Update: After finishing the adventure path, I put up my thoughts on the later books in the path, starting with the pingback in the comments section.
With “The Jackal’s Price” water under the bridge, we’re now halfway through the Legacy of Fire adventure path. Looking back at the three modules I’ve run, and looking ahead to the three left to finish, the path has some amazing high points, but isn’t without some rough spots. When I was first turned on to this, I knew I wanted to run it; I’m a big fan of the old Al-Qadim setting, and have appreciated Paizo’s epic adventure paths for a while. When one of my players tried to strongarm me into running it I gave pretty easily. Having plunked down $120 on the series, I’m damn well going to finish running it.
Personally, I like reading about how other groups do things, how other people deal with running the same modules, and what other groups look like. So without further ado, he’s how my group dealt with the first half of Legacy of Fire. It’s half review, half summary, and half reflecting on how we dealt with running the module series.
Needless to say, if you’re playing in, or planning to play in the Legacy of Fire series, don’t read this. It’s chock-full of spoilers.
My Legacy of Fire group is one of the stranger ones I’ve had. Originally it was a pair of players soloing the path, so I allowed them some advantages I normally wouldn’t: they both started with three traits (social, class/racial, and campaign); the game uses Action Points out of Eberron; the two starting players took bloodlines out of Unearthed Arcana; and I allowed them to buy feats with experience points.
This group has also turned into one of the most pious groups I’ve ever seen, which cuts out a lot of the basic issues you’d normally think of in a roleplaying group, and instead creates new ones. Probably the worst was when the Paladin was given a spare copy of the Book of Hallowed Might and decided the Redeem feat was the best thing since sliced bread; now he wants to use it on all party members who don’t worship Saranrae to convince them into joining the “right flock.” (I told him it only changed alignments, not religious preference, to circumvent all that.)
Like most college campus-based games, the group changes every few weeks; while it’s never had more than six players in a session, ten people (or so) have made characters for the game. This’ll become interesting when we see who’s sucked into Kakishon and who’s left out of the game.
In the end, there’s a lot of chaos infused in all this: between the bloodlines and buying of feats, and soloing the module, our early players are more powerful than they should be. The later characters are picking up at level 7, meaning they start without building characters, which I’ve always noted makes them more generically vague and flavorless. We also have some hangers-on that might or might not have actual players return, and some who are running as group NPCs due to original players moving away.
Our Dramatis Personae:
Malak – Rng 3/Drd 3/Dread Commando 3: An orphan of the Nightstalls, Malak is a Druid of Saranrae, carrying the essence of Vardishal. He hates gnolls with a passion. The party beatstick, he excels at both ranged weapons and dual-wielding, using Tempest and En-Nebi. Between feats and levels, his tricked out leopard animal companion grew in multiple size categories, to where it began carrying around Ashnale in its mouth after it learned that paladins should have special mounts. Thankfully, that’s about all it does, since it can end worlds.
Muji – Clr 4/Mnk 3/Sacred Fist 2: Abbot-Protector of Kelmarane and priest of Saranrae. A mountain that moves, Muji stands 6’5″ tall and weighs 290 pounds. (A good example of what happens when you randomly roll weight and height.) This has caused him to become stuck in narrow hallways on more than one occasion. Though he focuses on divine magic, he expends most of his spells summoning creatures, namely badgers, whom he names Francis in mockery of some really bad videos. Muji hates spiders with a passion. Like Malak, he also hates gnolls, but refers to them as “gnomes” because his player is a flaming doof. (Needless to say, revealing gnolls and gnomes were back to back in the MM caused loud groans.) Muji is also a good example of why going for the Healer’s Touch achievement feat is a meh idea: he was worthless in combat save for those badgers until he got the feat and moved into Sacred Fist.
Ashnale – Pal 6/Shadowstriker 3: The Pathfinder Ashnale’s quest to find his foster-sister Haleen led him to join the party after they began their guerrilla war on Kelmarane’s gnolls. While the other characters have all been Katapeshi, Ashnale is not, his blond hair and blue eyes dead giveaways, though he was raised in the area. As a Shadowstriker, his armor is emblazoned with a holy symbol combining those of Iomedae and Saranrae. He carries a greatsword, the scimitar Zephyros, and can usually be found in the maw of Malak’s animal companion.
