My party latched onto the Viol in book 1 hard, they haven't found the note inside yet though. Should I award them if they still have it when they meet Erich Zann?
I was just commenting about what a missed opportunity this was to a friend/fellow GM. Something you find in Book 1, Scene 1 comes back to be useful and/or amazing in Book 6, Dying Scenes.
He laughed about it and said the party treasury player is so selling it when we hit the first town, not once thinking it may be significant. I agreed. If I had my way, the players would be too scared to sell things like this just in case it came back to be a plot hook.
Been wracking my noodle for ways to intimate that it might be more than just a bow-less Viol, and that they may be holding something of true value.
Looking for a little clarity on why the map of Katheer in Qadira: Gateway to the East (PZO9406) and Qadira: Jewel of the East (PZO9299) are so different in layout.
Specifically, the absence of the Azure Canal and the semi-circle of the Port of Katheer in the earlier book. Additionally, why change the old city areas of the early book into "ruins"? I know the text in Jewel does mention that some of the ruins are still the old city. Opportunity to do more as a GM and rely less on Paizo for details, I suppose.
I'm currently in Book 1 with a vigilante, and he has never left the vigilante persona. Not a lot of call for a secret identity.
Does it work? Sure, if you want to play a sub-optimal fighter.
And I don't know if it's a spoiler to say you are pursuing someone and don't stay in one place long enough to make a social identity worth your time, but there you go. My vigilante took the opposite of renown: obscurity.
Granted, he does expect to get flying at level 12, and took Avenger, so his BAB is fast, but come on, a fighter does the Vigilante Identity better and a bard or Rogue does the social better. And the whole party will be flying by level 6-8 with spells/magic/scrolls, etc...
I advised my player against playing a vigilante, and a paladin. Guess what he's playing? A vigilante acting like a paladin.
I was poking around all my CoC books, and had an idea to build up the Mythos side of things, my players might have (involuntary?) dream quests where they were investigators in a D20 Mythos adventure.
Plot spoiler:
You know, they fall asleep outside the Chapel in Book 1, or someone kicks over the shrine and they have a dream.
If they succumb to this, they are handed a character sheet for a random D20 investigator in some Mythos case, 1920s, 1990s Delta Green, what have you, that we can complete in short bursts. Whether they die or go insane it won't matter, this is the blurring of dimensional lines, not gambling with their own lives. I expect to keep the outside questlines short and interesting, largely to show how terrible dealing with the mythos is without destroying PCs permanently.
Anyway, the root of my question is this. The D20 Cthulhu Sourcebook from 2002(D&D v3.0 basis) has a number of great spells that have Sanity costs and ability damage costs and I'm thinking of trying to adapt them. I was debating changing the ability damage to fatigue or exhaustion, or keeping the ability damage and adding fatigue penalties.
Sample spell
Spell details:
Augury Component: VSM Cost: 2 WIS dmg and 1d2 Sanity points and become fatigued Casting Time: 1 action Range personal Target You etc...
I was considering adding them to books found and being ritual castings, rather than being on a spell list, so anyone could cast them, but would anyone? Such is the lure of forbidden knowledge.
We start Book 1 on Monday, and the Pathfinder/Cthulhu Kickstarter isn't due to ship until mid-month. Anyone have any "beta access" to let me know if my idea is in line with it? Are there any great leaps in making this work in a world where ability damage is a shrug and a wand of lesser restoration away from being dealt with?
Failing that, do you have any suggestions on applying this idea to a pathfinder campaign successfully? Has to have enough risk/reward to make it worth it.
It would not have been a Black Blade if it was a Fighter, by the way, as that is a class feature of the Bladebound archetype for Magi. It would have been a normal intelligent magic weapon.
The GM overruling you making your save is a dick move.
Agreed. The weapon in question would nominally be a simple intelligent weapon, but the GM's vision was that Black Blades could be any weapon, in anyone's hands. A loose interpretation, agreed. However, it provided a "purpose" and I'm not going to say anything about that. My blade had a mission, I was helping it accomplish that when it aligned with party goals.
As for lying, that is a serious charge to level. I don't believe he lied. I just didn't feel all the information that led to this was available. Madokar is a good guy, and I don't think he would mislead with an eye to make himself look better.
