So what would you guys like to do? With the stipulation that we are Heroes and need to make decisions, not let others decide what should be done. Here are some options that I have thought of :
Decide if we think we should give the Tear to the wizard:
They have not been unkind to us and did not go and try to take the Tear by force. They are trying to keep a handle on the evil that is down in Thunder spire.
Leave it with the Temple:
It doesn't look like they are going to use it for anything more than a showing artifact to gain more followers. Just because we got it for them doesn't mean that it is theirs. If this thing is this powerful then it could probably fall into the wrong hands easily here.
Take the Tear into our safekeeping:
The priest said he would allow us to take it. I like that idea. Divine power from the gods is always good to have in your pocket.
See if there is any other Big items of importance that need to be done to quell the evil of the area:
I don't want to be standing around if there are things we could be helping with.
Go across the mountains:
This would be simply an adventure. We would be randomly heading out to find adventure. I like the idea, but we would need a goal so that we were not just walking around blindly. IE Setting up trade routes, capturing creatures for experiments....
I will of coarse be spending some time in the temple praying to Bahomet trying to divine a coarse of action. An will let you know if I get any info.
My idea would be to broker a deal between the wizard and the clerics. If the clerics are using it for show, how about give it to the wizard and have him give them something useful for them. See if each of them could use it to their adtvantage. Now if neither one can come up with an option that works for the benefit for both, maybe we should take it and fine a better use for it. As for after that well, we have no leads right now. If I am understanding William correctly, he wants us to throw him some adventure hooks to help him give us a direction. I haven't had time this week but I plan on giving him a few ideas this weekend. I think we each should give him a couple of ideas that we want to see. Weather he chooses them is up to him. BTW Brian thanks for keeping up the discussion you always are the first to get the conversation started and that is helpful to me at least.
ReplyDeleteSorry I was not prepared monday, I have had a very busy couple of weeks at work and I only got home a few minutes before you guys got there.
ReplyDeleteAs for the Tear, Resselmae intends to research it as well as use it for a draw to hopefully gain more followers.
As for the hooks, I am not looking for adventuring hooks so much as I am looking for filled out backgrounds with details that I can play on and integrate into the game. Details about your motivations, the motivations of people you know, rumors of things that might exist and things that your character has heard of are all great ideas. You can make up whatever you wish. Your character can play off any information you might invent, say you heard a story when you were hanging out with the river rats that there was a sword that made its weilder invincible and that they could walk through walls. That is perfect, it might, however, turn out that the item did not really exist, or that it only works one hour in a century. The point is that not everything has to come from my imagination, if it makes the game more interesting or creates a drive for your character all the better.
Lastly, if your character wants to annoint paladins or clerics then go for it. Afterall the first cleric or paladin was not made by another, he merely embraced the traditions and attempted to embody the beliefs. The only danger that comes from this action is the possibility that you missrepresent a dieties intentions and bring his wrath.
Here are my thoughts -
ReplyDelete#1 - again, I just need to say that as much as I might want to, I do not have much time to read and/or post - so sorry.
#2 - Bemon, your cleric/god asked you to find and bring the tear to the church - why do you feel that we should take it if there cannot be a cooperation b/t wizards and cleric? I agree that the wizards have done no harm to us, but I am not sure if they have really helped us either. I know that I trust Melora above these wizards, and if I was asked to bring something to a cleric of Melora, I would not then question whether (yes whether not weather) or not I should take it back. Just a thought.
#3 - I do not have a problem making the contact b/t the clerics and the wizards if they want it, but then it is up to them to reach an agreement.
#4 - I think that we should travel over the mountain and help to set up some trade b/t these very different lands. When our friend (sorry, the name slips me at the moment - maybe it is Brett) was telling us of his lands, I felt a need to venture there - as if something was urging me to follow him. I do not know if I am to follow him or go to the lands that he has described - but I know I should go. I have only felt a pull like this one other time, and that was right before Aldus disappeared; a man had visited our home, and told me of a human town where he was from - I felt the urge to follow him, and took it as a desire for adventure. Now, I think that Melora may be guiding me.
There are my thoughts
Okay I guess I was not very clear on what I wanted from you guys, confused I am sure by my invincible sword example.
ReplyDeleteHere is NOT what I am looking for:
"My character is looking for a sword that allows him to attack multiple times and multiple enemies with devine fire"
This IS what I am looking for:
While conscripted with the river rats some of the higher up thugs captured a strange man and held him for several weeks. While he was captured I was tasked with bringing him food every couple of days, a task I shared with my friend John Doe. While my time with him was limited he did tell me that he came from a land far to the east called 'myinventedland' where people were hunted for sport and cruelty was the way of the land. The wizards of the land were proficient beyond any of this area and they made many great and wonderous things, even some that were too dangerous to ever be used. Before fleeing the land John discovered the location of cache of such items where there was rumored to be a sword that made it's wielder invincible. Two days after I heard this tale from John, I found a way to leave the river rats and I do not know what became of the stranger.
The first example gives me nothing more than I could find opening a magic item book and picking something nearly at random, the second gives me several characters, gives me several possible ways to take things, leaves things open and interesting, and hopefully will be of interest to you since you made it and created it.
Hope this helps.
Sorry I did not proof that, my friend should have been something like "Danny" and the stranger is John Doe.
ReplyDeleteI know I am having a hard time explaining what I am hoping to gain from the background stuff so let me confuse you more:
ReplyDeletePlease be specific, but not too specific while being vague without being too vague.
If you want to invent people or pasts or cities that once existed but no longer do you have no restrictions beyond the fact that it cannot impact the "world today" That is, your ancestors could have been the bravest or the most nefarious so long as they did not leave you riches or a reputation as a hunted person.
So if something was left in a dungeon feel free to invent the name of the dungeon and or a rough location (near falcrest, east of such n such). The more strangers with unique descriptions you can invent (without getting overwhelming) the better.
My hopes for this task is that you all will become more involved in the world and the world will gain some depth without me coming up with all the minute detail.
Things that work well:
invented names (e.g. the fargeth trolls, master sargent Goth of the Kendri, ....NOT BOB, JOE, JIM)
semi-specific descriptions (e.g. a dark stranger perhaps an elf or a human with a dark star tatooed on his right hand, ....please don't use specific NPC's without my approval, or known powerful positions like the head of the fallcrest guard, or some such unless it is only with a vague reference.)
Descriptive items (e.g. the sword had a ruby in the pommel and my name on the blade, ....AVOID general item descriptions unless that is the intention)