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Recent posts by
roguerouge:
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I take it that you have not seen Spiderman...
They have great power but refuse to take responsibility? Well, it's time to kill Uncle Ben, then.
If they do nothing, have them sit next to Grau in a bar. Have this useless sot start rationalizing: it's not his fault, he can't do anything to stop the riots, can't somebody else do it, I don't get paid enough to take these kinds of risks... Everything that they're thinking is voiced by an utter loser. If that doesn't prick their pride, start killing relatives of the PCs. First one to die is in a massacre nearby, when they could have done something, but didn't.
And if they don't respond to that, then, well, you narrate the destruction of the city, the rise of the Queen, and their characters' deaths in ignominy. End campaign.
And the next campaign, they'll either be more cooperative or someone else will take over. Win-win.
All of the others have given you the nice and responsible bits of advice: it's the players' responsibility, freestyle, delicate hints... There's always other, more-heavy-handed options.
This has been your Lawful Evil advice for the thread.
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My player's going to the arctic north to meet with the Mammoth Lords when they gather at the beginning of spring. This meeting, based on the Viking Thing, is used to resolve differences between clans, plan the upcoming warm season, have men and women of different clans meeting to promote genetic diversity, and to deal with the outside world. The PC desires the Vikings to go on raids against slavers and the Cheliax, whom they supply. Cheliax is there to prevent this and even to get the Vikings to raid the PC's home islands. They sent a disguised Erinyes as their ambassador, with a fake ambassador as window-dressing.
So, I'm going to need your help creating interesting NPCs for her to meet and create allies out of. (More on plot and setting below.) What I need:
An experienced guide for their various missions.
Merchants or someone who sells to outlanders.
Petty Chieftains to persuade.
A chieftain charmed by the Erinyes.
Some shamans.
1-3 very important persons.
The emphasis should be on a memorable RP quirk, a problem to be resolved, a complication, and a reason why they might vote to go raiding for either side.
Additional elements to play with: mammoths, white dragons, and skalds
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Right now, her bard levels give her these spells:
2: Enthrall, Eagle's Spleandor
1: Disguise Self, Undetectable Alignment, Comprehend languages
At will: charm monster
Her disguise, with a kit, Disguise Self and the Deceitful feat, requires a Spot 27 to pierce.
Her skills are:
Bluff +13
Diplomacy +13
Perform (oratory) +13
Intimidate +8
Sense Motive +20
Concentration +22
Her basic fears would be exposure from Shamans or Ranger chieftains.
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Not sure if this helps, but it is a figment:
SRD wrote:
A figment spell creates a false sensation. Those who perceive the figment perceive the same thing, not their own slightly different versions of the figment. (It is not a personalized mental impression.) Figments cannot make something seem to be something else. A figment that includes audible effects cannot duplicate intelligible speech unless the spell description specifically says it can. If intelligible speech is possible, it must be in a language you can speak. If you try to duplicate a language you cannot speak, the image produces gibberish. Likewise, you cannot make a visual copy of something unless you know what it looks like.
Because figments and glamers (see below) are unreal, they cannot produce real effects the way that other types of illusions can. They cannot cause damage to objects or creatures, support weight, provide nutrition, or provide protection from the elements. Consequently, these spells are useful for confounding or delaying foes, but useless for attacking them directly.
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Luna eladrin wrote:
The egg: this cult worships the egg of the tarrasque. They believe that as long as the cult members have a lot of bad luck, they can prevent the egg from hatching. So what the cult members mostly do, is go on dangerous adventures in order to get themselves killed.
We did a demigod of bad luck. His avatar was a commoner whose life the god of bad luck ruined. He radiated bad luck: workplace accidents, marriage-destroying affairs and inexplicable events followed in his wake. But the avatar didn't worship him. He was an object lesson as to why you had to placate this god, so he always survived, despite a horrific life full of unhappiness and vengeful beatings. The worst time was when he got crucified in Freeport as part of a ritual to open a portal to Dagon's realm. Of course, when he hooked up with the PC, the avatar of the goddess of good fortune, that protection got cancelled out... so he ended up picking up a certain spiked chain in Droscar's crag and failing his save.
Luna eladrin wrote:
The knowledge cult: they seek and hoard knowledge.
The god of the microcosm. This is a god of insects, bacteria, viruses and other small things.
