6-11 The Slave Master's Mirror (Spoilers Throughout)


GM Discussion

Silver Crusade

Had a chance to run this one low tier (6 players) over the weekend, and had a good time with it. Wanted to point out a few things for future GMs:

1. This is adventure can force players well out of their comfort zone. They won't have access to gear through most of it, unless they break cover. It forces a lot of creative thinking from the players and you.
2. This is a role play heavy scenario. Be prepared to play multiple NPCs, some of which are minimally fleshed out. I don't think combat dice hit the table until hour 4.
3. The first combat at the fortress can be hairy if the PCs don't have their equipment back yet. Encourage them to think creatively on how to retrieve their gear without alerting the entire fortress. And remind them that the portcullis controls are inside the main door, so they can shut the gnolls from the barracks out for a round or two.
4. The last combat isn't too hard for a six person party that has their gear back. Even with the curtains, combat is likely to start outside of close range, which neither bad guy is especially suited for. The high tier looks like it may fair better.
5. I couldn't find it on the map drawing, but the map with the pins and strings is on the south wall next to the desk. Probably because it would be flat on the wall.
6. In the slave quarters, there are two other slaves besides the primary NPC. Neither is described. Be prepared or make something up on the fly if your group is chatty.
7. If the PC's rest overnight before moving to the final room, the scenario mentions the final bad guys get to take advantage of the magic items they locate in the final room. Problem is, there aren't any besides the main quest item.

There's probably more stuff if I can find my notes...

Silver Crusade

The way I interpreted #7 was that if the PCs sleep overnight, the gnolls have time to learn about the hazards in the room, since those were the only magic items I noticed. For example, Chau will know that if she bull rushes people into the square of the one chair, they might get trapped by the shackles, and the gnolls will know not to step in the pool.

Sovereign Court 5/5

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Pathfinder Adventure Path, Card Game, Starfinder Adventure Path Subscriber

First of all, I love the fact that the relevant pages of the Monster Codex are in the back of the PDF - it certainly made my job prepping much easier.

Also, on that note, I've updated a decent-sized prep doc on pfsprep.com.

Can cackle increase the duration of bouda's eye? If not, why does Rothur have cackle as her only other hex in subtier 3-4?

Silver Crusade

Sadly, I'm not sure there's any RAW support, but I could see an argument RAI that Bouda's Eye is supposed to be a kind of "super evil eye" since it does a slightly better version of the same thing, so cackle would work.

Sovereign Court

Brett Carlos wrote:


2. This is a role play heavy scenario. Be prepared to play multiple NPCs, some of which are minimally fleshed out. I don't think combat dice hit the table until hour 4.

Fortunately you can manage the load here with only a couple strong roleplayers. We had one dressed as a slave and one as a slaver, so they could divide their efforts on those fronts gathering information, making plans etc.

We just had to basically ignore the player who stared on his phone for 4 hours straight, the player who was only concerned with the fact that he was fatigued and looking for members of his favored enemy's race to shoot, and the player who just wanted to go on a rant about what types of animals are found in deserts.

The players who were interested in the scenario had a good time.

Grand Lodge 5/5 Venture-Captain, Arizona—Phoenix aka TriOmegaZero

Brett Carlos wrote:
3. The first combat at the fortress can be hairy if the PCs don't have their equipment back yet. Encourage them to think creatively on how to retrieve their gear without alerting the entire fortress. And remind them that the portcullis controls are inside the main door, so they can shut the gnolls from the barracks out for a round or two.

My team had no trouble with getting their gear back, as only half of them were posing as slavers, so no guard was left on them. Maybe I should have had the hyenadons attack when they began to produce the rest of the 'slaves' equipment, but they managed to talk past the genie and go fight the chief before coming back to clear out the barracks.

Silver Crusade

By the way, I noticed that Chau's stat block does not account for the aspect of the bear adjustments. It gives a +2 enhancement bonus to her existing +2 natural armor, so her AC should be 2 higher if she had a chance to buff.

