Foxy Quickpaw |
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I once read a piece about adventure design, where it told to have always multiple ways to progress the adventure, to not be stuck if the party fails to notice that ONE clue, how to proceed. This is nicely offered in this adventure with the at least two options to get out of Kakishon.
But there are other issues that adventures can have. Like when it tries too hard to prevent the party from taking shortcuts. This came to my mind, as this AP book doesn't seem to do that at all. I just realized that at this point it might be possible with spells up to 5th level and the knowledge you have to leave Kakishon effective immediately.
Therefore I'd like to inform you that this book has - other than the previous books - more the character of an open world, that you can explore. Even though the narrative (find an exit an get out, to save the world, that you released Jhavhul into) suggests otherwise. But you are not forced to explore it, and could sooner than expected find yourself in the next book already.
Samuel Jafar |
Initially I felt the need to return and attempt to correct what we caused. But, we may never be able to return to this realm once we leave. I for one would like to explore every inch of this place. They defeated Jhavhul without us once before. We could be helpful but I do not think we can defeat an army.
Omari the Landless |
Ok, feeling thoroughly short on wisdom here & this (and possibly Rayhan) are our last questions. What other question should we ask this thing?
Some things to consider
1) How do we get to Khandelwal?
Note that we don't have the ship nor the maps that are aboard it; we got teleported here...
2) How can we get an earth elemental - if I understand what Foxy and Samuel are chatting about, summoning and calling spells are very difficult here...
Foxy Quickpaw |
1) You got the horn to call ships.
2a) A failed concentration DC is bad in combat, but only an annoyance out of it.
2b) Shaitan - LN Large outsider (earth, extraplanar) also would do. Which you got in abundance, maybe unwilling though. Probably "earth elemental" is not the correct term. Creature of the element earth?
Ohrmizd |
Level 9
HP +10
Teamwork feat Blades Above and Below
Feat Shield Focus
New spells
bloodhound and shield of wings
Skills
Diplomacy
Fly
Intimidate
K. planes
K. religion
Perception
Sense Motive
Survival
Background skills
K. history
Linguistics (Ancient Osiriani)
Ohrmizd |
We now have overland flight. Range of 64 miles. Just need a map.
What do you mean? Did this post slip in the wrong campaign?
Given that I'm traveling right now, I likely won't be able to update my character until Thursday.
Enjoy your time Heshan! :D
Samuel Jafar |
...if the strange spirit is trustworthy enough to tell the whole story to. In particular the release of Jhahvul and his army of efreets, and the Protean proposal of genocide...
Exactly why I withheld that.
Samuel Jafar |
If we can gain the knowledge I am asking for, we could send Javuhl to Kakishon and his army to another plane. I have one in mind :-) Separate the head from the serpent. That's my plan before I get the jump on Haleen ;-)
Omari the Landless |
"...
"As the scroll is the only anchor in the material world, you'd always appear close to the scroll no matter the method of leaving. This was no concern to Nex, as he wouldn't leave behind the Scroll of Kakishon in a garden. Which might make your return an exciting endeavour."
Ok, this could be a real problem folks - popping up in an army of efreets could be really bad news. We may have alternatives though:
...But there are other issues that adventures can have. Like when it tries too hard to prevent the party from taking shortcuts. This came to my mind, as this AP book doesn't seem to do that at all. I just realized that at this point it might be possible with spells up to 5th level and the knowledge you have to leave Kakishon effective immediately.
...
Anybody have any ideas? I mean I get the impression that casting planar spells requires a high concentration check... How high being the operative question, for example, to cast Plane Shift (or Janni's Jaunt or Homeward Bound).
Foxy Quickpaw |
Foxy Quickpaw wrote:Anybody have any ideas? I mean I get the impression that casting planar spells requires a high concentration check... How high being the operative question, for example, to cast Plane Shift (or Janni's Jaunt or Homeward Bound)....
But there are other issues that adventures can have. Like when it tries too hard to prevent the party from taking shortcuts. This came to my mind, as this AP book doesn't seem to do that at all. I just realized that at this point it might be possible with spells up to 5th level and the knowledge you have to leave Kakishon effective immediately.
...
I meant that there is noting preventing you from using one of the standard exit points immediately.
- Plane shift works with planes which are connected. Which works great from the material plane. For all practical purposes Kakishon isn't connected to any plane that would help you here. If I'm not mistaken, the only connection that works somehow is the one where conjurers summon their monsters and druids their nature's allies from. And that only to not kill their fun.
- Janni's Jaunt is a modified plane shift -> doesn't work.
- Homeward bound doesn't work.
Ohrmizd |
I would not worry about that Omari, this is an adventure and it is just telling us what we are supposed to do, if popping in the middle of an army and confront Javhul is not what the heroes are supposed to do on this story, a different option will present itself without us having to go off the rails.
I had a day at the mountain and I am too tired now. The Gameplay will have to wait for tomorrow, good night everyone!
