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Pathfinder Battles Case Subscriber
![]() Othniel wrote: So how do you convince your PCs to take The Long Walk instead of just teleporting to their destination? "Loot and XP" isn't really a good enough explanation for my group. :P I'd asked myself that very same question, and lo and behold: "[Kraggodan] is locked down and warded against magical intrusions to repel the siege." End of page 22. Two years into the siege, it stands to reason that Kraggodan currently has some sort of anti-teleportation going on. Couple this with the fact that the point of going there is to look into what Azaersi was doing there, and teleporting instead of following the tunnel costs them their lead. Plus, if teleport does work, they'll suddenly be in a fortress of people who probably won't trust that they're not Molthuni spies ("the dwarves won't simply open their gates to strangers in the middle of a war," page 23). That said, the adventure also comments that the party might travel overland, despite the hazards, and to throw a few custom encounters at them on the way there - if they ultimately teleport and aren't blocked, skip Part 2, run Part 3 as close to normal as you can (skipping tale four), then have the inquest interrupted after tale 3 but before Karburtin's testimony by a Molthune attack breaking further into the Fortress than they've been able to up to this point - the PCs get a chance to help repel the Molthune force, which helps back up their tale. Throw in just enough encounters here to catch up on lost experience from not following the tunnel, and you're probably back on track. ![]()
Pathfinder Battles Case Subscriber
![]() Wonderful to see the Advanced Class Guide up! I've already found one incorrect link - under Gear and Magic Items, the link to Magic Weapon Abilities leads to Specific Armors and Shields. And the links on the tables for magic weapons and magic armor don't go to the property in question. |