Wednesday, 14 June 2017
Saturday, 3 June 2017
Monday, 22 May 2017
Friday, 19 May 2017
Thursday, 27 April 2017
Sunday, 23 April 2017
Battle of the Patrols – in game terms
Excel Spreadsheet “Book”: Word Count 739!
C. Hit Points at start of round 1
D. Actions during round 1
E. Hit Points at start of round 2
F. Round 2 actions
G. Hit points at the start of round 3
H. Round 3 actions
I. Hit points at the start of round 4
J. Round 4 actions
K. Hit points at the start of round 5
L. Round 5 actions
M. Hit Points at the start of round 6
N. Round 6 actions
O. Hit Points at the start of round 7
P. Round 7 actions
Q. Hit Points at the start of round 8
From my opinion post “The comparison of patrols is most interesting to me. Eleven to twenty plus a lieutenant for a patrol of sahuagin compared to three to ten plus two lieutenants of 3rd level and a leader of 3rd–6th level totaling six to thirteen for merfolk. So for the sahuagin lets roll 1d10+10 and for the merfolk 1d8+2 and let the patrols battle it out…”
I am instead going to do full patrols. So twenty level one and one level three sahuagin versus ten level one, two level three, and a sixth level merfolk patrol. The level ones will all be warriors. The third level lieutenants will each be fighters. The leader of the merfolk will be a waves oracle, because it was either that or a cleric or warpriest or ranger. Sahuagin and merfolk both fight with tridents and heavy underwater crossbows with ten bolts according to their bestiary entries. Starting hit points for each warrior is ten, fighters get thirty, and the oracle has only forty-eight, max of their hit dice. Also, merfolk Armor class of 13 and sahuagin armor class of 16, according to the bestiary. I have made a table for each participant of the battle and their initiatives and to track the hit points at the beginning of each round, until that number becomes zero or less.
During round 1 they will be using their heavy underwater crossbows and aiming at random warriors. Actions per round will be 1d20 for merfolk or 1d10 for sahuagin for who they hit, 1d20 to hit, and 1d10 for damage if not a miss. The Merfolk leader will use ice armor to make herself the target of the sahuagin arrows.
During round 2, the sahuagin lieutenant, during his turn, will order them to “Shoot the spellcaster in the Ice Armor.” He tries to show by example but it bounces off her ice armor. The Oracle meanwhile will hold her Ray of Searing Light until the lieutenant gives his order, then she will hit him with it, for 19 damage.
Round 3, the merfolk lieutenants and oracle will shoot at the sahuagin lieutenant, meanwhile all the sahuagin will shoot at the merfolk oracle, and all the merfolk warriors will shoot at random sahuagin warriors. The oracle creates a trident spiritual weapon to attack the sahuagin leader. Spiritual trident misses during attack of opportunity due to the lieutenants ranged attack.
Round 4. The merfolk oracle will cast cure moderate wounds on herself, curing 21 points of damage and bringing her hit points up to 36 before the sahuagin begin to attack her. Spiritual trident misses and misses again during ranged attack. The merfolk lieutenants one missed but one hit with their arrows.
Round 5. The merfolk oracle will again cast cure moderate wounds on herself, Curing 13 points of damage and bringing her HP up to 39. Spiritual trident misses but hits during ranged attack for 6 damage. The merfolk lieutenants miss with their arrows though.
Round 6. Oracle uses a third dose of Cure Moderate on herself, healing fifteen damage and bringing her hit points to 40. The spiritual trident misses both times, as do the merfolk lieutenants.
Round 7. Not needing a cure spell the oracle will again cast Ray of Searing Light at the sahuagin lieutenant again dealing 14 damage. The merfolk lieutenants deal three and ten damage with their arrows too. Killing the sahuagin lieutenant.
Round 8. Casts Cure Moderate Wounds due to taking so much damage, regains 20 hit points for 34. The oracle states to the eight remaining sahuagin, “Your boss is dead. Two-thirds of you number are dead or dying. I give you this one chance to leave here with your lives.”
Now here is the thing. I am thinking of ending it there because after eight rounds of everyone just shooting each other with arrows it becomes a little tedious, no matter what point of view I use. There are only two bolts left if both sides started with full quivers anyways so I might continue on. That is a decision for another day. Right now there are eight sahuagin left, nine with the one playing dead, and eight merfolk.
