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![]() Pirate pilferings, Aspis agents amok, resurgent Runelords... Varisia is a hotbed of conspiracy, malignat evil, and alliteration! My auguries have shown much turbulence ahead, but the Shadow Lodge stands ready to ensure the Pathfinder in the field is supported properly and bring final justice to the Spider! He says with all due irony. ![]()
![]() Ambrus wrote: If I were in a game with someone playing a arcane caster with a toucan familiar, I'd feel obliged to play a druid with a tiger animal companion so that we could embark on some breakfast cereal themed adventures together; preferably vs a leprechaun BBEG. It'd be GRRRRREAT!!! I'll play Diggum the Boggard barbarian! ![]()
![]() To UltraDan, Mark Chen, AESO, Chris Wissel, Farewell2Kings, Great Green God, several others... You don't really, really frickin' miss some of the posters who aren't around that much anymore. I hope fortune smiles on you all. EDIT: Don't forget the word 'don't' when it gives the sentence all it's context to the thread... ![]()
![]() Mike, Since you and Wes have never played CoC before, here are some rules-of-thumb that we came up with back in a college CoC game... Rule 1) Never stand in the front of the group! That means you are leading your friends into certain doom and you will have to push though/trip them to run away. Rule 2) Never stand in the back of the group! That means the chthonic nasties will be slithering right up behind you, and surprise!, you are now the new front! (c.f. Rule 1) Rule 3) Never stand in the middle of the group! If you do, you are penned in by those in front and back. Either way, you have to spend valuable fleeing time and energy pushing through/tripping your fellows to get away. Rule 4) When investigating a house/compound/cavern and you find steps leading down...DO NOT GO DOWN!! Only bad things come from going down into the basement/cellar/sub-level/dungeon/oubliette! Dark things creep in caverns deep! Rule 5) When investigating a house/compound/cavern and you find steps leading up...DO NOT GO UP!! When you go above ground level, you are almost always cutting off your escape paths. Being isolated from an easy way to run away is very, very bad! Also, when you go up, it is almost de facto that you will then have to go down (c.f. Rule 4). Rule 6) When investigating a house/compound/cavern, never volunteer to stay behind with the car. People standing around waiting for their compatriots to return may as well be wearing a "Please eat me, put my brain in a canister, or crack me open and drink my spinal fluid!" sign, dancing a can-can, and ringing a dinner bell. Rule 7) They may be called 'servitor races', but they are not there to serve you. (a rather sad and nasty mistake made by an aristocratic character in one game) Rule 8) Never play a priest...they are like neon-lit buffet signs for chthonic nasties. There were others, but you get the general idea. These are almost definitely not unique to our group and broadly applicable in most sinister game-master situations (I would say any game run by James Jacobs would probably qualify). Remember, Cthulu saves...in case he gets hungry later. |