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The Abyssal Campaign (~260pg).
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<blockquote data-quote="Zappo" data-source="post: 1217452" data-attributes="member: 633"><p>When I wrote those sections, I was still playing 3.0. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /> I'll swap the Maximized potions with Persistant ones (making them more valuable).Correct.They'll be in the final section of chapter II. It will detail the PCs' escape from Castle Maldithar and towards a portal out, through the dangers of the layer's outside.Good point. For that matter, I myself didn't particularly hose my PCs with detect magic, see invisible and similar. My reasoning is that, even though the demon lord has the power to intercept any divination, if he bothered to catch <em>all</em> of them he would waste all his time for little benefit. He's not a god and he can't pay attention to everything at once. I reckon 90% of the divinations cast in any given layer will be stuff like <em>detect magic</em>, <em>detect [alignment]</em> and similar (especially since lots of fiends have them as spell-like abilities). Most tanar'ri lords only intervene against the powerful stuff, the spells such as <em>divination</em>, <em>commune</em>, <em>speak with dead</em>, <em>scrying</em>, that indicate the presence of a powerful caster.</p><p> I'll write this explicitly in the abyssal magic section.The tentacles don't actually paralyze. The passage in the book is simply false. Don't trust demons to write accurate reports. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p> As for the goo, it should last as long as <em>entangle</em> (90 minutes for The Worm). After that duration, it becomes weak and can no longer hold a creature (though it stays there for added ickyness). Smart PCs will stay away from the creature; they have few chances of passing near it and staying alive, let alone actually fight it. Luckily, there are lots of other targets.Not for free, unfortunately. Svgames.com has the ESDs for all Planescape manuals and boxed set, and <a href="http://www.planewalker.com" target="_blank">www.planewalker.com</a> is working on Planescape 3E. Fortunately, the adventure doesn't really require much knowledge of Planescape material after the first chapter, because the PCs are almost completely cut off from the rest of the planes.No idea. I am about to begin a stage with the local national research council, and after that I'll leave Italy for 5 months to study abroad. I don't know whether the stage means slightly less free time or no free time at all, and I have absolutely no clue as to what studying abroad will involve. I can promise that I will complete the adventure (heck, my players would kill me otherwise), but <em>when</em>, eh.... could be anything.</p></blockquote><p></p>
[QUOTE="Zappo, post: 1217452, member: 633"] When I wrote those sections, I was still playing 3.0. :D I'll swap the Maximized potions with Persistant ones (making them more valuable).Correct.They'll be in the final section of chapter II. It will detail the PCs' escape from Castle Maldithar and towards a portal out, through the dangers of the layer's outside.Good point. For that matter, I myself didn't particularly hose my PCs with detect magic, see invisible and similar. My reasoning is that, even though the demon lord has the power to intercept any divination, if he bothered to catch [i]all[/i] of them he would waste all his time for little benefit. He's not a god and he can't pay attention to everything at once. I reckon 90% of the divinations cast in any given layer will be stuff like [i]detect magic[/i], [i]detect [alignment][/i] and similar (especially since lots of fiends have them as spell-like abilities). Most tanar'ri lords only intervene against the powerful stuff, the spells such as [i]divination[/i], [i]commune[/i], [i]speak with dead[/i], [i]scrying[/i], that indicate the presence of a powerful caster. I'll write this explicitly in the abyssal magic section.The tentacles don't actually paralyze. The passage in the book is simply false. Don't trust demons to write accurate reports. ;) As for the goo, it should last as long as [i]entangle[/i] (90 minutes for The Worm). After that duration, it becomes weak and can no longer hold a creature (though it stays there for added ickyness). Smart PCs will stay away from the creature; they have few chances of passing near it and staying alive, let alone actually fight it. Luckily, there are lots of other targets.Not for free, unfortunately. Svgames.com has the ESDs for all Planescape manuals and boxed set, and [url="http://www.planewalker.com"]www.planewalker.com[/url] is working on Planescape 3E. Fortunately, the adventure doesn't really require much knowledge of Planescape material after the first chapter, because the PCs are almost completely cut off from the rest of the planes.No idea. I am about to begin a stage with the local national research council, and after that I'll leave Italy for 5 months to study abroad. I don't know whether the stage means slightly less free time or no free time at all, and I have absolutely no clue as to what studying abroad will involve. I can promise that I will complete the adventure (heck, my players would kill me otherwise), but [i]when[/i], eh.... could be anything. [/QUOTE]
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