Also so far I have three points of view to write from, the sahuagin playing dead, the sahuagin lieutenant who dies in Round 8 which was my original idea and why I stopped here, and the merfolk oracle. I can make a part 2 of Battle of the Patrols – in game terms if they decide not to flee for their lives.
Merfolk of Golarion. That is a book I would love to read. I mean they have elves, dwarves, gnomes, halflings, humans, and kobolds. Did they not learn with Bastards of Golarion that sometimes having too many races in one player companion makes for a not so good book. Not saying Bastards is a bad book, it is still one of my favorites, but they could have done more with it. With the next adventure path, Ruins of Azlant, has a lot of aquatic adventures, hopefully. I really hope that it can be run while playing aquatic races but it does not seem that way in the descriptions. In June, Paizo is putting out the Pathfinder Campaign Setting: Aquatic Adventures. In July, Paizo is putting out the Pathfinder Player Companion: Blood of the Sea. Now the campaign settings are usually bigger books and they can fit a lot in them so I am looking forward to see what they put in that for the merfolk settlements. This sounds like too much to me considering the size of those books “ Pathfinder Player Companion: Blood of the Sea explores the mystical paths and strange abilities of seaborn adventurers—and those who hunt them. Discover the secrets of aquatic elves, gillmen, merfolk, tritons and more. New magic items aid aquatic characters in adventuring on land and take land-dwelling characters into the mysterious deep, while new spells grant mastery over the waters. A host of other new archetypes, feats, and more allow characters of all types to infuse themselves with the power of the sea. “ I mean what a two page spread each for aquatic elves, gillmen, merfolk, tritons, and others, plus a two page spread for new magic items and/or spells. A two page spread for “those who hunt them” which are most likely the non-aquatic races. That right there is the entire book. The new archetypes and feats will have to be woven into those main categories. I want a book just on merfolk!
With the Pathfinder Campaign Setting: Aquatic Adventures there are things I really hope they include. According to one developer “ it's just a 64-pager. Half of the book is a gazetteer of Golarion's oceans and seas, and the other half gets into the rules for underwater combat and provides some fun new options.” Since there will be no fire underwater, and humans are a fire based species as much as an air based one, the differences between how things work needs to be addressed. How are weapons forged? How are potions and alchemical items in flasks bottled without sea water contaminating the mixtures? How does a wizard, magus, or alchemist keep a spellbook or formula book, the ink would run, the paper would get wet and break down?
Off Topic idea, in the discussion for the Pathfinder Campaign Setting: Aquatic Adventures they discuss the lakes, especially Lake Encarthan. Lake Encarthan is another thing that could easily have a book all on its own. I mean it is a huge, freshwater body of water, lake means freshwater sea means saltwater, with seven nations along its banks, Druma, Kyonin, Lastwall, Molthune, Nirmathas, Razmiran, and Ustalav. People of the North combined three different kingdoms, Lands of the Linnorm Kings, Realm of the Mammoth Lords, and Irrisen. Granted some of the nations around Lake Encarthan have been discussed before, Kyonin was discussed in Elves of Golarion as that is their homeland and Bastards of Golarion for half-elves, but that in no way means a medium-sized book focused on Lake Encarthan would not be an interesting idea. Perhaps a full adventure path that goes to each of the countries, somehow fitting two into one book. Wait, now I am giving away my RPG Superstar ideas.
Back to the merfolk. Merfolk are very xenophobic but yet are on friendly terms with aboleth. They keep animal companions too and thus by extension familiars. In fact two of the three favored classes for merfolk in the advanced race guide are druid and rangers, both of which have animal companions. It makes sense for them to have familiars too as opposed to spellbooks, thinking along the lines of the unlettered arcanist. I just do not see how the merfolk can be friendly with aboleth. Aboleth are aberrations, evil alright lawful evil, and have tried to destroy the world of Golarion once already, see Earthfall. The only thing I can think of is the fact that Aboleth have created some aquatic races, including skum and ceratioidi, which means they may have made merfolk too or at least some Aboleth cults are stating that. Aboleth in their own language translates to “Owner”, “Master”, or even “God” so it is easy to see how the Aboleth see themselves. Yet merfolk will willingly serve Aboleth. I cannot wrap my head around it and I hope that in one of the upcoming nine books, seven for the adventure path plus the other two mentioned previously in this post, somehow this relationship is explained.
