The Bad Guy Won...?


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The last time I asked a question on these boards, it was a big help. And now, in the same campaign, I am closing on level 13 and this one is a biggie. At this point, the characters are infiltrating a mine wherein the big baddy has his operation set up. When they break into his inner sanctum, he basically lays his plans out for him - gives a nice Hannibal Lecture and tells the PC's all his plans. He offers them a place in the new world he's building. It is assumed that they will refuse. After that, he puts up one hell of a fight with them until he makes it look like he's beaten and flees to a room (he has many spells to facilitate flight being a Bard) where this book is being kept on a dais.

Now this book is meant to look like a volume the characters have encountered before and have been looking for since around 5th level. It is not the same book but rather is a blank book wherein a paper thin Mirror of Life Trapping has been situated. The big baddy touches the pages of the book and appears to disappear into its pages. He has in fact cast Invisibility using Silent Spell. He then waits for the characters to voluntarily enter the book (Thus no saves?) and uses Suggestion on those who are thinking twice about it. Now there's a REALLY good possibility that he will succeed in this, thus trapping the characters for an undetermined measure of time...in short, he wins.

Now if he wins, he'll do what he was trying to do and create this magical utopia and those who wish to survive the creation of it - which quite incidentally will do a lot of damage to the environment of the real world - have little choice but to come and be ruled over by this new society of magic users. Now eventually, I have a plan that the character's mirror will be discovered by someone and will happen to be set free by this person. Now the question is...what will the world be like? The real world I mean. I have the idea that the characters will have to find a way to set things right while wandering in this post magical apocalypse but I have no idea how they can set something like that right. The idea for the trap is far too cool for me to throw away, but I also want to engineer a way for my characters to set things right. Time travel? Alternate realities? I need some help...if you need more details, please just ask.


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Bards can’t use silent spell.


Well if its a magic utopia why not have some sort of dispel magic mechanism. Maybe attune a wand of dispel magic that only works on the environment


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They wouldn't automatically forego their saving throws simply because they've been misled as to what it does.

However, you should ask them something along the lines of "It tries to do something to you, do you resist it?", and if they say "No" then they've foregone said save.

As the mirror says "A creature not aware of the nature of the device always sees its own reflection." (and thus needs to make a save. Your players/characters are unaware).

I feel like this plan is easily foiled by a PC with See Invisibility or a high Perception (it's only a DC 20 to know there's an invisible creature in the room).

Just have him use Dimension Door to somewhere instead. =)

Mysterious Stranger wrote:
Bards can’t use silent spell.

?

Where do you get this idea from?


Mysterious Stranger wrote:
Bards can’t use silent spell.

Citation Needed


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Quote:

Silent Spell (Metamagic)

You can cast your spells without making any sound.

Benefit: A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell uses up a spell slot one level higher than the spell's actual level.
Special: Bard spells cannot be enhanced by this feat.

Silver Crusade RPG Superstar 2014 Top 16

Silent Spell wrote:
Special: Bard spells cannot be enhanced by this feat.

It was tough to find.

Silver Crusade RPG Superstar 2014 Top 16

Bahhhh, ninja'd, but my faith is a little bit restored. I was stunned nobody was remotely aware of this and needed a citation, which came from the most obvious place to look.


Joana wrote:
Quote:

Silent Spell (Metamagic)

You can cast your spells without making any sound.

Benefit: A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell uses up a spell slot one level higher than the spell's actual level.
Special: Bard spells cannot be enhanced by this feat.

I've never seen that text before.

I believe I will continue to ignore its existence.

Eh. @OP: Go with Still spell and pass off the speaking as the magic words necessary to go into your book world.


*shrug* It's been around since 3.0.


I imagine it was just as unnecessary there too, but I never played 3.0 or 3.5.

Silver Crusade RPG Superstar 2014 Top 16

Folks are obviously able to make house rules on the subject.

There is, in fact, an entire forum devoted to topics like that.


Wow. I am not liking the fact that you are making a bard that bypasses the main reason why there are no stealth bards. Just use a wand of invisibility and use slight of hand. As for the Apocalypse stuff I do believe Golarion has a god of time so the characters could hassle him.

The Exchange

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Rynjin wrote:
Joana wrote:
Quote:

Silent Spell (Metamagic)

You can cast your spells without making any sound.

Benefit: A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell uses up a spell slot one level higher than the spell's actual level.
Special: Bard spells cannot be enhanced by this feat.

