Jonathan Michaels |
And this is why you should trust your GM.
Oh my God, the DM's arm........came off.
Curse you, J. Walter Weatherman.
Yeah, I'm glad I didn't have to fight the party..this time.
Who knows, though,it does a leave a good setup for another campaign.
Maybe I'll bite the bullet and run one myself, I've been considering trying my hand at DMing for a while.
We could do a search and rescue with the current characters and whoever I roll up, or we could do all new characters, set it years down the road and have them encounter her in the underdark.
Then I could either have them together of have her kill him and take over, flipping to evil.
The important thing now is we have options, and there's nothing more exciting to me than having options.
IlleSapiens |
Ahhhh. Reminds me a bit of one of my favorite long term campaigns in another system(Rifts).
Early on, everyone received some gifts from on high for something. My character, a cyber knight(Think knight with psychic powers) got a suit of full plate armor with all sorts of awesome abilities. It was also evil as hell. Once a week I could roll percentile dice to see if my will overtook its completely and thus get the full power of the armor, though with each fail my character would lose bits of his own will to the armor.
I only rolled once or twice out of fear of this. But as the campaign went on, my character became more and more aggressive and detached for RP reasons and such. Until finally, after two years in this campaign, in the final haul on another planet with a demons vs everyone else war for the fate of the universe? I said f+!@ it and gave in. In an important moment my character made a deal with the demons, turned on the team and escaped. Gave in to the armor where it became part of him(While this happened the GM had me roll a save during a scene with my characters younger self to see if my good half won out. Ended strangling the little s+$* to death).
So. I ended up the final boss. And I lived. The other PCs had to retreat and other reasons brought the war to an end.
After that I lost control of the character and he became the big bad that GM controlled for about a year.
All in all, I say give in. Being the big bad is fun. XD I mean, I guess if you're really that against it talk to them, but... really. It is f*&!ing fun.
Edit: And that's why you read more than the first two pages before commenting. Oh well. :c
Ashiel |
Explain to the town of lawful good halflings with pitch forks and torches... nono no... Not 'Necromancer'.... MAGUS say it...its easy....-MAY-GHUS..... no see technically that spell isnt evil, yes yes i know it's "necromancy" but see, really it;s not...."
Going to be a long drawn out explanation to say the least.
I'm kind of wondering what sort of town is full of lawful good halflings with pitchforks that are all trained in Spellcraft enough to hit the DC 18 in a trained-only skill. What very strange and ultimately stupid commoners, since if casting vampiric touch will make them angry for you being a meanie stinky-pants, I would assume melting someone to death with fireball, or making their hearts explode with intensified shocking grasp are probably just as cruel if not moreso with no appreciable benefits (at least with vampiric touch you're making it harder for the bad guy to kill you).
Lincoln Hills |
Well, at least the Mystery of the Giant Blood-Drinking Half-Elf is solved. And I have to give the GM some credit for attempting something new with the "villain has the hots for one of the heroes" plot twist, which is a twist so old that I don't think I've seen it in use before.
Speaking as another player who had vampirism thrust upon him by GM whimsy, you have my sympathy. (Not that anybody asked, but in the end I went with suicide by sunshine, followed by resurrection.)