Sleepy's Horned Devil Playtest Discussion


Play-by-Post Discussion

The Exchange

Rat

Here's where we talk about the playtest in the PBP forum.


I always have problems choosing equipment. 240,000 gp? Ye gods!

Sovereign Court RPG Superstar 2010 Top 16, 2011 Top 32

hogarth wrote:
I always have problems choosing equipment. 240,000 gp? Ye gods!

Heh. Yeah, the first 200k is the hardest. After that, no problem!


James Martin wrote:
hogarth wrote:
I always have problems choosing equipment. 240,000 gp? Ye gods!
Heh. Yeah, the first 200k is the hardest. After that, no problem!

Actually, I spent it all pretty fast without even blinking an eye. Intelligent staff cheese ahoy!

I'll just post my sheet here for the moment; I can't change a profile at work.

Spoiler:

Strangler McGee
male human druid 15

Alignment: neutral good
Age: 31 (adult)

STR..22 ( 10 pts, +2 racial, +2 level, +2 enh [alter self])
DEX..17 ( 3 pts, +4 enh)
CON..16 ( 5 pts, +2 enh)
INT..11 ( 1 pts)
WIS..19 ( 5 pts, +4 enh, +1 level)
CHA...7 (-4 pts)

Hit Points: 131 [8 + 14*4.5 + 45 con + 15 favored class]
AC 31 [+1 dex, +12 armor, +1 deflection, +1 insight, +6 shield], Touch 13, Flat 30
Initiative: +3
BAB: +11
CMB: +16/+18
Speed: 20 ft (30 ft unarmored) ==> +10 ft with Longstrider
Saves: Fort +16, Ref +12, Will +17

Weapons:
unarmed strike (1d3+1d6+7+6+4 nonlethal, x2), +21/+16/+11 [+11 bab, +6 str, +4 gmf]
longbow (1d8+5, x3), +14/+9/+4 [+11 bab, +2 dex, +1 mwk]

Huge earth elemental form
-->Str 28, Dex 15, Con 16, AC 35, atk punch +22/punch +17/slam +17/slam +17 (1d6+7+9+4/1d6+7+9+4/2d10+4+4/2d10+4+4), CMB +22/+24 ==> +2, +2d6 vs. evil
Huge air elemental form
-->Str 24, Dex 23, Con 16, AC 33, atk punch +20/punch +15/slam +15/slam +15 (1d6+7+7+4/1d6+7+7+4/2d8+3+4/2d8+3+4), CMB +20/+22 ==> +2, +2d6 vs. evil

Armor: wild dragonhide full plate +1 (19150 gp)

Feats:
Improved Unarmed Strike [1st]
Improved Grapple [human]
WP: Longbow [human]
Heavy Armor Proficiency [3rd]
Natural Spell [5th]
Craft Wondrous Item [7th]
Greater Grapple [9th]
Quicken Spell [11th]
Spell Focus (Conjuration) [13th]
Augment Summoning [15th]

Racial and Class Abilities:
Plant domain
--> +7 damage on unarmed attacks
--> Bramble armor, 15 rounds/day
Wild shape 6/day (beast shape III, elemental body IV, plant shape III)
Immunity to poison
Trackless step
+4 vs. faerie crap
Wild empathy (+13)
Thousand faces
Timeless body

Spells Readied
Level 0 x4 [DC 14] Light, Guidance, Detect Magic, Stabilize
Level 1 x5 [DC 15] Speak with Animals, Longstrider, Faerie Fire, Pass without Trace, Obscuring Mist, EntangleD (x7)
Level 2 x5 [DC 16] Cat's Grace, Resist Energy (x2), Align Fang (x2), BarkskinD
Level 3 x5 [DC 17] Greater Magic Fang (x2), Stone Shape, Sleet Storm, 1 used to recharge staff
Level 4 x5 [DC 18] Flame Strike, Air Walk, Freedom of Movement, Spike Stones, Dispel Magic
Level 5 x4 [DC 19] Animal Growth, Wall of Thorns, Death Ward (x2), Wall of ThornsD
Level 6 x3 [DC 20] Antilife Shell, Quickened Barkskin, Quickened Gust of Wind
Level 7 x2 [DC 21] Heal (x2)
Level 8 x1 [DC 22] Reverse Gravity

