Divination In Your Pathfinder Game
I find that when writing characters for my randomly rolled
backgrounds I make a lot of oracles. In theory I love the idea of seeing possible futures, of being
connected to destinies. The thing is, as a GM sometimes I find it difficult to
deal with divination spells. How do you show the future to your players when
the future is mutable? And how do you keep the mystery in the game when the
players can just look to magic to show them the path?
Divinations came up in this week’s Shattered Star game. One of my players is
a cleric of Sarenrae and he had access to the spell of divination.
In the midst of their preparing for the next part of the initial adventure they
were waylaid by hired thugs. Seeking to find who hired them they came up with a
clue about who it was from just interrogating one of the attackers. The cleric
used divination to find out where the person was located. Which left me with a
conundrum, how much information do I give?
I can’t give too much away as my players, or at least the
cleric reads my blog, but to be honest this was a total last minute side thing
I had zero preparation for. I did have some idea in my mind as to where I
wanted this to go, but the divination through me for a loop. So what
information to give and how to give it? Verse. I went with verse.
What you seek
So seeks you
Finding it is hard to do
It follows the path
Which you also tread
Wait long enough
It'll find you instead
For those of you who don’t know, Shattered Star is fairly
straightforward “find the McGuffin” adventure. The players are seeking the
pieces of an artifact as a mission from the Pathfinder Society. Luckily the,
‘it follows the path, which you also tread’ line was enough to send them
scurrying back to the Pathfinder lodge. Where they found that the research of the
lodge head had been stolen. So now the person they suspected has all the
information about the artifact they have, and is possibly seeking it.
One of the first ways we can find help in determining how to
deal with a divination is determining how they person is gaining this
information. The Augury spell says the material component is marked sticks or
bones. A simple yes or no answer comes easily with this method. The divination
spell requires incense which means the caster is praying for an answer directly
from a god. Luckily gods are notoriously vague and a quick limerick works, but
you could use a visual omen. For example, I could have shown the cleric images
of the shattered star and the wrecked pathfinder lodge.
Clerics aren’t the only ones who get divination spells that
might answer questions the players can’t answer themselves. Bards, sorcerers, witches, and wizards get the harrowing as a 3rd level spell. The joy of the harrow cards is that you can find the cards that will give clues
to what they are asking, but the interpretation is still up to the players.
They may even misinterpret what you are trying to tell them, which can lead to
even more fun shenanigans later.
All in all there is a delicate balance between the
information the characters want and the keeping the game from becoming overly
simple. Divinations should almost never turn into the ability to wrap things up
with a neat little bow. The Golarion campaign setting makes this especially
easy since their current time period is the Age of Lost Omens. Divinations are
well known to be vague and inaccurate.
So how have you used divinations in your game? Have they
made adventures overly easy for your players? What kind of divinations do they
use? In what way do you present these omens of the future?
Although the future is vague hopefully the CRB brings you
some clarity. If you’ve found the omens you seek here, please consider
contributing to the CRB’s Patreon. If you’d like more interaction with the CRB
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