EDIT: Her CMB would be 2 higher as well

Dark Archive

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I am working on a mission completion letter to print on the back of the chronicle sheets as a permanent reminder of the scenario. This is in the style of the mission completion letter for Wounded Wisp.

Are there any suggestions on improvements to the following or anything I missed?

Mission Completion Letter:

Pathfinder,

Your recent undercover investigation on Stonespine Island and recovery of the mirror of treacherous sight has helped secure Absalom from external threat. Through your actions the Pathfinder Society has strengthened its ties within the city.

Your journals detailing first-hand experience of the slave trade based in Okeno and insights into Gnoll hierarchy, lifestyle and tactics are valuable assets to the society. The potential new contacts made are also of significant value. Last but no means least the successful field test of the chest is valuable feedback.

The intelligence you recovered has helped Lady Darchana Madinani in her further investigation of this threat, and the pursuit of Pasha Muhlia al’Jakri.

Second Spell Lord and Archdeacon of the Arcanimirium, Lady Darchana Madinani has asked Aram Zey to convey her esteemed thanks.

Master of Spells Aram Zey and I are working with Lady Darchana to ensure she has all the information she needs to predict the Pasha’s next step. I suggest you remain in Absalom for the next few days if you want to see this through.

Highest Regards,

Venture Captain Ambrus Valsin

Master of Spells Aram Zey

Silver Crusade

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ZomB wrote:

I am working on a mission completion letter to print on the back of the chronicle sheets as a permanent reminder of the scenario. This is in the style of the mission completion letter for Wounded Wisp.

Are there any suggestions on improvements to the following or anything I missed?

** spoiler omitted **

I like the letter! Just one thing: if Aram Zey did indeed have a hand in writing the letter, it should include a backhanded compliment about the group's minimally adequate performance or how they accomplished the mission despite themselves. He's generally not one for niceties. :-)

Silver Crusade 2/5

Brett Carlos wrote:
ZomB wrote:

I am working on a mission completion letter to print on the back of the chronicle sheets as a permanent reminder of the scenario. This is in the style of the mission completion letter for Wounded Wisp.

Are there any suggestions on improvements to the following or anything I missed?

** spoiler omitted **

I like the letter! Just one thing: if Aram Zey did indeed have a hand in writing the letter, it should include a backhanded compliment about the group's minimally adequate performance or how they accomplished the mission despite themselves. He's generally not one for niceties. :-)

Aram Zey is perfectly nice... to high-level arcane casters. It's everyone else he has to deal with that gets the attitude.

Dark Archive

Well Ambrus wrote the letter, Aram just signed it. However the Pathfinders have given Aram a social leg up with the aristocracy - and probably the top mage in Absalom (assuming Lord Gyr's title of first spell lord is honorary and not based on actual wizarding prowess). I think in this case he may be basking in his own glory... ;-)

Shadow Lodge 4/5

Yeah, Spell Lord is a honorary one, since Gyr is a high-level rogue.

Grand Lodge 4/5 Venture-Agent, Colorado—Denver aka roll4initiative

The Gnoll Rageborn have some interesting feats. Is it possible to use Step Up & Coordinated Reposition in the same round? What about those two & a 5' step as well, essentially getting 3 5' steps in one round if all the requisits are met? I.e. Gnoll takes a 5' step to attack enemy, enemy 5' steps back (gnoll uses Step Up), then gnoll #2 5' steps sideways of enemy, then gnoll #1 uses coordinated reposition -all in the same round.

Dark Archive

Plus at high tier the rage power No Escape which allows double your move (60ft) as an immediate action when an adjacent foe withdraws.

Sczarni RPG Superstar 2012 Top 8

Brett wrote:


7. If the PC's rest overnight before moving to the final room, the scenario mentions the final bad guys get to take advantage of the magic items they locate in the final room. Problem is, there aren't any besides the main quest item.

There was at one point a snapleaf hidden under the pillows in the bed. It's not there now (possibly Muhlia used it as part of her getaway), so I don't recommend giving the chief one no matter how long the PCs delay!