Onto happy thoughts, bright colors. The reason I love the gnomes with Pathfinder is they are offshoots of the fey and they have bright colored hair, like troll dolls, and their skin can have colored hues as well. Same with the merfolk, their hair and scales can come in a wide variety of colors and hues, to summarize the Advanced Race Guide. Their upper body, torso, head, and arms, is humanoid, generally described as human or elven in build, while their lower body is that of a large, long fish. I love choosing bright colors for character creation. I use the manga hair color meanings for hair, or I roll 1d10 if I am in a random mood, and I use an aura color chart, randomly rolling 2d20, for eyes and gnome skin tone. I can do the same thing with the merfolk but I like to roll 1d4 first because I like multicolored tails. Snakes do not have one color for their scales nor do most fish. Sometimes the colors are very similar. Sometimes they are not. Yes, I realize that I can get a one on a 1d4 and thus have single colored tail too. I just like the options of having bright colors in the fantasy setting. I also know that “Despite the potential variety in the race's appearance, merfolk in shared habitats tend to boast similar pigmentation” unlike gnomes. The most I have done so far for a grouping of merfolk has been a caravan so this has yet to really become an issue.
Speaking now on the caravan, it is interesting how the bestiary entry for merfolk has a maximum of 71 with:
patrol (3–10 plus 2 lieutenants of 3rd level and 1 leader of 3rd–6th level),
or shoal (11–60 plus 1 sergeant of 3rd level per 20 adults, 5 lieutenants of 5th level, 3 captains of 7th level, and 8–12 dolphins)
Meanwhile the sahuagin, with which the merfolk share Outsea which is in itself a great settlement, have bands and tribes of higher numbers, but a patrol of a maximum twenty-one. Eleven to twenty plus a lieutenant for a patrol of sahuagin.
band (20–80 plus 100% noncombatants, 1 lieutenant of 3rd level and 1 chieftain of 4th level per 20 adults, and 1–2 sharks), or
tribe (70–160 plus 100% noncombatants, 1 lieutenant of 3rd level per 20 adults, 1 chieftain of 4th level per 40 adults, 9 guards of 4th level, 1–4 under-priestesses of 3rd–6th level, 1 priestess of 7th level, 1 baron of 6th–8th level, and 5–8 sharks)
Making me wonder why the low numbers for merfolk? Merfolk do have settlements beyond Outsea, Stormshoal, Jehyseel, and Chosovosei at least. Chosovosei is supposed to be a small city, in game terms that means a population of five to ten thousand.
The comparison of patrols is most interesting to me. Eleven to twenty plus a lieutenant for a patrol of sahuagin compared to three to ten plus two lieutenants of 3rd level and a leader of 3rd–6th level totaling six to thirteen for merfolk. So for the sahuagin lets roll 1d10+10 and for the merfolk 1d8+2 and let the patrols battle it out…
Friday, 21 April 2017
The Drunken Magic Stone is not only my home but also my livelihood. I had started out as a brewers apprentice and tavern wench. When I was drawn into a life of adventure by the patroness and Wyrdy, my ioun wyrd it had been my dream to someday have my own tavern. Now I have retired from the life of adventure.
Walking up to the three story stone structure I felt a surge of pride. I had built it myself. A tavern, inn, and the third floor my private sanctum. I have a massive garden on the roof, to keep it safe from pillagers and pests. Then the third floor I have a bedroom, bath, Reliquary, and my workshops, my alchemy lab, my brewery area, and our gemcutting and stoneworking workshop. The second floor is simply lodgings and a lavatory. On the first floor is the typical tavern common room and bar, with my small office along the north-west corner and a storefront for my stones along the northern wall. The office leads down to the kitchen and storage areas I dug out below the Drunken Magic Stone. Three storage areas and two vaults.
I had left Wyrdy in charge while I had gone to fetch the water. We had nobody staying on the second floor right now. The chance of adventurers stopping in had not been too high, especially since I would have only been gone less than half an hour. Even with the battle with the giant I had not been gone any longer than planned. Yet there were four houses tied up to the hitching posts outside the front of the Drunken Magic Stone. I sent a feeling of concern to Wyrdy. It sent back a feeling of calm and business.
