Goriath the Balor

Dirk Vanleeuw's page

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Ok first some background, and a warning to my group to stay out.

I'm running a way of the wicked campaign. One of my players is running a diabolist character and wanted to make a deal with a devil to acquire the 'devil bound' template.
I'm fine with that and made up some stuff for an interresting sidequest and such.

But this has started the ball running and two more players are into this, one of them even wants to make a deal with a pitfiend.

Now I'm a bit stumped to find some cool things for the characters to do for these creatures.

Especially for the pitfiend. It says that pitfiends are masters in making contracts, and they will ask for some outrageous things in a deal, perfectly knowing that some items will be dropped during negotiations.

I've got some neat ideas, but I would like some more. I really want to hit that player with a boatload of stuff.

For reference, the true name he's tracking down at the moment is Alastor, the executioner of hell.
The tasks I have so far are:
* once a year to sacrifice a good aligned creature of sufficient power (minimum cr15)
* within 365 days of signing the contract destruction of a good aligned powerful magical item of artifact quality
* burning of a good temple within 365 days of signing of the contract
* revoking all monetary wealth
* a vow of silence
These are just some ideas.
Now if any of you would be so kind as to give me some more so I have a nice selection to choose from, and then hit the player with that it would be nice.


First of all, if you're one of my players, get out now! I mean it! Shooo!

And now on to my question.
First some background. I'm currently running a homebrew campaign. it's set in Osirion, in an as yet undetermined past. (undetermined because it hasn't yet come up when it's been set, and it leaves me some room to maneuvre around)
The party is now 5th level. it includes a half elven cleric of Sarenrae archer (she's taken a nobility background and is a new player), a Paladin of Sarenrae who's her bodyguard, a bard loremaster, a catfolk rogue, a cavalier, a sorcerer and an oracle of life.

The basics of my starting plot are as follows.
The crownprince of Osirion has at some point during a diplomatic mission been enthralled by an evil wizard; (in fact a lich who's harbored a grudge since the early days of the Osirian history)
The wizard has lived for some time in the royal palace as an advisor to the prince, which has given him time to plot and scheme.
Somewhere halfway through my first session the players are confronted by a rebellion in Sothis. Guards fighting guards, ... In short: the king and most of his family die in the rebellion, and the party (which at that time came together) fled the city and headed elswhere to recuperate and plan their moves.

Now they've approached one of the temples of Sarenrae in the Soth of the land and explained that the rightful rulers had been killed and replaced by usurpers. And that as far as they know, the only remaining member of that family is their priestess of Sarenrae. And that they intend to return rulership to the rightful people.
Now, the high priest in that place has asked them to prove in the light of Sarenrae that they are telling the truth and have good intentions. I did this because it's good roleplaying and such.

But right now, I can't seem to come up with a good test.
All I can come up with so far is that it should reflect the tenets of faith of Sarenrae.
I've been at this for days, and it should be ready by this weekend.
Anyone have some good ideas here?


So last night our group did something I consider very cool; the kind of thing that makes a campaign memorable.

We had just heard of the upcoming regatta. Now my character had become intrigued with the Sea Wraith the first time we'd come to Port Peril, up to the point where he'd sneaked on board one night to wander around this vast ship.

I mentioned to the rest how cool it would be to have the balls to steal this ship and sail it for the regatta; how much rep this would give us. And to my surprise, the rest agreed.

So, we went for it. We arranged for halucinatory terrain to be cast all the time we needed to rerig and aquip this vessel, and were careful not to draw too much unwanted attention. When the time came, I had some guys blow the dike keeping the water out of the canal, and then sailed the ship into the harbor, dwarfing every single other vessel moored there, while our captain was on shore to roll us in the race, giving everyone present a fit by mentioning the name of that ship.

Ofcourse the temple came calling, but we refused to give her up before we'd run the race. Afterwards, they can have her back. Our reasoning: Besmara, as a goddess of pirates, can't very well be angry with pirates for stealing her old ship (that's just sitting here instead of being sailed as she's supposed to). They'll have her back, but we'll sail her this one time for having the balls to actually steal her where this other bunch never even thought of it.

Awesome.
Just thought I'd share this.