by a barracks there’d be a hidden spiral staircase?
I get that a meta reason may be to give players a clue if a second level down even if this local toon is generally discouraged as a time intensive way down
In story ideas?
Awesome
Thank you!| xcmt |
Why not apprentice island? That's his island. Mr. Beak is stuffed away in A23, which Volluk wouldn't need to pass to get to the stairs down to B1, which is his former workshop guarded by his Bloodsiphon creation.
From there down to C7, through the Ghouls in the library (I don't think there's any beef there, plus he's not made of flesh to consume or turn undead, plus they already know him from his elven years [reference the ex-gf, the checked-out books]), through Belcorra's office and reading room, and right down into D1 adjacent to his own lounge.
This avoids the more territorial squatters (Freznelkesh, the Mitflits, Graulgust, Jaul) entirely.
| Conscious Meat |
Curious; what would be a "reasonable" time for the Voidglutton to become aware that Lasda's freed and the Gauntlight energy temporarily interrupted? I'm not entirely sure whether this should be immediately perceptible, or whether this disruption would only be noticed later (e.g. should the Voidglutton pass through the area, or have a scheduled meeting with Volluk that fails to happen due to the latter being indisposed).
| thejeff |
So my group here made a pretty successful first venture into the ghoul's section of the library, clearing out the main hallway, the reading room and the cultists south of that before investigating the side corridor and running into Aller Rosk, who chewed them up before they managed to take him down. So they retreated to Otari to rest and recover (and get a case of Ghoul Whispers taken care of).
The question for me as GM was then: What are the rest of the ghouls doing to get ready for the invaders who'd slaughtered half of them to return? I couldn't see them just sitting in their assigned rooms waiting to be killed. I had the group in the room near Rosk's watching in the northern crook of the main library hall for the party to return, along with one of the Cultists from C38. The other Cultist there was ready to join the main group in C33. And then of course Nakhazarin in the next room.
When the party returned the next day things went well enough at first: The party handled the first group pretty easily, but one ghoul had the chance to pound on the door to be sure those in the next room were alerted. Knowing that, they only took one round to Battle Medicine up a couple of the wounded and burst in. This fight didn't go quite as well, thanks mostly to some really bad saves against a Harm and critically against a Command to "Run". Thanks to unlucky positioning, that led to our Champion fleeing the last Cultist into the Temple, bringing Nakhazarin into the fight.
Which is basically where we left it. One Cultist left, much of the party badly wounded and up against a pretty powerful enemy.
This pretty clearly violated PF2's encounter design, because it essentially strung a whole bunch of tough encounters together with no chance to rest, but it's hard for me to see what else could be done to keep any sense of verisimilitude. I've always kind of had this problem running any kind of "attack the enemy stronghold" without bringing too many encounters down on the PCs at once and PF2's tight math and assumptions about always expecting PCs to be fully healed between encounters makes that even worse, I think.
Any thoughts or advice on how to have groups react somewhat reasonably to repeated invasions (or to alarms being raised in a single one) without leading to TPKs? Because I suspect it'll come up again later in this AP.
| M1G4L |
I have recently startet abominations vaults as a GM and have heard other playthroughs have had the problem with ghoul cultists being almost only one encounter. So it seems like a common situation.
It is also referenced in this thread:
https://paizo.com/threads/rzs43if0?How-will-the-Cult-of-the-Canker-adjust-a fter
With the situation you are in, thejeff, if you feel like the combat would lead to a TPK, you could give the party an option to avoid combat for now. Canker Cultist are primarily cultists, as I read it, and want to further their goals of making a nasty corpse body for Belcorras resurrection - and now there is a lot of corpses laying about and not many ghouls to gather them. Perhaps Nakhazarin will threaten them with a deal: "She will postpone their deaths if they gather up the ghoul corpses and bring them to her".
That could buy the party time and still be "true" to how I have read Nakhazarin - mostly interested in building the statue. Even though it is a tactical blunder on her part.
