
Tacticslion |
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So, I'm running CoT right now, and I loved the little blurb on 'extra heroics'... but found it kind of underwhelming. I mean, Whitechin is supposed to be this really big deal, at least, a big deal in-the-making, and he's mentioned exactly zero times in future installments. That... seems kind of ridiculous.
Similarly, I found it strange that no matter how many shadow beasts you kill, no matter how many bandit groups you take out, you only get 1 fame point.
While I understand it's for Campaign Plot Purposes and Space Limitations, it bothered me enough that I wanted to make these things actually matter if the PCs don't do anything about it. A few ideas how are written in some posts below!
One other thing that has been mentioned in the past on these threads is that the Fame/Popularity mechanic, while really nifty, is slightly... broken. It's quite difficult to get that magic golden number of "best ending", even if you do everything right; if you don't have plenty of successful Aid Another, a very high Charisma character (who also needs to have the Leadership), and if you ever spend a point of your Fame to do stuff, you're pretty much up the creek without a paddle. For that reason, I'm putting optional additional fame points... but also a few 'fame inhibitors', because, by making these things A Big Deal, it really means that: they are now not just an excuse to run side-quests/gain fame, but legitimately pose a problem that the PCs need to deal with at some point or (along with Westcrown) face consequences.
As is going to happen in my own campaign, I highly recommend adopting and outright dropping these rules, as the needs of your campaign dictate. If you find you're utterly uninterested in the number of bandit groups outside (and later around within) the city, then drop them. If you think it's unfair to penalize the players for a 'minor' side-quest they didn't do, then ignore it. If you want something else to happen... tweak away! This is basically for my home game, and I'm probably not going to use them all exactly as written: a campaign is a living thing that needs to be adapted to be kept relevant... if it doesn't, very strange things begin to happen, and it can fall apart easily.
I'll try and update this thread as I go through the campaign. I can't promise anything... all I've got now is the Bastards of Erebus, but I'll definitely look into it.
Anyway... on to the Fame Game, and Making Sidequests Matter (part one)!

Tacticslion |
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Goblins of Westcrown
<Design Notes: the first level rogues below are normally 1st level warriors instead, however in the sewers of Westcrown, they are rogues, thus they're printed out as such below, and should use the stats presented in Bastards of Erebus as a base; the groups mentioned are normal 'groups' of goblins, as noted in the old 3.5 Monster Manual, which is what I used as a basis for tallying the total number of goblins in Westcrown; I decided to choose the classes as part of my design choices. I also decided to exchange "worgs" for "goblin dogs" (new to Pathfinder), and "wolves" for "worgs", though Shadow Mastiffs might work even better than Worgs, given the nature of the campaign... I'm not sure, though, so choose as you will.>
- tribe (one tribe): 400 goblins (lvl 1 rogues), 400 young goblins (lvl 1 commoners), 10 goblin sergeants (lvl 3 fighters), 2 goblin lieutenants (lvl 5 rogue), 1 goblin chief (8th lvl oracle <blind, lame>) [advanced, fey-touched, were-rat, venerable, (bonus feat) leadership], 24 goblin dogs, 4 worgs
- band (two bands): 100 goblins (lvl 1 rogues), 100 young goblins (lvl 1 commoners), 5 goblin sergeants (lvl 3 rogue), 1 goblin leader (lvl 6 rogue) [one is Whitechin: advanced, fey-touched, were-rat, (bonus feat) leadership]
- warband (three warbands): 24 goblins (lvl 1 rogues) with goblin-dog mounts
- gang (four gangs): 9 goblins (lvl 1 rogues)
Total Goblins in Westcrown: 1,333
(they are not as organized as the above indicates, though there may be in loose associations similar to the above)
Breakdown of Goblins in Westcrown by Level:
- 708 goblins (lvl 1 rogues)
- 600 young goblins (lvl 1 commoners on their way to becoming rogues)
- 20 goblin sergeants (lvl 3 fighters x10, lvl 3 rogues x 10)
- 2 goblin lieutenants (lvl 5 rogue)
- 2 goblin 'leaders' (lvl 6 rogues) <including Whitechin, an advanced feytouched wererat with leadership as a bonus feat>
- 1 goblin chief (8th lvl oracle <blind, lame>) [advanced, feytouched, wererat, venerable, (bonus feat) leadership]
- 96 goblin dogs [72 are mounts]
- 4 worgs
Whitechin has declared himself the Goblin King, and gained the leadership feat [score 15] (great renown, special power, stronghold/territory grant +2/+1/+2, level +6, and CHA +4 [CHA score 18]), enabling him to gather 20 1st lvl followers, and three 3rd lvl followers <2nd lvl became 3rd lvl from the above list>; he plans on eventually using this power as leverage to begin making successful raids and eventually gather his people together to create a 'nearly unstoppable army' (as he believes). He owes his new-found power to the Mother of Flies (and her fey allies), and she hopes to eventually take vengeance against the council with his power... if, on the other hand, he fails and is destroyed, she loses nothing (it cost her nothing to allow him a trip through her tree into the fey), and may incense some of her fey allies into coming to her side.