We've got both of these: the former is Lydia and is a major goddess of knowledge, education, light and libraries, while the latter is Tamumu, a god of insects and buzzing, whom the demigoddess of good luck had to date briefly to get her avatar out of trouble one time.
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Added to the list:
Aud, demigoddess of rabbits and hutches
Einedrin, Mistress of Chivalry in duels and feuds
Mjilnr, dwarven God of fighting with hammers
Torichir, god of lost causes
Hod, god of blind beggars
Stragana, goddess of cows
Bopar, god of bubbling brooks
Gerdnalik, god of measurement, certitude and turtles
Jacina, goddess of wild flowers
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I picked off some from the Faen list. That was helpful. I've done some naming to go with various gods of types of rain and various waterways. I should have a report of a spate of drownings that go on as they squabble and consolidate.
I'm thinking of having an "ethos" of science, reason and technology be one of the "gods," possibly as an antagonist. They could be an antagonist, a supporter of Andoran, or both.
Having legendary animals serve as deities makes a good deal of sense.
The Seelie and Unseelie Courts are players, to be sure, although as gods of immortals, they are not part of the winnowing process. But they are threatened by ecological devastation. They've played a role thus far. (There was a "Save the Piskie" campaign in Falcon's Hollow.) They also serve as the gods of fairy tales.
Lord of Volcanoes is a good idea: likely to be worshipped, but likely runs short of followers.
"Tarok the Thrice-Tortured, of the Screaming Jungles" great name for my baboon king. Sadly, the PC seems unlikely to do jungle exploring.
Oh, we also had an avatar of kobolds, but the PC killed him off... leaving the kobolds to be stuck worshiping dragons again.
Merciful Zauria, Protector of the Eternal Oasis (in Rahadoum) and patron of the local sphinxes sounds good.
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I need demigods. Gods with too narrow domains. Gods with silly domains all to themselves. Gods that most PCs wouldn't worship and that most villains would be ashamed to.
The reason I need them is that my campaign's going through a winnowing process as the world simplifies its cosmology. Minor gods either have to get more believers or fade away. So, they've each got an avatar wandering around, trying to recruit believers. So, if you have ideas for what the chief earthly representative of this god would be like, I'd love that too!
Examples thus far include: demigod of cannibals, goddess of good luck (not luck in general and certainly not bad luck or superstition), Lamashtu the demigoddess of monstrous births (not monstrous humanoid mothers; monstrous births), a god of small insects, a sphere of annihilation (god of vacuum, emptiness, lack and not), and Aroden (god of a nation, which set off a rebellion).
Any ideas? Silly or serious, I'm brainstorming.
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Aaron Bitman wrote:
roguerouge wrote:
CourtFool wrote:
Kingdoms of Kalamar did nothing for me.
Good lord, the modules that accompany that setting are bland. I never bothered to pick up the setting as a result. How on earth did they sell so much?
I would very much like to know which modules you found bland. Really. I was thinking of getting some and want to know which titles to avoid.
Perils of Pekal: three meh adventures--be a farmer, fetch the ingredient and hunt the sea thing.
Not linked.
Stand and Deliver: occurs at a tourney, but there's no antagonist development for the opponents.
Invasion of Arun Kid: great idea, bad execution. Gnome invasion force consists of 16 warriors. Whoopee!
Harvest of Darkness: your standard disappearances in the forest undead mystery.
Siren's Prize: Lighthouse keeper gone. There's caves. And monsters without really interesting plans, despite their intelligence. Kind of cool fight, though.
I also have Lands of Mystery and Black as the Brightest Flame, and the latter was usable.
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I'd talk with your fellow players. If they're expecting you to fill the arcanist niche, they're going to be sorely disappointed. Even your spell selections do not fill the niche, with expeditious retreat and cure light wounds, which the cleric already does better than you. I'm also going to assume that one of those rogue-fighters is going to take diplomacy, bluff, or intimidate, because you're not taking the skills that let you be the party face. And with this much melee, the cleric's going to be casting mostly heals and buffs anyway, so crowd control is out the window as well.
So, no, I don't think this is feasible with your current party. You don't bring much to the table that other PCs don't already have.
If you haven't played casters much, play a caster! Step outside your comfort zone. The worst thing you can do is to neither play something new nor play what you're accustomed to.
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