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Thread: Superball's Age of Mortals Campaign - Key of Destiny

  1. #21
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    Quote Originally Posted by SuperBall View Post
    That makes a little more sense. Proselytizing is the act of spurring a person's conversion from something to something different. I can see that, but if she isn't openly enticing others to join the Church of Chislev verbally or otherwise, it's not enough to get her branded. You can still believe, is what everyone is saying. That's not at issue.
    Believing is one thing. Performing miracles in the name of what the light elves call a "cult" is something different. All I am saying is it could be good roleplay fodder later on. Not trying to argue.
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  2. #22
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    Thanks for the info Ed. Either way, William's story logic is sound! Looking forward to more.
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  3. #23
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    Hey Dave, Shelle tracked everybody down and asked them for their alignment via Facebook and e-mail when she saw your question. Here are their responses.

    Almarden: My Alignment is Neutral Good

    Krusk: I couldn't find much on what Kazelati minotaurs lead towards. So either Neutral or Lawful Neutral

    Caran: I had a hard time with my alignment. I'm leaning towards lawful evil right now

    Jhandra: Jhandra is Neutral Good, because her parents taught her compassion is the most important distinction between thinking men and beasts.
    Last edited by SuperBall; 06-17-2016 at 03:28 PM.
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  4. #24
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    Kazelati lean toward worship of Kiri-Jolith, so LG or LN.
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  5. #25
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    I thought there might be a LE part member. That should be fun in the long-run. Thanks UD!
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  6. #26
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    It's going to be VERY fun in the long run. Look for the next update Friday, I think.
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  7. #27
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    Default Key of Destiny - Session Two! Rumble at the Bandit Camp!

    Superball, here! Hey 'Lancers. We held our second session on Wednesday night. Earlier on in the week, I made a DM Proclamation: Whosoever finds it in themselves to contribute to the welfare of our collective blood sugar levels (brings snacks), shall receive a free, untyped +2 bonus to be used on a single roll of their choice during the session. They loved it, excitedly reminding each other "Snack Bonus!!!" whenever they fell short on a die roll. I like it. It stays in the game! We took on two new delightful players, and I've got all the details right here! Let's get into it with the cast of characters:
    Caran Hith LE Male Qualinesti Urban Ranger 2.
    A dark elf slayer, tasked with a mission of protection, on a personal quest for redemption. Whether it's in the eyes of himself or his wandering people remains to be seen.

    Jhandra Magfen NG Female Qualinesti Cleric of Chislev 2.
    The offspring of two elven nations, and a servant of the Wild Mother. On her shoulders rests the hope of an entire civilization.


    Almarden Soth NG Male Ergothian Wizard 2.
    A neophyte wizard, and apprentice to a member of the White Robe Order. A casual aquaintance of Jhandra, he is swept up into the quest in an effort to learn and improve himself.


    Krusk LN Male Kazelati Minotaur Fighter 2.
    A powerful young freebooter, and partner to Caran. He joins the quest out of the bonds of friendship, and a distaste for the Khurish capitol.

    And introducing our two newest players:
    Kara NG Female Kagonesti Oracle 2.
    Touched by a divine presence and searching for answers to a blank slate where some of her memories should be, Kara joins the quest at the behest of her mentor, the Herald of Krynn. She doesn't follow him blindly, for she can see a truth hidden from many: The gods who walk the face of Krynn.