NOTE: Eight goblins were killed by torbles, and three by the PCs in their flight through the sewers, for a total loss of eleven. There are a total of 696 1st level goblin rogues, of which, Whitechin has 20 (leaving 676 remaining 'at large' in the sewers); of the 10 3rd lvl rogues, Whitechin has 3 (leaving 7 'at large').
There is a 'grand chief' of the goblins, a kind of high king, more a myth than anything, who lacks any real name. He has wisely chosen not to lead his people to gather together, rightly fearing the destruction that would come down upon both Westcrown and his people being too large for either to survive well, and surmising that a life in the sewers would be far preferable to no life at all. Still, he's watching to see what Whitechin makes of himself (Whitechin being only the second goblin to ever drink from the fey-well on the other side of the door, after the high king himself). The other goblins are waiting on the word of this high king to see if they side with Whitechin entirely or not. If left alone, by the end of the Sixfold Trial, by being canny and cautious, Whitechin has become a serious nuisance and presence, successful enough to have gathered an entire band (as described above) about himself, but not so terrible as to take away from the others and also imposing a sort of order to avoid Hellknight Wrath. By the end of What Lies in Dust, he'll have gained a second Band, and effectively ceded from Westcrown, being too powerful and dug-in for the dottari to take on, and the Hellknights being too busy. During the chaos of the Infernal Syndrome, he gains the tacit approval of the grand chief and controls an entire tribe. In the Mother of Flies, if the PCs delay too long or refuse to assist her, Whitechin comes to the aid of the Mother in their stead, and, at the end of it, he'll have gained 1d2 bands and 1d3 warbands as a result of his power and grandiose acts (though he'll have lost 1d100 goblins). By the beginning of the Twice Damned Prince, Whitechin will have effectively called all the goblins in the city to himself, and taken over Parego Dospera. Each chapter that the PCs fail to deal with Whitechin grants him 1 level, and if he still exists at the end of the Twice Damned Prince, it imposes a -6 to their final Popularity check (any penalties are negated if they manage to defeat him before the end of the Twice Damned Prince).
The penalty can be reduced by 'handling' Whitechin without destroying his power... it starts at -1 at Bastards of Erebus, and increases by -1 for each adventure after that (to the maximum of -6 above). In any adventure when Whitechin is defeated and his group is beaten (but he's not removed from power, somehow turned into an ally of the city/PCs or otherwise permanently 'handled'), that penalty is negated for that adventure (reducing the final penalty accordingly).
So, that's Whitechin! Next time, I'll get into the various Bandit groups around supported by the Drovenges!

Tacticslion |
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Bands of Brigands
There are 11+1d12 bands of brigands and thieves in the Westcrown environs.
The number of these bands fluctuate as follows:
- End of Bastards of Erebus: -1d6 (from the Hellknight hunt), minus any the PCs destroy.
- End of Council of Thieves: +1d4 -1d6
- End of What Lies in Dust: +1d6 -1d6
- End of Infernal Syndrome: +1d8
- End of Mother of Flies +1d10
- Beginning of Part Four (City of Chaos) of The Twice-Damned Prince: +1d12
The PCs can gain a number of bonus Fame Points equal to 1/10 the number of Bands they destroy (round down, minimum 1 for a successfully destroyed band), but they take a penalty to their final Popularity check in The Twice-Damned Prince equal to 1/20 of the number of bands remaining (round down, minimum 0). If the PCs manage to destroy all of the currently existing bands at any point, grant them an additional +1 to their total Fame, and if they manage to destroy all the bands before their popularity check, grant them an additional +2. If the Hellknights destroy more bandit groups than the PCs at a given time, or destroy all the bandit groups in a given adventure, the PCs shouldn't gain any fame points.
