Exiting the field might simply mean that an Asgardian returns to Odin to report the characters’ behavior. As with any hierarchy, celestials often send lieutenants and vassals to communicate with mere mortals. Perhaps they leave with a passing remark about missed opportunities or the decreased likelihood of future assistance. If the characters ignore the Celestial’s advice, guidance, or direct orders, have the Celestial simply remove themselves from the scene. Making deals, taking vows, and swearing oaths is good fun and provides a solid framework for understanding motivations on both sides.Īlong the same lines, use punishment sparingly. Celestials should be open to bargaining and horse-trading or they become little more than a threat dangling over the characters’ heads. Their power might be enormous, but mortals are a big part of the equation, and their participation is often necessary to reach a goal. ![]() Don’t Bully The PartyĬelestials should be loath to directly work against the PCs, even if they are evil. There is little worse than a powerful being’s threats to be met with indifference. If the celestial arrives with its own agenda and demonstrates controlling or withholding behavior, it’s likely to backfire with a reticent group of adventurers. Tread lightly with this approach unless the characters have called for help. They expect their words to be heeded and may forgo aid or information if not treated properly. Helping the party proactively can soften any resistance when asked to perform a holy quest.ĭespite understanding that a little help up front is a good incentive for future cooperation, celestials are highly intelligent, powerful beings worthy of the greatest respect. If the party is fighting off a band of challenging nasties, have the Celestial arrive from the heavens with a thunderous wallop crushing the last of the enemies. Play into the character’s need at the moment. It has a lot to do with reading the room understanding what motivates your players. The details can be left to the moment, but the act itself impresses the characters with the actual power at work and offers some real assistance to counter whatever is being asked of them. Offer Assistanceįor characters whose outlook matches the celestials, closely consider bestowing additional powers or tools if they show proper deference. ![]() Not every challenge should be faced with a blade. Rather than using celestials as an opponent, they would make magnificent challenges in social combats when their motives cross with those of the player characters. They wield magic weapons and divine magic as well. Most celestials can fly, have resistances, and have ability scores that are supernatural as compared to the standard races. Make a show of it it’s not every day you meet an angel. Make these appearances memorable with a full sensory description, including sounds and smells and a more subtle magical ambiance. Extraplanar beings may appear suddenly, surprising the characters during the course of events. Similar to the devil’s bargain no agreements can be entered into without the characters’ assent.ĭramatic entrances also make a lasting impression. The basic rule might be that the Celestial can act with broad power, they cannot act against mortals without their permission or acquiescence. Be careful to allow these pronouncements to include a healthy dose of player agency.
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |