The Impossible Eye (GM Reference)


Legacy of Fire

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Liberty's Edge

I'm running this adventure for my group of experienced players and the treasury maze gave them no end of problems and two (the fighters) deaths in the vortex of lava. The maps are lovely but I wish the stairs and chutes etc. had the rooms to where they lead marked on them. e.g up to area D12. This would have saved lots of time flicking from one map to the next and having to read the text to see how the rooms on different levels are connected.


Is the Conflagration Gaze of the Pyrolisk suppose to be fire damage or untyped damage?

Frog God Games

TerraZephyr wrote:
Is the Conflagration Gaze of the Pyrolisk suppose to be fire damage or untyped damage?

fire


Thanks, it seemed obvious but since it wasn't stated I thought it could possibly be untyped from the explosion and not the flame itself. Thanks for the quick reply!

Frog God Games

No problem. Not sure how that little tidbit got left out, but sorry for any confusion.


My 2 cents on the area 1 trap: The "key" is the 4-2-1 sequence you can figure out from the writing. Whenever you "start" in the treasury, you start the 4-2-1 sequence. So when the players first enter, the first "correct" path is 4. Which exits the treasury, so the next correct path is 4 since you're starting again. Going through a wrong archway gets you to the next room, summons the constructs, but does not change the sequence - if 4 was the archway you needed and you went through 2, you still need to go through 4 in this new room.
The 4-2-1 sequence will not move you through the whole treasury. The intended way to move through the treasury is with the teleport. The fire walls and image on the ceiling should Detect Magic as teleport and give a clue that they are tied together. Moving through a dead-end archway is a teleport that turns you around to re-enter through the archway you just stepped through - thus giving another teleport hint.


And a third cent: Ezer and the Impossible Eye both seem a bit random to the campaign for me. Since my party has played Curse of the Crimson Throne, Ezer becomes Shadowcount Sial (who survived that campaign) and the Impossible Eye becomes the Eye of Kazavon. Just a bit more flavorful for my campaign.


There are a few efreet in the castle. If the PCs manage to capture them, would they have wishes available? Would they give them up?


DMFTodd wrote:
There are a few efreet in the castle. If the PCs manage to capture them, would they have wishes available? Would they give them up?

I imagine they would have wishes available. They might give them up if circumstances warranted, but remember that Efreet love to twist wishes to produce a result that technically fulfils the wish, but in an unfortunate manner for the recipient :)


Are wrote:
DMFTodd wrote:
There are a few efreet in the castle. If the PCs manage to capture them, would they have wishes available? Would they give them up?

I imagine they would have wishes available. They might give them up if circumstances warranted, but remember that Efreet love to twist wishes to produce a result that technically fulfils the wish, but in an unfortunate manner for the recipient :)

As an idea...

Spoiler:
What if the Grand Vizier's had disabled all wishes in the citadel in addition to its normal effects. This would further enhance the effectiveness of the curse. It may be a little heavy handed, but it would prevent wish-abuse.

As I said, just an idea.


Does a Sepid Div take damage from his own Rain of Debris? He's got some DR but that's still going to hurt him pretty good.

Grand Lodge

a silly question - how are PCs supposed to get from A floor to C floor?
only way I see is the hidden chute but my guess is my group won't find it

Frog God Games

Spoiler:
It's been awhile, but I don't recall putting any other tricks in there to do it. IIf they are stymied and take a 20 on a Perception check, they should be able to find it if anyone has been putting ranks into the skill at each level. Otherwise you may need to give them some nudges to search harder and aid another, etc.


What Mr. Vaughan said. You could also just lower the perception check required if they just are not 'getting' it.


Or Ezer tells them.


I simply made the chute not hidden at all. They still have to get to it after all.

Frog God Games

DMFTodd wrote:
Or Ezer tells them.

Oooh, good point. I forgot about that angle. I suppose you could aslo have a fire cult lizardfolk pop open the chute's hatch at that opportune moment to try to net some firebats (the burning motes in the description of B8. That was part of the original manuscript (that the lizardfolk used the chute for hunting firebats), but was cut for space in editing.

Grand Lodge

thanx guys :D

oh boy how the players are going to hate me..

Spoiler:
last session they lost another PC to Grovts Death gaze and almost TPKd thanx to the Get thing. They passed it by dimension dooring upstairs and then outrunning it to the door. and now, they'll have to go back

I thought I might've missed something. so the chute *is* the only way up then.

I'll try not using Ezer too much because it feels a bit Deus Ex Machiny to me and I do like the idea with lizardfolk.

Frog God Games

Sounds like a fun game. :-)


OK, I didn't have a lot of time to prepare before my players got into this adventure and now I have a slight problem...

I was prepared for the beginning of this adventure but had only read through the rest of it once.

In our last game session we ended End of Eternity and I plopped them into the Impossible Eye. They fought the Brass Men and just finished figuring out the puzzle of the treasure rooms when we ended. I had Ezer appear and introduce himself of sorts and I also gave information to our player who is the Moldspeaker, specifically

"The PC then feels a strong urge to explore the palace, knowing instinctively that clues on how to defeat Jhavhul lie within this building, once the efreeti’s home and palace"

After we finished I reread the rest of the adventure and I'm at a loss as to where these clues on how to defeat Jhavul are.

I literally ended the last session with that quote but I can't find anything that helps them defeat Jhavul. There's the marid who possibly gives them 1 wish. You can rescue the air genie guy and have him assist you but neither of these seem to be a significant "clue" on defeating Jhavul.

Then there's the Impossible Eye but unless I'm missing something all that artifact turns out to be is a bargaining chip on getting out of another prison (which I'm sure is going to be annoying to my players as well).

So...is there something, or have anyone else added clues? Any thoughts would be greatly appreciated. We've all really been enjoying this AP but I don't want it to begin to sour now...

Frog God Games

I'm not sure what the answer is to this. When I first wrote it, there were some clues and items in the adventure that would give the PCs bonuses in their final confrontation with Jhavul. I'm not sure if those survived editing or not and can't remember specifically what they were, though one was the finding of his ancestor's old bottle that he was enslaved in and using that as a morale penalty against Jhavul when revealed to him and their knowledge of his ancestor's shame and the fall of his once-esteemed house in the City of Brass.


Thanks, that's what it seemed like to me, something that was cut out of editing. After having been trapped in the last adventure and such I didn't want to let them down again with a false message.

I like that idea though (the morale penalty against Jhavul). I was thinking of fight scenes from Final Fantasy X where certain characters can get an attack or strength bonus after speaking a line to the bad guy.

So, I think what I'm going to do is hand out tokens for finding certain information. Maybe then the PCs can use a token for either a reroll or for maybe a +4 to a check or a -4 to Jhavul.

I'll have to think of a list of information that will grant a boon.

The ancestor's bottle
Talking to Shazathared
Something from Jhavul's brother maybe
or something from his undead chief eunuch
maybe something from the grand sultan at the end

Anyone have any other suggestions?
Thanks


I'm thinking something having to do with Ymeri since she's the whole reason he's doing everything. Obviously the statue is way too big, but I'm thinking maybe a scale, a molting, or a proxy of one of the weapons she wields. Not a lot of art for her, though I believe there's a depiction of her on page 190 of the GameMastey Guide. I think she wields short swords, so maybe something along those lines.


Should I assume the living brass walls of Bayt al-Bazan are warded against ethereal travel?

I think that would be an important security feature for an efreeti pasha's citadel, but although the adventure mentions "wards and protections" in general, it doesn't specifically say anything about ethereal security.

I know ethereal travel can't be used to escape Bayt al-Bazan and the Vizier's Curse, but can it be used to bypass the citadel's interior walls?


I don't know the official answer, but I see nothing in the adventure preventing ethereal travel. Given that the some of the player magic has already been hosed, the large number of battles, and confusing layout of the palace; I wouldn't restrict it.

Frog God Games

From page 10:

Teleportation magic and effects like blink or phase
door that rely upon the ethereal function normally as long
as the traveler does not leave the palace grounds...


We ran in to an issue regarding the classic blunder of putting a Bag of Holding inside a Portable Hole. The parties Rogue decided to go off on his own exploring after the encounter with the Eunuch and flew in to the garden. He was getting destroyed by the Dire Tiger and decided to dive in to his Portable Hole as a refuge.

So given the Vizier's Curse should it create the standard rift to the Astral Plane or something completely different?

Frog God Games

Michael Thomas II wrote:

We ran in to an issue regarding the classic blunder of putting a Bag of Holding inside a Portable Hole. The parties Rogue decided to go off on his own exploring after the encounter with the Eunuch and flew in to the garden. He was getting destroyed by the Dire Tiger and decided to dive in to his Portable Hole as a refuge.

So given the Vizier's Curse should it create the standard rift to the Astral Plane or something completely different?

I think it will not open a rift to the Astral since the house is effectively sealed from the Astral. But it would probably destroy the two items. Alternately I suppose it could create a localized pocket of the Astral Plane that does not provide access to the rest of the plane, so those in it are still trapped within the curse.


A DM's Familiar dataset is now available for The Impossible Eye. It can be downloaded here.

DM's Familiar is a program you use at the gaming table to run your combat's faster and smoother, easily look up rules, and keep your game organized. The dataset contains the OGC creatures from the adventure so that you don't have to do any data entry!


Should Iavesk, the hostage djinni, be fatigued and suffering nonlethal damage in addition to being feebleminded? I can't find any reason he shouldn't be suffering from heat exhasution due to the high ambient temperature of the City of Brass. He is neither immune nor resistant to fire, nor does he have any kind of endure elements effect. Are the Flickering Candle keeping him cool somehow?

Frog God Games

catmandrake wrote:
Should Iavesk, the hostage djinni, be fatigued and suffering nonlethal damage in addition to being feebleminded? I can't find any reason he shouldn't be suffering from heat exhasution due to the high ambient temperature of the City of Brass. He is neither immune nor resistant to fire, nor does he have any kind of endure elements effect. Are the Flickering Candle keeping him cool somehow?

He probably should, or you could assume that the Flickering Candle procures and gives him a potion of endure elements or something every now and then, de-pending on how much of a help you want him to be to the party right off the bat. You might also rule that his long exposure to the plane has acclimated him so that he no longer takes damage while within the city.


Hm, I'm a bit unclear on few things on the starting level.

First of all, someone mentioned that the only way to reach the other floors of the palace is via secret chute above the magma, yet it clearly states that stairs where Get of Iblis is lead to area B1 and I also can't seem to find any mention of that garbage chute... What am I doing wrong?

Second, where do the stairs in A4 lead?


Erevis Cale wrote:

Hm, I'm a bit unclear on few things on the starting level.

First of all, someone mentioned that the only way to reach the other floors of the palace is via secret chute above the magma, yet it clearly states that stairs where Get of Iblis is lead to area B1 and I also can't seem to find any mention of that garbage chute... What am I doing wrong?

Second, where do the stairs in A4 lead?

The stairs in A4 lead to B7.

The stairs in A10 lead to B1.

What people mean when they say the garbage chute is the only way to reach the other floors is that it's the only way to reach the main palace.

The stairs in A4 and A10 only get you to areas B1-8, and there is no way further beyond the garbage chute that goes between B8 (secret door in the ceiling) and C10. C10 details the dimensions of the garbage chute.


Question, on the curse that surrounds Bayt al-Bazan.

Considering the one-way nature of the curse, what happens to summoned creatures at the end of the "Summon..." spell's duration?

More to the point, what is to prevent players from summoning many creatures, that can not leave until the curse is lifted?

...unless that is the ironic rub? At the spells end, the caster now loses command of the creature summoned?


The curse is unique affect and it doesn't say that it affects summoning spells in any manner so I don't see why it would. If you're trying to delve into the "logic" of the curse, remember that a VERY powerful being created it and could easily create any rules or exceptions that he wanted.

If you wanted to look at the curse in that way and try to apply rules to it, I still think summoning should work fine, summoning always seems more like an energy thing to me. But I could see conjuration (calling) spells not working since as you stated when that spell ended it would go against the nature of the curse.


My players have collected some valuable items in Bayt al-Bazan that they intend to sell once they escape, but the value of these items is not mentioned in the adventure. I don't expect anyone to be able to give me exact prices for these things, but some ballpark estimates or guidelines for pricing them myself would be nice.

