Another thing about the Prologue... the Restoration pods...

These are introduced almost immediately as an expedient, since there is now way to camp on a crashing ship. Then the game ditches the whole concept just as quickly, soon as we're on the beach.

Why not give Charname an Illithid "Amulate of Restoration" that does the exact same thing as the pods on the nautiloid? I mean if the need for long rest is so key, wouldn't that be a simpler way to do it? Give Charname an item that restores the party once per day.

Maybe they find an Illithid Ring of Restoration in the locked reliquary box alongside the pointless onyx stone?

Or better yet, maybe its a magical Tablet of Illithid Restoration that cold clocks us in the head and knocks us off the ship, instead of some random chunk of whatever? Then we find it on the beach, bam! Mechanic serviced in a way that doesn't upend continuity with PnP style resting.

Basic point is, why introduce a mechanic and habituate the player to it, only to take it away a few minutes later? It just does a disservice to the tutorial training the player to do or use something that's not going to apply the second they start the real game on the material plane.

Maybe its a thing that the tadpole does? Or revealed as an innate ability shortly after crashing, as a way to counter the obvious "hurry up, don't waste time or you might transform" angle that drives the narrative otherwise.

They should really toss something into the prologue plot to counter the ticking clock thing and provide narrative justifications for rest/restore, since its clearly necessary to succede in this campaign.



Last edited by Black_Elk; 01/11/20 11:58 AM.