>>196022>to increase the odds of success, Kira believes that the best location would be in the farthest cargo hold from the Traveler.What does Kira actually know about magic though? The thing she's trying to do is nothing short of a Miracle or Gate spell: something I wouldn't even be able to do with a DC 50 sacrifice check.
The kind control effect worked all the way on the other side of the island, so it doesn't have any maximum range. It was even functional on the other side of Mended Horn (hundreds of tons of rock in the way), which means that it's not exactly susceptible to radio-like interference.
Anyway, my plan to lure out Light Water and the Intruder will only work if we are within the enemies' fast-travel ranges (ala flight or short-range teleportation). Applying the laws of character foils, I was thinking that Light Water is a Cerebrant like me, which would give him automatic access to Dimensional Rift at a range of ~640+ ft at minimum (or 500 miles, if he wants to gamble); or that he is a Wizard of higher level than us and has Dimensional Door with similar range. We want him to be in range of teleportation of we want to lure him into our trap. The truck to lure him out will be to use the beads and Nystul's aura to trick him into believing that we are aiming the equivalent of a nuke at him that can only be disrupted by a targeted Dispel Magic, which will give him to arrive himself instead of just summoning monsters.
As for the Intruder itself, it likely has no ability to move. Considering its dead appearance and seemingly-indestructible composition, it's currently in a state of hypotrophy and may be unable to move. If our bluff rouses it from its slumber, it is unknown what abilities it may have, but it at minimum has some ability to fly because it travelled through space to get here. It has powerful summoning abilities, so it may be able to teleport, but in case it doesn't we will want it to be in slithering range to physically come towards us.
For these reasons, we should do it closer to the Intruder, or at least to Light Water (wherever he is).
>In addition, Kira wants to use the raw chromium the ship is transporting to (temporarily) seal up the room for the ritual as the chromium has anti-memetic properties that further dampen the Traveler's connection to the puppets.Not to be a dick, but what does Kira actually know about magic? That's kind of supposed to be my role here.
Besides, if your goal is to dispel the effect, you want to be near the epicenter of it, not far away from it.
>It also sounds as though there might be more needed to be done to reduce the Traveler's influence on them, so if Posey or anyone else has any suggestions, Kira would love to hear them.Well, most quests are written with a logical order of tasks. To me, Light Water, who is speaking on behalf of the Intruder, has obviously been foreshadowed as a "conduit" for the Intruder who enables or causes it to do all of the stuff it has been doing. He is a boss encounter and his defeat is imo quite clearly a logical step before defeating the Intruder, perhaps even a necessary step because if the Intruder is actually a semi-deceased demigod then it simply may not be destructible by any mortal means at all.
Posey has already said this in character multiple times.