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Shelter from the Storm: Damius and teleportation
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<blockquote data-quote="Fox Lee" data-source="post: 5683694" data-attributes="member: 4346"><p><strong>Additional Late-Breaking Speculation</strong></p><p></p><p>Please forgive my thread necromancy... *waggles hands* Woogy woogy woogy!</p><p></p><p>I've started on "localising" <em>Shelter</em> this week, and now I'm curious about this too. They way it read to me, I thought that the beacon was what <em>made</em> teleportation safe for the <s>Aurites</s> Ragesians. I know it also attracts teleports that aren't aimed at it, but I'm not sure how else the Ragesians are teleporting safely.</p><p></p><p>Is the official answer to this just "whoops"? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> Not saying that's some outrageous offence. I wouldn't be half as organised as the WotBS authors with an Adventure Path this size.</p><p></p><p>(Uhoh, this became a ramble really quick! >3>; )</p><p></p><p>I had some trouble establishing the "teleportation will kill you so please leave the city the hard way" thing in my version, since the party didn't have Torrent with them to explain how it was going wrong ^^; Instead, they asked Sanura (the Gabal of my world). She let the monk participate in an experiment, using a specially-prepared potion to cause a "time slow" during the teleport. The monk saw what was basically a tsunami of fire bearing down on her, catching up with her just as she re-entered the material plane. This seemed to get the point across, though I have stopped short of making she and the eladrin take fire damage when they bamf.</p><p></p><p>How I'm going to keep them off the airships that are a core theme of my world, now, that I don't know XD Perhaps I should let Pilus' airship activate earlier than the adventure path indicates, and have him roam the skies like a rather nasty orbital cannon? That might cause some plot disasters I can't anticipate without having read the later adventures, though. And it would ruin the surprise that comes from the Inquisitors suddenly having competition.</p><p></p><p>Mulling over it right now, I'm having a few thoughts that shake out like this:</p><p></p><ul> <li data-xf-list-type="ul">What if the Burning Sky effect is entirely under the control of the Church/Inquisition? They caused it, and they can ignore when they want. Maybe they have a remnant of the Flamebringer Dragon, just as they do the Stormchaser Eagle? I enjoyed those legends, and they fit very nicely into the pre-human culture in my world, so I'd like to use all of them if I can (hmmm... Tidereaver Kraken remnant as the heart of Pilus' airship?).</li> </ul> <ul> <li data-xf-list-type="ul">In this scenario, Ragesia <em>never</em> had the Torch, so they can't teleport something as big as an army - therefore, Gate Pass still fills the same "roadblock" position it does in the original. However, everybody else is still screwed when teleporting any significant distance. It also means that the Ragesians essentially have domain over the skies, since they can drop a commando squad on any airship they don't like. Thus, the travel restrictions are still able to shape the party's journey.</li> </ul> <ul> <li data-xf-list-type="ul">The Torch is therefore entirely Shaladel's doing. My version skipped the Fire Forest, but I still liked Anyariel and the stag - plus my paladin wants to multiclass Warden for his Paragon Path and grow awesome stag antlers, and paladin + warden + stag imagery really makes me think of Anyariel XD So I was already planning my favoruite parts of that story back into the Trial of Echoed Souls. I might even add the stag as a fifth creature in the "set", since a couple of my players are big MtG fans and will totally click with a "cycle of legendaries" ;p</li> </ul> <ul> <li data-xf-list-type="ul">So basically, Shaladel <em>succeeded</em> in creating a Torch through the actions discovered in Trial of Echoed Souls, and in this version it's the only one. The eladrin/elven kingdom never allied with the "Ragesians" of my version - they were established long before any humans reached the land - so the backstory between Coaltongue and Shaladel is already void.</li> </ul> <ul> <li data-xf-list-type="ul">The Torch still has the same powers, so it keeps its position as a game-winning macguffin for the heroes to quest after. However, since its existence is now a secret, somebody will need to tip off <s>Ialea</s> Lyceum to its existence. Fortunately I have lots of options for this - Shalosha might slip them the info, Xavious Foebane (who has been replaced by an eladrin) could know of it, Shealis will be around, and there's also a version-unique character in contact with the Academy Headmaster who has reason to know of it.</li> </ul><p></p><p>Now, writers - I figure watching somebody adapt your adventure path must be rather like watching somebody make your cow into a pie, so I won't ask if you <em>like</em> this version. But, can you see it working out? Are there any plot complications further down the road that I haven't noticed?</p><p></p><p>Thanks if you bothered to read all that XD</p><p></p><p>Bonus unrelated question which isn't important because I changed the names, but now it's nagging me: How <em>do</em> you pronounce "Ragesia", anyway? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p></blockquote><p></p>
