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Plot Help and the Test of the Smoking Eye
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<blockquote data-quote="heirodule" data-source="post: 2090890" data-attributes="member: 4081"><p>So I'm getting ready to run my PCs through the Test of the Smoking Eye (Dungeon adventure path) as part of a home campaign that isn't otherwise following the Adventure Path (at all).</p><p></p><p>The setup for the mod in Dungeon is that some paladin has told the PCs with his dying breath to "seek the smoking eye" <span style="color: Black">and then a half-fiend guy shows up wearing a disguse that makes him look like it, and he accompanies the PCs</span></p><p></p><p>I've already Got my PCs questing for the "smoking eye" (whatever that is) and they have just fought through a githzerai outpost full of chaositech, because they know there is a portal to the abyss in the outpost. The outpost, in my planar setup, houses a "processing plant" for planar effluent on its way dwon from the prime material into the abyss. </p><p></p><p>So here's where I need some plot help.</p><p></p><p>I'm trying to make finding the way into the abyss somewhat challenging and memorable, and also connect up with an NPC the characters care about dying or being mopped up prior to the PCs being left to their own devices. I also need for them to level up before the proceed to the abyss.</p><p></p><p>For the NPC there are 2 options, 1) a half-dragon who lives on the plane with the githzerai outpost and has helped them already might come to congratulate them and offer them a special potion that levels them up to the Xp they have accumulated (there is a gameworld reason for that, but to long to get into here)</p><p></p><p>2) would be a Sacred Exorcist who is a superior to the PC in the party. He could also give them advice</p><p></p><p>For the removal of same before deciding on the means of getting through the portal, I'm thinking of bringing in a Hezrou through the gate just as the NPC is finishing up a soliloquy/conversation. It would blaspehmy, paralysing the PCs (mostly) then go to town on the NPC (killing, but maybe better to have it capture him)</p><p></p><p>I'm thinking of making the obvious portal in the outpost only function for evil beings (so a UMD might work) and then having the means of egress that the Dungeon scenario specifes (see above spoiler) come into play. There is also a backup portal by way of passing through the effluent processing. That could be fun!</p><p></p><p>I'm concerned the helpless PCs before the Hezrou might come off as a bit contrived, but it does have an advantage of emphasizing the danger.</p><p></p><p>I'm also open to other ideas about interesting portal conundrums to present to the PCs.</p></blockquote><p></p>
[QUOTE="heirodule, post: 2090890, member: 4081"] So I'm getting ready to run my PCs through the Test of the Smoking Eye (Dungeon adventure path) as part of a home campaign that isn't otherwise following the Adventure Path (at all). The setup for the mod in Dungeon is that some paladin has told the PCs with his dying breath to "seek the smoking eye" [COLOR=Black]and then a half-fiend guy shows up wearing a disguse that makes him look like it, and he accompanies the PCs[/COLOR] I've already Got my PCs questing for the "smoking eye" (whatever that is) and they have just fought through a githzerai outpost full of chaositech, because they know there is a portal to the abyss in the outpost. The outpost, in my planar setup, houses a "processing plant" for planar effluent on its way dwon from the prime material into the abyss. So here's where I need some plot help. I'm trying to make finding the way into the abyss somewhat challenging and memorable, and also connect up with an NPC the characters care about dying or being mopped up prior to the PCs being left to their own devices. I also need for them to level up before the proceed to the abyss. For the NPC there are 2 options, 1) a half-dragon who lives on the plane with the githzerai outpost and has helped them already might come to congratulate them and offer them a special potion that levels them up to the Xp they have accumulated (there is a gameworld reason for that, but to long to get into here) 2) would be a Sacred Exorcist who is a superior to the PC in the party. He could also give them advice For the removal of same before deciding on the means of getting through the portal, I'm thinking of bringing in a Hezrou through the gate just as the NPC is finishing up a soliloquy/conversation. It would blaspehmy, paralysing the PCs (mostly) then go to town on the NPC (killing, but maybe better to have it capture him) I'm thinking of making the obvious portal in the outpost only function for evil beings (so a UMD might work) and then having the means of egress that the Dungeon scenario specifes (see above spoiler) come into play. There is also a backup portal by way of passing through the effluent processing. That could be fun! I'm concerned the helpless PCs before the Hezrou might come off as a bit contrived, but it does have an advantage of emphasizing the danger. I'm also open to other ideas about interesting portal conundrums to present to the PCs. [/QUOTE]
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