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SirNitram
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Post by SirNitram »

Hotfoot wrote:
Pendragon wrote:Their goal was quite simple. Power. And Wealth.
Power and wealth? That's it? No other motivations? Just because they could? Meh... :?
These are powerful motivations, as we can see here in RL.

Of course, my favorite, lovable PC ever gains power and wealth for a distinctly different reason: Desperate attempt to try and court women. And he always fails. In his various incarnations, he's fought evil superspies, wielded the power of the Gods, brought down megacorporations, and struck blow after blow for what is Right. The problem is he never quite suceeds as he should, and never gets the girl for Happily Ever After.
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Post by Hotfoot »

SirNitram wrote:These are powerful motivations, as we can see here in RL.
Really? Not from where I sit. Power and wealth in and of themselves are arbitrary and insubstantial. It's what one can do, for themselves or others, that makes them desirable. Wanting something just for the sake of having it is an empty goal. After you have it, then what?
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Post by SirNitram »

Hotfoot wrote:
SirNitram wrote:These are powerful motivations, as we can see here in RL.
Really? Not from where I sit. Power and wealth in and of themselves are arbitrary and insubstantial. It's what one can do, for themselves or others, that makes them desirable. Wanting something just for the sake of having it is an empty goal. After you have it, then what?
Ask those who gain millions of dollars then do everything to hold onto them, not let them get away from their fingers. It's not logical, it just is. Humans are daft creatures, haven't you noticed? :D
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Post by Eleas »

Hotfoot wrote:
SirNitram wrote:These are powerful motivations, as we can see here in RL.
Really? Not from where I sit. Power and wealth in and of themselves are arbitrary and insubstantial. It's what one can do, for themselves or others, that makes them desirable. Wanting something just for the sake of having it is an empty goal. After you have it, then what?
Then you start again. If they had succeeded in attaining ultimate power, I am unsure as to whether Esel, Gemmel and Karondrik would have kept it. They would certainly become bored of it in short order. To them, after all, the world is not much more than the biggest scoreboard imaginable.

Besides, power and wealth are not at all inconsiderable factors. Ask any tinpot dictator.
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Post by Pendragon »

Hotfoot wrote:
Pendragon wrote:Their goal was quite simple. Power. And Wealth.
Power and wealth? That's it? No other motivations? Just because they could? Meh... :?
In Karondrik's case, jealousy, megalomania and a nice little inferiority complex played in as well. He was born second of twins, making him miss out on his heritage by a few minutes. His brother would get evrything and Karondrik nothing. So the brother had to go. And then it pretty much snowballed form there.

In the case of the other pc's, Esel was fueled by a hellbent hatred for the church, something he later shared with Karondrik leading them both to make a few pacts with... darker elements... to increase thier powers.

Besides, power and wealth has motivated people for centuries. It should be enough for anyone.

What they did was evil, sure, but it was quite seldom evil only for evil's sake. Karondrik did go mad when things started to go against him, and he died in the end (not that it stopped him, he made certain pacts remember?) because of it. But something to be remembered is that their cruelty served a purpose. Once word got around that whoever joined them prospered, and whoever opposed them perished in gruesome ways, noblemen joined their cause rather than fight them.

And most important of all, they never, ever opressed the people. The noblemen where kept in line by fear but the people were spared and treated fairly and there was never any plundering of anything else than castles and homes of noblemen. Not really because they cared about the people, but because they realized if the people loved them, they would back them.

Of course their popular support pretty much crumbled when word got out that Karondrik had an undead horde fighting for him, even though he had managed to keep it secret for a long time by enforcing a "no survivors"-policy backed up with some of the finest cavalry available.

After the people stopped loving Karondrik and started fearing him, thats when the genocide kicked in, and cities were razed in order to beat the people in line with fear, and it pretty much worked. Problem was, it left his armies spread too thin and he was vulnerable to attack, although not as vulnerable as the Sun Knights had hoped...
Last edited by Pendragon on 2003-05-04 07:23am, edited 1 time in total.
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Post by Pendragon »

Hotfoot wrote: Now, maybe if this guy that they tortured had done something similarly terrible to them, I could envision the characters doing something like that. Otherwise, it just seems to me like a case of "oh, look how evil I am...I'm so evil....ooooh....good evil." :|
Well he did something terrible. He betrayed them.
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Post by Rob Wilson »