Cedrik – Scout 2: The less said about Cedrik, the better. He was devoured by the geier in the monastery after pissing it off. Also, because his player worked weekends. (This was a long-term 3.5 player to boot.)
Howl of the Carrion King – Erik Mona
This adventure was the one that hooked the players, and was an extraordinary segue into the path. And there’s a lot to like about the module. Truth be told, Erik Mona writes damn good adventures, especially intro adventures to a campaign line, ever since he introduced the Age of Wyrms path in Dungeon.
The intro is a great non-combat challenge: help restore order in the midst of a burning camp (well, wagon). There’s a good variety of options quickly presented when the PCs reach the scene, meaning all the various class types have something to do here. The Ranger helped pull the wagon out of the way, while the Cleric worked with the bucket brigade putting the fire out.
The following scene, a murder-mystery on “who started the fire?” also worked well, both to give a feel for the camp’s NPCs and also to introduce the gremlin menace: pugwampis. These little doobers are incredibly weak combat-wise, but make a real challenge out of things from their unlucky aura, causing PCs to roll two dice for any d20 roll and take the worst result. I should note that our plucky Cleric did most of the investigating, and found out about the quest to find Rombard the missing goat shortly after the Ranger had already began tracking it out, alone, into the desert. It is this sort of determination which is characteristic of my players. After fighting the pugwampi and falling in the cactus patch, he wisely decided nobody would go solo anymore.
The first real meat-and-potatoes of the adventure is a dungeon-like crawl in the ruined monastery; while the adventure was strong before it, clearing out the old monastery was the big sell for the players. Getting their hands dirty and clearing out the pugwampis infesting the place was a grind, though not deadly as a challenge. The gremlins are nicely balanced to be a nuisance, not a threat, which made my players hate them even more: to this day, I get a great reaction whenever I ask them to pull out multiple d20’s, or use the phrase “Oh, how unlucky for you.” I think their worst fear is finding leveled pugwampis.
The rest of the module is reclaiming Kelmarane, and exploring its environs. I like that the module gives a tight time-frame and lists daily events, counting down until the gnolls find them out and attack, though it could use a drive of some sort to push the characters. For once, my players heeded the NPCs, namely Almah’s warning to avoid the battle-market. Instead they spent all six days just dicking around in the suburbs (as it were). The combat was decently balanced, to a point: the various CR 4-5 monsters almost pulled TPKs (the drawback of a half-sized party), while the gnolls were no threat at all. Maybe it’s because Malak took “all gnolls must die!” as a trait, but I can’t imagine a group of four gnolls being a threat to a full-size adventuring party if two players can easily take them. Gnolls were attacking in eights and twelves without slowing the PCs down. On the flipside, the PCs almost died to the dust digger on their first foray towards the town; it savaged them so badly that after killing it (thanks to a half-dozen badgers summoned one per round) they retreated back to the monastery for the rest of the day.
So, eventually the gnolls attacked the monastery, as is scheduled for night six. The players (we were up to three now with Ashnale) and NPCs had a spirited defense. They were sure the outcome was up in the air, especially when the harpy attempted to sneak into the monastery through the back courtyard, but from my view as DM they had it firmly in the bag. This is the part of the module I received the most feedback about, all positive, so while I was hoping they’d storm the battle-market, apparently it worked out better in reverse.
After exploring the (now empty) battle-market, and having found Haleen, the PCs descend into the undercrypt. Another note about smaller parties: they level a lot quicker than they probably should. The undead in the crypt weren’t much of a threat to a good turn undead. Heck, the end boss was killed in one round from Malak’s animal companion; I doubled its hit points simply so everyone could get a good swing in. (I’ve noticed that the godlike animal companion hasn’t really done much since, probably because everyone realized how powerful it really is.) I don’t fault the module, and neither did the players, but it was kind of a letdown.
All told, the module had a lot of neat balance choices which made the adventure challenging but not deadly. The monastery and village of Kelmarane are nicely detailed; the monastery is a solid stand-up dungeon crawl, and the village is a nice house-by-house street fighting encounter.
Set Piece- Shrine of Nethys – James MacKenzie
This was highly received, and I thought it was pretty solid myself. Father Zastoran, the cleric who mysteriously jumps from being a halfling to a human, asks the PCs to investigate the ruins so he can set up shop there. This is doubly pleasant for me, because the PCs instantly disliked the guy for shilling Father Zastoran’s House of Potions every time he showed up. (He also talked like Beni from The Mummy. They hated him.)
