For my next game, I'm strongly considering banning puns :)
How for-tuna-te! This would scale perfectly with the tail end of the story, and I will not be able to rely on the Tongues curse to spare me these puns in the future.
My unbiased input is that all of you are pretty much out of resources, and dealing with the shadows that will be handling night-time guard duties once it's discovered that all the guards are gone could be troublesome in a resource-light state.
(not to mention getting uninterrupted 8-hours-of-rest could also be difficult in such a situation)
We could leave a few back doors for ourselves, perhaps even by taking a few of the doors with us. We may also be able to cover up some of the signs of our entrance, offering us a better chance of sneaking in through the secret door.
Oh, I'm thinking of the hidden (or I remember it being hidden) door that we entered while invisible. Perhaps my memories of our secretive ingress that makes me remember the entryway being hidden, too.
Definitely makes sense, but I, as a player, can't suggest that since my action was supposed to be before Xerath's
Technically, Appario's action was after Xerath's, considering Xerath's initiative was 16 and Appario's was 11 :)
Besides, it has been established previously that PC-actions happen in posting order when in a situation where all the PCs act before the next enemy action.
In this case, the mohrg got a surprise round, then The Beast was the only PC ahead of the mohrg in round 1. Then the mohrg acted, and after that initiative order among PCs didn't matter anymore, allowing anyone to act as they posted until all the PCs had acted.
I have here a letter sent to me from Herolab adressed to Maddok.
Dear Maddok
We are sorry you feel this way, we do not believe we are at fault at this point but would like to express our sincere wish that we can move on beyond this unfortunate missunderstanding and resume a positive and healthy working relationship.
Male Shoanti Barbarian/Summoner 10 | HP: 111/113 + 0 temp(s) AC: 34 (+1 adj to Derek)
It reminds me vaguely of the Ghostwalk source book from 3.0.
I've always wanted to play a campaign where the PCs are petitioners making their way through the various trials and dangers along the path to judgement/the afterlife.
Well, they aren't petitioners... They're just surrounded by them. It's possible for them to continue play as petitioners, though.
What would have to happen is that one of them be slain and digested into a soul gem, and, assuming a timely rescued, have their prison be broken by their allies before they're completely devoured.
Poof! Instant petitioner.
The bad? They'd lose all class levels and abilities, and possibly their minds from being in the wrong plane and unjudged. If they got eaten then, it'd be permanent destruction barring a miracle spell. If they are simply killed, it's dispersion into total soulstuff they have to fear-the identity is likewise destroyed.
The good?
Not much in Abaddon, though I would allow them to earn class levels from scratch (though it would be obscenely difficult).
I've never heard of the book you mentioned, Maddok. Is it a good read?
Male Shoanti Barbarian/Summoner 10 | HP: 111/113 + 0 temp(s) AC: 34 (+1 adj to Derek)
Well it was 3.0 so it was rife with glaring mechanical flaws but if I remember correctly you started out as you did in life and as you adventured as a petitioner you 'forgot' your mortal life but you advanced as a petitioner.
I remember playing a campaign like that once, not sure what the game was called.
We were a group of ghosts, trapped in a house where we slowly had to come to terms with our deaths and trying to decide which of the two spirits appearing to us we should listen to.
The stern and very vague one that didn't really tell us much, or the personable, friendly and very suave one who said that the only way to move on was to get some people to replace us as this house must always be haunted.
My ghost had the useful ability to cause "unnatural rain", basically anything I wanted except water, and an unearthly stench.
The most fun I had with that power was chasing the young daughter out of the bathroom to stop the other ghosts from ogling her in the shower.
MY ghost was a gentleman!
Well, at least it's not as bad as in good ol' Suikoden.
I mean, seriously, who enters a lonely mountain inn where nobody else is, and drinks "robbers tea" served by a maliciously grinning innkeeper?
Not that the game allowed you to pass on tea or anything.
The Elusive Trout earns a point for being genesavvy. You certainly lifted the scales from my eyes.
You may turn in your tickets at the door for a mystery box.
But they are my favourite kind!
Half of them are incredably powerful magicians of some kind, the other half are either very friendly grandmother types...I mean VERY friendly...and half of that sort is not as old as they look either.
I had a gnome witch healer help an elderly woman with her groceries whilst the rest of the party was in an argument with our paladin.
There was an invitation to tea afterwards. The party's in-game out of game argument took an hour and forty-five minutes, and then they realized she was missing (dm had handled the whole thing with notecards).
Took two in-game days to figure that one out. The old woman was Kathy Bates, as it turned out. Maybe this woman is, too.