Pendragon wrote:I was GMing a fantasy campaign about a year ago, where the PC had managed to gain control over the entire northern part of a feudal kingdom (well it wasn't that hard, after a discrete assasination or two, Martins PC Karondrik was the rightful heir to the Duchy, and thus had the right to appoint his vassals, namely the other two PC's). Naturally, they were not without enemies, and this scene describes how they treated a spie they had caught. The man was a fairly powerful nobleman within their own ranks, and since he was a trusted man they were a bit cross.
I've had some creative types in my games, though I've never had a game concerning the ruling of states. Normally I'll have one PC in a group that likes to really go OTT in dealing with captives, having misunderstood the cetral tenet of Good Cop, Bad cop - the Bad Cop is faking it. One guy in particular took the biscuit, he'd spend ages trying to break Orcs and Evil men they captured and become quite appallingly inventive in his methods.

Now i could of course have stopped this at anytime by having the prisoners squeal like pigs the minute he produced a blade, but I like to give characters their head on most matters as the group dynamic normally evens things out. And to a degree this happened, as the rest of the group became more distant from the character, until the fateful day he was captured. Normally I'll allow a person to RP their way out of a capture, or if not then it's purely to push on the adventures story, and minimal damage is done to the character. But in this case, his reputation preceded him and there was no way out!

Don't get me wrong, i didn't kill the Character, he was released 3 years later, but who wants an insane, blind, mute, quad amputee, with no skin and missing muscle groups and hideously jagged, reset broken bones throughout. I will admit I kind o enjoyed describing the tortures he underwent as he was handed of from group with a grudge, to group with a grudge. The loss of limbs, bit by bit (either through smashing, cutting or dissolving), the having to choose a woman to eat (his character always spared women, no matter how evil they were, and word of this had gotten out obviously), the fact he was captured while on a mission to free a group of trainee priestess meant that he had to choose one of them to eat, and watch as they removed her scalp and the top of her skull, listening as she screamed while they spooned her brain into his mouth - an enchantment making it impossible for him to spit it out or vomit. And over the first 2 months of his torture they would bring out the salted corpse, make him choose which bit to eat next and prepare it in front of him.

The last group that got his mutilated body were orcs, and the last thign they did to him was pop his eye's out of the sckets and let him watch as they ate them - last things he saw were the inside of an Orcs mouth.

Thats an extreme example, as normally the group will sort out the bad apples and force them to temper their anger. But I do like for my players to know there are consequences to their actions.

That said, most people like to play the slightly Chaotic/lawful or Chaotic/unlaw characters as they can have the most fun. The ones that choose and properly roleplay Good/Lawful characters like Paladins and the ultra conservative clerics, amaze me. My only Good/lawful character was a Cleric called Deathblossom, and the only way I could do it was by making the whole thing lighthearted - he was a Cleric, that wore a flowing robe, came from distant sunkissed lands and though primarily dealt with healing the party, could get down with his Kung-fu self when needed (hey I was 14, cut me some slack). If I had played him straight I'd i've gone insane, so he spoken only broken Elvish and local standard (his name being an embarrassing mix up when trying to translate his job title - User of herbs to heal the sick - into Elvish), never quite understanding what's going on and trying to heal the injured enemy after kicking them into next week.

Some of the more Po-faced DM's hated him, as he was never serious enough for their games, but fuck them you have to have some fun.
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Post by Hotfoot »

Pendragon wrote:
Hotfoot wrote:
Pendragon wrote:Their goal was quite simple. Power. And Wealth.
Power and wealth? That's it? No other motivations? Just because they could? Meh... :?
In Karondrik's case, jealousy, megalomania and a nice little inferiority complex played in as well. He was born second of twins, making him miss out on his heritage by a few minutes. His brother would get evrything and Karondrik nothing. So the brother had to go. And then it pretty much snowballed form there.

In the case of the other pc's, Esel was fueled by a hellbent hatred for the church, something he later shared with Karondrik leading them both to make a few pacts with... darker elements... to increase thier powers.
See, that's the stuff I'm talking about. Nice 'n Juicy... :)
Besides, power and wealth has motivated people for centuries. It should be enough for anyone.
Yeah, but for well-defined characters, power and wealth alone are not interesting motivations. What they want them for is the good stuff. People who just want power and wealth are, by nature, rather boring or just plain psychotic individuals most of the time.
What they did was evil, sure, but it was quite seldom evil only for evil's sake. Karondrik did go mad when things started to go against him, and he died in the end (not that it stopped him, he made certain pacts remember?) because of it. But something to be remembered is that their cruelty served a purpose. Once word got around that whoever joined them prospered, and whoever opposed them perished in gruesome ways, noblemen joined their cause rather than fight them.