The shrine is a simple dungeon crawl, with some undead, a few chokers, some easily avoidable traps, a hall of hallucinogenic magic smoke, and a bunch of spiders which provided our Cleric, Muji, with an ongoing hatred of spiders. (And Father Zastoran. But mostly spiders.) It also had random lingering magic effects, though I almost always rolled Magic Mouth, telling the players ancient adages to wash their feet and honor their parents. The big boss, a exiled Osirioni noble cursed with lycanthropy, was an interesting surprise to them; after beating him unconscious and forcing Father Zastoran into curing him, he gave up his cursed punch dagger En-Nebi, which Malak still uses on his off-hand. The side quest was a hit; it’s straightforward enough that I can see running it outside Legacy of Fire as a site encounter in any desert game, and sized right to run in a single session.
House of the Beast – Tim Hitchcock
Dramatis Personae: Kobad (the Nomad) – Ftr 2/Rog 2/Wiz 2: The first two characters, Malak and Muji, are good examples of what experienced 3.5 players can do. This character is a good example of what a person relatively new to RPGs, who has never played D&D before, comes up with. (Namely, a fighter/magic-user/thief.) Later turned into Kobold the Nobald, the character’s main feature was his woefully ineffective dagger, and “he has a grey cloak” because the player really liked my Greycloak Ranger miniatures. I honestly cannot remember how or why he joined the party, but it was through another campaign trait (Desert Child). To be fair, not only was he more likable than Cedrik, he was infinitely more effective. As the player hasn’t shown up in a while, Kobad and his Mephit familiar/follower Andgronakraks have become the comic relief.
After sitting pretty for a year, watching Kelmarane grow and prosper, gnoll activity forces (well, entices) the PCs to seek out and destroy the Carrion King. My group of gnoll killers needed no incentive to do so, and when Zayifid arrived to convince them to do so, they just stared at him and set off posthaste. It was nice being able to roll random encounters for a change, which included a dragon (avoided), a few divs (killed), and some scrags (accidentally injected with lycanthropy through En-Nebi, and further accidentally left in the river, since nobody made the knowledge check to realize scrags heal in water). Having created a horde of were-leopard scrags, the players arrive at their destination.
Set-Piece – Coils of Flame – Rob Manning
Since the last set-piece had went over so well, I decided to follow the ideas printed in the module and use Coils as access into the House of the Beast. This was even more straightforward and simple than the Nethys shrine; the players went in, killed a bunch of monsters, made a deal with a salamander, and killed the salamander chief and her consort. It wasn’t as easy as it sounds, since they had to brave a lake of fire atop floating “islands” of burning earth while the two salamanders they hunted used ranged attacks on them, but y’know.
This one also went over with positive reviews, especially the climax on the lake of fire. There were a few flaws I noted, namely that the PCs encounter a lot of salamanders without the book noting them to be hostile; I ruled that they weren’t, since the sorcerer makes a deal and all. The lasting impact was that new-guy Kobad decided to lure the mephit Andgronakraks away to be his familiar; another on the train of my characteristically bad NPCs, this one had the voice from that furry sidekick thing from The Black Cauldron (“Munchings and crunchings!”). Kobad fed it too many gold pieces, not enough to gain info until after the set-piece was finished, but enough for the mephit to follow him around asking for more handouts. The rest of the party is summarily pleased by this fact.
House of the Beast (no, really, they’re in there now)
Having snuck into the lower-levels of the dungeon, arriving in H11, the players promptly… go to sleep, allowing for some more rolls on the random encounter tables, which produces a monstrous centipede the size of a city bus, a half-dozen pugwampis (“Ugh!”), a group of apes (…), and some easily-killed gnolls, all before the PCs can get a full rest. Moral: don’t sleep in dungeons with random encounter tables without a night watchman.
An interesting note about this module and using the set-piece as a back entrance: the players end up skipping a whole lot of the dungeon. Everything on the surface, with the slaves and lizardfolk and all? Ignored. The entire southern half of the second level, everything past the crude barrier in the dome room? Skipped.
What’s worse is that, according to the module, the gnolls disperse after the Carrion King bites it. There was little to no reason to explore the rest of the dungeon anyway since it was mostly negated, like the lizardfolk-gnoll infighting and Blobog’s info. While I was hoping for a comically bad NPC hat trick with Blobog the Insane Goblin and his crazy-talk litany of info, it was not to be. If I ran the adventure again, I’d make the set-piece a potential entrance that doesn’t pan through, or skip it altogether, as the PCs glossed over a huge part of the dungeon without realizing it.