In area F2, my players used adamantine weapons to cut down the "shimmering curtains of gold, platinum, and copper thread woven with patterns that ripple like waterfalls of liquid metal." Even if there was no artistry to these curtains (and there seems to be significant artistic value to them), they would be worth their weight in the precious metals they're made of, and each of these curtains is at least 15 feet wide by 25 feet tall.

In F3, there's the golden censer, the "elaborate tea service and hookah," and the tapestries on the walls. While the tapestries are specific to the al-Bazan family, my players still might try to sell them. They've already collected the tea service and hookah. I don't know what those items are made of or how well they are made, but I can only assume they should be representative of Jhavhul's opulent taste, likewise with the censer.

And then there's the deed to Bayt al-Bazan. The adventure tells the amount of money the PC's will have to pay in bribes to keep the citadel, but my PC's don't want to keep it. They want to sell it as quickly as possible, and the adventure gives no clue as to how much they could get for it.

Any suggestions?

RPG Superstar 2011 Top 16

catmandrake wrote:
My players have collected some valuable items in Bayt al-Bazan that they intend to sell once they escape

At the level of play your PCs will be at when they escape, this sort of stuff doesn't really matter. I'd just round up all the unnumbered stuff, call it about 10k or 15k worth of gold total, and be done with it. If the PCs were lower-level, this sort of thing would matter more, but you shouldn't be encouraging packrating at this point. And I think 10-15k is enough to feel like you're giving them "something" without making it a windfall.

catmandrake wrote:
And then there's the deed to Bayt al-Bazan.

When it comes to selling real estate people tend not to pay in cash. Even in the "mortal world" you would usually take out a morgage, and I think that would hold especially true for grand palaces in otherplanar cities. I would find something more interesting given over as a trade. Like "ten wishes" or a seat at the council of the grand sultan. If you need it to be an "item" used as payment, then this could be an excellent and easy place to drop the Decanter of Black Breath (the setpeice from book 6).

Liberty's Edge

catmandrake wrote:
Any suggestions?

The value of the items...perhaps it is a good opportunity for you to evaluate how much wealth they have at their current level and use that information to keep them about where they should be wealth-wise.

I don't have any good suggestion for pricing the stuff but I am curious about how much stuff your group is carrying around. I remember when my group was playing through adventure #4 and #5 there is no real opportunity to sell stuff, so they might be limited in how much they can lug around.

From the pacing of the adventures they might not even get a good opportunity to cash in before the adventure path is complete since things move along quickly.

I think the value of the deed could vary dramatically depending on how you want to play it. I'll be interested in hearing what others suggest.


I've gone through the arduous process of adding up all the treasure my party has collected, comparing to the wealth by level table, making some estimates, and generally figuring out where they are wealth-wise compared to where I want them to be. I have sizable margin to make the items in question (and the orb of Ymeri's breath, which I forgot about in my last post) impressively valuable without giving my PCs too much.

Also, I did some quick and dirty estimates and calculations about those curtains. Long story short, they are ludicrously heavy and even more ridiculously valuable. They each weigh near a ton and are worth hundreds of thousands of gp just by weight of precious metals alone!

I'm going change my assumptions about the thickness and density of the weave and the proportion of copper to gold and platinum, then recalculate and hopefully get a more reasonable result.


catmandrake wrote:
They each weigh near a ton

That's your answer, then. If they weigh near a ton, then the players won't be able to transport them anywhere :)


Are wrote:

That's your answer, then. If they weigh near a ton, then the players won't be able to transport them anywhere :)

My PCs have access to Shrink Item.

Don't worry about it though, I've determined what I think are reasonable values that will get my PCs where I think they need to be treasure-wise.

By assuming the curtains are made of cloth of copper/gold/platinum instead of pure copper/gold/platinum and assuming they consist of 4 parts copper to 2 parts gold to 1 part platinum, I've come up with 50,000gp for all the curtains. Still ridiculously opulent, but at least not bank-breaking.

For the deed to Bayt al-Bazan, they'll get about 100,000gp. That's only a tiny fraction of the citadel's worth, but my PCs will be trying to sell a property they haven't been legally recognized as owning, that's known for being cursed and haunted, for cash, in like two days max. They will have to accept whatever liquid assets the buyer has on hand.

They'll get a few thousand each for the other valuable objects in Jhavhul's room and 8000gp for the orb of Ymeri's breath (they didn't keep the perpetual flame from the treasury).