A given band holds 3-24 brigands (roll 3d8, or choose as you will). The level of any one of these brigands is 1d3+1 per adventure (maximum 4 at Bastards, max 5 at Trial, max 6 at Dust, max 7 at Syndrome, max 8 Flies, and max 9 at Prince) - a GM is encouraged to feel free to choose a level rather than 'needing' to roll, although rolling can make some interesting or fun potential stories. Generally, when chosen by the GM, there is likely a given individual who is maximum level and the leader and at least two who are minimum level followers, though this is not even close to a hard rule (a given band can fluctuate in level and composition as desired). Usually rogues, some bandits may be warriors, experts, barbarians, fighters, and - rarely - bards and sorcerers (mostly infernal bloodline sorcerers). If you wish, you can create a cleric, druid, or wizard (or some other class), but in general these classes are too rare, or too specialized to make sense as more-or-less 'common' bandits hired by the Drovenges.
The bandits generally use the stats of the stats of the Tiefling rogues (Bestiary pg 264), modified by race (and class, if necessary).
That's it for the random bandit groups! Next time (which may or may not be delayed), I'll post my thoughts on Blue Hood!
EDIT: Sorry, I got cut off by taking care of my son.

Tacticslion |
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Bluehood and the Shadow Beasts of Westcrown
This one takes a bit of research, so, to make sure everyone's up to speed...
In Westcrown, the Westcrown Shadow Hunters pay good coin for hunters of the shadow beasts that plague their crumbling city. Led by a masked woman called “Bluehood,” who is rumored to be a scion of the city’s old nobility, the Shadow Hunters are trying to clean the city of the fell creatures that were supposedly loosed here decades ago by unscrupulous Nidalese sorcerers. There’s a tavern near the old Leroung estate where bounty hunters can drop their kills, and someone will bring them a bag of gold the next night.
... and...
Slay a Shadow Beast: Westcrown’s common folk now fear going out at night, for everyone in the city has heard the strange cries of—or lost a pet or loved one to—the creatures of pure darkness that hunt the streets after sundown. However, a masked woman calling herself “Bluehood” offers a reward for any shadow beast killed if the slayers drop its corpse on the garbage stoop outside the tavern across from the old Leroung estate. Anyone doing so finds a bag of 100 gp left for them at their home or inn, and through the rumor mill the news gets out who was responsible, earning the PCs 1 Fame Point. Additional kills bring additional monetary awards, but for now, the PCs earn their 1 Fame Point only for their first kill. See “Westcrown: City of Twilight” for more information about the shadow beasts, or the shadowgarm entry on page 80 for a good low-level shadow beast.
As far as the information in "Westcrown: City of Twighlight" goes... well, it's not really anything at all. So... onward!
Shadow Beasts
In addition to Shadow Garms, there are Shadows (greater and lesser), shadow-template creatures, Shadow Mastiffs, Shadow Rat Swarms, and even Dark Folk (such as Dark Creepers, Dark Slayers, and Dark Stalkers) and Fetchlings. Nihilois and Shae also exist and are 'drawn' to Westcrown, though they are less controlled and more seemingly 'inspired' to arrive by the presence of the artifact. Finally, there are vampires.
There are a number of each creature type of Shadow Garms, Shadows, Shadow Mastiffs, and swarms of Shadow Rats equal to 300/[1+(2xCR)] at any given point in the city. Even without the direct force of the wielder of the shadow artifact, such creatures are naturally drawn to the vague proximity of it, and a slain creature (except for a vampire) is 'replaced' by a similar creature within a number of nights equal to 1d4+CR.
There are a number of types of Dark Folk 100/[1+(CRx2)], though a Fetchling of a given level can replace up to a maximum of one quarter of the Darkfolk for a given CR (in the Dospera and sewers only). There are only 1d6 each of the Nihilois and Shae. Vampires are limited to the numbers indicated in the adventures themselves, though there are a 2d6 vrikolkas.