James wrote:


Can cackle increase the duration of bouda's eye? If not, why does Rothur have cackle as her only other hex in subtier 3-4?

You got me there. I've been treating bouda's eye as if it was extended by cackle. I like the idea of a gnoll witch cackling so much that I didn't think about whether it counted as evil eye for cackle.

ZomB wrote:


mission completion letter

Love it! I sometimes wish I could go back through my existing chronicles and see a quick summary of the missions. Even if this kind of letter doesn't become an official part of more scenarios, it's definitely something I'd like to see more of.

And one more thing...:

Ambrus and Darchana were insistent on secrecy surrounding this mission which resulted in giving them the keys to a well-placed spy network, but of course that level of secrecy is only normal for the society. And of course they only mean to put a stop to Muhlia's plans. There's no way they'd simply turn around and use the mirror, map, notes, and blood samples for their own political gain!

Grand Lodge 4/5 Venture-Agent, Colorado—Denver aka roll4initiative

When PCs are posing as slaves do the collars apply any penalties? I assume each pc is linked together on their trek to the fort. Would they be considered entangled?

Edit: I just found the section where their hands are also bound. What are the penalties for fighting?

Sovereign Court

I ran this for 4 players that were short on skills. Not to mention Liberty's edge faction members who flatly refused to pose as slaves "I'll never be a slave again!"

They ended up being split between slavers invited to join the gnolls in being lazy in the bailey and the slaves locked up in the barracks.

The party had a hell of a time reuniting... we probably spent half the night just on failed attempts at reuniting the party since no one had stealth, disable device, sleight of Hand, or any kind of strength, or a willingness to bust open their magic crate with the guard hyenas snarling at them when they got near it.

I ended up having to have one of the unnamed slaves already there turn out to be an ogre or a mutant lunk or something and prove strong enough to knock the door down after being sufficiently inspired.

That session might have been a corner case of a small party being perfectly unsuited to the mission, but without throwing them a bone they pretty much were beaten by the arrangement of the scenario.

5/5 ⦵⦵⦵

Hallelujah we have the monsters in the back!

And the rest of the scenario was awesome too.

Finally, andorans get to be andorans. No more of this filing building permits and planting rose gardens. Rousing the rabble and leading them to glorious FREEEEDOOOOM! through the bodies of slavers.

I'll re read the scenario latter, but I didn't quite catch how the party is supposed to get to the slave market and meet up with these particular gnolls to be taken to the slave master. ( I had the captain of ship that brought them there Pass the Groetus cleric a tip to take his high quality Aasimar and others to the south docks, pen 6)

One curve the party threw at me was just outright buying the three slaves at the start. Definitely gave significant bonuses for dealing with the halfling.

Since the party successfully maintained their cover (barely) I thought they kept the chest with them?, so when they were ready to kick down the door they did it in gear.

Sovereign Court

BigNorseWolf wrote:


Since the party successfully maintained their cover (barely) I thought they kept the chest with them?, so when they were ready to kick down the door they did it in gear.

I might not have been sufficiently prepared... but the way I saw it the PCs posed as slavers were kept in the bailey, the chest I'm 99% sure is called out as being set down in that circular room with the hyenas, and I'm 100% sure the slaves get locked in the barracks.

I assumed the hyenas would guard the door and chest and not just wait idly by until the post BBEG escape. Maybe they were supposed to ignore at least the chest.. if so I missed that part.

Grand Lodge 4/5

The Hyenadons are there to guard the slaves, so as long as the PCs don't approach the western door (or do anything immediately hostile) I don't see why they'd attack the PCs.

Dark Archive

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A Hargur monologue to set the scene for the trip from Okeno to the Fort.