I hope to hear how you fare - my group has only begun battling mitflits.
| Conscious Meat |
When my group met the ghouls... well, the first time they did so, they realized that they were a bit overmatched and retreated up the stairs, taking advantage of the narrow 5' nature of the stairs and hallway to reduce the impact of the ghouls' numbers. I figured that the ghouls would be a bit reluctant to attempt to fight through the stairs up to the servants' quarters given that, and their uncertainty as to what would await them in the morlocks' territory. After that, the surviving ghouls were certainly more on alert -- but both Nakhazarin and Rosk have their own projects to obsess over, so it's not like they'd be spending all their time personally leading patrols.
Nakhazarin would probably also appreciate having the morlocks on the second floor slaughtered and their corpses brought to her.
Depending on how things look, maybe Augrael might find an opportunity to intervene -- i.e. if it looks likely that by doing so, he could have additional ghouls to feed upon without excessive risk to himself. The adventure itself also notes that Wrin *can* intervene (as a last resort).
For a wilder intervention... if the party has met Korlok or Zozzlarin, perhaps Urevian has become aware and intrigued by their potential usefulness. If so, maybe an imp or zebub could have been assigned to go invisible and seek out an opportunity to tempt them with an infernal contract (without revealing Urevian's existence or motivations, ofc).
| thejeff |
We've stalled another week on account of players having to miss and not wanting to do this fight understrength.
I do think they've got a decent chance of winning, but if they do TPK, I'll have Nakhazarin curse any who don't actually die in the fight. Keep them unconscious and locked up. Cause she's going to be basically the only ghoul left, which isn't good for her cult worship.
Then have Augrael sneak in and free them while she's out looking for corpses (and other victims to turn into ghouls to help her out.)
Leaves them alive, but badly cursed and needing to find a quick way to deal with that.
Then when they return (assuming they wind up taking some time to deal with the curses), they'll find she's turned the rest of the mitflits they'd allied with into ghouls to help her collect more bodies.
But in general, I think I'm going to have to lighten up a bit on the baddies reacting. Maybe still have them react intelligently (if not necessarily brilliantly) after PCs retreat for a day, but just cut down on numbers.
| NightGod |
I ended up not really making any changes to their reactions because my party ended up with days in-between their initial skirmish and when they actually went back (we had some lower-player count nights and so they went back to clear out some more of level 2 with their reduced party and I also threw the AV:X sword theft scenario in there because my players were getting a little worn out on constant fights) and I basically just ruled it that the ghouls pretty quickly got bored of waiting around on high alert and returned to their normal activity by day three.
But I agree it's a potentially serious issue on those floors with coordinated societies. A ghoul might want to get back to seasoning his meat with Blueblisters ASAP, but I'm not convinced that will hold true once they move past the arena.
That said, maybe the justification is that the way monsters are setup in the AP is intended to include their reaction to the players' assault. Like you normally wouldn't find ghouls hanging out in packs of four, normally they'd be out wandering around, reading random books, taunting the wood golem, warming up meat in the furnace haunt, etc, but with the players running around, they've decided there's strength in numbers and cluster together
| thejeff |
My final fight wound up kind of anti-climatic, thanks to a couple of crits and the fighter quickly getting in next to Nakhazarin and making it impossible for her to cast safely.
Then they went and nearly got slaughtered by the ghost in the scriptorium because they couldn't roll anything but minimum damage, which got reduced to almost nothing. :)
| krazmuze |
The biggest issue with this megadungeon maps is the cartographer is not consistent on stair steps on each level, in one level a landing is shown where the other level shows it is stairs (gauntlight shaft is the crossmap alignment key). So stairs are not a reliable indicator of level heights even if assume rise:run is 1:1 and 5' floor blocks. This is causing difficulty if you want a 3D terrain or isometric version of this map leaving you to trial build and puzzle it out.
When I got the hardbound version I see it added an elevation map which added confusion about A to B to water levels - but the author cleared this up on the forum that the water is intended below B's floor and not at B's ceiling- as there are stairs up from the hidden drakes cavern to B. B is the above water basement to A which he estimated as 17' above water including 5' foundation floors, I rounded up to 20'. That means keep to water less than 4 tiles away is actually a very steep cliff (even moreso at the northern temple) - not sure that makes natural sense for salt marsh at the bottom of cliffs - but it makes the elevation work.