I've never seen that text before.

I believe I will continue to ignore its existence.

Eh. @OP: Go with Still spell and pass off the speaking as the magic words necessary to go into your book world.

Yeah can't say i'm a fan. Considering Bard magic is thematically supposed to be an extension of their perform skill i'd have allowed them to take either silent or still spell depending on what their skill lends itself too. I just don't get the sense of a dancing bard needing verbal components.


Give him a custum made ring, that transform the effect of the book into an invisibility spell, but give your players a perception followed by either spell craft or know (arcana) to see what's really happening... (if one char fails the knowledge roll you can tell him, that the casting looked like a bards work, but bards cannot use silent spells)

The big question here is: What do YOU as a gm want to happen, and how?

Do you want the bad guy to win? If this is the case, it's possible (but make sure your players are warned...) If not, make sure your chars get at least 3 clues on what's happening, and if possible, at least 3 chances to win...

Options to help the chars win:
Let them find a wand of invisibility purge with 5 charges left...
Let the badguy try to sneak away while invisible... (just +20 to stealth while moving, +40 standing still)
Give your chars a chance to react if he start casting the suggestions...
Give the chars a perception and knowledge roll as mentioned above...
Give the chars a perception roll to notice a difference onthe book...
During the bad guts momonologue, tell the party he plans on trapping them in a magic book (if this is in the middle of the monologue, don't be surprised if they don't pay attention...)


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Joana wrote:
Quote:

Silent Spell (Metamagic)

You can cast your spells without making any sound.

Benefit: A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell uses up a spell slot one level higher than the spell's actual level.
Special: Bard spells cannot be enhanced by this feat.

I never knew that, and it is a stupid rule which I will ignore, but thanks for the information. :)


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New Earth Man wrote:


Now this book is meant to look like a volume the characters have encountered before and have been looking for since around 5th level. It is not the same book but rather is a blank book wherein a paper thin Mirror of Life Trapping has been situated. The big baddy touches the pages of the book and appears to disappear into its pages. He has in fact cast Invisibility using Silent Spell.

They might spellcraft it. Nothing stops a silent spell from being spellcrafted by the rules, and if you plan to make it a houserule I would inform them of this rule. Also if he just disappears they are likely to think he just teleported. In addition if they cast detect magic the aura of the spell he just used will be there. If detect magic only gives the strongest aura then arcane sight might work, but there is no reason to think "he is in the book". They might just take the book and leave also, and open it somewhere else.

Quote:


He then waits for the characters to voluntarily enter the book (Thus no saves?) and uses Suggestion on those who are thinking twice about it. Now there's a REALLY good possibility that he will succeed in this, thus trapping the characters for an undetermined measure of time...in short, he wins.

Unless you modify the magic item they get a save or get pulled into it. Also once the first person is sucked in the other party members are less likely to go in because the equipment does not go into the mirror with the person. At level 13 they can get access to Analyze dweomer which would automatically identify the mirror. Suggestion is also a low level spell, and the chances of them failing a will save are not high.

Your entire plans works around you assuming you can guess what the players will do, and that almost never happens, especially with all of the things that have to happen for your situation to turn out like you want it to.


wraithstrike wrote:
Joana wrote:
Quote:

Silent Spell (Metamagic)

You can cast your spells without making any sound.

Benefit: A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell uses up a spell slot one level higher than the spell's actual level.
Special: Bard spells cannot be enhanced by this feat.

I never knew that, and it is a stupid rule which I will ignore, but thanks for the information. :)

One that I was aware of, but one that I've never particularly been thrilled with.

I get the reasoning behind it, it's just not that great to me.


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber

Tangent alert -

The Bard not being silent is strongly tied to the idea that their spells are based on their primary performance ability (usually singing, oratory, or some sort of musical instrument).

I believe some archetypes allow for silent spell as that particular Bard spells are tied to dance performance rather than a performance that must be heard, yet still spell could never be used by such a dancing Bard.

Sovereign Court

Just have the bard use quicken spell instead of silent.

Done.


As I said: the reasoning behind it was pretty obvious since 3rd. Didn't stop it from being a massively "meh" rule, personally. It's flavorful, sure, but hardly a good mechanical design. But yes, this is very tangential.

(Rynjin, Joanna, and wraithstrike covered everything else that I would have.)