I walked in through the door like I owned the place, which I did. “How may I help you?” I offered taking quick stock of the room. There were three men in the room. Two human men sitting at the bar. An elf was standing by my storefront. The fourth horse had not been saddled as a pack horse so the fourth rider must be in the lavatory.
“Your familiar, with the help of unseen servants, has been taking rather good care of us.” The elf said.
“Excellent care.” The blond man at the bar agreed taking a swig of his mug. He put the empty mug on the bar and an unseen servant picked it up and refilled it from the barrel. Then the unseen servant set the refilled mug back on the bar in front of the man.
“Wyrdy, you have been keeping a tab correct?” I said aloud to my ioun wyrd familiar. It bobbed up and down in the air as if a humanoid nodding.
The door to the lavatory opened and a half-elf came out. “I told you the drinks would not be free brothers.” He said laughing.
“But elven said not to worry about it.” The redhead said taking a gulp from his mug.
“You are a purveyor of stones?” The elf asked me.
“I am.” I confirmed as an couple of unseen servants lifted the waterskins and the large greatclub from my hands and took them behind the bar.
“And a spellcaster as well?”
“We recently had an altercation with a necromancer and from said altercation acquired a few magic items and a lot of onyx stones.” The elf said, pulling a very full belt pouch off his belt.
“You would like me to apprise the stones and tell you what the magic items are?”
The elf grimaced. ‘If possible I would like to sell you the onyxes since I really do not want stones touched by necromancy. Possibly the magic items too once you determine their properties.”
“I will take the stones. I will appraise them. Then we can discuss trading their apprised value for my services, my alcohol, and possibly rooms if you would like them. I do have some coin too don’t fret.” I said walking up to him and the counter of the storefront.
“What about the magic items?”
“One thing at a time. First I have to identify them. Then appraise them if you want. Then we can discuss trading for them if you decide you do not want them. I do not have a lot of coin, perhaps enough to buy one magic item.”
“Alright. Give up your bags brothers.” The elf said turning to the other three sitting at the bar. They reached to their belts and pulled off a bulging pouch.
The half-elf also took off a tube for scrolls and taking the humans pouches walked them over and put them on the counter next to the elf. “You had better be sure about this.” He muttered to the elf before turning his back on me and going back to the bar.
“We can start with the stones as planned.” I said confidently.
“Why not start with the magic items?” The half-elf said scornfully.
I looked at the elf and said “Whichever you all prefer.”
“The magic items.” The elf agreed with his brother.
“I charge 100 gold pieces per identification. I will gladly take that out of the onyx gems with your agreement.”
“One hundred gold.” The half-elf said putting his hand on the hilt of his sword.
“A typical fee.” The elf agreed smiling. He pulled two wands out of the quiver on his back. “Let’s start with these. Then the four scrolls. Then there is also a potion and a ring.”
The half-elf added, “and a glass bottle with a cork that I am not sure if it is even magic.”
“I keep telling you it is.” The elf snapped at him.
I pulled down a bottle of wine and plucked an owl feather from the basket hanging from the ceiling above the storefront bar. “Just put all magic items on the counter and then I can cast identify.”
The elf took the magic items, one from each belt pouch, as the half-elf demanded “If you are only casting one spell why do we have to pay you for each item?”
“Nine hundred gold pieces worth of identification of magic items is fine so long as she is willing to take those black stones in trade.” The elf hissed at his half-brother.
Without waiting I cast Identify. We could argue about money later. I began, as asked, with the wands. “This redwood wand is vampiric touch. This oak wand is mage armor, a typical spellcaster spell.” I said . The elf put the oak wand back in his quiver and pushed the redwood wand to the side. “I doubt I will have enough to buy the vampiric touch wand, in a settlement you can get ten thousand gold possibly.”
“Alright.” The elf said, returning that wand to his quiver too. Then he handed me the scrollcase.
It was made of hollowed out bone femur with a screw top of the ball joint. I unscrewed it and pulled out the four scrolls. All were obviously written in blood but on vellum as opposed to other, sinister materials. “This first on is an arcane scroll of Make Whole. This is arcane eye, a divination arcane spell. This is phantasmal killer and the last is gentle repose.” I said looking at the scrolls and handing them back to the elf.
“The bottle is indeed magic.” I said smiling at the half-elf. “It is a bottle of air. The potion is another gentle repose. The ring is a ring of protection, first level.”
