| Larry Melchoir |
I'm currently running a home-brewed Pathfinder campaign. One of my players has a rogue who has recently started calling out for Norgorber's aid during combat. He hasn't decided to start worshipping Norgorber or committing in any way to the faith, he's just playing his rogue as young and reckless. In fact, the group is pretty much good-aligned across the board. I think he just likes making the group uncomfortable and doesn't really expect there to be any repercussions.
So last night, during a particularly hairy encounter, again this rogue called out to Norgorber to aid him right before he attacked. I figured I'd roll d100 and give him a 1% chance. I rolled a 00, so that seemed like a good enough sign for me. He dealt his normal sneak attack damage, and then I described that when he hit, there was a loud crack and a bolt of black lightning that struck the creature, and let him roll his damage again and add it to the original roll, which was enough to vanquish the opponent in a very gruesome and decisive way.
So clearly this rogue has caught the attention of Norgorber and has, in fact, received his aid as he asked for. The group saw it happen too, and they are a bit concerned as well.
So I need some ideas. Obviously a god like Norgorber isn't going to provide such assistance gratis. What kind of consequenses, side-effects, etc. should there? Again, this rogue isn't (or wasn't) interested becoming a devoted follower, he's just a bit foolish and thought that he could temp fate.
| Rory |
So I need some ideas. Obviously a god like Norgorber isn't going to provide such assistance gratis. What kind of consequenses, side-effects, etc. should there? Again, this rogue isn't (or wasn't) interested becoming a devoted follower, he's just a bit foolish and thought that he could temp fate.
Norborger... is an evil god?
Create a dream, or dream sequence, making contact, forcing the rogue to commit to be a follower, or to deny Norborger.
If the rogue agrees to become a follower, grant a minor bonus (+2 on sneak attack lightning damage, or the ability to summon a SM1 appropriate critter controlled by the GM) and then make him have an evil aura and be resistant to positive energy healing (-2 on all healing spells). If the role-playing goes well, keep turning the rogue into a villainous character until the party turns against him, or until the rogue Atones.
If the rogue denies Norborger from the dream (or Atones), then make him shakened for an hour (or day) and then hunted by a real divine follower of Norborger. The party must help the rogue stop from being caught and killed/enslaved/dominated. This could make for an interesting adventure if the Norborger follower taps into the rogue's background making the rogue come to it.
Auxmaulous
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It might be time for Norgorber to send him an emissary or a sign. I wouldn't work through normal mortal NPCs, but maybe send some kind of creature to receive (or expect to receive) an offering of some kind: maybe a venomous scorpion or snake acting bizarre and waiting for the PC to turn something over to it - a finger of a man murdered by the player, or a parchment with a written secret the player was supposed secure/steal.
Of course the player may or may not have any idea what it means or what he's supposed to do. Of course non-compliance would just anger the god of Murder.
| The Crusader |
What a great hook! You may want to introduce a magical Mask (a common symbol of Norgorber's devout) at some point down the road. Probably as loot from a vanquished foe (maybe one the rogue is key in defeating). Give it powers that a rogue-ish type would typically want (plus face-slot is very under used in my experience) so that he seizes on it immediately. Without knowing the character level it's hard to know what powers to offer. Cursed items or hidden Intelligent items can sometimes be obvious, so only use those if you want. The point is just to move him incrementally towards Norgorber.