Liberty's Edge

How do you not know what the feats in the core rulebook do? Do you just get your information on them online and never acually read the book itself?


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ShadowcatX wrote:
How do you not know what the feats in the core rulebook do? Do you just get your information on them online and never acually read the book itself?

Easily, actually. It's a reading issue, and happens to many (myself included) that often increases with age. Effectively, your mind thinks it knows where something is going! and thus tells your eyes and processors, "Hey, I've seen enough to know how this goes." and it more or less just shuts them off, leaving segments skipped based off of an almost unconscious presumption due to familiarity.

Not so much reading comprehension (which means you've read it, but don't understand it), but reading retention (you've read it but forgotten) or reading (you've read the passage, but your mind skipped that line for <too many reasons to lost>).

Heck, I read the Expanded Psionics Handbook, and loved it! for years before finally realizing it was "Neothelid" and "Phrenic" as opposed to "Neolithid" and "Phrenthic" - apparently, I had a pronounced tendency to add "th" for some reason.

While that's not a rules text issue, it is, at it's core! the same effect: the mind guessing and filling in the details, then moving the reader (me, in this case) on past the relavent text because it (thinks it) "knows" what's supposed to go there.


Tacticslion wrote:
wraithstrike wrote:
Joana wrote:
Quote:

Silent Spell (Metamagic)

You can cast your spells without making any sound.

Benefit: A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell uses up a spell slot one level higher than the spell's actual level.
Special: Bard spells cannot be enhanced by this feat.

I never knew that, and it is a stupid rule which I will ignore, but thanks for the information. :)

One that I was aware of, but one that I've never particularly been thrilled with.

I get the reasoning behind it, it's just not that great to me.

I never knew this(following information).

Quote:
Spells: A bard casts arcane spells drawn from the bard spell list presented in Spell Lists. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (song, recitation, or music).

Well, I do understand the rule now, but I still don't like it. A silence spell completely shuts down the spell casting because the bard can't even use silent spell to get past it.

edit: Of course I was not a fan of the bard until Pathfinder either so I mostly ignored the class.


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ShadowcatX wrote:
How do you not know what the feats in the core rulebook do? Do you just get your information on them online and never acually read the book itself?

It seems that everyone has a rule they don't know about. Even the devs(those guys that wrote the book) have cited rules incorrectly from memory.


I'm a bit iffy about a "paper-thin mirror of life-trapping", but if you just want to make it a book of life-trapping, you can change it as you like (such as "takes the gear with it").

Honestly, if you *want* this to happen, skip the fight. Have him offer them positions of power in his utopia, and then go straight for the book if declined. {be ready for them to accept though, you never know!}

When he gets to the book, after a "You can't stop me where I'm going!", I'd give the players a Perception check against his *Perform* skill, since he's probably rehearsed this. It would make even more sense for him to use an illusion of his form being absorbed by the book.

When they do wake up/get out, I'd suggest he should be long dead and buried.

Edit: Oh, and I wouldn't refer to it as "the bad guy won" to your players.

Sovereign Court

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I'm just going to ignore the technical difficulties with bard spells for a moment, because they're really just a minor detail and distract from the OP's main question.

I think your idea is pretty cool. It's a neat trap and a nasty story twist. It's also good that you're thinking about ways to reverse it.

Something to be really careful about is this. Some players build their characters with strong attachments to things in the setting; they serve a particular king, are trying to win the affections of a particular lady, protect their village and so forth. All of those things will be gone when they're freed. That's going to be a real shock to those players could potentially ruin their enjoyment of the PC and the campaign.

So I think it's good the keep the possibility of reversing the effect firmly in sight. A way of perhaps doing this is to start out by emphasizing how nice the magical utopia is, but then start subtly adding in details showing that there are also downsides. Then have them find clues that it might be possible to reverse it, by breaking the spell, travelling back in time through the mirror, or something else.

However, there may also be things in the utopia that they like, and going back and preventing it would cost them those. So it becomes a choice. The choice should be up to the players. They really have to feel that it's their choice to make; if they do it then the campaign goes back the way it was, while if they choose not to reverse, they stay in utopia. You're giving away a lot of power as a GM here!

You'll want to play up the idea that the choice is "balanced", although that's not necessarily really the case. If you notice that one player would be really happy about not going back in time, then try to subtly stack events so that you emphasize the downsides of utopia a bit more, so that the other players will also get on board the time travel express. But you have to do this with a poker face, and be sure to have at least one NPC whine ineffectually about it. If you don't, it looks like there was only one real option, while what you actually want is that the players felt that they had to make an actual choice.