Hargur intro script:

Listen up slaves:
I am Master Hargur, this is Master Vangru, this ball of fun is Snapper, and we are your guards for this trip.
These are the rules:
Number 1: You do what we say, when we say it.
Number 2: You are on your best behavior.
• If you don’t follow orders - you get a beating.
• Any talk of freedom or escape - you get a beating.
• Any disrespect, if you even look at us wrong - you get a beating.
• Any of that magic funny business - you get a long hard beating
• And take note Master Vangru here likes to tenderize the meat so much, sometimes he doesn’t know when to stop. So don't give him reason.
Number 3: Don't run.
• Snapper here likes to chase things and chasing things makes him hungry.
• That can lead to unfortunate accidents.
• Tasty eating, but bad for business. Don’t run.
I trust I made myself clear. I won’t be taking any questions.
Now mush.

Silver Crusade

Jeff Merola wrote:
The Hyenadons are there to guard the slaves, so as long as the PCs don't approach the western door (or do anything immediately hostile) I don't see why they'd attack the PCs.

Or they could provoke it like my table did: have the summoner attempt to befriend the hyenadon with raw charisma due to the lack of points in handle animal and no wild empathy.

Actually have to remember to thank that player when I see him next. Most of the party was discussing plans of action (and WAY overthinking things), when the summoner got bored and decided to play the hyena whisper. Their discussion had been going for some time, and the adventure needed to get moving to keep us on time. Was about to have a miscellaneous unnamed slave run out of the room scream about an escape attempt, but it turns out that wasn't needed. :-)

BigNorseWolf wrote:
I'll re read the scenario latter, but I didn't quite catch how the party is supposed to get to the slave market and meet up with these particular gnolls to be taken to the slave master. ( I had the captain of ship that brought them there Pass the Groetus cleric a tip to take his high quality Aasimar and others to the south docks, pen 6)

If I recall correctly, the ship personnel were all Pathfinder agents or friends, and the fake paperwork drawn up by Mahjub directed them where to take the fake slaves.

duesvult wrote:
but the way I saw it the PCs posed as slavers were kept in the bailey, the chest I'm 99% sure is called out as being set down in that circular room with the hyenas, and I'm 100% sure the slaves get locked in the barracks.

I believe you are correct on the slavers in the bailey and chest in hyena room, but the door to the slave quarters is mentioned as only being locked at night. I guess the gnolls figure a bunch of hyenas in the next room is sufficient to keep slaves in line.

Dark Archive

Looking up Lady Darchana on the wiki she is listed as a 14th level wizard (though it doesn't list her specialist school), which means shrink item lasts 14 days or 28 days with an Extend rod.

Looking at how many 3rd level slots she had I realized that Lady Darchana in the picture isn't wearing a headband, and what 14th level Wizard doesn't? Though I suppose it could be hidden by illusion magic (invisibility doesn't last long enough unless permanent at 5000 GP). I assume Aram Zey could pitch in with 11/22 day shrink item slots, if more than 5 people required it or she could use a pearl or higher level spell slots.

5/5 ⦵⦵⦵

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Duration: Plot

Silver Crusade

I'll be GM'ing this one early next week and I've done my first read-through. I'm a bit confused about a few things:

* It would appear that the PC's make it to the fortress around dusk based on some other text I'm reading within the areas? Is that correct?

* If the PC's want to take on the gnoll in the watchtower, what stats do I use (I guess Bruiser/Lieutenant depending on tier but with a bow)?

* The scenario makes it appear that the PC's will have quite a fight on the way in or on the way out. However, I must be missing something obvious, because I don't see the roster of foes in any of the areas to back that up. Isn't this place supposed to be humming with gnolls especially if it's night time when the PC's start settling in? Where are they?

* If it's daytime in the fortress, won't most of the gnolls be asleep?

* So, when they break out, who are they fighting exactly?

Sovereign Court 5/5 Venture-Agent, Massachusetts—Boston aka Dhenn

1. Dusk sounds like a reasonable time, based on the A3 event.

2. From the bottom of page 12: "Day or night, one of the gnolls other than Farug is always on guard duty in the watchtower." Adding a longbow seems reasonable.

