UPDATE on alignment warped campaign setting!

No snag.
Just treat them as if their gods turned their backs on them. A fallen paladin of Heironeous would probably get the "good" side something to look at. The BlackGuards of Helm obviously would look at the "Fallen" Paladin of heironeous with suspicion.

hehehe Makes for a great roleplaying situation. How can a cleric still have faith in his god when the god has turned away from him? Likewise for the Paladin. You can always make them roam the land as if they were fallen clergy and fallen paladin. Ohhhhhhhhh what if they ended up serving Talos the Undestroyer only to return back to their world and have to switch back to their former gods? lol

you could always make the new good gods give them powers and if they should respond to the preist and paladin, the pcs should be palefully surprised that they are using the powers granted by said benevolent Talos. lol
 

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Yuan-Ti Druids of Talos (the Rainbringer) plead for help fighting off Priests and Blackguards of Lathander (the Scorched One) who are burning and blighting the local forest.

Gnoll Rangers of Malar (the Wild-Friend) are trying to smuggle a Wolf-Child (baby natural werewolf) from the Silver Slavers of Selune. (Werewolves in this world are more like White Wolf's Garou, protecting nature blah blah blah -- feel free to steal from that world to make your good lycanthropes.)

-- N
 

Dealing with alternate gods: the clerics and paladins lose their Domains, but retain their base spellcasting abilities (and turn undead, etc.).

When they pray, they don't feel their usual divine connection -- because the name and nature don't match what the celebrant is expecting.

The rituals and obediences required for the Goatee Gods are significantly different from those of the normal Gods. So, their prayers are filled by the same force that fulfills the prayers of godless Clerics.

If they try to pray at an altar to "their god", they get a demon or devil who attempts to bargain with them for their shiny, good souls.

-- N
 

Nifft -- Wow.. I'm totally stealing those ideas for the campaign! Great thoughts on how to handle the cleric.

The character in question is a cleric of Baervan Wildwanderer, Gnomish God of the Forest... or in this world, the God of things that lurk, hide, and ambush in the forest. No, in this world, he'll find strength in praying to Urdlen (formerly the Gnomish God of Greed, but in this world, he's the God of the Goodness Below -- providing a safe haven in the earth for those in need).

The Paladin is a Paladin of the Red Knight (formerly the LN goddess of strategy). In this world, she's the CN goddess of Bloodlust. He'll still get power from her, but he'll lose some abilities if he starts planning too much.

As for the "Gnoll Rangers of Malar (the Wild-Friend) are trying to smuggle a Wolf-Child (baby natural werewolf) from the Silver Slavers of Selune"... pure genius. I'm going to try and use this if I can...
 

Well, the group had their first encounter. Two orcs guarding a caravan of orc women and orc children. One orc was a LG fighter, the other was a LG Paladin of Talos (the Creator).

Both have been captured... I can't wait for the interrogation. The Monk of Ilmater can't understand why the orcs call him "torturer" and no one understands why the orcs don't know who the "destroyer" is. The acolytes of Ilmater who are escorting them to town want to question the orcs for information, which just means they cast inflict light wounds over and over again, then cure them to consciousness again.

I'm really excited when their sorceress, a former slave of the Red Wizards, meets up with some of her former masters. :)

I've ruled that the gnome cleric of the Wildwanderer will get his spells, but not domain spells (he hasn't tried casting any yet).

So far, no one seems to have figured it out....

I can't wait until the big pegasus/unicorn battle... :)
 


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