I'm not normally good at time travel, but I suppose the mirror is the obvious choice as GM. (Conservation of the amount of plot devices and all that.) Decide that in addition to imprisoning people, it can be "overloaded" to send people back in time. Doing so will destroy the mirror in the process though, so this won't introduce a permanent time travel device for you to worry about.

Additionally, the PCs could learn a bit about the way history unfolded during their absence, that still has to happen if they go back in time. This is a great way to seed some plots for later.

Silver Crusade

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Welcome to the Paizo Boards, where you ask how to help with a story idea and instead everyone instead decides to give you advice on what you did wrong, how things don't work like that, or how to not do what you already planned on doing instead of trying to help answer the question you asked.

Time travel is a really cool idea, especially if you go with the theme that you have to avoid you old selves or there could be consequences. Trying to stop yourselves without letting yourselves know that you are there can be interesting.

If the bad guy used an item or ritual, there is always finding a counter item/ritual to undo the damage. Since this is a magic utopia, it might be fun to play with the idea that only magic uses loyal to him survived through the years and now magic is unknown for anyone not a part of his cabal. Expect of course the characters which can make interacting with the regular folk troublesome. (distrust, fear, etc). Maybe throw in an underground resistance...
Heck if the PC were well known maybe there is a cult or group that has been trying to free them for the last so many years...

Sovereign Court

Actually - if they do fall for the trap - you might tweak the mirror a bit. One could argue that since it's thinner than normal, it doesn't trap them for as long.

Also - if they could eventually figure out a way to go back and forth - you could have a whole Zelda: Ocarina of Time thing going on. The group needs to go back and forth to solve things etc.


Risky. Xanatos Gambits may have a long history but hell if it isn't rough on us players who don't like losing, ESPECIALLY if it comes across as "the bad guy won because you were dumb."

First, we have to build the post-apocalyptic world.

Over the past 150 years, BBEG's magical utopia has been a shining beacon of exclusivity and disgusting opulence surrounded by the drained and dying remnants of a once-lush and wonderful world. The City on The Hill (named BBEGria, BBEGropolis, or BBEG) is slightly out of phase with the rest of the world, so even if people manage to slip/punch through its force walls they cannot interact with anyone in the city, nor vice-versa.

It also has your standard bloodsports of magically summoning people from the outside and using them for gladiators, hunted prey, torture porn, and/or Grizzlyboom Tennis. The citizenry of the magical utopia are either cheerfully corrupt aristocrats, abused and magically-modified slaves who are magically never sad (except when the med wear off, then HORROR) and have a fairly high mortality rate. BBEG is or isn't still alive, but his works remain and higher-ups of some sort are still directing city policy.

Outside? It's dark. Like REALLY dark, like the sun is the moon and the moon can't be seen. The world of death is mostly barren and large sections of it have been replaced with crystal as the planet was basically shriveled and shrunk down as all its essence was sucked out by the magic. Energy is the basis of life, and most of it is gone from the system. Dehydrated planet, just add water. The usual host of negative energy/shadow creatures, blighted folk barely scraping by with their mushroom farms, and a "king in exile" patriarch of some sort, the one who found the PCs and woke them up, sending them on their quest.

I don't like time-travel so I would avoid it, but I realize that plenty of people do. For Time-Travel it is fairly simple, McGuffin fetch-quest, planar jumps, free a Solar who was imprismed by demons, give her her the magic abacus with which she can calculate probabilities and mathemagics of spacetime, time jump, villain kill, ensorcelate their past selves to do all the things with the time jumping and the mcguffin-fetching, job's done.

Not my style. Personally, I'd go with the ol' reversed polarity gambit. The city sucked the life-force out of the world (actually froze a lot of people, places, and things in a crystalline "seed" like structure) and the world needs that essence and energy back. Similar fetch-quest, but the end of the run involves punching a hole into the magical utopia, fighting through soldier-slaves, tearing apart magical security, and rampaging through a few blood orgies before fighting BBEG (or his successors) and reversing the polarity so that Magical Utopia devours itself and rejuvenates the world.

Another option is repentance, where BBEG's totally sweet plan had Unforeseen Consequences™ and he's been praying for death ever since, maybe even going so far as to be the one who freed them/set them on their quest.