The problem, as others have mentioned on these boards, with shadowgarms as the 'reward' money is that they dissipate; shadows are undead incoporeal creatures (that also presumably dissipate, though I don't think anything actually says that anywhere), and shadow mastiffs are, at the moment, simply too big for the PCs to regularly take on and survive. I have it so that if a Shadowgarm is incapacitated in some way (say, rendered unconscious and put in chain nets, that cost 25 gold to have made, and suspended from the roof or otherwise kept 'in place' during the day), it 'counts' for completing the reward (and also displays some of the 'horrors' of the night for the people of Westcrown to see... actually easing fear, slightly, as they now know something about the beasts and their limits. I also allow for any 'mundane' creatures they might run into (dire rats, giant centipedes, guard dogs, spider swarms, rat swarms, stirges, a giant rot grub, or venomous snakes from the back of the book) have the shadow creature template applied, which, despite increasing the CR, is often just as safe for the PCs as a shadow garm, if not more (though not always). If it would prove too much, I can also apply the young simple template (using the quick rules rather than the rebuild rules) to bring the CR back to normal, and/or add light sensitivity or even light blindness (to explain their aversion to the light).
As a kind of swift rule, a given encounter with a creature noted above has a flat 2% chance to be a shadow creature (in the sewers or ruins only), unless it's night time, in which case it's a 85% chance (the random encounter tables that are only for the ruins, also extend to Westcrown itself, in this case, though for certain things, like assassin vines or rot grubs, I treat the results as "ignore this number and re-roll").
For flavor (and this could even allow such things as rot grubs and assassin-vines if you want a truly dangerous nightly Westcrown), the creatures actually manifest from the shadows themselves, slipping into the portals from the shadow plane opened in the deepest darkness, and usually fading away again within similar portals close to sunrise, though a few are occasionally 'left behind' (1% chance for 1d4 to be left in the city).
Bluehood and the Westcrown Shadow Hunters
In our game, the Westcrown Shadow Hunters are run by Blue Hood (as talked about on page 13 of Cheliax, Empire of Devils, which I quoted above, but, as I also quoted above, is completely ignored in the adventure path itself - the group isn't even mentioned).
Bluehood is secretly a member of one of the noble families of Westcrown (I forget which at this precise moment... likely the Atanaar, family, though I can't say for sure - which is noted as always having a daughter in Last Wall each generation (seriously not finding it right now, and my notes are vague, which is very frustrating). She was likely once scheduled to go to Last Wall, but for some reason was unable to do so. Additionally, I'm thinking she might be trained by the Sisterhood of the Golden Erinyes (for interesting conflict), though I might make her one of the Children of the Upper Reaches instead (effectively a group of Iomedae worshiping monks that utilize the Flowing Monk archetype, or maybe the Maneuver Master archetype, based off their description in Cheliax, Empire of Devils, that are opposed to the Sisterhood of the Golden Erinyes) for more 'appropriate' flavor, or something else altogether.
In any event, she's a strong potential ally, and her group acts as a generic "faction" for the PCs (they don't have any special benefits beyond the generic ones in the back of the Faction Guide) who gain Prestige Awards with the group equal to their Fame Points.
Welp, that's it for Bluehood and the Shadowbeasts for now! Next time... if there is a next time... I may just tackle the Sixfold Trial!
Also, I'd love any feedback from anyone! :)

Tacticslion |

A couple of notes I forgot to make:
1) In my interpretation, Whitechin is unlikely to be a foe that can permenanlty be 'dealt with' by the PCs in the first, second, or likely even third Adventure, considering he's got a CR of 8 (6 from PC classes, +3 from templates, and -1 from NPC gear). Most likely, that will put off a permanent solution until adventure four, and more likely it will be adventure five. In adventure five, they might make unlikely allies (as Whitechin is beholden to the Mother of Flies and may or may not be coming to her aid), which could be interesting.
One other possible solution is if you choose to introduce Jinkoo early (before adventure six), he could be a method of dealing with the goblins and could be set up as a leader instead. This wouldn't work for all groups, but it's one possibility I thought of, and could aid Jinkoo in helping 'establish order', and thus help serve as Hellknights, possibly even establishing the Order of the Sewer. In Jinkoo drinks from the well and becomes an augmented goblin, that would help legitimize him. Again, this is just something for people whose players think unconventionally.