3-5. As for the question of who they're fighting, my understanding is that it's only the enemies listed in the scenario. Any others are off hunting or on slave ships, as detailed in the p. 10 sidebar.

In Area B, there's Farug and two others (three if on alert). These are either the gnolls from part A or nameless gnolls depending on how that was resolved. It's unclear to me. If Hargur and Vangru made it to the fort, then the nameless gnolls are off hunting.

During the daytime one of the Lieutenants/Bruisers is in the watchtower, while the hyenadons are free to roam the courtyard. The others are in the barracks, either asleep or playing games. This can be found bottom of p.11, top of p. 12. As the page continues: "If the gnolls in area B1 hear combat while the PCs are breaking out—likely when the hyenas attack—they take 2 rounds to gather their weapons and reach the gate leading to area B2."

I would follow those rules, even for the sleeping gnolls, assuming the guard tower gnoll wakes any sleeping in the barracks, and that hastily donning armor/sleeping in armor penalties are being waived in the interest of expediency.

Then, at the end, there's Chau and Rothur. That's it for gnolls in the fort at the moment.

Sovereign Court 5/5 RPG Superstar 2009 Top 32, 2010 Top 8

I ran this with not nearly enough prep, and a dodgy printer.

Some notes from my run.

Hargur and Vangru became "Bill" and "Bob" I played Bill a bit like the Brain from Gremlins II. Still pretty feral, but trying oh so hard to be civilized. Bob was a lot more feral. "Bill and Bob produce some slightly rancid meat from their pouches. Bob tears into his, while Bill also pulls out a mess kit, fork, knife and a napkin he puts around his neck."

Best part was when Bob offered the 'slaver' a hunk of meat. He took it and ate it, then asked what kind of meat it was. "Halfling! Good!" was Bob's reply.

No one knowlege planes the Djinn, so the Andorans opened fire. That an andoran killed the slave... amuses me. That they almost killed the trustee slave as well was darkly funny...

Final fight, party busts out into the courtyard and face one Hyeanadon the barbarian, Bill and Bob. Bill says, "huh, well this is awkward..." (We were running short on time so I omitted one Hyenadon)

They ended up killing the gnolls, except Bill, he ran away and they let him go, because they liked him.


5 people marked this as FAQ candidate.

A couple questions on the interpretation of the Gnoll Tactics boon. Am I correct in the interpretation that there is no race restriction on this and the Pack Rager archetype can be applied to any character?

Also I'm assuming that the Monster Codex is necessary as the additional resource to use of the archetype or any feats listed. I'm aware that arguing that the scenario PDF being using as an additional resource is sort of taking advantage of the fact that Paizo was kind enough to give a full write up on things to make it easier on GMs but on the flip side it would seem like a nice gesture to those that spent the $4 on the PDF and might not necessarily have the cash to buy the Moster Codex to let them use it as a limited additional resource.

Dark Archive

I'd think that this is a weird boon that does not actually unlock the ability to use the race. The wording does not mention being able to play the race, as it does not mention anything about using the Gnoll stats in Advanced Race Guide.

The only thing that makes sense is that if you do get a boon to let you use the Gnoll in advanced race guide this boon will allow you to use the archtype in Monster Codex. Without this boon, you would only be able to use the small section in Advanced Race guide.

p-sto wrote:

A couple questions on the interpretation of the Gnoll Tactics boon. Am I correct in the interpretation that there is no race restriction on this and the Pack Rager archetype can be applied to any character?

Also I'm assuming that the Monster Codex is necessary as the additional resource to use of the archetype or any feats listed. I'm aware that arguing that the scenario PDF being using as an additional resource is sort of taking advantage of the fact that Paizo was kind enough to give a full write up on things to make it easier on GMs but on the flip side it would seem like a nice gesture to those that spent the $4 on the PDF and might not necessarily have the cash to buy the Moster Codex to let them use it as a limited additional resource.