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noretoc wrote:

Welcome to the Paizo Boards, where you ask how to help with a story idea and instead everyone instead decides to give you advice on what you did wrong, how things don't work like that, or how to not do what you already planned on doing instead of trying to help answer the question you asked.

Or welcome to the Paizo boards where some people dont know how telling a GM which things might go wrong is actually helping because it will help him to think of alternate solutions to problems, instead of being caught with his pants down.


I've never utilized time travel in a campaign with positive results; It's cliche by default, and it's one hell of a railroad. At the very most, hint to it as a possible solution, and only if all PC's seem enthusiastic about it should you proceed.

As for the trap itself: it's pretty cool, and would work great in a book/movie, but you need to make sure it's air-tight for a game. Like others have said before, Dimension Door would work better than Invisibility for the potential of being seen with a spell/Perception. Figure out how you'll compensate if a magic user rolls Spellcraft to figure out why the BBEG vanished, or if the PC that touched the book before him really went into the book as planned. And most importantly: come up with a backup plan. What happens if the PC's flat-out refuse to use the book? Suggestion might work on some of them, but what if the Cleric rolls a Nat 20 on his Will save? I'd feel very cheated if I were him if I was told "you still fail. Now touch the book."

I think the best contingency plan is to figure out a reason why the BBEG would want the PC's alive (maybe a ransom, or as hostages). Then, when the PC's turn to leave, the BBEG's elite guards come crashing into the room and total party wipe. The PC's wake up with no gear, no spell book, no holy symbol, etc. The BBEG greets them with a final monologue how he'd love to watch them beg for mercy, but he has other plans for them "call it a future investment". He then, one-by-one traps them in the book against their will. This would feel organic, it would be cinematic, and it would give your original plan a chance to come to life on its own, but still doom the PC's to the fate you had planned all along without making them feel railroaded.

The post-trap setting is pretty cool too - kind of Samurai Jack-esk (which makes it ironic that I opened with a warning against time travel). Would it be out of the PC's hands to just focus on fixing the current (i.e. future) world?

The Exchange

New Earth Man wrote:
...The big baddy touches the pages of the book and appears to disappear into its pages... He then waits for the characters to voluntarily enter the book (Thus no saves?) and uses Suggestion on those who are thinking twice about it. Now there's a REALLY good possibility that he will succeed in this, thus trapping the characters for an undetermined measure of time...

When you say 'really good possibility', I'm actually thinking... about 30%. You might catch the PCs with their pants down - players tend to get over-excited when they're in hot pursuit of a villain. But if I were the villain in question, I wouldn't use this plan. Far too many personal risks, far too many opportunities for his enemies to get wise, and far too much expenditure - the one thing more expensive than a mirror of life trapping is a customized miniaturized mirror! For that amount of money he could have had a much simpler trap installed - you know, the one with the disappearing wall and the 100 chained basilisks on the other side?

What if they see him go in, say, "Good fine," and promptly incinerate the book? Or decide to carry it off to another location? What if the goalies they leave behind "in case he comes back out" make their Will saves and realize that somebody invisible is throwing Will spells at them (it won't take a genius to connect those dots!)

I'm not saying it's not a fun notion. Just don't do too much work on this far-future setting you've created until it is clear that your party have, indeed, fallen for it.


ShadowcatX wrote:
How do you not know what the feats in the core rulebook do? Do you just get your information on them online and never acually read the book itself?

It has more to do with the fact that I've never played a Bard, or taken the Silent Spell Feat.


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You know, what might be a better idea if you just want them trapped, is to make the entire floor the mirror. We've already pretty much established the foregoing the save thing probably won't work, so why not let him go "Fine. THEN REAP THE CONSEQUENCES! MUHAHAHAHAHA!", Dimension Door out, doors lock behind the party (make sure to point out the adamantine door beforehand), and the illusion making the floor appear as ordinary stone is dispelled.

They essentially have to make that Will save every round now, as they desperately attempt to get out.


Rynjin wrote:
They essentially have to make that Will save every round now, as they desperately attempt to get out.

The Mirror should be a homebrewed sturdier alternative to the Mirror of Life Trapping because

Mirror of Life Trapping wrote:
If the mirror is destroyed (Hardness 1, 5 hit points), all victims currently trapped in it are freed.

Is pretty easy to break after at least one PC successfully saves once.


