GM Notes and Suggestions

Total Page:16

File Type:pdf, Size:1020Kb

GM Notes and Suggestions

GM notes and suggestions

They cannot knock K unconscious or sleep him (as he is already unconscious/asleep). Nor can they deal nonlethal to disable him.

The elevator likely takes about 4 rounds to descend or ascend. Say 50ft per round (based on real world elevators). It can of course move with the speed of plot as required. Whether it stops with a bump or softly is a special effect.

No spells or effects can leave the summoning circles, but they can enter them (mentioned in the scenario).

The circles suppress SR of anything inside them (mentioned in the scenario).

It is suggested that the circles suppress the ability of contained creatures to resist banishment (implied it always works).

Dhampirs cannot enter the summoning circles due to the positive energy barrier that prevents undead entering (implied).

Native outsiders (Assimars, Tieflings) probably are OK entering and leaving the summoning circles (after reading the descriptions several times, there is a mention of “extraplanar” creatures and not just outsiders). Though, it is not 100% clear on the second one. Suggest make it a special effect that they feel a slight push entering and a slight resistance exiting.

Suggested embellishments to the backstory:

1) If asked why the circles hold them is that there is outsider blood in the family. e.g. “My great- grandma did a horizontal dance with an Aasimar”.

2) If asked why they can detect magic/good/evil/etc. from the circles, then this is just another aspect of the ancient summoning circles.

Note that detecting magic/evil/etc could show the size of the aura which would nearly fill the circle.

Note the second round limitation of detect good/evil spells:

 "If you are of good alignment, and the strongest evil aura's power is overwhelming (see below), and the HD or level of the aura's source is at least twice your character level, you are stunned for 1 round and the spell ends."  Therefore PCs can never identify the source of the good/evil. The occupants can claim it is an aspect of the containment circle magic.

The Paladin move-action detect-evil targets a creature, so even though he is stunned, he still gets most of the information.

Recommended publications