MonkeySage
2015-06-04, 06:34 PM
So, the story first:
A long time ago, a primordial evil force(PEF) was sealed away by 6 Saints, and the seal was recently broken by an unfortunate idiot. In its time sealed away, its power has waned considerably, so that now it can only influence the world by manifesting in incorporeal harmless form, by possessing proxies, and by reanimating the dead. This PEF has the ability to possess living or undead vessels, on a sort of mutual benefit basis, and can possess more than one vessel at once.
The PEF wants to assemble 6 saint stones, created from the blood of the saints that sealed it away, and corrupt the stones with the help of its proxies. The proxy that acquires the stone is able to transform into a monstrosity using its power, can use it to spread the PEF's taint.
In other words, this is a game that will involve a bit of political intrigue, but a lot of mortal danger.
My player has created a half elf sorceress(Serpentine bloodline) with almost no offensive spells(Ray of Frost is her only one, to the best of my knowledge).
She barely survived the last encounter, which involved 1 gnoll picked right out of the Bestiary. If I hadn't given her smoke balls in the very first session, she would have died. And that isn't the first time she almost died, she could barely handle a single fire beetle, and the player got worried when he was pit against a group of zombies.
The player has revealed to me that he does not want to control an npc, and I really don't like controlling helpful npcs in combat or in dungeons, as it would make designing complex puzzles and such totally worthless. I go in to the fight knowing exactly how to win it, where as the player only has their own experiences to go on. In a dungeon, I know exactly where all the traps are, so an NPC Rogue controlled by me would break the dungeon. I'd either intentionally miss all the traps, or have a disproportionately high record of disabling the traps I put there in the first place.
This player is also uncomfortable with the idea of me inviting more people.
I hate spoilers, my players usually go into the game knowing basic information about the setting but that's it.
A long time ago, a primordial evil force(PEF) was sealed away by 6 Saints, and the seal was recently broken by an unfortunate idiot. In its time sealed away, its power has waned considerably, so that now it can only influence the world by manifesting in incorporeal harmless form, by possessing proxies, and by reanimating the dead. This PEF has the ability to possess living or undead vessels, on a sort of mutual benefit basis, and can possess more than one vessel at once.
The PEF wants to assemble 6 saint stones, created from the blood of the saints that sealed it away, and corrupt the stones with the help of its proxies. The proxy that acquires the stone is able to transform into a monstrosity using its power, can use it to spread the PEF's taint.
In other words, this is a game that will involve a bit of political intrigue, but a lot of mortal danger.
My player has created a half elf sorceress(Serpentine bloodline) with almost no offensive spells(Ray of Frost is her only one, to the best of my knowledge).
She barely survived the last encounter, which involved 1 gnoll picked right out of the Bestiary. If I hadn't given her smoke balls in the very first session, she would have died. And that isn't the first time she almost died, she could barely handle a single fire beetle, and the player got worried when he was pit against a group of zombies.
The player has revealed to me that he does not want to control an npc, and I really don't like controlling helpful npcs in combat or in dungeons, as it would make designing complex puzzles and such totally worthless. I go in to the fight knowing exactly how to win it, where as the player only has their own experiences to go on. In a dungeon, I know exactly where all the traps are, so an NPC Rogue controlled by me would break the dungeon. I'd either intentionally miss all the traps, or have a disproportionately high record of disabling the traps I put there in the first place.
This player is also uncomfortable with the idea of me inviting more people.
I hate spoilers, my players usually go into the game knowing basic information about the setting but that's it.