“I am keeping my bottle of air.” The half-elf said snatching it back.
“I will be keeping my ring.” The redhead said, acquiring another mug of my ale.
“I don’t see the point of the potion if it isn’t healing.” The other human said offhandedly.
“It has its purpose.” The elf said picking it up and handing it to the half-elf who nodded solemnly. I understood the look. They had lost siblings while adventuring before. Gentle repose would allow them to bring the body home intact. “We do not have any use for the scrolls. We have no arcane spellcaster.”
“Any of you can learn to cast arcane spells at a university.” I suggested looking at the half-elf.
“The humans are too far along in their lifetimes.” The elf said dismissively.
“I need to stay with them to keep the peace.” The half-elf said seeing my look.
The elf glanced at the half-elf then sighed. “Let’s move on to the onyxes.” He said, picking eight or nine stones out of each bulging belt pouch.
I picked them up as he set them on the counter and though a gem loop in my left eye priced them aloud. “Forty, forty, fifty-five, fifty-five, fifty, fifty-five, sixty, sixty-five, sixty, fifty, forty-five, sixty, sixty, fifty-five, fifty-five, fifty, forty, fifty, fifty-five, forty-five, sixty, thirty-five, fifty, sixty, forty-five, thirty-five, sixty, forty-five, fifty, forty-five, forty-five, forty, forty, And forty-five totaling seventeen hundred gold pieces.”
“Time to discuss money.” The elf stated. “Nine hundred for the determination of the magic items.”
“Half a silver piece per mug totals 3 gold pieces for your tab so far.” I added.
“Agreed.” The elf said. “That means seven hundred ninety-seven still owed to acquire the remaining gemstones.”
“I gave you’re the prices I would be selling the gemstones for not what I was willing to pay to acquire them.” I corrected the elf.
The half-elf laughed as the elf scowled. “Meaning?”
“I buy gemstones at three-quarters their appraised value. Meaning I will take them in trade at twelve hundred seventy-five. Minus the nine hundred three means I owe you three hundred seventy-two gold pieces.” The scowl on the face of the elf deepened as the humans stood and turned toward us. “How about we split the difference and I throw in two potions of cure moderate wounds?”
The elf smiled. “Agreed.” He said holding out his hand. I shook it. Then I walked over to the bar and pulled out two potion vials with red-orange liquid. The elf walked over and accepted them.
While the elf had his back was turned the half-elf rolled up the scrolls and put them back into the femur scroll case. “Time to go then?” The half-elf asked hopefully.
“Yes, the day is young.” The elf agreed.
“Excellent brew.” The redhead said as the blond chugged the liquid remaining in his mug. They left without further comment. I walked back to and behind the storefront bar. I pulled out two baskets of onyxes. Those worth fifty gold pieces or more went into one basket, those less into the other.
Thursday, 20 April 2017
Crag giants …”When labor is in short supply and high demand, crag giant hunting parties venture forth, raiding nearby civilized lands and capturing whatever humanoids they can.” They are the perfect CR 11 adversary for my new level 12 dwarf mountain witch with an ioun wyrd familiar. The stories will be written in first person, so that I do not have to figure out the name any time soon, names are the hardest thing for me to figure out for characters.
Why the mountain witch? Because it focuses on stones. It grants new hexes based upon the shaman stone spirit. The first hex would be cauldron, as she will be a brewmaster and possibly have a small tavern that also sells magic items. The second level hex is taken by the archetype. Then it is perfect with the 4th, 6th, 8th, 10,th, and 12th hexes being taken by crystal sight, lodestone, metal curse, stone stability, and ward of stone, not necessarily in that order. Preferring to be paid in gemstones she ends up selling magical stones and gemstones too after a while. Thus she has a tavern that sells alcohol, magic potions, some liquid alchemical items, gemstones, and magical gems and stones. Something that would belong in a very small settlement or as a waypoint.
She started out life as a brewer and then when she got her ioun wyrd familiar she became all about stones. I still need to choose her patron too. For now though, a battle to prove her prowess.
I had been collecting water from the stream when he came lumbering out of the strand of trees. Thirteen feet tall with mud brown skin and long, shaggy black hair. He pointed his greatclub at me and said in the language of the giants “You will come with me to be a slave of the crags.”