    Pidjit LG Male Tinker Gnome Bard 2.
    On his Life Quest: To Understand the Effects of Music on the Various Races of Krynn, the curious little Bard joins the quest at the behest of his mentor, the Herald of Krynn. Perhaps he will uncover the truth of a strange music box...
    Session Two
    The next morning at the Wounded Crow, the companions (still burdened by Blackbird's spying amulet) meet with the mysterious Herald over breakfast. The Herald says he could not help overhearing of their daunting arrangement with Blackbird. The Herald recommends the services of his two young apprentices, whom he says are ready to walk the world and hone their skills through the trials of hard won experience (Not a bad way to integrate new characters in a party if I do say so myself! The Herald steps away with an admonition: Trust in your magic, your gods, and your blades, but you'd do well to trust in one another most, for this is an Age of Mortals. I was channeling Elminster of Shadowdale, I admit. Hours of old D&D computer games have paid off. -SB). The first is Kara, a tall and striking Kagonesti elf with long black hair and deep blue eyes who wears simple cotton garments under a scratched chain shirt that hints at a past fraught with danger. Yet for self-defense she carries only a quarterstaff, worn smooth in places by decades of use as her walking stick in countless travels (and if this week's events are any indication, the Heroes are very lucky to have her! More on that later! -SB). The second is Pidgit (I have been assured by Pidjit's player, that there is a formal run-on sentence, and I can't wait for it to come up! -SB), a gnome of typically short stature with white hair and curious blue eyes beneath his colorful white plumed hat, a jaunty touch at odds with his workmanlike garb of oil splattered tinker's leathers. Strapped to his back between a (Gnome-sized -SB) longsword and light crossbow is a lute whose casing shows obvious signs of being disassembled and repaired with "improvements" by its industrious owner (Did you see an awesome Pathfinder illustration in your head just now, because I did! Any time a Tinker Gnome and magic come together, the concept is bound to get interesting! -SB). As always, Kara and Pidgit feel an extraordinary sense of personal excellence in the Herald’s presence, which the four companions also begin to feel. But only Kara (and Caran, he passed the Wisdom check, too. "You feel a presence like a distant memory," I said, pausing for effect, "Of a time when your parents forced you into the pew at elf-church..." -SB) knows why: the Herald is an aspect of Gilean, the god of knowledge.

    Superball, here. It was at this point I took my next of what will probably be both many and haphazard gambles. Though only Caran (I'm excited to see how the encounter will affect him) and Kara truly understand why, I announced to the players that they had brushed with a mortal Aspect of Gilean, god of Knowledge, and all of their skill checks would receive a +2 bonus for the next twenty-four hours. I intend to do this over and over again throughout the campaign, imparting different temporary, minor boons, depending on their source. -SB

    The four companions are eager for any help but reluctant to embroil the apprentices in Blackbird's scheme. After Caran and the spying amulet withdraw (Go, hum loudly and think about your Arya Stark-esque hit list! -SB), Jhandra warns Pidgit and Kara that their mission will involve capturing the rival of an unsavory criminal (yes? -SB), under threat of execution if they fail (yes, yes... -SB), while he spies on their every move (YES! Mwahahahaha!!!). She adds that Blackbird had wanted them to assassinate Pegrin, his rival in crime and a Dark Knight deserter, but they had talked him down to abduction (We'll just see about that! -SB). Kara warns the party that she is afflicted by a curse that causes her to babble incomprehensibly under duress, particularly when fighting breaks out. She also holds all life to be sacred and prefers not to engage in hand-to-hand combat. Still she offers to aid them with spells and an innate ability to conjure healing life energy.


    Superball, here. Tongues. The Oracle Curse with the laughably nefarious reputation of the option that you take and promptly forget about. I'm totally okay with this. It works for the character concept, and has the potential to add a wrinkle to the Age of Mortals campaign never seen before. Perhaps the weakest enforcer of balance mechanically, it has the greatest potential narratively speaking. I've already ruled that simply learning Celestial will not be enough to communicate, and I'm wringing my hands together thinking off all of the potential places in the story that I can spring it to throw the Heroes a curveball. It will be a challenge and a test of my abilities as a story teller and Dungeon Master. I CANNOT wait to be a complete meany. -SB

    When Jhandra asks Pidgit what spells he has mastered under the Herald's tutelage, the gnome scoffs at the idea of "magic." (excellent! -SB) But he does profess to be able to produce truly remarkable effects with his music, the exact science of which he is still studying.

