Black Dragon

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This was the first really evil act and not really a established pattern. Kind of like they were caught up in the moment, and things went from bad to worse to Holy Cow in a matter of seconds. We determined that the Cleric is pretty much the only character that would take a moral hit on this, but could be easily remedied if he received a divine mission to try and redeem their souls and have them repent for their actions.

It really was an out of the blue moment for the group. The fight was particularly annoying with characters being blinded and beaten, so the anger just kind of carried over once they eventually won. I thought of the alignment shift for the Cleric, and we are mulling that over, but I think some penance may be in order for the characters to try and redeem themselves. If they are unwilling to change their path then yes I would say it is an unfix-able rift; however if they accept the punishment for their actions, it should work out.

The key factor will be working it out with the town's folk, but not a major issue. The city is a base of operations, but not the focus of where actions take place, and once done they will move on.

We are playing the Iron Gods Campaign,

Possible Spoiler:
and the group is already wanted for numerous crimes in Torch, and Scrap Wall. Those were mostly resulting from pre-existing prejudices towards the characters or minor B&E charges. Others were just people trying to be heroes and fighting for the wrong side and when the dust settled they were dead.


GM 1990 wrote:

Who you game with and the style/setting/rule sets all affect how you experience PF and forms your opinions and responses on the forum. That got me wondering what the playing demographics were - hence this poll.

Please "Favorite" one of the following posts that most closely describes your current gaming group. A game-shop group that "normally" has a core group but allows walk ins would either be Steady (if you are a core-member) or Pickup Game (if you just play with which ever table has room on any given session).

1. Steady Group - Home Brew
2. Steady Group - PF Adventure Paths
3. Steady Group - PFS
4. Pickup Games - PFS, one-shots, gameshop
5. Not in an active game (less than 1x a month)
6. Another system/style

Edited: Thanks GN and Jiggys

2


Ok, so long story short, my group got into a skirmish with a spy we were tasked to kill, an old enemy that stole stuff from us in the past, and 5 unknown men. About mid way through, the spy and enemy escape, and with 3 of the 5 mobs dead on the ground, the final two surrender and identify themselves as traders that were defending themselves after one of our party jumped the gun and shot lighting at the old enemy. During the search for loot, the living two are tied up and guards are posted. As the two not pulling guard walk off to talk to someone, the other two determine they can't let the prisoners go and decide to execute them. Through a miscommunication between the two and the GM, they were not obscured by items in the area, they were told that they were in fact in the middle of an open area and a witness just saw them execute the two survivors. At this point it gets a little dark...darker... the witness is screaming his head off about what he just saw, and he saved against silence so there is no stopping the noise. One of the party picks him up and flies to the sheriff station as one of the "murderers" grabs the others "murderer's" animal companion and flies after them. Long story short, they made it into the sheriff station, however the trail party dropped the NPC seeking Cheetah out front and it ran inside as the player flew to safety after the drop. That is about where we ended for the day.

We have a LG Cleric, a N Magus, N Rogue, and after some alignment changes due to the actions above, a NE Bard, and NE Sorcerer.

Here is the question:

How does the group get over these actions. We are sure that we can overcome the charges by simply keeping the two party members away from town as there is nothing they need to do quest wise in there; however the group while laughing hysterically as players at how out of hand and unorthodox things got, some of the characters are wondering if they can stay with the group having two people that will kill bound prisoners.


The group I game with is starting a new campaign with the Iron Gods series (I came in about half way through Rune Lords), and I am attempting to build a lvl 1 Bard that will not (to the best of its abilities) participate in combat as more than a support character as you described. I spent a couple of weeks reading up on how bards work, and think I have a good idea on how to accomplish my objective.

Flag Bearer is on my list of must have feats, and plan to look at the Banner of Ancient kings to add to the fun. My main focus now it to look for items that will allow me to bump my stats to make me more effective in my theorized role. Unfortunately I am very new to Pathfinder, so I do not know a whole lot of gear that would assist outside of what I have found via google, and message boards.


A co-worker of mine asked if I would like to join his gaming group to finish up a campaign they had been running for a couple of years as they only get together once every month or so, and the tank (Fighter) and one of the rangers had been flaky recently. I was tossed in and picked up a lvl 10 fighter. Through the times we played I tried to glean as much information as I could on how other classes function, but all of the acronyms and fast pace of combat kind of left me in the dust.

We have started a new campaign, and I have elected to play a bard. I get the basics of how the spells and such work, and feel like I have a relatively decent comprehension of the bardic performance aspect. My goal is to create a bard that is all buffs and debuffs, and avoids actually getting into combat almost at all costs.

I am looking for advice as to what items would assist with jacking up my charisma, and helping keep this goal alive.

I am open to any advice what so ever.