B to C also gave some trouble because the stairs need to be 30' to match the elevator on same floor and to fit under the marsh under the bridge but was drawn as five tiles which is 25' so I just made them too steep makes sense for hidden stairs.
But now I am stuck on floor D's elevation. (Note I am using the hardbound books floor lettering not the softcover books - so D goes to E)
C33 stairs to D14/D16 pavilion. 2-3 stairs of 7 possible hall tiles. The pavilion is 10' above the water and connects to illusionary neverending stair D19, so that is not reliable level indicator. Cavern ceiling is limited by level C floor - so go with 15' above pavilion (adding a stair tile as I like 5' floor foundations embedded in the natural ceiling stone), thus ceiling is 25' above water
C40 pond drains down to D14 pavilion lake. Naturally windy so can be whatever slope is needed. D18 ceiling needs to make room for 1-2 stair tiles downto C40 level and a 5' pond so D18 pond would not have a high cavern ceiling like the D14 pavilion lake. There is no slope shown into D18 pond and being aware it has upper/lower floor constraints will keep it same as mushroom shoreline of D14 pavilion lake which leaves a modest 10' ceiling.
C11 hallway directly above D12 hallway is 25' ceiling and again assume +5' for stone block between floor.
Herein lies the problem, the map and text shows a handful of ledges down to the shoreline of the D16 cavern. But if the pavilion there is 10' above water, this means the cavern is much more than 25' below C but if that was the case there would be more stair steps from C33, but that is not possible because the shoreline goes to the pond at D18 which needs to fit between the pond in C and level E.
D12 hallways to E1 shaft is 3-4 stairs, 15' high rooms on level E, area E11-13 needs to fit underneath D18's 3' pond but we can take that out of a 5' floor layer so lets use four 5' stairs.
My only conclusion is that these constraints mean there are no ledges down to the mushroom shoreline, it is a flat path. Minor gameplay issue of not slowing you, but minds eye would make the cavern seem more immense if you did have to climb your way down to the shoreline.
About the only fix I could see here is just make level E lower since it is solely accessed with D12 hallway stairs which can easily extend into the hall more. Then just continue the C33 stairway all the way down and out over the water to the pavilion. The waste chute from the dining room would just drop garbage from higher and steeper.
I have no doubt as I get deeper it gets even more confusing - level E looks like a tangled multilevel mess!
| thejeff |
My players just ran into the wood golem on the library level - didn't have any fire or earth magic handy and took a bunch of crits early on. Ran in the second round and easily got away since it doesn't chase them once they're out of the room.
We left it there after some discussion of finding a way to use the haunted furnace against it, but they were talking about just opening the door again and just attacking it from range, since it won't leave the room.
For most creatures, I wouldn't let that work. Even if they didn't want to leave the room, they might chase if provoked or at least duck behind the corner to be out of line of sight. But the golem is mindless and presumably magically forbidden to leave the room, so I'm not sure how to play this.
| Quentin Coldwater |
Hey, golems are big and stupid. If the players found a way to deal with it, that's a win for them. If they remain within line of sight, you can still use Splinter attacks on them, but if they use cover or break line of sight, that's smart. That's the advantage of being able to come back for a second round. They took a beating, had to retreat, and probably bruised their ego. This is them getting the upper hand on the dungeon for once. Just describe how cool the players are for exploiting its lack of intelligence and give them the win. It's not a big deal.
| thejeff |
Hey, golems are big and stupid. If the players found a way to deal with it, that's a win for them. If they remain within line of sight, you can still use Splinter attacks on them, but if they use cover or break line of sight, that's smart. That's the advantage of being able to come back for a second round. They took a beating, had to retreat, and probably bruised their ego. This is them getting the upper hand on the dungeon for once. Just describe how cool the players are for exploiting its lack of intelligence and give them the win. It's not a big deal.
That's basically where I'm leaning. It's just a bit weird to have it be that easy to set up.
I will probably have it Ready to Splinter when it sees them after the first attack at least. Just to give it something to do.