Masks of the Living God question re: advanced classes


Adventures


Just finished running Crypt of the Everflame and 3/5ths of my group are classes from the playtest. Since I don't think "Masks" was written with them in mind, I'm anticipating a problem or two when the group will be put into a position to try to infiltrate the cult.

module spoilers:
Specifically, when the PCs are drugged and stripped of their gear, I'm unsure of how to handle a) a witch's familiar, and b) an Eidolon. Obviously the Eidolon is a little more cut and dry - most likely simply dismiss it before going in, but they did retrieve the mask and robe from the dead priest at the end of Everflame, and it's a humanoid medium Eidolon...Then the familiar is a little trickier. Assuming a wizard's spellbook would be confiscated, would they recognize a witch's familiar as serving a similar purpose? Would they mistake it for a wizards familiar, a less-threatening but still useful companion? Or should the witch leave the familiar behind, which then begs the question, what is it doing while the group is in the temple?

Suggestions and comments would be appreciated, thanks!


Depending on how they play they're more than likely to be able to get their companions when they need them.

Spoiler:
While I cannot comment on the APG classes, don't assume that your players will eat the food and/or be successfully knocked out and brought peacefully to the temple. ;) (My players refused to eat, and one turned invisible when things got rough while the other was knocked unconscious...^^)

A familiar can likely be smuggled in when they are in the courtyard, or through an open window, but not likely an eidolon or an animal companion unless they're quite small in size.

Also, would the PCs bring their familiars/eidolons/etc to the tavern? My group tend to leave those outside when socializing.

Contributor

The cultists aren't total jerks, and live in a world where having a magical bond with an animal companion or familiar is a real thing. They may separate the PCs from said companions for the 24 hour bread & water period, but they'll feed the animals during that time--after all, killing someone's pet is hardly the best way to convince them to join your weird cult.


So I finally got around to resuming my campaign, and the issue did, in fact, become a problem.
Here's what happened.

spoiler:

Witch brought her familiar to the tavern, and was separated after being knocked out. Eidolon less of a problem - dismissed automatically as soon as summoner goes unconscious. Witch, however, is distressed upon waking and not seeing familiar, and is uncooperative as a result. The rest of the party plays nicer (the summoner brought the Eidolon out while doing yardwork and was swiftly reprimanded, but a learning experience nonetheless) but the witch refuses to work or eat until seeing familiar. Since the cult has shown it's capable of killing uncooperative initiates and covering it up, I can't ignore the possibility if it has to get that far, but for the time being, I'm at an impasse. The cultists say they'll give gear back after they prove to be cooperative, but there's the caveat about "especially dangerous items" like holy symbols and I think maybe spellbooks. My gut says to extend that to the familiar as well, especially since the player behind the witch isn't budging.

Further compounding matters is the fact that if these two stubborn opponents don't figure something out, the player is at a distinct disadvantage and has told me he's willing to let the character die if it comes to that - he has another one rolled up and ready to go. That's not ideal for me - I'd rather not set the precedent of swapping characters out so readily when a little bit of self-preservation can avert a situation. (Not to mention the logical problem of introducing a new character in the middle of an infiltration mission.)

Any suggestions would be appreciated, thanks!

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