2) The bandits effectively give a random bonus to Fame and Popularity at the end of the game, however, as mentioned, this can be ignored or negated. This mostly exists as a side benefit... a way of introducing more fame points for those groups that prefer combat-focused to charisma-characters. Still, it could be a nifty addition and, as I've added potential rewards above those stated in the books for final popularity, it's an important in our games. At maximum, the bandits could grant a +16 (+6 from maximum possible number of bandits, +2 per adventure after the first for clearing them all out), and apply a -3 penalty to Popularity.
EDIT: also, the thieves will inevitably get easier as time goes on, until the point at which they're not going to be much of a fight unless they're at maximum level, but that's kind of by design: at later levels, while they still pose a threat to the common person, the PCs are supposed to be able to handle them. That's part of what generates all the fame from destroying them, and the PCs are really powerful by this point anyway. It may get to the point where you can completely hand-wave the encounters, but you may (dependent on your style) if you still want to keep track of everything, this allows you to do it. In which case, you might wish to make it something akin to a level check to hand-wave it, and base said check the following DCs (or modified to your own feelings):
- 10: you defeat one band of the average group's lvl-10 or lower in a week (minimum none)
- 15: you defeat one band of the average group's lvl-5 or lower in a week (minimum none).
- 20: you defeat 1d3 bands of the average group's lvl-5 or lower in a week
- 25: you defeat 1d6 bands of the average group's lvl-5 or lower in a week
- 30: you defeat 1d6 bands of the average group's lvl or lower in a week
So those were two thoughts I had that I'd wanted to share. Hope someone can use them at some point!

Miklos D'Ville |
1 person marked this as a favorite. |

I like what you did with the goblins and will try this out in our campaign. If you by now have further ideas for side quests I'd really appreciate you sharing them.
We just startet the AP and I am looking for opportunities to enrich the experience with a few side activities. I think just playing the main story line is just not going to cut it for my players.

Tacticslion |

Hey! Glad you liked it!
Sorry I haven't gotten back to this. Our game went in some very, very unexpected directions, so it was difficult to really handle here in a way that would be relevant to the rest of the boards. Add to that the apparent lack of interest, and I just never really updated. However, let me dig into my notes and see if I've got more things for you...

Tacticslion |

So, uh, hey. You know, most of a year, that's kind like getting right back to you. Sort of. Sorry.
That said, here's how that worked out for us with the whole Goblin thing.
EDIT: I forgot to update you on Bluehood! Sorry!
Bluehood, in our games, turned out to be the highly bookish Lawful Good sister of Sascar Tilenernos, and a mild-mannered number-cruncher for the Tilernos household (taking care of the finances when father was away, and funneling Sascar's excesses into funding the Westcrown Shadow Hunters, leaving none the wiser).
Her classes? Aristocrat. 3rd Level. However, to her favor, she had a very high intelligence, and a minor artifact, the Blue Hood.
The Blue Hood is one of seven similar minor artifacts (called the Seven Veils of Dreams, or the Hooded Veils) that, when manifested, appear kind of like a Burka (though with some additions: tassels, bangles, patterns, and the like, as well as jewelry; and not specific to any gender) of different colors which allow the utilization of magical abilities at will.
When 'claimed' by a new owner, the Veil or Hood in question becomes a small ornate tattoo written in a pictrographic script on the neck (or similar location) of the one who successfully claimed it. They may then summon the Veil at any time, and may even "store" clothes they are currently wearing inside of it (so that when it vanishes, it leaves behind a specific set of clothes for that wearer).
The veils follow the ROYGBIV color scheme, are intimately tied to the concept of sin (or virtue) magic, and follow the following order of power:
Red (Wrath, Righteous Anger, Forgiveness, Patience)
Orange (Sloth, Well-Deserved Rest, Diligence, Zeal)
Yellow (Lust, Fertility, Chastity, Courage)
Green (Envy, Eager Striving, Charity, Kindness)
Blue (Greed, Wealth, Generosity, Thoughtfulness)
Indigo (Gluttony, Abundance, Temperance, Restraint)
Violet (Pride, Honest Pride, Humility, Honor)
With each Veil, there are a total of seven special minor artifact elixirs that have the ability to alter those that imbue them in specific ways, to make them ever-more-powerful creatures of the power of dreams. Once the elixir has been imbibed, however, it's gone for good. A given wearer can only ever access the pocket they are contained in once, after which it vanishes. After all seven are consumed, no one else can gain acquire an elixir from the Veil - they never replenish.