And most important of all, they never, ever opressed the people. The noblemen where kept in line by fear but the people were spared and treated fairly and there was never any plundering of anything else than castles and homes of noblemen. Not really because they cared about the people, but because they realized if the people loved them, they would back them.

Of course their popular support pretty much crumbled when word got out that Karondrik had an undead horde fighting for him, even though he had managed to keep it secret for a long time by enforcing a "no survivors"-policy backed up with some of the finest cavalry available.

After the people stopped loving Karondrik and started fearing him, thats when the genocide kicked in, and cities were razed in order to beat the people in line with fear, and it pretty much worked. Problem was, it left his armies spread too thin and he was vulnerable to attack, although not as vulnerable as the Sun Knights had hoped...
See, that's some much more interesting stuff, and better explains things. This sounds like a good prelude into a dark fantasy world now. ;)

Though I have to wonder now, if the PCs made pacts with the darker powers, where were the "lighter" powers during all of this? Not that the epic battle of good vs. evil shouldn't sway back and forth, mind, but one does have to ask. ;)
Well he did something terrible. He betrayed them.
Well, I suppose if they had put quite a bit of trust in him, maybe, but otherwise it seems more than a bit gratuituous.
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Post by Utsanomiko »

I don't particularly have any interesting RPG stories, but I recall a story one of my friends told me about a short adventure he played with our DM friend (a very odd person, indeed, but he was fun to hang out with).

Anyway, my friend, the DM, and another guy decided to play a short 3rd edition D&D adventure because the rest of their usual group wasn't available. The DM's basic idea was to create some new characters and have some kind of crazy raid on a Dwarven-run brothel. So the players rolled up a pair of huge 7-foot tall half-orcs (one was a barbarian, my friend was some kind of fighter/cleric), and the DM created a female Dwarf fighter, I believe. Now then, the DM decided to use some kind of random weight generation system, which admittedly had some quirks to it. My friend's half-orc ended up being 300lbs, and the other guy almost 600 iirc, so they now had a pair of rediculously enormous, hulking warriors to accompany the NPC female Dwarf. So then it's the DM's turn to generate the Dwarf's weight, so he rolls the dice, factor's in the racial weight factor, and comes up with a total of 1100 pounds.

She was 3 feet, nine inches, and 1,100 pounds.

They kind of sat there, dumbfounded for a few seconds, not saying anything. The DM then just exclaims "I'm gonna call her Big Momma!" and the three of them burst out laughing. We later had the general consensus that she would not have a visibly shaped head nor neck, and roughly have the proportions of a blueberry muffin. So Big Momma and her two half-orcs burst through the doors of this brothel, and the lobby is filled with these dwarves in purple pimp hats and pimp coats. They're just sitting around with thier axes and maces at their sides, watching TV (yes, you read that right), when the oversized trio start baching heads and killing indiscriminately, all the while Big Momma is exclaiming things like "Mmmmm! I need me some lovin'!". They then go into the hall and start going from room to room, opening them up and killing the patrons inside. Curriously enough, all the partons were monsters and beasts, in every gay/straight positions imaginable; gnolls going at it 69, wargs doing goblins doggy-style, gay kobold sex, etc, etc. To top it off, the DM would describe the beginning of most/all battles with "they disengage... *pop*".

In the end, they got some decent magical items, sold the purple pimp hats and pimp coats for tons of money, and my friend's half-orc fighter-priest made himself a necklace of half a dozen or so monster penises, and Big Momma didn't get any lovin', I don't recall. Yeah, a lot of my friends are weird.
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Post by Hotfoot »