Instead, they fight their way through the hallways, killing the gnolls and trying to rescue the slaves when possible. A note on Muji’s priorities: giant funnel-web spider, six badgers immediately; ogrekin sitting atop underground throne using large sapling as melee weapon, five badgers, individually, one per round.
Undeterred, the PCs emerge into the bottom layer, and ravage the harem (“Where all my gnoll bitches at!”), only to ignore the treasure hookahs and alcohol. I wasn’t kidding when I said they were pious. Undeterred by the GM “Are you sure you wouldn’t rather explore the upper levels?” questions, they barged into the big dome room where the Carrion King was. Since they were deep in the process of avoiding most of the dungeon anyway, I figured to just bring it all to them for a massive running fight, dropping most of the dungeon’s gnolls into the one room.
And fight there was: the basic gnolls were as woefully ineffective as they were in the first module, while the carrion guards and unchosen were good challenges when mobbed up. The Carrion King himself escaped down the tunnel under his throne with a handful of guards and Zayifid. The fight was fairly long, and got the PCs a bit bloody, but they were still strong enough to take on the giant stegocentipede Thkot Tal when it emerged right after the fight. (What. I was tired of being too nice to them, and they one-rounded the boss last time.) This thing is a nightmare on wheels; moving towards it meant death from its AoO’s, hitting it meant taking damage from its spins, and while its poison never worked, it could hit anybody with ease. The players held their own well, though, mostly due to Malak’s animal companion saving the day. The only gargantuan figure we had on hand was the Black Dragon, and plopping that down on the map was worth the price of admission.
Continuing down, the players explored the garden rooms slowly while they healed up, and then took the lift down to the bottom level, the Pit of Screaming Ghosts. None of them were tricked by the sea of coins, though it slowed them down more than the Edimmus. The next rooms were the final battles: the Carrion King & Co. warmed up The Waiting Beast, then the King and Zayifid jumped through the doors and left. While the remaining carrion guards died pretty quick, the Waiting Beast was more of a problem, simply because of its 20 AC. Vanquishing it, the players moved on to the last room, where Malak found himself flanked by the Carrion King and Zayifid; another tight, bloody battle in a series of bloody battles, and despite Malak going into negative hit points for a round, the PCs emerged victorious with the Scroll of Kakishon.
Again, it went over pretty well, but I was a bit bummed at how much I’d had to ad-hoc to keep it interesting and challenging to the players. Using the set-piece as a backdoor didn’t work as planned, but knowing my pious group, they would have killed the lizardfolk, then made easy work of the gnolls on the way down to the bottom. Still, the players had fun, they got the Scroll, and it ended up a good if not terribly original dungeon crawl. I can’t complain.
The Jackal’s Price – Darrin Drader
Dramatis Personae: This module ended up with a lot of changeover, starting with a Drd/Wiz/Arcane Heirophant/leopard trader whose character name and levels elude me. He showed up for maybe three sessions, the road from Kelmarane to Katapesh, and cats later devoured his character sheet. (Well, peed on it.) Next we have Ilik the Mnk 7, Karek the Rog 7, and a Wiz 7 whose name also probably had a ‘k’ at the end, all hired to guard the scroll for the dinner party.
After figuring out what the scroll was, and figuring out that they needed to learn more about it, the PCs set off for Katapesh. The adventure starts off with a series of encounters on the road. One Source thief Radi Hamdi spent most of his time as the target of Ashnale’s redeem feat, and was left behind during the death worm attack. The death worm attack pulled off well, devouring some camels and a guard, and was a solid threat to the party. True to form, Malak wandered off after the glints of metal seen on the dune (the Sons of Carrion), missed the death worm attack, and began tracking them back to their camp. Sadly, he had learned, and got the rest of the party to show up before attacking. As per standard, the massed raiders, gnolls and hyenas were woefully ineffective; only the named boss gnoll and her Ettin drew blood.
Arriving at the city, the PCs decided to go shopping first, spending all of their surplus gold and dropping most of their now-worthless magic items. I’d pushed them to hang on for Katapesh to do all their shopping there, and as soon as it was in sight, they wandered the stalls and did some ad-hoc wheeling and dealing. The big haul here was at one of the Pathfinder lodges, where they wheedled for some ioun stones they wanted. (They had Ashnale help with Malak’s and Muji’s admittance after the end of the first module.)