Holy crap...that was a lot to assimilate. First, the things I probably should have mentioned. The world is not Golarion but rather a home brew world based on my writings; unfortunately no god of time. Also, I was aware of the Bard not being able to use Silent Spell but a great deal of things have been house ruled in my games. I've played with the same group for about ten years now...starting with 3.0 D&D and now with Pathfinder so I know pretty much how they will react and have taken to writing out several possibilities and contingencies in my games - I've needed to do it for a while now. Lastly, I do like the idea of Dimension Door instead of Invisibility. He has both so that won't be a problem. Oh, and the bard is a Dirge Bard if that makes a difference.

Also, as a contingency, I was thinking that if Suggestion doesn't work, he could use Dominate Person to try and take control of their fighter, use said fighter to force them to look into the mirror for a good long time, use Fascinate on them, something similar. Again, thanks for the technical issues but I'm really not looking for technicalities or rules issues unless it somehow helps with the plot.

However...the flood of ideas here (especially from Cuup, boring7, Ascalaphus, ect.) for all the good ideas.

I love the idea about them waking up in the future when the 'utopia' is already up and running and having them deal with the aftermath, possibly meet a resistance and have to deal with what has become of their favorite city; poor Chordilane. If you have any more suggestions, please don't hesitate to put them up here. It will be a few days before I start writing again so I'll be able to incorporate all these ideas.

YOU GUYS ROCK!


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Be careful not to confuse the story you want to tell with the story your players may want to create.

Having players not get saves for story purposes is a dicey proposition. A player with an arcane character could thwart this quite easily. A summoner's summons would already have caught the Bard between scent and see invisible. None of the Bard's magic should be powerful enough to flat force the party to comply instantly.

A Dystopia setting is wicked cool. Capturing that experience is worth doing. Forcing players to fail is less awesome.

Why not have him go through an actual mirror, revealing a true mirror world wherein he has already succeeded? Perhaps one material plane isn't enough for this guy. You could spin every relationship that the party has in their material plane with a twist. Maybe the hero's alter-egos went bad, or died trying. Their friends and allies feel abandoned or need rescuing or converting.


Charon's Little Helper wrote:

Just have the bard use quicken spell instead of silent.

Done.

Quickened spells still have components as normal. It wouldn't be any more silent than a normal spell.

Wands also wouldn't work, as spell trigger items are triggered by speaking a word. Command word items are also out, as they also require speaking.

You could make some kind of use-activated Invisibility item, however.


If only there were a ring of some kind that did that.


Well the normal Ring of Invisbility is command word-activated, but you could make a special one that is use-activated.


Would Mislead work? A Major Image of the BBEG disappearing into the Tome should look convincing I think, and if the PCs don't interact with the illusion before it disappears, they might not be entitled to a will save to disbelieve the Major Image.

Heck, I think even a Programmed Image should suffice. If said BBEG isn't high enough level to cast those spells, I think he could just grab one scroll. The Programmed Image can even be pre-cast from a scroll before combat.


I had considered Mislead. Wicked spell when used for getaways. I had considered See Invisibility but I literally have never seen my group make use of that particular spell. Always a first time for everything but I doubt it would happen. However, there is a Summoner...and by that time, she may very well have her Eidolon have scent. Have to think about that.

Oh and let me be clear - I am by no means forcing this issue. If they see through it, that's awesome for them. But I need something ready in case they don't. That's where the dystopia version of my world comes into play.


voideternal wrote:

Would Mislead work? A Major Image of the BBEG disappearing into the Tome should look convincing I think, and if the PCs don't interact with the illusion before it disappears, they might not be entitled to a will save to disbelieve the Major Image.

Heck, I think even a Programmed Image should suffice. If said BBEG isn't high enough level to cast those spells, I think he could just grab one scroll. The Programmed Image can even be pre-cast from a scroll before combat.

Spellcraft says "I know what that spell is".

The rules say--> "A character faced with proof that an illusion isn't real needs no saving throw. If any viewer successfully disbelieves an illusion and communicates this fact to others, each such viewer gains a saving throw with a +4 bonus."

Now the GM might not say spellcraft counts as proof, but if he tells the party what just happened they can still ignore the caster in front of them.


wraithstrike wrote:

Spellcraft says "I know what that spell is".

The rules say--> "A character faced with proof that an illusion isn't real needs no saving throw. If any viewer successfully disbelieves an illusion and communicates this fact to others, each such viewer gains a saving throw with a +4 bonus."