Grand Lodge 4/5 Venture-Captain, California—Sacramento aka FLite

Some Constructive Criticism

This module really feels like half of it is missing. It says what happens if the PCs fight right away, and it says what happens if they wait overnight, it doesn't say anything about what happens in between. Can the PC's wait for the big party the gate guard mentions and try to sneak around? It says that the guards ask any PC's disguised as slavers to wait in B1, but doesn't say what they are waiting for or what happens if they do wait. As mentioned above, there are supposed to be magic items for the bad guys to find if the PCs rest overnight.

The stats for gnolls are helpfully in the back, including gnolls that don't even show up in this adventure, but the stats for hyenas and Djinns are missing.

Lots of things like that in this.

Sovereign Court 3/5

Pathfinder Adventure Path, Card Game, Companion, Lost Omens, Pathfinder Accessories, Rulebook, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber

When I ran this, I forgot about the chair and cabinet hazards at first and didn't get a chance for the gnolls to use them to their advantage.

The PCs posing as slavers didn't really know what to do for the night. Make sure to communicate well that the pack leader is busy with other things and not going to greet them promptly. Maybe have the gnolls throw that party they were talking about.

I had a bit of fun, and fleshed out the other slaves in the quarters as bizarro versions of a couple of my player's other PCs. I came up with some clever twists to their characters' backstories where a different outcome resulted in the NPC becoming a slave instead of a hero. It took them a while to catch on, but my players enjoyed the little joke.

This scenario can be a lot of fun if you are prepared to handle the slow portions when players might not know what to do.

Silver Crusade

I GMed it this weekend and I'm not quite sure what to make of it, to be honest.
I was really looking forward to GMing it, but looking back I kinda have to agree with FLite. It might have something to do that I was not really on top of my game (Constantly forgetting where something was noted, at one or two occasions forgetting to adjust for 4 players - though that did not matter, the additional gnoll was critcleaved out of existance before dealing any damage), but I was thrown off a bit on multiple occasions.

The group was (understandably) quite careful and hesitant regarding posing as slaves, but they did quite well. The witch used her Evil Eye multiple times on the slavers to annoy them until they got fed up ("SOMEBODY is doing foul magick here! Who was it?"), the rogue took full responsibility (he already got a lashing before because he spat into the slaver's face to distract him from the horrible disguise roll of the barbarian) and got beaten by the guard and "beaten" by the Silver Crusade PC posing as a slaver - it was quite fun and the witch felt bad afterwads.
But once they entered the stronghold I was thrown off. How many gnolls are really there? The scenario mentions multiple times that the gnolls like to hunt at night (in fact so often that I as a player would immediatly take that as "Break out during the night, there won't be as many gnolls then).
"The typical daytime posts for members of the pack include one gnoll in the watchtower with a longbow, and two hyenas in the courtyard. The remaining gnolls are typically found in their hammocks or playing dice in the barracks." vs. "While the PCs visit the fort, many of the pack’s lower-ranking gnolls and hyenas are out hunting or serving a rotation on one of the slave ships Muhlia employs."
There are no hyenas described in the encounter in B1, only the hyenadon(s) in B2.
I was tempted to fill the place up with more gnolls and just letting them hunt during the night (making this the best time for a breakout), but if they attempted to break out while the place as still full...well, TPK imminent, didn't run as written, changed encounter, bad GM, thank you for playing.
I was also not quite sure how to handle the hazards in the last room. Do they count as traps and if so what is the Perception DC?

Minor thing: I foolishly promised them to remove the curse the previously freed Pathfinder was under if they'd catch it themselves. The rogue promptly looked into the mirror, was cursed and demanded that the curse was lifted...so it was.

Also: The mirror is neither an artifact nor cursed, right? So no luck for Dark Archive here?

Grand Lodge 5/5 Venture-Lieutenant, Wisconsin—Madison aka Totenpfuhl

I ran this a week or two after it came out. None of the players wanted to pose as slaves and so bought some in Absalom. I couldn't argue with this course of action as it made perfect sense.

The problem came in with the amount of gnolls that were there at the time they enter just like Blackbot did. It was annoyingly lacking in detail as it says there is a lot when you get in and then only gives you a few for the fight.