Rob Wilson wrote:Thats an extreme example, as normally the group will sort out the bad apples and force them to temper their anger. But I do like for my players to know there are consequences to their actions.
Extreme indeed, but interesting. I too like to make sure that my players know there are consequences to their actions. As a result, most of the players in my group now carry taser pistols when on-duty, and tend to KO most petty perps rather than shoot them dead.
That said, most people like to play the slightly Chaotic/lawful or Chaotic/unlaw characters as they can have the most fun. The ones that choose and properly roleplay Good/Lawful characters like Paladins and the ultra conservative clerics, amaze me.
It can be done, but it's hard to do and still remain on good terms with the rest of the group, especially since any rogues in the party will invariably try to push relations to the limit or beyond. Hence why I dislike the alignment system in D&D. Too often it provides a crutch that goes beyond giving you an idea of how to play a character and a rigid set of rules that must be followed.
My only Good/lawful character was a Cleric called Deathblossom, and the only way I could do it was by making the whole thing lighthearted - he was a Cleric, that wore a flowing robe, came from distant sunkissed lands and though primarily dealt with healing the party, could get down with his Kung-fu self when needed (hey I was 14, cut me some slack). If I had played him straight I'd i've gone insane, so he spoken only broken Elvish and local standard (his name being an embarrassing mix up when trying to translate his job title - User of herbs to heal the sick - into Elvish), never quite understanding what's going on and trying to heal the injured enemy after kicking them into next week.

Some of the more Po-faced DM's hated him, as he was never serious enough for their games, but fuck them you have to have some fun.
Comedy is a good thing to have in a game, in my opinion. It shouldn't dominate it, but any session or adventure should have some more lighthearted moments, from side-splitting comedy to something that gets a slight chuckle from the group, or even just a knowing smile.

I tend to consider myself reasonably good at improvisation. I don't like making "important" or "key" NPCs prior to a game and forcing the characters to get along with them in order to continue the game. Rather, I don't like doing that exclusively. It's not a bad practice, but it gets old if that is all you rely on. Invariably the characters will get bored of talking to major NPCs. They'll be walking along the street and smile at a random person, or they'll look over someone's shoulder as they are reading a book or working at a computer terminal. Often they'll get interested in the flavor text in some way that you never imagined, and what then? Many GMs I know say "don't bother, it's not worth your time, it's just a random NPC" or something similar. Me, I like to add a little flavor to the world. These are all real people, their lives continue without the players. They have names, families, life stories, friends, and so on. Obviously I'd go completely crazy if I actively thought about every person the players could possibly come into contact with, so instead I wait until the players show me where they are interested. I start with very general things. Name, appearance, a rough personality, occasionally speech patterns (at the very least, I alter my voice in some fashion for each NPC), job, etc. Then if the players get more interested, I write up a short character sheet for the NPC. Stats, skills, etc. One of my favorite examples of this started when the PCs were chasing after a suspect in the open desert, and screwing up pretty badly. Fortunately for them, they called in for backup, and they had just chased the suspect out of a Military base. Backup came in the form of a Hopper (hover VTOL), which managed to stop the suspect's vehicle rather spectacularly (thanks to some good rolling) with its autocannon. The players immediately took interest in the gunner who pulled off the shot, and so I made a note of it. As the game continued, the gunner would show up here and there when it was appropriate, such as during a weapons test of some military hardware. One of the players was a skilled driver, but not much good at the whole "infantry" thing, so he was given a light tank to drive. Problem: tanks need more than one person to operate. Solution: enter the gunner. :)

After the weapons test (which naturally turned into a real combat fiasco), one of the players wanted to express his gratitude to the gunner who had saved both of their hides at one point, and a character I had added into the scene as a quasi-humerous in-joke cameo who really did the most to save everyone's asses when the exercise got out of control. So he asked if the gunner had any family (since he had gotten the cameo NPC's family some gifts as well).

Well, sure, I decided. The gunner was married to the pilot of the hopper that had come in that night, and I decided that they had some kids (I forget offhand what the number and genders were). The gunner's name was Leon Detzer, and the pilot's name was Roz Detzer, though for the longest time we just referred to them as "Gunner" and "Pilot". ;)

Now, I like to make my sessions enjoyable. Not all positive, mind you, but I don't like to see my players getting pissed off. When that happens, I try to lighten their spirits some. If they have a problem with a call that I made or something, I like to work it out right there, so that there are no hard feelings. I also don't like bullshitting my players and pulling things out of my ass. I can screw them over quite well enough without having to resort to cheating, thank you. However, at one point during the campaign, I did have to fudge a few things here and there to keep the campaign from coming to a grinding halt (one of the dangers of running any pre-gen adventure or campaign, it seems). In addition to that, one of the players had gotten some absolutely horrendous rolls (fumbling in Silhouette means rolling a one on EVERY die, and the player had used an emergency die in order to help ensure success. He fumbled on 3D6), and was suitably annoyed at having failed to take down the NPC in question before she escaped in their ride.

