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James Sutter wrote:
Since it does play a large factor in your decision, I would like to state that I agree with Arynwyn about the fiction. If the only relation between the fiction to the current AP is 'occurs on the same continent', then I feel that it dilutes the AP concept. An example of this would be the RotR fiction that set up CotCT. Later the fiction has been rather more in tune with the current AP. I hope that if the fiction must continue (and it clearly must) that it relate geographically or thematically to current AP (and hopefully that it do so to the same AP segment whose covers it shares). ![]()
There is at least one precedent for this effect in older versions of D&D-Powerword Kill.
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I am looking for items to sell on ebay to help finance Christmas. I have the complete Dungeon run of the Savage Tide. Do you guys think it would be worth the time and effort to offer the set on ebay? I also have the complete Dungeon run of the Age of Worms. Does that set have enough value to offer on the ebay as well? ![]()
Disaster has struck for my party in the Hextor section! The group managed to kill all the fanatics and the Beast before being captured. Basically, only the three priests and three of the tieflings are still alive. Two characters died outright and six were captured by the Hextor priests. Then the session ended. What do you guys think the priests will do with the surviving party members? I'm trying to come up with a scenario that gives them a chance of breaking out. I need ideas! Please help! ![]()
Terok the Sly wrote:
When you suffered those consequences, where you still a paladin? The major point of this thread is that the adventures in question are designed in such a way that paladins and some other lawful good characters cannot finish them in the default mode of play. Paizo has left them out in the cold. Terok the Sly wrote:
Wasn't that fictional Vulcan lawful neutral? ![]()
Par-a-dox wrote:
I think this is just a poorly worded way of saying that the two resulting puddings are equal sized compared to each other, not to the original pudding. ![]()
James Jacobs wrote:
In the earlier adventures, the paladin could choose not to ally with the evil groups. The adventures would be harder but still possible.. I don't see how a paladin could complete 10 and 11 without performing some evil acts. Either he makes the evil deal and get the plot cookie or he doesn't and that's it. At least that's the way the AP is written. It's like you guys got so caught up in the evil deal thing that you didn't consider that some people literally couldn't make that deal and remain viable characters. I also think that telling a player who is 10 adventures into a 12 adventure path that he is now disruptive and should change to a different character to be a bad idea. Perhaps if the campaign start notes for the AP had clearly presented the fact that some evil acts would HAVE to be performed to complete the AP, it wouldn't be a problem. I think that for you to NOW (almost a year after the start) claim that a lawful good character behaving in a normal way for that character type should be considered disruptive and punished is disingenuous at best. Morally gray areas are cool and fun. Having to do flat out evil acts is not morally gray. Greater good or not, a paladin would fall. Lawful Good does not mean "Blindly Follows Tradition and Doesn't Acknowledge Gray Areas of Morality", true, but the paladin code clearly says that if you knowingly do an evil deed that you're no longer a paladin. No second chance, no atonement, nothing. The paladin is now basically a high level warrior class character. ![]()
And how useful are they to the game? I was never interested in them before, but I've been reading about the Wormhunter prestige class and I have to admit my curiousity has been piqued. I will have four issues left on my Dungeon subscription when it ends and I'm looking for ways to use them. Which four Dragons have the most useful AoW information? ![]()
I've finally convinced four players to play through the Age of Worms. We're going to sit down and create characters Friday night and start off the Whispering Wind. I've read that a cleric or paladin that moves into Radiant Servant of Pelor is quite effective. I've also read that rogues are a little short changed in some of the scenarios. What do you guys consider to be a good mix of characters and character progression paths to use on the path? |