Now the GM might not say spellcraft counts as proof, but if he tells the party what just happened they can still ignore the caster in front of them.

What about if the BBEG used a pre-cast Programmed Image instead?

Precombat:
0) BBEG casts Programmed Image for an Image of the BBEG disappearing into a tome on the condition that the door to the tome-room is opened.

In Combat:
1) BBEG travels towards tome-room as a move action, (After said move action, PCs lose Line of Sight vs BBEG). As a Standard action, BBEG activates a wand (Dimension Door) with a command word to escape. BBEG doesn't open the door.
2) PCs might have overheard the wand's command word, but Spellcraft doesn't let them identify the wand-spell because it's a spell-trigger item. They enter the room, triggering the Programmed Image of the BBEG disappearing into the Tome.


If the BBEG is already invisible that might work, but if they hear the command word they might investigate. Detect magic or more powerful magic would let them know that the mirror(Abjuration), DD(conjuration), and an illusion(normally means trickery) aura are in play. A problem here is that the illusion school is to easy to pickup with spells. I tried looking for something higher up the chain than nondetection and magic aura, but I had no luck. The BBEG might be better off not even entering the room, but watching from another room. The following paragraph might also be useful.

The BBEG is better off fleeing into a hallway, and the entire hallway is the mirror of life trapping. However the mirror is not revealed until you get at least halfway into it. Or he could make it look like he went into the hallway with a programmed image. Getting someone to follow you into a hallway is probably easier than getting them to step into a book. More than likely the PC's will rush in blindly behind him, and not do a perception check for any traps, such as a the door closing behind them, and setting off a spell that block dimensional travel.

Scarab Sages

If the bad guy "wins," you have an entire new campaign plot available to you, when the party is freed decades or even centuries later.


Artanthos wrote:
If the bad guy "wins," you have an entire new campaign plot available to you, when the party is freed decades or even centuries later.

That was OP's point, s/he wants suggestions for the Post-apocalyptic world and the new campaign to "right that which was made wrong so long ago!"

Apocalypses come in multiple flavors, I like my "dehydrated world", where the life and essence of the realm is drained and everything is shadowy, cold, miserable, and infested with undead and shadow-creatures.

But there are others.

Off the top of my head...the amazing magical utopia (MU) actually ripped up a big section of a continent, resulting in a supervolcano eruption which destroyed nearby locations and then did the ash cloud->ice age thing globally. Earthquakes and volcanos are still common as the planet geologically stabilizes itself over time and all kinds of geological terrors and monsters roam the earth.

MU's creation turned the world into something like the Outlands, with giant rips in the dimensional fabric (which makes different towns/nations/zones based on the plane they're now linked to) and a section and spellblight (null magic zone) as you get closer to the place where MU basically sucked the magic out of the world when it was created. You've got demon towns and angel-touched towns, you've got a few tentacular terror towns and a few order domains, magic gets weaker and weaker as you try to get close to MU (which makes it that much harder to assault) and the whole mess is filled with barbarians and monsters.

MU just polluted the world, everything is toxic and poisonous and radioactive. Heavy use of giant vermin, the mutant templates, and aberrations.

MU's creation included death, like, SUPER death, like 90% of the world died in fire and ice. Their deaths released incredible amounts of life energy into the leylines of the world, which created dimensional rifts through which everything from dragons to Splugorth poured and...okay, maybe not.

MU turned the world into Not-Quite-Athas and it's time for fun and games in the sea of silt.

That's all I got for now.

Silver Crusade RPG Superstar 2014 Top 16

noretoc wrote:
Welcome to the Paizo Boards, where you ask how to help with a story idea and instead everyone instead decides to give you advice on what you did wrong, how things don't work like that, or how to not do what you already planned on doing instead of trying to help answer the question you asked.

And if you completely ignore a mechanic, which your players know about, which leads them to entirely erroneous conclusions, is that good GMing? Thus our providing the information about Bards not being allowed to use Silent Spell seems like useful information. When Brian sees Silent Spell being used, and he concludes, "well it can't be a Bard" you've just hosed the players, in no less of a way then if you were to arbitrarily change some other rule on the fly when it is disadvantageous to the PCs.

Sovereign Court

The point about Silent Spell is, it's a minor detail and NOT the main topic on which the OP asked input. So after 1-2 quick comments, please take the derail to a separate thread.

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