Then realization struck. They were in the middle of the desert, a heap of rubble behind them, and their only means of transportation long since gone. In addition, that car held the vast majority of the group's weapons, including two character's signature guns. Soon, after hitching a ride back to the arcology thanks to a passing badlands floater, they were busy moping. Not only had they lost their vehicle, which was a serious financial blow in and of itself, but they had lost a significant amount of weaponry as well, which was also expensive. Now, it should be noted that these characters were bounty hunters in the Badlands prior to their contract with the police force of the arcology (they were hired on to help fill out the ranks during a very important conference, where security was being stretched almost to the breaking point). The specifics of the contract were that the individual units (the players were part of a larger bounty hunter organization) were to work together, so since two of the players had valuable social skills and such, the whole group was assigned to the Criminal Investigation Bureau, or the C.I.B. Essentially, they were detectives. Now, the other two members of the group were more combat-oriented, but they had enough other skills so that they could operate reasonably well in the C.I.B.

I should mention here that it was never my intention to take their weapons and vehicle away from them permenantly. In fact, once they got back to the arcology, they were informed that it had been found and picked up prior to their arrival (it had been abandoned right away by the NPC to avoid detection). So after filling in their superiors as to what had happened, they went down to collect their gear, now in a considerably better mood knowing that at the very least their vehicle was safe, and likely most, if not all of their weapons.

After some routine questions by the guys who had been assigned to check the vehicle for clues and such, the question on all the player's minds was finally addressed.

NPC #1: Okay, that covers the blood on the driver's side, the shattered glass, and the various bullet holes we found. Now, we found something here in the back which we'd like you to take a look at.
Player #1: Sure thing.
NPC #1: (opens up the back, revealing the player's cache of weapons, including some submachine guns, an assault rifle, a high-velocity grenade launcher, around one hundred grenades for said grenade launcher, a custom-made sniper rifle, plus quite a bit of ammunition for all the weapons in question.) Now, does all of this stuff belong to you guys?
Players: (look at the gear, making sure it's all there, then nod proudly) Yup, that's ours.
NPC #1: Uhh...okay. What department are you guys with again?
Player #1: CIB.
NPC #1: You guys are CIB?! :shock:
NPC #2: Ho-lee shit! Hey! You guys hear that? They're with the CIB!
NPC #3: You've got to be kidding! Sweet Prophet!
NPC #1: Damn, they must really be cracking down these days! They're giving out grenade launchers to the detectives!
NPC #2: What are they giving SWOS*, Main Battle Tanks?!
*Special Weapons Operations Squad (Think SWAT)

My players and I got a good, long laugh out of that, and their moods picked up considerably as a result, and it turned into one of the defining points of the campaign. :mrgreen:


Not that it's stopped them from increasing the size of their arsenals, mind you, and frankly, I don't care. If they want to have over a dozen guns and tons of ammo, I let them, so long as they could realistically get them in the game and they pay for them, fine. I limit them in the following ways:

1. They can only carry a certain number of weapons and magazines at any one time. The number is flexible, but beyond a certain point they either run out of pockets/straps/space or they become encumbered. Any additional equipment is carried at the expense of either weapons or ammo.
2. They are cops. Detectives at that. They cannot run around with assault rifles (or even submachineguns) in public unless they have a damn good reason. Hence, the most they carry on them 90% of the time are some handguns, which remain either hidden or holstered the vast majority of the time, plus maybe two reloads on average.
3. Not all problems can be solved through combat. If combat is all you can do, prepare to run into trouble when you can't write that report (they are cops, after all) or deal with those NPCs.

So far they have been quick studies, and have learned when it is wise to leave the guns at home without any huge hints from the GM, I'm proud to say. :)
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Post by weemadando »

I'm about to start running a stealthy "Splinter Cell"-esque V:TM or Hong Kong Action Theatre game.

Not sure which yet.
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Post by Pendragon »

Hotfoot wrote: Though I have to wonder now, if the PCs made pacts with the darker powers, where were the "lighter" powers during all of this? Not that the epic battle of good vs. evil shouldn't sway back and forth, mind, but one does have to ask. ;)
Well, the line between "light" and "dark" is rather fluid in my world. Sure, the church and the sun knights could be seen as the forces of light (they worship the almighty sun god Etin). They fight necromancy and evil sorcerers alike and preach against greed and cruelty. Sounds pretty good.