    Miles Outside Pashin

    The new band of allies gets escorted by a crony of Blackbird's all the way to the outskirts of Pegrin's hidden bandit camp in a forested oasis. Left alone at last (save for the amulet), the companions pool their resources and briefly discuss how to best employ their particular skills to acquire their target with minimal confrontation (I always plan my encounters out way ahead of time: how different NPCs behave under certain circumstances, etcetera. Still, just to foster good faith, I stepped out of the room and plugged my ears. I like surprises. -SB). Their elaborate plan (mice and men, you know what I mean? -SB) is shaped greatly by Krusk's tactical input and Almarden’s forethought in purchasing multiple alchemical marvels to divvy up, such as tanglefoot bags to slow down their opponents and thunderstones that can be used to signal danger to one another and stun the camp’s occupants. They split into two units of three, with Almarden and Kara and Pidgit approaching openly from the treeline to the north as a non-threatening distraction (That's a bold move, Cotton. Let's see how that works out for them. -SB), and Caran and Krusk and Jhandra sneaking in from the exact opposite direction.
    Before their plan can be put into action, they encounter several traps set by the bandits, including tripwires and hunting snares. (I added extra traps, because I can!!! -SB) Members of both units spot the obstacles and warn the others in time, ensuring that none are set off. However, Caran decides to be thorough and attempts to disarm a single taut line (I DM on my feet, typically, but if I had a seat I'd have been on the edge, eyes gleaming. -SB). He inadvertently triggers a cow bell alarm that signals a small tasty animal has been caught (Yes! My ball! -SB). A single bandit announces lunch has arrived and enters the woods. Caran attacks while Krusk grabs him and covers his mouth. Together they subdue him quietly.

    Superball, here. The above statement should be clarified for entertainment purposes. Since they were hiding, and still very much in control of their situation, I gave them a surprise round against the hapless brigand. The Prince Symbol of violence sprang into action, the next ninety seconds at the table the stuff of legends. Caran impales the inquisitive sentry on his greatsword, rolling a spectacular FIFTEEN points of damage. Guess how many hit points my sentry had? Go ahead, I'll wait...yes! That is correct. But all was not lost, gentle reader. Everyone sees my face light up like Christmas morning, and then Krusk's player rolls a Combat Maneuver Bonus, beats the sentry's CMD, and muffles the bellowing death-scream I had planned. This led to a series of hilarious, whispered jokes, which I lovingly refer to as the "dying breakup": "Shh! Shh! It's not you, it's me.", "You have value as a person.", and my personal favorite for reasons that I can't explain, "Hey, hey! It's not your fault." Needless to say, I think that we all witnessed the birth of a new group inside-joke whenever a Solid Snake-type take down happens in the future. -SB

    Meanwhile Almarden, Kara, and Pidgit approach the camp openly and Kara offers to trade them some weapons for desperately needed food. Kara is halted by a suspicious brigand waving a sword, but her performance convinces him to lower his weapon (Diplomacy. I was completely ready to bring them into the heart of the camp on a second successful check. That would have been different. -SB). Caran sneaks right up to the largest tent---presumably Pegrin’s headquarters (Correct! -SB)---without being seen. But Jhandra is spotted and challenged by a few alert bandits, whom she fails to dupe with her improvised rant about her hawk getting ensnared (The dice are a cruel mistress. -SB).Out of the main tent bursts an imposingly large, dusky skinned man bearing the Dark Knight’s signature armor (Black! -SB) and shield (Black! -SB) and a sword (Not Black, but sharp! -SB): Pegrin. From another tent a big Ergothian ( Named Derg! -SB) emerges and his arrow narrowly misses Jhandra (I swear that Caran's player must have coughed on my dice, or something. Five misses with a bow that he's built to be good with. Five. -SB). A third figure, a frail young man with a heavy crossbow (Cole, the sorcerer. "Teenaged Khurish sorcer-er boys! Teenaged Khurish sorcer-er boys! Teenaged Khurish sorcer-er boys! Sorcerers with acne, Magic Power! -SB), exits yet another tent, and then the whole camp is bristling for a fight (It was breakfast, Your Honor. Who thought they were actually sleeping? I'm innocent! -SB). Even the bandit who had been conversing with the three “traders” overhears the commotion and launches an offense (Due in no small part to everyone getting uppity about strangers just walking on in. -SB). Krusk charges at the dusky skinned giant of a man and gores Pegrin, shattering his shield to boot. Together he and Caran engage Pegrin and three other adversaries in deadly close combat.