[QUOTE="Fox Lee, post: 5683694, member: 4346"] [b]Additional Late-Breaking Speculation[/b] Please forgive my thread necromancy... *waggles hands* Woogy woogy woogy! I've started on "localising" [i]Shelter[/i] this week, and now I'm curious about this too. They way it read to me, I thought that the beacon was what [i]made[/i] teleportation safe for the [s]Aurites[/s] Ragesians. I know it also attracts teleports that aren't aimed at it, but I'm not sure how else the Ragesians are teleporting safely. Is the official answer to this just "whoops"? :p Not saying that's some outrageous offence. I wouldn't be half as organised as the WotBS authors with an Adventure Path this size. (Uhoh, this became a ramble really quick! >3>; ) I had some trouble establishing the "teleportation will kill you so please leave the city the hard way" thing in my version, since the party didn't have Torrent with them to explain how it was going wrong ^^; Instead, they asked Sanura (the Gabal of my world). She let the monk participate in an experiment, using a specially-prepared potion to cause a "time slow" during the teleport. The monk saw what was basically a tsunami of fire bearing down on her, catching up with her just as she re-entered the material plane. This seemed to get the point across, though I have stopped short of making she and the eladrin take fire damage when they bamf. How I'm going to keep them off the airships that are a core theme of my world, now, that I don't know XD Perhaps I should let Pilus' airship activate earlier than the adventure path indicates, and have him roam the skies like a rather nasty orbital cannon? That might cause some plot disasters I can't anticipate without having read the later adventures, though. And it would ruin the surprise that comes from the Inquisitors suddenly having competition. Mulling over it right now, I'm having a few thoughts that shake out like this: [list]What if the Burning Sky effect is entirely under the control of the Church/Inquisition? They caused it, and they can ignore when they want. Maybe they have a remnant of the Flamebringer Dragon, just as they do the Stormchaser Eagle? I enjoyed those legends, and they fit very nicely into the pre-human culture in my world, so I'd like to use all of them if I can (hmmm... Tidereaver Kraken remnant as the heart of Pilus' airship?).[/list] [list]In this scenario, Ragesia [i]never[/i] had the Torch, so they can't teleport something as big as an army - therefore, Gate Pass still fills the same "roadblock" position it does in the original. However, everybody else is still screwed when teleporting any significant distance. It also means that the Ragesians essentially have domain over the skies, since they can drop a commando squad on any airship they don't like. Thus, the travel restrictions are still able to shape the party's journey.[/list] [list]The Torch is therefore entirely Shaladel's doing. My version skipped the Fire Forest, but I still liked Anyariel and the stag - plus my paladin wants to multiclass Warden for his Paragon Path and grow awesome stag antlers, and paladin + warden + stag imagery really makes me think of Anyariel XD So I was already planning my favoruite parts of that story back into the Trial of Echoed Souls. I might even add the stag as a fifth creature in the "set", since a couple of my players are big MtG fans and will totally click with a "cycle of legendaries" ;p[/list] [list]So basically, Shaladel [i]succeeded[/i] in creating a Torch through the actions discovered in Trial of Echoed Souls, and in this version it's the only one. The eladrin/elven kingdom never allied with the "Ragesians" of my version - they were established long before any humans reached the land - so the backstory between Coaltongue and Shaladel is already void.[/list] [list]The Torch still has the same powers, so it keeps its position as a game-winning macguffin for the heroes to quest after. However, since its existence is now a secret, somebody will need to tip off [s]Ialea[/s] Lyceum to its existence. Fortunately I have lots of options for this - Shalosha might slip them the info, Xavious Foebane (who has been replaced by an eladrin) could know of it, Shealis will be around, and there's also a version-unique character in contact with the Academy Headmaster who has reason to know of it.[/list] Now, writers - I figure watching somebody adapt your adventure path must be rather like watching somebody make your cow into a pie, so I won't ask if you [i]like[/i] this version. But, can you see it working out? Are there any plot complications further down the road that I haven't noticed? Thanks if you bothered to read all that XD Bonus unrelated question which isn't important because I changed the names, but now it's nagging me: How [i]do[/i] you pronounce "Ragesia", anyway? :p [/QUOTE]
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