Leave it to my players to come up with ways around the adventure; after meeting Rayhan, he all but had to force them back into the markets for the three interested parties to make their inquiries. Also leave it to my players to immediately become suspicious; they decided to fortify Rayhan’s villa using furniture, like some kind of massive pillow fort, to keep the Scroll safe permanently. Mostly, because they learned (from Rayhan’s lengthy monologue) that it was the prison of Jhavhul; as the bearer of Vardishal, Malak wanted it sewn shut or something. They were quite pleased when they arrived home and Rayhan announced they should have a dinner party with the inquiring bidders.
The module stopped here for quite a while, between half the group graduating/moving away; after being pressured to run it for months, I caved, and we finished off the module and made plans for the remainder. In the meantime, we switched it over from 3.5 to Pathfinder, and acquired three new players, 7th level Monk, Rogue, and Wizard, to act as waiting staff and/or help guard the scroll.
I should note that the next module, End of Eternity, opens with James Jacobs’ rant on people complaining about the railroad-y nature of adventure paths. This would be the module to complain about it, because the dinner party makes little to no sense. (Well, going to Katapesh was a little railroad-y, but I’d been downplaying the Kelmarane market so there’d be incentive to go shopping in the big bazaar.) Don’t get me wrong, I love the idea of it, especially the performances earning rewards and all. But it just doesn’t fit in here: most adventurers would either want to destroy the scroll (knowing it holds Vardishal’s enemy Jhavhul, again, from Rayhan’s own damn monologue) or access it to mine it for wealth and xp. And the night attack can still occur, with Father Jackal and the background working it in quite well.
Speaking of which, the night attack features my least favorite kind of enemy: tons and tons of low-level mooks, in this case 2nd level Rogues. (Converting to Pathfinder gave them an extra ~10 hp, which does nothing against level 7+ PCs.) Anyone in the party, even the Wizard, could hit AC 15, and the mooks’ combat abilities were minimal in comparison. Having Andgronakraks around was useful in giving the mephit a surprise round and upping the confusion, and the team going after Rayhan easily blocked the door and put him under. However, the human Rogues coming up the front door were slaughtered, and the PCs sleeping on the roof were able to drop down through the skylights cinematically and take out the remainder right as Rayhan gets teleported away.
The last act was a bit… anticlimactic. Attacking the One Source warehouse leads to more mooks dying, decent (but short) combat between the PCs and the named and numbered villains, and a cameo of Radi Hamdi fleeing into the night from the sounds of Ashnale. (BTW… look at the picture of Khair al Din on page 39 and compare with his gear: can we say design flaws?)
None of that is a huge problem, however; the huge problem is running into the Captain of the Sunset Ship, and making his deal, because otherwise he can ruin the PCs (as tough as they are). After reading through the module, I was afraid the ending wouldn’t go over well, and my big hope for the module collapsed when I took another look at my group. Quite simply: the PCs haven’t had any of the background until the Captain vaguely tells it, and it confused the hells out of them; some foreshadowing would have been nice, as would some more encounters with the One Source besides Tamir and Radi Hamdi. What’s worse is that, after taking his deal, the end battle is even more anti-climactic: we have a villain nobody knew about who is destroyed by the even more villainous Rough Seed nobody understands, and while the PCs could join the fight, its outcome is almost predefined (compare the stat blocks!). Then, the Rough Seed and the Captain warp away.
When you boil it down, the module has a lot of high points, and a lot of interesting ideas. Too many interesting ideas, I think: all the background about the Sunset Ship, Father Jackal, and the Rough Seed is lost on the PCs, especially confusing my three new PCs, and goes absolutely nowhere… well, except to Leng. The One Source guild and the aforementioned parties don’t last long enough to be more than a sidenote in a much bigger picture, and it probably would have went over better without brokering a deal with the Sunset Ship Captain, if only so there was a massive stand-up fight at the end. True, I could have changed it, but we’re talking about the last two-fifths of the adventure; changing it to, say, more Sons of Carrion would have continued threads instead of making new ones, but we’re running pre-published adventures for a reason. In the end, my players consider this the low point so far; hopefully Kakishon and the City of Brass can reinvigorate them.