    Superball, here. I would be remiss if I didn't regale you with what by far has been the most awesome critical hit of the game. Krusk indeed charges, rolling a critical hit with his Gore attack. That's right, boys and girls, horns first. Upon confirming the critical hit, he draws from the deck: Impaled Hand. 4d6+10 damage, and 1d2 Dex damage. I picked up percentile dice, and we discovered it to be his left hand. His shield hand. So the Mino deals 18 points of damage (reducing Pegrin to three hit points right out of the gate), his shield now has the broken condition, and his Dexterity score has dropped from 12 to 11, reducing his AC by 2. That pretty much spelled the end of the Bandit Chief, but it was a really cool moment. -SB

    Almarden raps the closest bandits with his telekinetic staff (Silly rabbit! AoE spells are not for the lonely. -SB). Pidgit employs his musical talents to spur his fellows to victory (He was not afraid to die! Not brave Sir Robin! -SB), and to send a few bandits into instant slumber (It must have been a boring lute-riff. -SB). Kara moves about imparting her healing touch wherever it’s needed, reviving both Almarden and Pidgit so they can rejoin the fray (I dropped so many player characters! -SB). Caran and Krusk take their opponents down, with help from their allies.Jhandra goes head to head (Goose! I'm gonna go head-to-head with him! That really worked out great for Maverick... -SB) with the fire-spell casting youth until Krusk steps in and cuts him down (I couldn't land a touch attack. A touch attack! Definitely not rolling like a BAUS! -SB). Then the minotaur slices his way into Pegrin’s tent (Well, he was attempting to charge *through* the tent like the animated Robin Hood, and failed his first of two Reflex saves to jump through his cuts without getting tangled up. -SB) and focuses on stabilizing and binding him (After dragging him by the shoulders through the open tent flap. We had a chuckle. -SB), while Jhandra concentrates on summoning the World Mother’s life energies---or lighting bolts---as needed (Ain't the Air Domain grand? -SB). The bandit camp falls silent when the last bandit lies bleeding or fast asleep (And they made it to Level 2! -SB).

    Caran moves to put an end to any potentially dangerous survivors once again (The swift, downward thrust of justice! -SB). But Kara compassionately argues that the helpless injured youth and the single sleeping bandit in view ought to be spared, and turned over to the Pashin authorities instead. Enough allies agree with her plan that Caran concedes, though he warns such undeserved mercy will likely lead to more victims being exploited or killed by those they spared. When he finds two more sleeping bandits in a tent, Caran slays them without anyone the wiser (I had two sleeping off the night shift that didn't wake up when combat broke out, and then were promptly forgotten about. Oops. -SB). After a debate about how to prevent the youth from casting spells (Delightful commentary about Black Robes, and their creative use of hammers by Almarden. -SB), the party merely binds and gags him, and the only other survivor aside from the already secured Pegrin (Stabilized at -7. I almost won my internal bet. -SB). A search of the camp reveals a poison-trapped chest of gems, alchemical and magic potions and vials, fine wines and weapons, an exquisite music box with an extremely potent enchantment aura, and more spoils. [See Loot.] Under Krusk’s direction they pour wine down the throats of the deceased and rearrange them around each other and their own snares and spike pit traps (all of which Caran disarms), to make it look as though hard drinking and internal violence was responsible for the carnage. Finally they return to town and explain their prisoners to the town guards as fugitives caught in a bounty hunt (They are so creative! It's almost like DMs of Christmas-Past have used prior elements of their plots to blindside their players in the present or something -SB).