Silver Crusade

The problem is this:
If the combat assumes the PCs charge right back out during daytime there should be more gnolls.
If the combat assumes the PCs wait till nightfall there should be something in the adventure explaining what happens to the PCs posing as slavers.
Both ways the scenario needs a bit more infos.

Grand Lodge 4/5 Venture-Captain, California—Sacramento aka FLite

Blackbot wrote:
Also: The mirror is neither an artifact nor cursed, right? So no luck for Dark Archive here?

I read (misread?) it as a (rather useful) cursed Item. (It functions as a magical item, but bestows a curse on the user, sounds like a cursed item to me. (And thus I imposed the usual "must beat spellcraft by 10 or more, otherwise you get the origional intent but not the cursed aspect")

This resulted in someone trying to use it to locate Mulia (they had a room full of her clothes after all.)

Fortunately, she rolled ridiculously high on her save, so I didn't need to feel bad about what her saving throw might be, and the person looking in the mirror failed his disguise check, but made his save versus the mirrors curse.

By the way, that is another thing missing from the scenario. You just gave the PCs a scrying mirror and a room full of intimate connections to the big bad they have been told to find. What roll does she need to block the PCs, and what do they see if she fails her roll?

Silver Crusade

Maybe she has an Amulet of Proof aganst Detection and Location

When crafting the mirror you need to cast bestow curse as part of the crafting process. So it's not a cursed item, but a cursing item, I guess. After all, most cursed items do the exact opposite of what they should do - this mirror does what you expect it to, but has a (preventable) side effect. Seems to work as intended to me.

Grand Lodge 4/5 Venture-Captain, California—Sacramento aka FLite

cursed items wrote:

While many of these items still have functions, they either do not work as intended or come with serious drawbacks.

...
Drawback

Items with drawbacks are usually still beneficial to the possessor but carry some negative aspect. Although sometimes drawbacks occur only when the item is used (or held, in the case of some weapons), usually the drawback remains with the character for as long as she has the item.

Unless otherwise indicated, drawbacks remain in effect as long as the item is possessed. The DC to save against any of these effects is usually equal to 10 + the item's caster level.

It is easier to make it if you cast bestow curse (which implies you are making it intentionally) But you can still make it intentionally with out casting it, or possibly you could make it while screwing up and failing your check to make a non cursing mirror by 5. I don't believe I have ever seen rules for what it takes to intentionally make a cursed item (I would assume adding bestow curse to the item would be a first step)

I would say it could be a mirror with a security feature built in, or it could be a cursed item. The name leads me to think of it as a cursed item.

I'm not sure the dividing line between the two is all that clear.

(Hmm. Technically, if it is a cursed item, the save for the curse should be DC 20, but that is just "usually" so it is up to the discretion of the person making the item.)

Note that it functions "like a crystal ball" and is the same price.

Usually adding functions to a crystal ball raises the price.

Grand Lodge 4/5 Venture-Captain, California—Sacramento aka FLite

Blackbot wrote:

Maybe she has an Amulet of Proof aganst Detection and Location

Okay,but that is just a DC 19 CL check. Assuming it uses the mirrors caster level, it only needs a 9 on a d20.

So a little over half the time that will fail. At which point it is a DC 16 -1 (have heard of her, have her clothes.) DC 15. What is her will save? We don't know, but she could still roll a 1.

Grand Lodge 4/5 Venture-Agent, United Kingdom—England—Manchester aka Merisal The Risen

Does the gnoll tactics boon actually do anything on a core chronicle

5/5 Venture-Lieutenant, Georgia—Atlanta aka Yiroep

Jeff Cook wrote:
Does the gnoll tactics boon actually do anything on a core chronicle

If you go according to This Ruling, it works where you can take the feats in CORE since it actually says . (Warning: Link may contain spoilers for #7-25: Orders from the Gate (Levels 5-9))

I was planning on going by this ruling until otherwise stated.

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