Set-Piece – Hell of Eternal Thirst – Clinton Boomer
By comparison, the set-piece was incredibly well received, probably because it catered to the three Saranrae-worshiping PCs (who happened to be the three who showed up for it). Shortly after dealing with the Sons of Carrion en route to Katapesh, the PCs hear about a desert oasis once sacred to Saranrae; they head off to sanctify it. After running into its lammasu guardian, and eventually talking it down, they explore and cleanse it once and for all.
The oasis, the Deep Well of Paradise, is crawling with undead; mostly lacedons, some vampires, an ettin skeleton, and the spectre of a deceased Paladin of Saranrae who previously attempted to cleanse the waters. The pious party tore apart the lacedons with turn undead and good old melee weapons; the ettin and spectre, on the other hand, were a lot more powerful than the PCs expected. The vampires, discovered last, were hardest to deal with: after killing them twice, the group had to hitch up the guardian lammasu and have him carry the coffins out, so the spawn could be staked. Oh, a roll on the random encounter chart also produced more apes, making it a rather odd subtheme to the series since the first module has baboons.
The players loved it, and it got high marks from them. It’s an interesting little encounter, easy to put in any other adventure or campaign. Perhaps if the group running through it weren’t so piously inclined, it wouldn’t feel so loving easy to me: when the lacedons all flee from a turn undead, there is no challenge. And the only good loot, the spectre’s sword, wasn’t very powerful, and was duly returned to the temple to Saranrae in Katapesh. Someone wanted to know why the lammasu didn’t do this on his own, and I have no real response to this; I told them he had a thorn in his paw or something. Though unlike the Shrine of Nethys with its magic smoke and patronizing Magic Mouths, it wasn’t critical enough to drag new players back to; seriously, nearly every new player has been shoved into that shrine and told to go into the hallocinogenic smoke room (“Don’t let out the magic smoke!”).
End of Eternity: This thing is huge, full of undetailed areas waiting to be explored, and has a balance war between chaos (proteans) and law (shaitan) which fascinates me. I’m planning on populating it with runaway Divs since they haven’t really shown up that much yet, and see running it slow and easy, taking several long sessions. It reminds me of a more sandbox-y Kingmaker, with its various potential alliances and dozens of islands waiting to be looted. This one, and the next one, are the two modules which I’ve had the most hope for. It’s going to be an interesting sell, considering they’re already a little gunshy around railroading after Jackal’s Price, but I think they’ll come along after they see how awesome Kakishon can be. I’m leaving their first meeting up to chance, and won’t be giving any input as to which group they side with; I’m curious myself.
The Impossible Eye: I’m still working out how the PCs get form the various sections of this dungeon to the others, but this one looks like a massively fun dungeon crawl. Epic dungeon crawl, more like. I like a good dungeon crawl, as long as it’s balanced and not merely a grind, and this one looks like it can deliver. There’s a lot to do in here, and a lot of gnarly villains, especially from Necromancer’s City of Brass/TOH2. Looking forward most to the PCs meeting Shazatherad, and seeing how the PCs react when the big ole red dragon Aberzjerax drops in during the last encounter. My players generally don’t like dungeon crawls, and will especially dislike getting dropped into one after two previous modules of CHOO-CHOO! railroading, but I think they’ll pull through without too much complaint. After the adventure path is finished, this might be where the characters continue to adventure: I loves me some Arabian fantasy, and the City of Brass fills that niche along with the “Planar Encounters” one.
The Final Wish: Honestly, I’m already preparing for this one; calculating which NPCs can chip in to help in the final battle. I’m actually hoping to structure it so that Jhavhul manages to summon forth Xotani, simply because there’s stats there and I want to use them, and also to see if and how the players take it down. It’s not every day you get to use Kaiju in a game, and it’s not every day that your PCs get to kill off a spawn of Rovagug. It looks like a good endcap to the module, revealing things through Nefeshti and seeing how the Templars of the Five Winds end up, and finally getting down to Vardishal vs. Jhavhul, Mk II. The wish-infused enemies look gnarly, and the “liberation points” mini-game looks pretty slick. Xotani is a CR 20 for 3.5; the PCs should be about Pathfinder level 14 (more like 15-16 from everything contributing to the party level chaos), so it’ll be a tough squeeze to see if they’re tough enough to handle it or if things will end up sans-Xotani.