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Author Topic: The Guild of Adventurers [4/4]  (Read 5051 times)

Dwarmin

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Re: The Guild of Adventurers [0/4]
« Reply #15 on: August 16, 2013, 01:48:44 am »

I think the GM may intend us to decide if we're playing 'good' or 'evil'.
Pretty much. The paladin, by sheer virtue of him being a paladin, is probably going to have to be good, though HOW good is up to Cheescake.

((Ah, the Paladin by definition is usually 'lawful'. And that dose not necessarily mean Good. A Paladin might very well view any means as justified in the pursuit of their goals...))
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Remuthra

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Re: The Guild of Adventurers [0/4]
« Reply #16 on: August 16, 2013, 01:52:17 am »

I think the GM may intend us to decide if we're playing 'good' or 'evil'.
Pretty much. The paladin, by sheer virtue of him being a paladin, is probably going to have to be good, though HOW good is up to Cheescake.

((Ah, the Paladin by definition is usually 'lawful'. And that dose not necessarily mean Good. A Paladin might very well view any means as justified in the pursuit of their goals...))

Well, the god the paladin has to follow sounds pretty "good".

scapheap

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Re: The Guild of Adventurers [4/4]
« Reply #17 on: August 16, 2013, 01:53:04 am »

I'll waitlist as Dwarf Warrior Eselda
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Dwarmin

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Re: The Guild of Adventurers [0/4]
« Reply #18 on: August 16, 2013, 01:55:29 am »

I think the GM may intend us to decide if we're playing 'good' or 'evil'.
Pretty much. The paladin, by sheer virtue of him being a paladin, is probably going to have to be good, though HOW good is up to Cheescake.

((Ah, the Paladin by definition is usually 'lawful'. And that dose not necessarily mean Good. A Paladin might very well view any means as justified in the pursuit of their goals...))

Well, the god the paladin has to follow sounds pretty "good".

You say good, I say tyrannical. What's the exact definition of 'wicked', I wonder? :P

*starts fantasy religion flame war before game even starts*
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wolfchild

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Re: The Guild of Adventurers [4/4]
« Reply #19 on: August 16, 2013, 01:58:03 am »

Hey I am mostly with dwarmin here, especially since most paladins in d&d get played more lawful than good, even though they are supposed to be both, also i think you know how this party turned out

NG Druid/Natures Warrior
CG Scout
LG Paladin of Garl/Bard
CN Rogue
LE Necromantic Sorcerer
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Remuthra

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Re: The Guild of Adventurers [0/4]
« Reply #20 on: August 16, 2013, 01:59:09 am »

I think the GM may intend us to decide if we're playing 'good' or 'evil'.
Pretty much. The paladin, by sheer virtue of him being a paladin, is probably going to have to be good, though HOW good is up to Cheescake.

((Ah, the Paladin by definition is usually 'lawful'. And that dose not necessarily mean Good. A Paladin might very well view any means as justified in the pursuit of their goals...))

Well, the god the paladin has to follow sounds pretty "good".

You say good, I say tyrannical. What's the exact definition of 'wicked', I wonder? :P

*starts fantasy religion flame war before game even starts*
(I'm not actually going to argue here, because I like playing "lawful good" paladins too much.)

Well, the whole thing about "punishing the wicked and rewarding the righteous" can be assumed to be the concept of Lawful Good in this sense, in which case the other alignments can be parsed. Whether or not that is really "good" is a different matter. It is simply easier to assign the label to it, so we have a frame of reference.

Cheesecake

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Re: The Guild of Adventurers [4/4]
« Reply #21 on: August 16, 2013, 02:11:31 am »

I'm probably going to play a Space Marine-esque paladin. Super devoted and fanatically zealous to the point of xenocide. *Xenos being undead and demons.
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Remuthra

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Re: The Guild of Adventurers [4/4]
« Reply #22 on: August 16, 2013, 02:15:44 am »

I'm probably going to play a Space Marine-esque paladin. Super devoted and fanatically zealous to the point of xenocide. *Xenos being undead and demons.

I approve of this interpretation.

hops

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Re: The Guild of Adventurers [4/4]
« Reply #23 on: August 16, 2013, 03:19:13 am »

I'm probably going to play a Space Marine-esque paladin. Super devoted and fanatically zealous to the point of xenocide. *Xenos being undead and demons.
Not being a 40k fan, whenever I hear "Space Marine", I think of Angry Marines.

And now I have this image of an enraged paladin smiting undeads while cursing in righteous fury.
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wolfchild

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Re: The Guild of Adventurers [4/4]
« Reply #24 on: August 16, 2013, 03:25:05 am »

ok thats it, your paladin must now be dressed up as a grey knights chapter paladin

Spoiler: image (click to show/hide)
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Cheesecake

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Re: The Guild of Adventurers [4/4]
« Reply #25 on: August 16, 2013, 05:05:36 am »

Might I suggest this image?

Spoiler (click to show/hide)
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wolfchild

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Re: The Guild of Adventurers [4/4]
« Reply #26 on: August 16, 2013, 05:08:35 am »

<3
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hops

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Re: The Guild of Adventurers [4/4]
« Reply #27 on: August 16, 2013, 05:31:27 am »

Might I suggest this image?

Spoiler (click to show/hide)
Good luck fitting him through a door.
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wolfchild

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Re: The Guild of Adventurers [4/4]
« Reply #28 on: August 16, 2013, 05:33:08 am »

He can just MAKE IT WIDER, whats that? property damage? I don't know what you are talking about, are you sure? maybe you want to talk to this?
Spoiler (click to show/hide)
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But... That would break the laws of sigging! We can't have everyone running around with the same quotes. IT MAKES THEM UNFUNNY FASTER!

flame99

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Re: The Guild of Adventurers [4/4]
« Reply #29 on: August 16, 2013, 06:22:38 pm »

The party, consisting of Markus, Gilthenel, Vorlan, and Stilvechnik, begins asking for any nearby dungeons that might contain a Titan Artifact. After a couple hours, you manage to find three as a whole.
Spoiler: Dungeons (click to show/hide)
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