    Back in Pashin

    The final decision to turn Pegrin over to the nefarious Blackbird is controversial but the alternative is deemed too risky. Kara and Pidgit escort the two bandits to Pashin’s jail while Almarden and Krusk and Jhandra and Caran deliver the hostage (Wake up the Gimp! -SB). Caran flings the amulet back to Blackbird. The crime boss is delighted by their success and sends them on their way with a standing job offer for Krusk or Caran, which they firmly decline.The six companions meet back up in the marketplace and sell what they can (This was pretty much where the session ended. I always worry about them having fun, and I forget that the bookeeping being the suck for me, doesn't mean that it is for them. They had a blast tossing around ideas, and buying and selling. If they're happy, I'm happy. -SB). As they leave the market, chaos erupts. An older man charges out of a nearby building and bowls them over right before the whole edifice explodes in a shower of fire and smoke and shattered masonry all around them. He hollers at them that it was a trap and they must run. Some recognize the man as the one from yesterday who had fled right after Grace the performing kender had passed him some secret object. Several Dark Knight soldiers spy the fugitive and give chase (Cue the Skill Challenge! -SB).Between Almarden’s marbles and Caran’s caltrops and some lucky leaps over crates and obstacles, the party and the old stranger manage to outdistance their pursuers.The man introduces himself as Jacob and reveals he belongs to the Legion of Steel. He produces their symbol, the same silver medallion that Grace had worn embedded with rubies around an eight-pointed star. He calls the Legion an underground organization who work in secret to oppose the injustices of the Dark Knights and all other tyrannies throughout Krynn (Cue The Man From U.N.C.L.E theme music -SB). He speculates the rumor about a weapons cache in the exploded building was a trap orchestrated by the Dark Knights without insider help.

    Jacob the legionnaire gives his medallion to Kara and announces he must retire. He urges her to take the symbol to Old Omar’s Oddities where it will be in safe hands, and claims a suitable reward will be given to them at that shop in exchange for it (Plot hooks! -SB). Two Khurish youths who turn out to be Jacob’s sons catch up to them and express their worry for his safety.Caran asks Jacob what befell Shaylin Moonbow and the rest of the elves in Pashin. Jacob answers that the elves were forced to go into hiding in the guise of lepers in the poor district, presumably because of the Dark Knights. Caran asks him to arrange a meeting with the elves. Jhandra holds out the seal of the Speaker of the Sun and Stars and explains their mission all along has been to find and help Shaylin so that the elven city of Khurinost outside the greedy Khan’s capital can once more receive the support and supplies it desperately needs. Jacob offers to do his best to secure them a meeting with Shaylin Moonbow. He will send his sons to the Wounded Crow Inn with news (and replacement caltrops) this very night (Color me surprised. This group is super into roleplaying, and I never expect the conversations that I end up having. I'm loving it. -SB)

    PARTY LOOT after Session Two:

    From Encounter #5 Traps/Snares outside bandit camp: XP and a cowbell [Pidgit carries]
    From Encounter #6 Combat vs Pegrin & 8 bandits & Ergot Bowman & Cole the Caster:

    TREASURE included 10 fine gems [30 steel each = 300 worth], 3 bottles of wine [USED UP], 3 fine jade Silvanesti carvings [75 each = 225 worth], a bag of uncut gems [100 steel worth], 150 steel, 73 more steel, & 384 more steel. [ALL SOLD at market]

    ALCHEMICAL GEAR included 2 vials of alchemical acid, 3 flasks of alchemist fire

    MAGIC ITEMS included Enchanted wooden music box w/ tiny dancer elf [invaluable artifact], 3 potions of CLW, 1 scroll of crackling sphere 3rd level spell, 2 oils of magic weapon, 1 enchanted frost arrow

    COMBAT GEAR included Pegrin’s mwk longsword w/ Dark Knight lily on pommel, mwk composite longbow plus arrows, 10 leather armors, Pegrin’s full black chainmail, mwk heavy crossbow, 8 longswords, 1 mace, 1 elven rapier [SOLD ALL]