The Veils are sacred to Desna, Lissala, Pharasma, and Sivanah, although Lamashtu has claimed them as sacred to herself as well. It has an unknown connection to the Eldests Count Renalc, the Lantern King, Magdh, and Shyka; as well as the Peacock Spirit and a few unknown outer sphere powers (Empyreal Lords and Maharajas), though what connection, precisely, is incredibly vague at best and remains unknown.
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RED (sin of wrath/virtue of forgiveness): at will divination and illusion (1st level and lower) and evocation (cantrips only); 2nd lvl (5/day), 3rd lvl (4/day), 4th lvl (3/day), 5th lvl (2/day), 6th lvl (1/day); the bearer takes a -1 to all saves against abjuration and conjuration spells and effects. Virtue of Rule: Righteous Anger
Red Elixir
Effect (%)
* (01-10%) Cure Light Wounds
* (11-20%) Cure Moderate Wounds
* (21-30%) Cure Serious Wounds
* (31-40%) Template (advanced, dream, missing, or shadow; roll a d4 and choose)
* (41-50%) Reincarnate as a Rakshasa (young raktavarna; the base form is a young adult of your original kind)
* (51-60%) Reincarnate as an Doppleganger (the base form is a young adult of your original kind, 5% chance of being a greater doppleganger)
* (61-70%) Roll twice and take either result
* (71-80%) Roll three times and take any 1d2 results you choose (gestalting as necessary)
* (81-90%) Roll four times and take any 1d3 results you choose (gestalting as necessary)
* (91-00%) Take any 1d2 results you wish (gestalting as necessary)
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ORANGE (sin of sloth/virtue of diligence): at will divination and illusion (2nd level and lower) and conjuration (1st level only); 3rd lvl (5/day), 4th lvl (4/day), 5th lvl (3/day), 6th lvl (2/day), 7th lvl (1/day); the bearer takes a -2 to all saves against evocation and illusion spells and effects, and an imbiber takes an additional -1. Virtue of Rule: Well-Deserved Rest
Orange Elixir
(%) Effect
* (01-11%) Cure Moderate Wounds
* (12-22%) Cure Serious Wounds
* (23-33%) Template (advanced, dream, missing, or shadow; roll a d4 and choose)
* (34-44%) Reincarnate as a Rakshasa (raktavarna; the base form is a young adult of your original kind)
* (45-55%) Reincarnate as an Aboleth (young aboleth; the base form is a young adult of your original kind)
* (56-66%) Roll twice and take either result
* (67-77%) Roll three times and take any 1d2 results you choose (gestalting as necessary)
* (78-88%) Roll four times and take any 1d3 results you choose (gestalting as necessary)
* (89-90%) Take any 1d2 results you wish (gestalting as necessary)
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YELLOW (sin of lust/virtue of chastity): at will divination and illusion (3rd level and lower) and enchantment (2nd level only); 4th lvl (5/day), 5th lvl (4/day), 6th lvl (3/day), 7th lvl (2/day), 8th lvl (1/day); bearer takes a -3 to all saves against necromancy and transmutation spells and effects, and an imbiber takes an additional -2. Virtue of Rule: Fertility
Yellow Elixir
(%) Effect
* (01-12) Cure Serious Wounds
* (13-25) Template (advanced, dream, missing, or shadow; roll a d4 and choose)
* (26-38) Reincarnate as a Rakshasa (dandasuka; the base form is a young adult of your original kind)
* (39-51) Reincarnate as an 50% either Incubus or Succubus (base form is a young adult of your original kind)
* (52-63) Roll twice and take either result
* (64-75) Roll three times and take any 1d2 results you choose (gestalting as necessary)
* (76-87) Roll four times and take any 1d3 results you choose (gestalting as necessary)
* (88-00) Take any 1d2 results you wish (gestalting as necessary)
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GREEN (sin of envy/virtue of kindness): at will divination and illusion (4th level and lower) and abjuration (3rd level only); 5th lvl (5/day), 6th lvl (4/day), 7th lvl (3/day), 8th lvl (2/day), 9th lvl (1/day); bearer takes a -4 to all saves against evocation and necromancy spells and effects, and an imbiber takes an additional -3. Virtue of Rule: Eager Striving