But then you factor in that according to their beleif, Etin created the humans, and when lesser deities tried to do the same, the results were the malformed creatures known as dwarves, elves and blackfolk. Which doesn't mean that those lesser races are hated... just pitied.

Moreover, the Church of the Luminous Road's (the one we're talking about) creeds against cruelty and bloodshed does not count when protecting the faith and fighting unbelievers, something that became painfully apparent when Karondrik finally was defeated (in the end his army was caught in between an elven army from Goiana, the King's grand army with support from the kingdom of Zorakin, and an allied army from the neighbouring kingdom of Magilre). The curch and the remaining Sun knights were ruthless. Every count and baron that hadn't opposed Karondrik openly (i.e. everyone left alive in the lands Karondrik had controlled) were executed together with their families as traitors and heretics against the faith. Those who got away easier were sentanced to a lifetime of penance in monasteries or in the order of the Sun knights (who desperately needed to fill their ranks). Karondrik himself was captured by mercenaries from Ransard, where a local nobleman decided to keep him for ransom (the Kardian king and the Church wanted him BAD). Unfortunately, Karondrik decided to break out, and was killed ín the attempt (after cutting down a dozen or so guards, he was wounded and surrounded, and threw himself off the battlements rather than being taken alive). Esel and Gemmel (another PC, a potent fire warlock and unparalleled sword master) managed to flee the country in Karondrik's fastest ship taking with them the most faithful soldiers and servants.

Naturally, they paid the nobleman in Ransard a nightly visit, to rescue their Lord and, utilising some nifty magical tricks, managed to sneak into the castle with two dozen of their best troops. Almost half of the keep's garrison were slaughtered in their sleep before the alarm was sounded. By then, the bloodshed had summoned something from the broken body of Karondrik, which had been put up on the battlements as a warning and a trophy (the official story was that he had been executed, and his severed head was therefore staked next to his body, for good measure). Awakened from the bloodshed in his name, the spririt of Karondrik returned from the realm of the dead and took physical form...

Needless to say, the nobleman was found shrivelled up like a raisin, as if every last shred of life had been drained from his body (it had) and Karondrik rejoined his subjects again to rule them in death as he had in life...

When I started the next campaign, the names of Esel, Gemmel and Karondrik were something the women scared little children with when they misbehaved, and the King of Kardien and the Exarch of the Luminous Road offered unimaginable wealth to whomever captured Esel and Gemmel (after all, it is a confirmed fact that Karondrik is very much dead...). And to make matters worse... it is rumoured that Karondrik's body was recently stolen...
Well he did something terrible. He betrayed them.
Well, I suppose if they had put quite a bit of trust in him, maybe, but otherwise it seems more than a bit gratuituous.
Well, noone ever betrayed them again...

And remember... I don't run a black and white world, all I have is different shades of... black.

Yes, everyone's a bastard. We've had a few idealistic PC's, but most of them have become rather twisted for different reasons.
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Pendragon
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Post by Pendragon »

Hotfoot wrote:See, that's some much more interesting stuff, and better explains things. This sounds like a good prelude into a dark fantasy world now. ;)
Hmm. Maybe I should rewrite it as a fic. There's quite a lot of golden stuff in there, even quite a few one liners for the comically inclined.

(Esel after finding out the man he just killed was wanted for a reward)
"Eh? He's got a price on his head? I'd better try to piece it back together then..."

Amazing what a good twohanded warsword can do to a guys head...
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SirNitram
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Post by SirNitram »

More from my Dragonstorm adventures, or Mordant's Week Is Really Starting To Suck Ass.

Let's see. He's:

1) Beaten up the 'Tentacle Gang', a group of thugs whose only unifying element was that they have tentacles growing out of their bodies.

2) Recruited into the Valarians, a group of champions hoping to swing the tide and drive out the Necromancers and the Warp(Tainted magic). This runs against his ultimate goal of becoming all-powerful, but since both he and they want the Necromancers gone, he'll work with them.

3) Crossed dozens of miles uneventfully, until woken one morning by a gang of ruffians fondling his female sidekick.

4) Unleashed holy hell on the gang, including shapechanging into a dragon in front of them. This caused the two Orcs(Clash and Smash) to immediately defect to his side.

5) Having beaten up the gang and gained two Orcs, he makes west. This, sadly, includes the two Orcs continually offering him cheese which is green, and Jerky which was apparantly moldering in their loinclothes.

