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Darth Smoke's page
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From a personal point of view, a re-wind of events hurts verisimilitude in a non-reversible way. I think we cannot deduce the reason why he reduced the city to ash, was it to destroy an ultimate evil once an for all or by accident? I can see a number of options here, considering that in any just world he cannot be allowed to live, if justice prevails in the end:
i) He is arrested by mortal hands, which leads to immediate execution and damnation on his soul.
ii)Divine punishment from the city's main God, which results in him being consumed by holy flames.
iii) If none of the above are allowed/approved, perhaps in the blast was a unique hero/item/oracle that was basically the only chance there ever was to be saved from a tragic incident cause by the BBEG. And by destroying him/it, the future changed so drastically that he will now die because of his own actions. Make this known to him by some sort of vision or dream, when the calamity happens.
Until that happens, you can have him suffer from his own remorse, like perhaps suffering a paralysis effect on him whenever he sees fire or hears someone dying. (Save DC 22 or something high enough).
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Dabbler wrote: What characters they take is something that should be up to them, always. If a player wants to be an exiled samurai who fought his way over the top of the world and down into Ustulav to befriend a strange man called Lorrimor, let them play that concept. The game is best when the players are given a free hand, and wacky concepts can sometimes work brilliantly. +1
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Being almost at the end of this AP as its DM, i strongly encourage you to implement the Alchemist and the gunslinger, EXACTLY because both the AP and the classes are 1800-style. It would be a huge mistake disallowing them, because an alchemist will feel like home playing Carrion Crown. Heed to the advice given by the more experienced DM's for this amazing Adventure Path and give your players their freedom!
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As i am currently DM'ing Wake of the Watcher of the Carrion Crown Adventure Path, having given some thought to this matter i am under the impression that the Gods of Golarion are tied to this world, and have very little power over others. The Outer Gods have no connections as they are universal, and they also have the power to alter reality and even time, so i sincerely believe the two cannot be compared. If an event is triggered in my story and an Outer God is released, all connection to Golarion Deities will cease to exist, and the world will be plunged into chaos.
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Hello everyone! I just wanted to share with you a custom way of handling death in the Carrion Crown Campaign i started 5 months ago.
So far we had many instances where the players almost died, and one actually did, at the hands of the Headless Horseman, after some failed Heal Checks. Through this Fix we gave life to a neglected Skill, and gave our group the chance to heavily invest in their characters, while altogether having truly dramatic moments as PC's try to revive their fallen comrades! What do you think of it?
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Definitely not altered until you alter them
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It is crystal clear that 80% of the posts here find the paladin's actions justified. The paladin's player thought he was not being served justice and asked for more opinions. Every man has a respected opinion, but when the strong voice of the community does not condemn the paladin, then it is plain arrogant to ignore everyone and claim all-rightfulness. Everything in this game should be viewed under the scope of "fun", when "MY WAY" overrides fun, it is no longer a game, especially when one's way is heavily discredited by the many.
When i was a younger player i cut off the head of a giant wolf that had attacked us to scare the other wolves, but my DM though that it was an evil act too. Don't fall in this pit, and don't throw your players inside it, it ruins the fun for everyone.
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Hello everyone! As a player i ran into the following situation the other day: The fighter of our party who held a +6 enhancement artifact-weapon fought with an 20 lvl anti-paladin, who also had an artifact (+6). The anti-paladin cast deeper darkness (the battle was taking place in dim light), and the DM ruled that the fighter suffered from 50% miss chance from the total concealment, whereas the anti-paladin had blind-fight.
I read the portion of magic weapons that emit light many times, but i wonder if we played it right. I have a vague idea that the greater the enhancement of a weapon, the stronger it should glow. Especially when it is an artifact of immense power ( two of them actually). Is it unreasonable to have the level of magic light scale with weapon enhancement to overcome darkness spells in, let's say, a 5-ft radius around the wielder?
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