Yellow Elixir
(%) Effect
* (01-14%) Template (advanced, dream, missing, or shadow; roll a d4 and choose)
* (15-28%) Reincarnate as a Rakshasa (marai; the base form is a young adult of your original kind)
* (29-42%) Reincarnate as an Aboleth (base form is a young adult of your original kind)
* (43-56%) Roll twice and take either result
* (57-69%) Roll three times and take any 1d2 results you choose (gestalting as necessary)
* (67-81%) Roll four times and take any 1d3 results you choose (gestalting as necessary)
* (82-95%) Take any 1d2 results you wish (gestalting as necessary)
* (96-00%) Take any 1d4 results you wish (gestalting as necessary)
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BLUE (sin of greed/virtue of generosity): at will divination and illusion (5th level and lower) and transmutation (4th level only); 6th lvl (5/day), 7th lvl (4/day), 8th lvl (3/day), 9th lvl (2/day); bearer takes a -5 to all saves against enchantment and illusion spells and effects , and an imbiber takes an additional -4. Virtue of Rule: Wealth
Blue Elixir
(%) Effect
* (01-13) Template (advanced, dream, missing, or shadow; roll a d4 and choose)
* (14-26) Reincarnate as a Rakshasa (common; the base form is a young adult of your original kind)
* (27-39) Reincarnate as a 50% either Succubus or Veiled Master (base form is a young adult of your original kind)
* (40-52) Roll twice and take either result
* (53-65) Roll three times and take any 1d2 results you choose (gestalting as necessary)
* (66-77) Roll four times and take any 1d3 results you choose (gestalting as necessary)
* (78-90) Take any 1d2 results you wish (gestalting as necessary)
* (91-00) Take any 1d4 results you wish (gestalting as necessary)
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INDIGO (sin of gluttony/virtue of temperance): at will divination and illusion (6th level and lower) and necromancy (5th level only); 7th lvl (5/day), 8th lvl (4/day), 9th lvl (3/day); bearer takes a -6 to all saves against abjuration and enchantment spells and effects , and an imbiber takes an additional -5. Virtue of Rule: Abundance
Indigo Elixir
(%) Effect
* (01-10) Template (advanced, dream, missing, or shadow; roll a d4 and choose)
* (11-20) Reincarnate as a Rakshasa (takata; the base form is a young adult of your original kind)
* (21-30) Reincarnate as an Veiled Master (base form is a young adult of your original kind)
* (31-40) Roll twice and take either result
* (41-50) Roll three times and take any 1d2 results you choose (gestalting as necessary)
* (51-60) Roll four times and take any 1d3 results you choose (gestalting as necessary)
* (61-70) Take any 1d2 results you wish (gestalting as necessary)
* (71-85) Take any 1d4 results you wish (gestalting as necessary)
* (86-00) Take any 1d6 results you wish (gestalting as necessary)
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VIOLET (sin of pride/virtue of humility): at will divination and illusion (7th level and lower); 8th lvl (5/day), 9th lvl (4/day); bearer takes a -7 to all saves conjuration and transmutation spells and effects , and an imbiber takes an additional -6. Virtue of Rule: Honest Pride.
Violet Elixir
(%) Effect
* (01-35) Template (advanced, dream, missing, or shadow; roll a d4 and choose up to that many, maximum of one each)
* (41-70) Reincarnate as a creature as noted below (base form is a young adult of your original kind)
- (%) Creature
- * (01-40) rakshasa (maharaja)
- * (46-80) veiled master-succubus gestalt
- * (81-00) both of the above (gestalt)
* (71-00) Reincarnate as a creature as noted above and gain one or more templates as noted above
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The veils are very powerful - perhaps a tad too much so. We didn't have any other than the Blue in this campaign, however the idea, lore, and even effects of them are actually quite fascinating to me, and I really enjoyed their use in this game.