Hi all, I know the thread has kind of died off but I feel I should offer some extra insights into the scenario.
I play the Black Blade Magus in question.
I have previously failed an ego check against the blade, 5 or 6 levels ago, and was compelled, by the intelligent weapon, to destroy another Black Blade. Yes, as was surmised, the story playing out with regard to this is a "highlander" scenario. At that time (5/6 levels ago) my eyes did not turn black. However I did kill the wielder in question, after offering the chance to yield before the fight started in earnest. The "black blade" was a halberd used by a fighter.
More recently, in fact the session in question, I did not fail a standard ego check. I rolled a 15 will save, which exceeded the 13 required. However, the GM saw fit to overrule that, in service to his story. I did not complain, I went with it, and engaged the dragon alone. Eyes black, not reasonable for BOTH contenders.
What I did not read in the description was that the dragon did initiate combat. After warning us not to open the door, which we ignored, the dragon used it's breath weapon on the party. All before the black blade had caused an issue. It was not a non-lethal warning breath weapon. The dragon was playing for keeps. The reason we ignored the warning? Because our Paladin was subject to a Geas spell to clear the temple complex. Why was he geased? He was being summarily punished in trumped up charges by the local city.
Other important notes here, with regard to the Paladin and the surprise of losing his class features, it was not without warning. On our arrival to the city, he was robbed by child pickpockets and punched one, lethally, and was warned by Iomedae, in his dreams that this was not okay. Further to this, we engaged in a fight with cultists of a dragon-like deity figure and he was coup de gracing sleeping or unconscious "bad guys" while there were still mobile and active foes to pay attention to. Another nocturnal visit from Iomedae to caution against this behaviour. (These dreams did take place between the player and the GM)
Back to the fight in question: The Magus (me) had been engaged with the dragon for 2 or 3 rounds, doing about 50 HP to the dragon. The Shaman, seeing I was not in control of my actions struck me with a spell that dazed me for 9 or so rounds. I was no longer making threatening motions, being dazed, and the Paladin saw it as his best option to continue to strike a target that was no longer threatening anything. The Silver Dragon on the other hand, continued it's assault on the Magus, with the assistance of the Paladin. The dragon also used a breath weapon on the whole party at one point during the fight with the Magus. Given this situation, I disagree with his contention that this action were the best of a bad lot. I do not think it bears scrutiny. The continued assault of the dragon after his foe was dazed, partnered with the paladin's continued attacks to subdue his own ally(dazed) parallels quite closely the previous warnings provided by the GM. Attacking unworthy/helpless foes is not OK.
Having said that, there seems to be a subplot ongoing where we have been given "gifts" that have changed us over the last 3 levels. In my case, I received pluses to base stats, damage reduction and elemental resistances as well as beginning to "fray at the edges" like I was turning ethereal slowly over time. This appears to be tied to my Black Blade intelligence being suborned by... something. The Paladin has been slowly transmuting into a creature of infernal or abyssal origin and the Shaman has been taking on undead-like qualities. I would not be surprised if the entire situation is tied to a story plot or long-game device that the GM has been working on for close to a year. I see no mention of the "gifts" the paladin has received in his description of the situation but Regen 5 for being a nice guy generally doesn't happen. Bills come due.
I'm looking at this situation as a "falls to rise" scenario and I am willing to let the GM see it through in service of the larger story. No GM no story, no story, no game. No game, sad me. For the record, I have played exactly 2 sessions more than Madokar with this group, though I have been a co-worker of the GM for 4 years now.
Edit: Spelling
Full Name
Bumbo'kla S'agonnagin
Race
Gnome
Classes/Levels
Summoner / 3 HP: 25/25 AC: 15/13/13 Perception +2 Initiative +2 Sense motive + 0 Saves F3/R3/W3 TOOT - AC 18 HP 25/25
Growing up in the gnomish society of Sanos Forest, Bumbo had no shortage of magical wonder to fill his day, and he took it all in with the appropriate level of open-mouthed awe. In that, he was no different from any other gnome. His parents were more aloof than most, and largely left him to his own devices when he was old enough to walk and talk. Bumbo spent his youth coming into his own inherent abilities, and finding his way through life like any good gnome would - largely by chance.