Skills (75 druid)
Armor Check Penalty: -7
Acrobatics -3 [1 rank, +3 dex, -7 acp]
Fly +0 [1 rank, +3 class, +3 dex, -7 acp]
Heal +22 [15 ranks, +3 class, +4 wis]
Knowledge (nature) +14 [9 ranks, +3 class, +2 druid]
Spellcraft +18 [15 ranks, +3 class]
Perception +27 [15 ranks, +3 class, +4 wis, +5 item]
Survival +24 [15 ranks, +3 class, +4 wis, +2 druid]
Linguistics +4 (aquan, auran, terran, ignan) [4 ranks]

Items [46,000 gp total]: wild dragonhide full plate +1 [19150 gp], ring of protection +1 [2000 gp], belt of dex +2 [4000 gp], headband of wis +2 [4000 gp], merciful amulet of mighty fists +0 [5000 gp], evil outsider bane amulet of mighty fists +0 [5000 gp], eyes of the eagle [2500 gp], large wooden shield [7 gp], wand of CLW [750 gp], cloak of resistance +1 [1000 gp], masterwork mighty (+5) composite longbow [900 gp], lots of cold iron arrows, lots of silver arrows [100 gp worth of various non-magical arrows], 3 healers' kits [150 gp], 2 potions of invisibility [600 gp], 1 potion of silence [300 gp], two potions of protection from evil [100 gp]

Other Items [194,000 gp total]: improve belt to dex +4 [12,000 gp], improve headband to wis +4 [12,000 gp], wild large wooden shield +1 [16,157 gp], improve cloak of resistance to +4 [15,000 gp], holy amulet of mighty fists +0 (worn) [20,000 gp], strand of prayer beads (missing bead of smiting) [29,000 gp], dusty rose ioun stone [5,000 gp], metamagic rod of extend [3,000 gp], ioun stone of con +2 [8,000 gp]

intelligent Staff of Holy Armor (CL 16)
-Magic Vestment [1 charge]
-Protection from Energy [1 charge]
AL NG, Int 10, Wis 10, Cha 10, speech, 120' senses, blindsense, can cast Detect Magic at will, ego 8
[72,200 gp]

Scarab Sages

I spy with my little eye a map made by Dundjinni!

The Exchange

Rat
Xaaon of Xen'Drik wrote:
I spy with my little eye a map made by Dundjinni!

Yes, I have had the program for a while now. I find it nice for quick maps. For years, I've used just photoshop. Then I pull it into RPTools Map Tool for moving icons around.

Scarab Sages

Yeah, I love my Dundjinni. Haven't had a lot of time to use it lately, but it's a great tool. I use Photoshop to add/modify elements also...

NEW FEATS!

Spoiler:

Acrobatic Steps
You can easily move over and through obstacles.
Prerequisites: Dex 15, Nimble Moves.
Benefit: Whenever you move, you may ignore up to 15 feet of difficult terrain each round. The effects of this feat stack with those provided by Nimble Moves (allowing you to ignore a total of 20 feet of difficult terrain each round).

Advance (Combat)
You can move up to a foe with reach without provoking an attack.
Prerequisites: Dex 15, Dodge, Mobility.
Benefit: You do not provoke attacks of opportunity by moving through a creature's threatened area, so long as you end your movement adjacent to that creature. This benefit only applies to one creature. If your move takes you through the threatened area of two or more creatures, you still provoke an attack of opportunity from the other creatures (even if you end your turn adjacent to more than one).

Bleeding Critical (Combat, Critical)
Your critical hits cause opponents to bleed profusely.
Prerequisites: Critical Focus, base attack bonus +11.
Benefit: Whenever you score a critical hit with a slashing or piercing weapon, your opponent takes 2d6 points of bleed damage each round on their turn, in addition to the damage dealt by the critical hit. Bleed damage can be stopped by a DC 15 Heal skill check or through any magical healing. The effects of this feat stack.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.