“I don’t think so.” I said back in the same language, switching out the full waterskin in my hands for an empty one beside me. I dipped it into the water to fill it while mentally going over the spells I had prepared this morning with Wyrdy.
“You will come willingly or I will incapacitate you and bring you with me unwillingly.”
“Are you saying you might be unwilling to incapacitate me?” I asked trying to confuse him with circular logic.
“You are coming with me one way or another. Your knowledge of our language makes you a better slave than one without it. Your waterskins will be coming with us as well.” He added as I switched out the now full waterskin for my last empty one.
“I have too much work to do today. Just go find some young adventurer and take them instead.” I said taking the fifth full waterskin from the stream. Picking up the other four I stood and warned him “I would not want to have to kill you.” I said thinking of my slay living spell.
He laughed. Then stepped forward and swung his greatclub at my head. He made contact but I never go out without a ward of stone. He rang my bell a bit but not enough to cause me to forget the spell. I stepped forward and let the necromantic energy loose into the giant. Giants have a great fortitude but hopefully the giant would have enough reason to back off.
He stepped back then swung the greatclub at my head again. I ducked and he howled in pain from an overextension. Apparently I needed to inflict more pain. I touched him again, sending more necromantic into him, inflicting critical wounds.
He growled and switched his club to his other hand. He swung at my head again. It hurt. A lot. I had been planning on using vampiric touch to work on a martyr’s tear but now I needed a quick healing. I felt the boost like putting a compress of cold peppermint leaves on the two places the greatclub had struck.
The third hit, on my shoulder, dislocated it. I used vampiric touch again shouting “I can last longer than you.”
“Your necromancy will not save you.” He argued, swinging his club again. I ducked and inflicted wounds on him one last time.
He stumbled and I gave him one last chance. I popped my shoulder back into place and glared at him. “Are we done?”
Apparently not as he swung the greatglub at me again. I ducked and lessened my infliction to serious wounds. It was enough to knock the giant over, unconscious nearly dead.
I kicked the greatclub over towards my waterskins, it would make a nice addition to the weapon trophies on my wall. I took the giants waterskin, four times bigger than the ones I usually carried and still half full, mine now. I looked into the pouch around the giants neck and came out with a fortune. The eight platinum pieces would have made a normal adventurer or businessman but I loved the thirteen gemstones. One by one I transferred the gems into my own pouch, a sardonyx, citrine, peridot, a black tourmaline, a black pearl, a small diamond, another small diamond, a small ruby, a second small ruby, an emerald, a third small ruby, a second emerald, and a star sapphire. I picked up the greatclub, my waterskins, and headed back to The Drunken Magic Stone, my tavern magic shop. I still had spells left to make potions and one use of vampiric touch to work on the tear too. It wasn’t too bad of a fight and the bounty was more than worth the pain. I valued my Drunken Magic Stone too much to go out adventuring again but the gems…
Wednesday, 12 April 2017
There are the living. There are the dead.
Character so far:
Dhampir spirit binder wizard
Necromancy undead school specialization
Divination and Abjuration as prohibited schools
At least level 3 for the Improved Familiar of a Beheded
The beheaded being the Evil Protagonists elven elder brother
Mother must then also be an elf
Since the Evil Antagonist is a half-vampire the father will have to be a vampire
If she is going for consummate undead herself she will be going lich, my favorite
Cult of deity of destruction
Tuesday, 11 April 2017
I got a new Pony figurine while shopping Saturday. I plan on playing Ponyfinder with my niece soon. Her birthday party was Saturday. Mostly I was shopping for her and I did get her a series 4 mystery box for herself. I opened mine and got the Mane-iac Mayhem figurine.
Mane-iac Mayhem makes me think of a witch from Pathfinder with the prehensile hair hex. I can use her to make a first level witch pony. Green hair means an antagonist that switches to the side of good in manga.
The figurines eyes have irises of red surrounded by green. My Little Pony is all about finding the good inside ponies aka people. So looking at auras, because that is how I figure out the meaning of eye colors for all my characters with their bad aspects for a villain I get:
Red: Rules the emotional body. In a good, bright and pure state, red energy can serve as a healthy ego. The lesson of Red is to take full responsibility for everything that happens in our lives. Our struggle with attachments on the physical plane, materialistic, money worries or obsessions. The densest color, it creates the most friction, easily excited, unforgiveness, feeling overwhelmed by change, anxiety or nervousness, fear, intense emotion, anger, frustration. On the verge of confrontation. Used to create horrific suffering with power, the urge to win, to have success, intensity of experience, struggle, competition, force of will, determination, sense of importance, or merely increases physical energy.
