
Lanitril |
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The weapon is a +2 short sword.
That's it.
Does anyone else find it odd that the PCs can acquire a +2 short sword in the admin area of the asylum when they are 2nd level? This seems like a pretty strong find for a regular AP let alone a horror themed one.
I noticed that as well. I wondered if it was like a video game where you find a random rocket launcher and realize you're gonna need it, because "it's about to get real". I think the sword is like that.
It can also be useful to sell in order to afford to bring some characters back to life should anyone die.
Source: In Search of Sanity (GM Reference).
Not trying to snark or anything. Sorry if it comes across that way. Oh. Also Adam Daigle holds a special place of importance in the Strange Aeon threads, being I'm pretty sure one of the main guys who did the book.
They start to talk about it on page 2 of the thread. Some people I think elsewhere were talking about making it more special, but honestly it probably is already pretty special.
I might run this game with Automatic Bonus Progression on... In which case, maybe it's a Keen Scimitar in my game? I'm unsure of what else to do with it. Maybe just Keen Scimitar. Or Keen Rapier.

M1k31 |
Weird... it almost sounds like it was supposed to be cursed or something but the creators never did anything with it.
I'd probably play with its backstory and create a curse effect. Like make it cast a geas on the weilder to stab something with it once a day(including themselves and friendly NPC's), then if they fail(a save) let it play out until that PC dies or goes unconscious... then reveal that everything after the check was a hallucination, no-one else knows about(as far as you know) but the blade now looks to visibly glisten and leak blood to everyone for the next 24 hours.

Mark Carlson 255 |
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If you think like a developer or author and want to keep surprises then I can see you leaving info out about a possible incredible magic item till the end.
Sort of the ultimate fate item, if if the party keeps the sword and it is present at point X of the story arch then it can aid them in Y way. But if the weapon is not there then fate has decided things will go another way.
The point above that it was a story element that was in a original version of the game and was decide to be cut is also a valid line of thought as we all know there is not just one style of GMing, players and playing and writing adventures.
Or it could simply be a writers take on a interesting name for an item or such things as part of the backstory of their PC when play testing the AP, and old PC's or NPC's favorite item, etc.
MDC

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Red Destiny was placed in the adventure with little details about it in order for individual GMs to develop it to their party's taste and allow them to tell a fun side story if they wish. Sometimes all you need is a flavorful description and a player will really connect with an item... doesn't hurt if the item's especially powerful for their level. ;)

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This seems like the place to discuss it, but I need to devise a mondo cool destiny for Red Destiny. Why? Well, one of my players, a first timer who I know hasn't glanced at the book before, has named her gritty ranger character "Red". Red (assuming he lives long enough), will find Red Destiny. It is literally Red's destiny to find Red Destiny.
I'm considering leveled progression so it can build with her character. You don't think it's too gauche to reskin the sword to something less obvious or should I see it as fate and give Red his sword back?

gustavo iglesias |

I'm going to reskin Red Destiny to something that suits one of my players (so a rapier, scimitar or bastard sword, probably). It's too cool of a name to become money to spend in wands of CLW. Also I'm restricting crafting and magic shopping (I want the players to feel les,superheroe-esque), so a few items targetted to their needs will not hurt. I'd also retire random chucks of gold f r on the rewards and add items that players would like to buy

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This seems like the place to discuss it, but I need to devise a mondo cool destiny for Red Destiny. Why? Well, one of my players, a first timer who I know hasn't glanced at the book before, has named her gritty ranger character "Red". Red (assuming he lives long enough), will find Red Destiny. It is literally Red's destiny to find Red Destiny.
I'm considering leveled progression so it can build with her character. You don't think it's too gauche to reskin the sword to something less obvious or should I see it as fate and give Red his sword back?
Basically, build up the notion that there is a terrifying prophecy tied to the sword (and now the PC) that he will fulfill. Have the player sweat every time that he finds another hint. Have him wriggle in his chair when he fearfully throws away the sword only to find it among his belongings a hour later. Scatter a few cryptic clues over the next couple volumes hinting at what the prophecy might be. As a GM, then, never reveal the truth until the prophecy's execution is imminent. Here are a few possibilities:

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(snip)
** spoiler omitted **...
That is a better answer than I could possibly have hoped for. Thank you very much! This whole thing is sure to make her first campaign very memorable over the year (or likely more). The only thing I'm changing is swapping the short sword to a composite shortbow, to fit with the Archery combat style she has selected.