When he was nearing his thirties, Bumbo (he gave up trying to get people to pronounce his full name) began to have frightening visions. A fell beast of huge proportions would come to see him, day and night. The thing was a massive pig with a prodigious snout, covered with thin fur of varying colorful hues. It boasted a hugely muscled chest and forelegs before a plump round belly and stubby rear legs. However, instead of threatening to eat Bumbo or inflict bodily harm, the Beast would berate poor Bumbo for hours. It would comment upon his poor choices, lack of ambition, and slovenly appearance - all things which Bumbo had thought to be fine attributes. The gnome would hide or run when he saw the Beast, ignoring it until it would go away.
The truth of his ailment was discovered on a day that found Bumbo trying to go where he wasn't welcome. The Sanos Forest has many secrets, and Bumbo was trying to make his way to the sacred grove when he ran afoul of one of its most feared protectors - an alarm chicken. The creature ran at Bumbo and, though he didn't think it would actually hurt him, the great, rainbow pig from his nightmares appeared in between them. The Beast swallowed the chicken, then turned to lecture Bumbo for finding himself in such a situation…truly a bothersome beast.
When others in the forest heard of this, he was told he was a summoner, and that he should stop being scared of things his own mind was creating. It took quite a while for the pair to work together, but soon they reached an equally equitable relationship. Toot, named by Bumbo for his gaseous emissions, wanted to be the most powerful creature…anywhere…period. If Bumbo simply lined up the best battles and got out of the way, Toot would remain happy. Then, Toot would give Bumbo the time to practice his true love of the arts and music without being judged.
This worked for a time…until Toot decided there were to be better fights elsewhere. So, they left their forest home, Bumbo reluctantly marching towards whatever fate Toot led them to. Once they heard of the dangerous Hinterlands of Sandpoint and the great challenges to be had, their way was set.
Along the road, Bumbo met a fine halfling named Loth, and the pair traveled together for a time. Once Toot realized that Loth wasn't a threat, the pig seemed to like the companionship. Truth be told, Toot seemed to like Loth even better than the artsy gnomish summoner he was saddled with. Upon reaching Sandpoint, Bumbo was immediately taken with the place - gems of art and music could be found in some of the roughest places it seemed, and he found he would be quite proud to call this home.
Bumbo currently makes a small wage playing flute at the local theater, taking in shows whenever he can sit in without causing a fuss.
Sandpoint Theatre: Cyrdak Drokkus is the definition of larger than life. It's strange enough to see a theatre in a town of this size, but this one thrives. Shows are every night of the week, but it is the weekend performances that the locals really like. The owner (Cyrdak) uses his connections in Magnimar to book large shows and traveling talent
Personality:
Bumbo is generally upbeat and filled with an exuberant wonder at most things he sees. He tends to find the best in everything, and generally wants people to get along and live in peace. However, he is very cowed by his eidolon, and always tries to reason out what Toot would want him to do...even if it puts him in danger. It always does. Bumbo is an amateur musician and artist, and would love to some day have grand tales to tell, songs to sing, and places to paint. He's taken to Sandpoint as a treasured home, as has his eidolon. For his part, Toot only wants another good fight, until he's beaten all opponents.
Motivations:
Generally driven by Toot, Bumbo seeks out great battles into which he can send his eidolon, so the proud beast can prove his own worth. He will not, though, put others in danger knowingly to do so. Over the years he has been able to talk Toot down from that. Deep down, Toot does seem to know right and wrong, he just often forgets conveniently when those virtues get in the way of his goals. Other than that, Bumbo seeks betterment with his arts in his own time, and is happy for that free time when Toot is not pushing him on.
Toot stats:
Eidolon
Base form: Quadruped
Level: 3
HP: 25
HD: 3 / BAB: 3
Size: Medium
Initiative: +2
AC: 18 / 12 touch / 16 FF
Saves: F 4 / R 5 / W 1
CMB +5 / CMD 17
Abilities: Str 15 / Dex 15 / Con 13 / Int 7 / Wis 10 / Cha 11
Speed 40