Green: Green is social and a doer. When seen in the aura this usually represents growth and balance, and most of all, something that leads to change. Intelligent, direct, quick thinker. Here is the energy that sparks our imagination and creativity. Deeply focused and adaptable. Healing, a natural healer, the healer and the nurturer of life. All natural healers should have it. People with a green strong point in their Auras are natural healers. The stronger the green Aura, the better the healer. Green represents Jealousy and envy, frustration, losses, Fear or the need for security.
Once Mane-iac Mayhem comes to the side of the player characters she will be a healer, which since witches have access to healing spells this does fit very well. But first they need to get passed her jealousy and anger towards the party over a loss she thinks they caused. See how looking at the bad meaning of auras can provide the perfect starting plot points?
Now if Mane-iac Mayhem is going to be changing sides she cannot be the Big Damn Evil, Mastermind, Boss, or whatever you want to call the head villain. I prefer Big Damn Evil or BDE for dealing with the children. Like Tolkien with Saruman, I don’t need to know who the BDE is at the beginning I just need to know they exist.
I still have a lot of time to plan but there is time. I still have to set up a when for the campaign after all.
Monday, 10 April 2017
I was always interested in the idea of the evil that is helpful. Like Riddick, Sinister Squad, and Suicide Squad. They are still evil. They do not become good at the end. Evil in and evil out. It is like the line from the beginning of the Chronicles of Riddick “In normal times evil would be fought by good, but in times like these, well, it should be fought by another kind of evil.”
That is the thing to remember. These are not bad guys versus the good guys from the bad guys point of view like Wicked. The protagonists are evil. The antagonists are evil.
Usually it is just because someone more powerful, sinister, or cold-hearted finds something to use against the evil person or people and leverages it. In Riddick, the air elemental leveraged Riddicks freedom to get him to help her defeat the Lord Marshall of the Necromongers.
In Sinister Squad, Alice put explosive wrist bands onto Rumpelstiltskin and the Queen of Hearts to make them do what she wants. Then Alice used the Queen of Hearts ability to mind control any man, except Rumpelstiltskin, to control the other male prisoners. Alice is not the most sane individual in the movie either. Love plays a great role in why some of the evil ones do what they do.
Love plays a role in Suicide Squad as well. From the Colonel Rick Flag being in love with the Doctor Moon to Harley Quinn and Jokers relationship. Let us not forget Chato Santana and his lost love of his wife and children that caused him to stifle his powers. What touched me the most was the love Deadshot has for his daughter.
Not to say that the boss lady, Amanda Waller, didn’t use other means to control the members of the Suicide Squad. Amanda used the carrot and the stick method. The stick being explosives that she had injected into their necks. The carrots being rewards that the prisoners desired, like more time with his daughter for Deadshot, cable television for Mr. Jones, and an expresso machine for Harley Quinn.
So that makes me look at the list of the characters I would need to get a story or series like this going:
oEvil Protagonist or team
oEvil Antagonist, the typical villain
oThe carrot/stick lady
oCarrot/stick ladies enforcer?
It seems like a major plot point to get the Evil Protagonist interested is to have their freedom taken away and then have that, at least in part, be the carrot. It was done with a bounty in Chronicles of Riddick and jail sentences in the Squad’s.
Another plot point is the Antagonist trying to get the Protagonist onto their side. After all, both are evil and evil knows what evil wants. In Sinister Squad it seemed to work in the Antagonists favor. In Suicide Squad it was fake, unobtainable mind control, which is why it failed. Usually it occurs at the end of the second act or sometime in the third before the point of hopelessness.
My primary idea is a necromancer. Necromancers are easily seen as evil. Perhaps she was born a half- or partial undead? It would make her reviled from birth. Like Mr. Jones in Suicide Squad humans did not accept her, they treated her like a monster and so she became one. She just prefers the company of the dead and undead to that of the living. She could create her own army if she needs one and does not need a squad. Which brings up the question, if the protagonist has death, undeath, creation, and an army what can the antagonist have to counter that?