    Value of Party Money calculated from Gilthas’ 200 steel up to all sold loot (half price such a deal) and bandits’ coins = 2,758 total steel [plus 700 donated by Almarden = 3,458]

    From Encounter #7 Chased by Dark Knights through obstacles: Legion of Steel amulet with eight pointed star and eight rubies

    PARTY LOOT PURCHASED SESSION TWO:

    From Pashin market: 1 wand of CLW [Kara or Caran---maybe give 3 potions to Caran?], 1 wand of magic missile [Almarden or Pidgit?], 1 mwk halberd [Krusk], 1 mwk greatsword [Caran]

    Value of Party Money remaining after purchases = 1,328 steel to share

    Superball, here! That was session two of Key of Destiny. As always, my thanks go out to UngainlyDodge for doing such selfless work taking notes and writing them up all fancy, and to my players for showing up and putting up with not using every book on the bowing bookshelf. Your sacrifice is noted.

    Do you have any flavorful or neat houserules that you use to enhance your games? Let me know in the thread!

    Will the Heroes be able to redezvous with the faux-lepers?! What dangers await on their quest to discover the exiled elves' hiding place?! Tune in next week! Same Lance-Time, Same Lance-Channel!!!
    Last edited by SuperBall; 06-17-2016 at 03:17 PM.
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  8. #28
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    Thanks for a wonderful session and witty commentary, SB!

    You really remember the moments that felt special and why and give each player and character their due.

    You even recalled the bits of dialogue that I loved but left out of the notes to try to keep them brief and to the point---like the Herald's profound advice about relying most upon one another in the Age of Mortals, or Almarden's reminiscences of the shocking disciplinary practices of black robed wizards.

    It was generous to have the failed Disable Device check lead to a hunting snare gone awry, instead of something like a spiked pit trap. It led to a great funny gaming story and one of my favorite moments: Remember when we were about to sneak into that bandit camp and Caran insisted on rolling the dice with that trap we'd already avoided? And then he failed and set off the dinner bell?

    Also the bad guys may have taken early massive damage (Pegrin) or missed with their specialty weapons (Derg with his bow and Cole with his spells), but from a player perspective as long as they were standing they were VERY intimidating. I for one kept thinking their next turn just might be a game changer that dropped at least one player, and a lot of that had to do with your dramatic introduction of them as emerging from different tents and having something physically distinctive about each of them.

    So I was waiting for the hammer to fall until each one of the three with a dramatic entrance (and his own tent so to speak) dropped, and I was really torn over whether to aim cause fear at Pegrin or Cole, and I was too afraid to risk reviving Pegrin with Channel energy.

    We also thought our poor bard was a goner but your use of the Critical Hit deck actually may have spared him.

    Keep up the excellent work!
    Last edited by UngainlyDodge; 06-17-2016 at 03:53 PM.
    "Fall into my pit trap, shame on you. Fill my pit trap with bloodthirsty sharp-toothed goblins with abyssal templates, shame on me." ---SuperBall

  9. #29
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    You've got a chaotic free party, that's interesting. I've always kinda felt CG was the default adventurer, you know, the do-gooder but ignores rules types.

    Also, (no offense to anyone) tongues is kinda the most boring oracle curse, so I hope you can do something cool with it.

    I'm excited about the recurring aspects with the gods stuff. Just be sure to throw in a possible minor negative penalty if the god isn't treated properly.

    Sounded like a great fight! Those early levels are so exciting, where every spell is precious and you're on the edge the whole time. Keep up the good work!
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  10. #30
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    There are only two character that aren't strictly good, and they're the only two that behave that way. I intend to do several interesting things with the Tongues curse. I've got plans for when the evil gods show up, and there will be a few. You'll have to stay tuned for that.

    Thanks, Jake. I'm looking forward to not dropping them quite so much in the future. We'll see. I can't wait to hear all about your interesting/quirky house rules when you run your first campaign!
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