Blinding Critical (Combat, Critical)
Your critical hits blind your opponents.
Prerequisites: Critical Focus, base attack bonus +15.
Benefit: Whenever you score a critical hit, your opponent is permanently blinded. A successful Fortitude save reduces the blindness to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. This feat has no effect on creatures that do not rely on eyes for sight or creatures with more than two eyes (although multiple critical hits might cause blindness, depending on GM discretion). This blindness can be cured by heal, regeneration, remove blindness, or a similar ability.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.

Critical Focus (Combat)
You are trained in the arts of causing pain.
Prerequisites: Base attack bonus +9.
Benefit: You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.

Critical Mastery (Combat)
Your critical hits cause two additional effects.
Prerequisites: Critical Focus, any two critical feats, 14th-level fighter.
Benefit: Whenever you score a critical hit, you can apply the effects of two critical feats in addition to the damage dealt.
Normal: You can only apply the effects of one critical feat to a given critical hit in addition to the damage dealt.

Deafening Critical (Combat, Critical)
Your critical hits cause enemies to lose their hearing.
Prerequisites: Critical Focus, base attack bonus +13.
Benefit: Whenever you score a critical hit, your opponent is permanently deafened. A successful Fortitude save reduces the deafness to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. This feat has no effect on deaf creatures. This deafness can be cured by heal, regeneration, remove deafness, or a similar ability.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.

Disruptive (Combat)
Your training makes it difficult for enemy spellcasters to safely cast spells near you.
Prerequisites: 6th-level fighter.
Benefit: The DC to cast spells defensively increases by 4 for all enemies within your threatened area. This increase only applies if you are aware of the enemy's location and are capable of taking an attack of opportunity. If you can only take one attack of opportunity per round and have already used that attack, this increase does not apply.

Exhausting Critical (Combat, Critical)
Your critical hits cause opponents to become exhausted.
Prerequisites: Critical Focus, Tiring Critical, base attack bonus +15.
Benefit: Whenever you score a critical hit, your opponent becomes exhausted. This feat has no effect on exhausted creatures.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.

Fleet
You are faster than most.
Benefit: Your base speed increases by 5 feet. You lose the benefits of this feat if you carry a medium or heavy load.
Special: You can take this feat multiple times. Its effects stack.

Greater Bull Rush (Combat)
Your bull rush attacks throw enemies off balance.
Prerequisites: Improved Bull Rush, base attack bonus +6.
Benefit: Whenever you bull rush an opponent, their movement provokes attacks of opportunity from all of your allies (but not you).
Normal: Creatures moved by bull rush do not provoke attacks of opportunity.

Greater Disarm (Combat)
You can knock weapons far from an enemy's grasp.
Prerequisites: Improved Disarm, base attack bonus +6.
Benefit: Whenever you successfully disarm an opponent, the weapon lands 15 feet away, in a random direction.
Normal: Disarmed weapons and gear land at the feet of the disarmed creature.

Greater Feint (Combat)
You are skilled at making enemies overreact to your maneuvers.
Prerequisites: Improved Feint, base attack bonus +6.
Benefit: Whenever you use feint to cause an opponent to lose his Dexterity bonus, he loses that bonus until the beginning of your next turn, in addition to losing his Dexterity bonus against your next attack, if that attack does not come before your next turn.
Normal: Creatures you feint lose their Dexterity bonus against your next attack.

Greater Grapple (Combat)
Maintaining a grapple is second nature to you.
Prerequisites: Improved Grapple, base attack bonus +6.
Benefit: Once you have grappled a creature, maintaining the grapple is a move action. This feat allows you to make two grapple checks each round (to move, harm, or pin your opponent), but you are not required to make two checks. You only need to succeed at one of these checks to maintain the grapple.
Normal: Maintaining a grapple is a standard action.

Greater Overrun (Combat)
Enemies must dive to avoid your dangerous move.
Prerequisites: Improved Overrun, base attack bonus +6.
Benefit: Whenever you overrun opponents, they provoke attacks of opportunity if they attempt to avoid you or are knocked prone by your overrun.
Normal: Creatures that avoid your overrun or are knocked prone do not provoke an attack of opportunity.