Foxy Quickpaw |
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You have a bone of a wizard who didn't stand a chance against Javhul back in the day. And I have no stats, not even a level for Andrathi.
So you're paying 10 grand for a surprise egg that even has a chance to be empty, as he'd need to be willing.
It is a nice idea, but one with a lot of work on my side and questionable return of investment on your side.
I'll come up with something if you go that way, just don't be disappointed, if that guy is not matching your expectations.
Samuel Jafar |
Good info, Foxy. I suspected most of that would be the case but had to give it a try. And it could be a real interesting maneuver given the right circumstances. Probably more fluff than anything else given your input.
Thank you.
Ohrmizd |
How many temporal hp do we get from the heroes' feast? :)
Ohrmizd |
A 3 a 1 and a 7, well, we better are not set to the ambassador position xD
Foxy Quickpaw |
I made a small correction to the map. This 40 miles an inch scale is ridiculous.
Also, the roll I wanted is survival, not perception. Though once you're in the area it might help. Just like in this video at 7:18
Omari the Landless |
For those not keen on searching for the change on the map: It's now 4 miles per inch.
Real estate values in Kakishon crash! We have 1/100 of the dirt we used to have...
Also, we don't have to rely on those boats any more. I can Beast shape III for 90 minutes at a time, to say a whale, and swim with you guys on my back no problem.
Ohrmizd |
He he, I guess they did not feel Katapesh to be an inherently evil system, just pragmatical and ordered, business rules first in here, hence they came up with the Abadar idea. There is also a big difference between the gnoll tribes and the Katapesh city I guess.
Note to Omari: remember we are level 9 now! Level 5 spells!
Foxy Quickpaw |
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This is no Monty Python situation. You could make your guesses in game. Then the sphinx could have some fun too.
Omari the Landless |
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I will be travelling starting today until the 14th; posting may be irregular. Please bot me if necessary.
Ohrmizd |
Enjoy your time Omari! :)
Omari the Landless |
Ok, well, now we know the Shaitan's price: genocide, just like the Proteans (thought that was going to be it).
I am not sure I like either option.
I am hoping there are mortal communities in this plane (that we can buy stuff/services at); I would like to take another try at gaining Lady Dilx's good graces (and thus her info)... Maybe hire a bard to perform for her? There are also a lot of other sites to explore here on the map - like the Black Spire and the Fireforge, so there may be other options out there.
So I say we make polite, non-committal noises at Obherak and explore the rest of this place, looking for another option.
WRT to killing the proteans as an option, that's going to be hard: 1) We have to figure out a way to make the boat take us back over the edge of the world 2) We have to take them all at once and there are a bunch of them in that complex...
WRT to killing the Genies as an option, that's also going to be hard - I suspect that they are all over the islands (and thus there are many of them), and they will also come in large, organized groups...
Ohrmizd |
(3 +1 longswords, a +2 battle axe, two +1 halberds, a +1 thundering bastard sword, a +2 rapier, and 4 +1 daggers), along with a suit of +2 chainmail and +1 full plate
Holly cow, that fire was totally worth it, that is more treasure that we have found in this and past module together!
Omari the Landless |
"Your mother speaks common. Do you not?
WTF Jafar? He's a mephit, why does his mother speak common?
Ohrmizd |
We are the advanced diplomatics party xD
Omari the Landless |
Clever we are not. A suggestion: Try to get information from the NPC, before giving away the big news... For example, I'm not going to let on to his faithful servant laboring away here, that Nex is believed to be dead and gone.
Omari the Landless |
(3 +1 longswords, a +2 battle axe, two +1 halberds, a +1 thundering bastard sword, a +2 rapier, and 4 +1 daggers), along with a suit of +2 chainmail and +1 full plate
Holly cow, that fire was totally worth it, that is more treasure that we have found in this and past module together!
And now you have to put it back, because he's not going to pay you the fancy for completing his quest if you loot his house beforehand...
That said, WRT to the ghouls, let's do some scouting and figure out how big the AM field is, and maybe get a count of ghouls before we go rushing in there. As a preliminary plan, what does everyone think of trying to lure at least some of them out of the AMF with food, and ambushing them?
Samuel Jafar |
Depending on the range of the antimagic field I could summon up quite a bit of stuff. They would last 13 rounds. How about:
(2) Azata, Bralani
each has 2 cure serious wounds
(2) Archon Hound
They would augment, so +4 to strength and con.
Omari the Landless |
Well, how about we get back to the ship and camp offshore for the night...
Tomorrow we take the daylight time to examine the Spire from a distance, count as many ghouls as we can and map the edge of the AM field with the dancing lights cantrip. Not sure we will see many ghouls (nor they see us) as they generally try to avoid sunshine...
After that, maybe you, Heshan and Rayhan could put your heads together on a convincing illusion to lure the ghouls out to fight - say a bunch of humans landing on the pier and setting up camp like they plan on salvaging all the old war machines...