6) Met a bird which followed us for two days. According to the Orcs, a 'Sneaky Chicken!', because it evaded their Orc-like tactics to grab it. In the fight with the bird, thirty sling stones were expended before the revelation that it can only be harmed at melee comes up.

7) Both orcs perish from poison.
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LadyTevar
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Post by LadyTevar »

SirNitram wrote:More from my Dragonstorm adventures, or Mordant's Week Is Really Starting To Suck Ass.

Let's see. He's:

1) Beaten up the 'Tentacle Gang', a group of thugs whose only unifying element was that they have tentacles growing out of their bodies.
That's what made them the Tentacle Gang. But they also had members with Regeneration, Acid breath, Toughness (bonus to Str and HP), Muscular (Stronger than Tough), and Bat Wings( Flight)... etc.
2) Recruited into the Valarians, a group of champions hoping to swing the tide and drive out the Necromancers and the Warp(Tainted magic). This runs against his ultimate goal of becoming all-powerful, but since both he and they want the Necromancers gone, he'll work with them.
What? Nothing about the 2 week long basic training?! :shock:
3) Crossed dozens of miles uneventfully, until woken one morning by a gang of ruffians fondling his female sidekick.
"Find Safe Campsite" ability plus damn good rolls, since encounters only happen when he rolls a 1 on a d6. And he forgot about the 'Monty Haul" where he discovered the ruins of one of the fallen Mortal Kingdoms and made out like a bandit when he discovered the treasury house. (Stupid double 6's and add Perception +3) :roll:
4) Unleashed holy hell on the gang, including shapechanging into a dragon in front of them. This caused the two Orcs(Clash and Smash) to immediately defect to his side.
In Dragonstorm, Orcs consider Dragons to be living ancestors.... or baby brothers that need watching over. It depends on the Orc... or the time of day. :lol:
5) Having beaten up the gang and gained two Orcs, he makes west. This, sadly, includes the two Orcs continually offering him cheese which is green, and Jerky which was apparantly moldering in their loinclothes.
Smash: "Cheeeeese! It good cheese! It make you strong!"
Mordant: "So what does the Jerky do?"
Smash: "Uh.... ummm..... uhh..... make strong?"
Clash: *whaps Smash* "Nonono! Cheeeeese make strong.. Jerky make.... uh....umm... duhhhhh...." *visualize light over head* "It make Stronger!!"

The cheeeeeeese is a local Orc delicacy. Imagine Brie. Now, imagine Brie that's sat out for 10 days in a mucky swamp, and is then carried in a bag that sometimes holds whatever else the Orcs catch for dinner.

The jerky is worse.
6) Met a bird which followed us for two days. According to the Orcs, a 'Sneaky Chicken!', because it evaded their Orc-like tactics to grab it. In the fight with the bird, thirty sling stones were expended before the revelation that it can only be harmed at melee comes up.

7) Both orcs perish from poison.
Well... I couldn't let him keep them... I got to the point where I was laughing too hard to play them. :lol:

Now, brief explaination about the Bird. Unlike every other encounter, which was of equal level to Mordant and my NPC's Character Points (See DragonStorm.com website for game system), the Bird was just 50 points, equal to Mordant. But I gave him some very nice features to make up for this. :twisted:

It was a bird, it flew. It was also an Evil Genius (+5 Wis), so the first thing it did was trap the party in a dead-end canyon. To make it dangerous, I added cards to make it faster so it could do two attacks a round (Reflexes, Fleet Feet), and then modified another feature so that Ghostly Form (at will) nulified all Ranged Attacks. Then, I gave it Poison Claws and the coup-de-grace, Acid Breath. None of them could touch it, and I was giving Mordant, Clash, Smash, and my NPC hell, especially when Smash rolled snake-eyes and stabbed himself in the foot.

Then the bird rolled snake-eyes on an attack roll, one that I'd planned to use to take out Smash. After all, an intelligent bird would take out the one pinned and not paying attention, right?

So, the bird dives in, and just as it gets within range, Smash finally manages to pull the spear out of his foot, throwing him off balance, the spear shaft flying over his shoulder in classic Charlie Chaplin form, knocking the bird to the ground.
Then, Mordant stepped on it, in Dragon form. Pooooor Birdie. :cry:

Now I have to make New Plan...

And keep adding cards to the Greater Mad Spawn that I will toss upon him one day, and buff up his former teacher, who's looking forward to seeing him again. :twisted:
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