As a possible alternative entry to the adventure:
Whilst the PCs have been in Kakishon, the scroll has come into the hands of the Grand Vizier of the City of Brass (not ended up in the treasury of the Jhavul's beyt) and it is on display as a trophy at a banquet when the PCs emerge. (If the GM goes with exiting Kakishon destroys the scroll, the Grand Vizier may be somewhat peeved at this turn of events.) At any rate he demands explanations of these mortals gate-crashing his party: of who they are and what they're doing here? (A GM could play this as 'give me and my guests an account and it had better be an entertaining one' - with a sense of literally-story-telling-for-your-lives.)
Anyway, these mortals having spun their tales, the Grand Vizier offers them the chance to run a little errand for him... to whit secure the return of The Impossible Eye and lock down the palace which his own (fire-giant) guards have failed to do for so long. If they really impressed him and his guests he might even offer them payment for the errand, and if they seem loyal (or at least honourable) types, he might allow them to come and go from the beyt in despite of the curse in the same manner that the dragon can. (If the PCs ask, the Grand Vizier could give them written orders which require the fire-giants in the beyt to assist them in their operations, although the fire-giants might not take too well to this suspecting that the PCs (especially if they can come and go from the beyt, as agents of the Grand Vizier) as having been ordered to polish them off if/when they cease to be of use.)

As a possible lead in to The Final Wish the Grand Vizier may be aware of Nefeshti and her activities and be able to point the PCs in her direction once they have recovered his treasure and cleared the rebels from the beyt for him. Jhavul and his family have crossed the paths of both the Vizier and Nefeshti, and the Vizier could be in occasional correspondence with Nefeshti in so far as they are both Lawful by inclination and have mutual enemies...


DMFTodd wrote:
Does a Sepid Div take damage from his own Rain of Debris? He's got some DR but that's still going to hurt him pretty good.

I know this is an old post but did you ever get an answer to this?


eirip wrote:
DMFTodd wrote:
Does a Sepid Div take damage from his own Rain of Debris? He's got some DR but that's still going to hurt him pretty good.
I know this is an old post but did you ever get an answer to this?

I vote no.


Lord Pel wrote:
eirip wrote:
DMFTodd wrote:
Does a Sepid Div take damage from his own Rain of Debris? He's got some DR but that's still going to hurt him pretty good.
I know this is an old post but did you ever get an answer to this?
I vote no.

That is what I was leading towards but from a rules stand point I do not see a reason why he wouldn't.


eirip wrote:
Lord Pel wrote:
eirip wrote:
DMFTodd wrote:
Does a Sepid Div take damage from his own Rain of Debris? He's got some DR but that's still going to hurt him pretty good.
I know this is an old post but did you ever get an answer to this?
I vote no.
That is what I was leading towards but from a rules stand point I do not see a reason why he wouldn't.

You are the GM, you don't need a reason!! =)


Lord Pel wrote:
eirip wrote:
Lord Pel wrote:
eirip wrote:
DMFTodd wrote:
Does a Sepid Div take damage from his own Rain of Debris? He's got some DR but that's still going to hurt him pretty good.
I know this is an old post but did you ever get an answer to this?
I vote no.
That is what I was leading towards but from a rules stand point I do not see a reason why he wouldn't.

You are the GM, you don't need a reason!! =)

Ha ha. True enough.


My group is past this point now, so this is purely academic at this point:

Is there any reason a group that distrusts Ezer, knows the story of the curse, and knows why Aberzjerax is hanging around can't just give the Impossible Eye straight to the dragon without first freeing Ezer?

That's pretty much what my group did -- I felt like the mod didn't really cover that possibility but maybe I missed something important.


Dire Mongoose wrote:

My group is past this point now, so this is purely academic at this point:

Is there any reason a group that distrusts Ezer, knows the story of the curse, and knows why Aberzjerax is hanging around can't just give the Impossible Eye straight to the dragon without first freeing Ezer?

That's pretty much what my group did -- I felt like the mod didn't really cover that possibility but maybe I missed something important.

Thanks for the heads up, even though you weren't addressing me. My group is about two sessions away from this point and I did not realize this was even an option. I'll make sure I pay special attention to this when I reread it.

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