Cyclone Duke
First Post
Thom, it's okay to let Deception/Vuhl detect as minor magic (as mentioned on page 59 of the complete edition) for his illusion to appear as a fey. Having a magic aura detected on you is not incriminating, it just means you're using some kind of magic. Even if specified as transmutation, Vuhl can come up with any kind of excuse - he transmuted away a mole on his skin he didn't like, or he did some gential enhancement, whatever you like - or just don't have it detect at all.
The party does get pretty crowded until they hit Seaquen - but Tiljiann was a much-welcomed guide and ally for my group who continue to love to travel with her for her buffs and personality when they get to.
Crystin is one of my favorite characters, and continues to give prophecies (even of my own making) to the group.
Haddin kept along in my game also - and was useful at times (by dominating information and fair prices from the group ripping people off in Vidor, before Sour Lake Swamp in Act 3). And not-useful at times (by charming the group barbarian to side with him in votes).
Haddin eventually died in the storm at the end of Act 3, having given his own Tidereaver's Tears to Crystin to save her from the storm.
As for "Will Crystin detect as magic" - yes. She is Charmed, and will have a magic aura on her. But, given that her father is a powerful wizard, she/they can just claim the magic is protective (which is also how he gets her to willingly fail her save on the "buff" he gives her). Smart groups may hone down the school of magic to Enchantment - which has no possible upside and will all but confirm she's being controlled.
Haddin and Crystin can go a long way depending on how much your group tolerates Haddin's character and how they treat them both.
You haven't posted in a few weeks Thom but I know this story inside out (currently running adventure 6) and would be happy to answer any questions you have about the story, characters or specific encounters if you still need input.
The party does get pretty crowded until they hit Seaquen - but Tiljiann was a much-welcomed guide and ally for my group who continue to love to travel with her for her buffs and personality when they get to.
Crystin is one of my favorite characters, and continues to give prophecies (even of my own making) to the group.
Haddin kept along in my game also - and was useful at times (by dominating information and fair prices from the group ripping people off in Vidor, before Sour Lake Swamp in Act 3). And not-useful at times (by charming the group barbarian to side with him in votes).
Haddin eventually died in the storm at the end of Act 3, having given his own Tidereaver's Tears to Crystin to save her from the storm.
As for "Will Crystin detect as magic" - yes. She is Charmed, and will have a magic aura on her. But, given that her father is a powerful wizard, she/they can just claim the magic is protective (which is also how he gets her to willingly fail her save on the "buff" he gives her). Smart groups may hone down the school of magic to Enchantment - which has no possible upside and will all but confirm she's being controlled.
Haddin and Crystin can go a long way depending on how much your group tolerates Haddin's character and how they treat them both.
You haven't posted in a few weeks Thom but I know this story inside out (currently running adventure 6) and would be happy to answer any questions you have about the story, characters or specific encounters if you still need input.