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Memorable Taverns (Longish)
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<blockquote data-quote="genshou" data-source="post: 2741232" data-attributes="member: 13164"><p>Yes, they are of a quality that defies description, IMHO. I like my taverns to be really off-the-wall, but sometime I'll have to try throwing my regular players off with one of these ideas. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Wow! I've never heard that story before. I've done similar things with ghostly Paladins who failed in their quests to atone (from a misdeed that did not change their alignment, but made them lose their powers). In death, they cannot perform the acts needed to redeem themselves, and despite regaining their powers as their gods take pity on them and forgive their misdeeds, they are still driven by their own shame, made insensible by their undead mind. And so, they roam the land near where they died, seeking to defeat the forces of evil with an even more single-minded and obsession-driven fervor than they did in life.</p><p></p><p>All ghostly Paladins have the Rejuvenating ability of the ghost template, and do not need to make level checks to rejuvenate. Additionally, manifested ghostly Paladins may affect material targets may affect material targets with Paladin-granted touch spells. Most ghostly Paladins gain the <em>ghost touch</em> property on all of their gear as a blessing by their god.</p><p></p><p>Adventurers might encounter a ghostly Paladin in combat with evil creatures in a dungeon, find them walking in the wilderness during the night, or be visited by one while on an important quest for the forces of good when the PCs are severely injured. They always make for compelling role-playing, and their self-unattainable quest for atonement is a plot hook that that will lure in most goodly PCs with ease. Nothing's cooler than a living Paladin bringing a predecessor eternal peace by finishing his quest by proxy.</p></blockquote><p></p>
[QUOTE="genshou, post: 2741232, member: 13164"] Yes, they are of a quality that defies description, IMHO. I like my taverns to be really off-the-wall, but sometime I'll have to try throwing my regular players off with one of these ideas. :) Wow! I've never heard that story before. I've done similar things with ghostly Paladins who failed in their quests to atone (from a misdeed that did not change their alignment, but made them lose their powers). In death, they cannot perform the acts needed to redeem themselves, and despite regaining their powers as their gods take pity on them and forgive their misdeeds, they are still driven by their own shame, made insensible by their undead mind. And so, they roam the land near where they died, seeking to defeat the forces of evil with an even more single-minded and obsession-driven fervor than they did in life. All ghostly Paladins have the Rejuvenating ability of the ghost template, and do not need to make level checks to rejuvenate. Additionally, manifested ghostly Paladins may affect material targets may affect material targets with Paladin-granted touch spells. Most ghostly Paladins gain the [I]ghost touch[/I] property on all of their gear as a blessing by their god. Adventurers might encounter a ghostly Paladin in combat with evil creatures in a dungeon, find them walking in the wilderness during the night, or be visited by one while on an important quest for the forces of good when the PCs are severely injured. They always make for compelling role-playing, and their self-unattainable quest for atonement is a plot hook that that will lure in most goodly PCs with ease. Nothing's cooler than a living Paladin bringing a predecessor eternal peace by finishing his quest by proxy. [/QUOTE]
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