Alternatives to Jenya's Divination


Shackled City Adventure Path


Hi All,
From reading the entire adventure path it seems like this is much to convenient and redundant of a plot hook. Has anyone else felt this and/or adapted the adventures accordingly?
For example, in Strike on Shatterhorn, Jenya divines that the cagewrights remain active there. My solution to this, is introduce the new high priestess of Wee Jas (sent from Sasserine) after or during 13 cages. Then when, Embril Aloustani abandons Wee Jas for Vecna, the new priestess (informed by Wee Jas herself) reveals the location of the traitor.
what do y'all think?


I think that Jenya's recurring role as a plot hook works on its own merits, especially considering the amount of support that the Church of St. Cuthbert offers to the party. It's probably convient for anyone that runs any of the adventures apart from the adventure path.

Now, having said that, I haven't always used the adventure set ups as written in each adventure.

I like your idea of bringing in a new high priestess and making good with the party. It reminds me of the ending story arc of Teenage Mutant Ninja Turtles... City at War. The party takes care of some problem for Wee Jas, and in return the church doesn't seek vengence (or revenge, or litigation) against the party's actions against the Cathedral of Wee Jas.

But even if the party "makes good" with Wee Jas, there is probably a priest or priestess somewhere that will hold a grudge... against the orders of the church, of course.

I would have liked to use that one, but I'm about a month past that now.

I would also enjoy the added political power in the city. The Cathedral of Wee Jas had held great sway in the city, and turned a great profit. With all of that lost, Jenya becomes the highest-level cleric in Cauldron, and the city pretty much flocks to her cause.

Now, throw in another high-level cleric to try to salvage their reputation, and maintain a political sway. Depending on who ends up running Cauldron in your game, having the party make peace with Wee Jas may not only be in their best interests... it may be vital for their adventuring or political careers.

My group just finished Stike on Shatterhorn, and we're going to start on Asylum soon. However, I now have to incorporate your idea into my game, and see how the party handles it.


In my game, "Fish" from 13 Cages bargained for his life with the party. He told them that Shatterhorn was the backup base for the Cagewrights. So, in effect, I didn't have to use Jenya's divinations to steer the party in the right direction.

Also remember that the old saying "Dead men tell no tales" does not hold true in a traditional D&D game. "Speak With Dead" is a fairly common spell, and if the party doesn't think of it, Jenya, or even a cleric of Wee Jas certainly will.

Squid

Dark Archive

Nice idea, accept that it's Nerull not Vecna :) (well at least officially). I was going to use something similar except one of my players is a LN Clr1 (Wee Jas) who by that point will most likely be a LN Clr3/Nec3/Mystic Theurge6/True Necromancer6. My idea was that Wee Jas commands him to destroy the heretic Embril. He will most likely become the high priest of the Cathedral after that, assuming he lives that long. I can't wait for this PC to start messing with the Soul Pillars as well :) I have also made him Shackleborn (he has no idea) and he has been summoned to the Cathedral from Sasserine, and is given free reign (very odd in a Wee Jas temple) and access to dubious material, in the hope that he becomes evil and can be put in a Soul Cage. Incidentally the other PCs are a paladin of Pelor and a Ftr/Clr (Saint Cuthbert) Pious Templar wanabee. Promises to be interesting.

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