Lord Almir

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Once i watched this movie about Gandhi. A crying muslin came to him and said "Once, in a fit of rage i smashed the head of this hindu boy, now i fear i'm going to hell. What should i do?". Gandhi answered: "Yes you are going to hell. But i known one way to fool hell. You need to found another hindu boy that lost his parents. And you are going to raise him. But as a hindu, not muslin. Just then will you redeem yourself."

It was a long time and i didn't remember the movie very well but the essence was kind that.

How the baby came to your guard? Your character killed his parents? If so, then the just thing to do should be deliver the little guy to the nearest goblin village and hope that you wont have to face him on the field. If not (if you didn't killed them), why you shouldn't do that? It is because goblins are evil? Then a genocide on the goblin kind should be justifiable... but it isn't. Because they can overcome their natures, it isn't.

It's a tough question really. Sorry my english.


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Hello everybody,

I'm running a homebrew scenario where the PC joined a multinational group called "The Terminators". Their focus is to erradicate all the menaces towards the "allied nations" (which is composed of the humans, dwarves and elvish kingdoms). Their enemies usually are Elder Gods cultists and the Necromancers Kings (necromancy isn't exactly forbidden,but it's use is restricted to PCs. There's other restrictions like summoning and the craft of golens).

This enemy mysterious party is composed of very tough and veteran "terminators". They are traitors to the group but they didn't joined the Elder Gods or the Necromancers. They are going after some sort of ritual that will actually control an Elder God aspect (that is, in the scenario, much more powerful than the 'normal' gods). What they don't know is that the "Wizard" that leads the party actually is a Witch (that class, by default, is for those corrupted by the Elder Gods voluntarialy)and the ritual actually does bring control over an Elder God... but just to another Elder God. And with the result of finally bringing the Apocalipse.

Well here is some guidelines:

- They are 6 guys.
- Everbody is 15 level. The Witch is 17.
- Their healer is a Druid (no Oracles or Clerics for scenario reasons).
- They have full money for their correspondent level.
- There is a Four Winds monk that enchanted his hands for Vorpal (i understand that the monk hands can be enchanted like a mastercraft weapon).
- I do allow the character choose any archetype substituition feature without taking the full archetype (i let the players do the same).
- Firearms exists but the advanced ones don't.
- No Paladins for sure, even through they don't need to be evil.

There may be something i forgot... but let's go. If there is any question, i'll answer with the best of my possibilities.

p.s.: Sorry my english. I'm not from a english-speaking country.