Greater Penetrating Strike (Combat)
Your attacks penetrate the defenses of most creatures. Choose one type of weapon that you have already selected for Penetrating Strike.
Prerequisites: Penetrating Strike, Weapon Focus, 16th-level fighter.
Benefit: Your attacks with the selected weapon ignore up to 10 points of damage reduction. This amount is reduced to 5 points for damage reduction without a type (such as DR 10/—).

Greater Shield Focus (Combat)
You are incredibly skilled at deflecting blows with your shield.
Prerequisites: Shield Focus, Shield Proficiency, 8th-level fighter.
Benefit: Increase the AC bonus granted by any shield you are using by 1. This bonus stacks with the bonus granted by Shield Focus.

Greater Shield Mastery (Combat)
You can use a shield to deflect a great deal of harm.
Prerequisites: Shield Focus, Shield Mastery, Shield Proficiency, 12th-level fighter.
Benefit: Whenever you are using a shield, you gain DR 2/—. You must be aware of the attack to gain this bonus. Any effect that causes you to lose your Dexterity or shield bonus causes you to lose this bonus. This bonus stacks with all other forms of damage reduction without a type, including that gained from Shield Mastery.

Greater Sunder (Combat)
Your devastating strikes cleave through weapons and into their wielders.
Prerequisites: Improved Sunder, base attack bonus +6.
Benefit: Whenever you sunder to destroy a weapon, any excess damage is applied to the weapon's wielder. No damage is transferred if you decide to leave the weapon with 1 hit point.

Greater Trip (Combat)
You can make follow-up attacks on foes that you knock prone.
Prerequisites: Improved Trip, base attack bonus +6.
Benefit: Whenever you successfully trip an opponent, that opponent provokes an attack of opportunity.
Normal: Creatures that are knocked prone do not provoke attacks of opportunity.

Improved Greater Fortitude
You can draw upon an inner reserve to resist diseases, poisons, and other grievous harm.
Prerequisites: Great Fortitude.
Benefit: Once per day, you may reroll a Fortitude save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.

Improved Iron Will
You have a clarity of thought that allows you to fight off mental attacks.
Prerequisites: Iron Fortitude.
Benefit: Once per day, you may reroll a Will save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.

Improved Lightning Reflexes
You have a knack for avoiding danger, even when it is all around you.
Prerequisites: Lightning Reflexes.
Benefit: Once per day, you may reroll a Reflex save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.

Lunge (Combat)
You can strike foes that would normally be out of reach.
Prerequisites: Base attack bonus +6.
Benefit: You can increase the reach of your melee attacks by 5 feet by taking a –4 penalty to your AC until your next turn. You must decide to use this ability before any attacks are made.

Master Craftsman
Your superior crafting skills allow you to create simple magic items. Choose one Craft or Profession skill in which you possess at least 5 ranks.
Prerequisites: 5 ranks in any Craft or Profession skill.
Benefit: Ranks in your chosen skill count as your caster level for the purposes of qualifying for the Craft Arms and Armor and Craft Wondrous Item feats. You can create magic items using these feats, substituting your ranks in the chosen skill for your total caster level. You must use the chosen skill for the check to create the item. The DC to create the item still increases for any necessary spell requirements (see the magic item creation rules in Chapter 15). You cannot use this feat to create any spell-trigger or spell-activation item.
Normal: Only spellcasters can qualify for the Craft Arms and Armor and Craft Wondrous Item feats.

Nimble Moves
You can move across a single obstacle without slowing down.
Prerequisites: Dex 13.
Benefit: Whenever you move, you may ignore up to 5 feet of difficult terrain each round. This feat allows you to take a 5-foot step into difficult terrain.

Penetrating Strike (Combat)
Your attacks are capable of penetrating the defenses of some creatures. Choose one type of weapon that you have already selected for Weapon Focus.
Prerequisites: Weapon Focus, 12th-level fighter.
Benefit: Your attacks with the selected weapon ignore up to 5 points of damage reduction. This feat does not apply to damage reduction without a type (such as DR 10/—).

Powerful Critical (Combat, Critical)
Your critical hits cause an amazing amount of damage. Choose one type of weapon that you have already selected for Improved Critical.
Prerequisites: Critical Focus, Improved Critical, base attack bonus +13.
Benefit: Whenever you score a critical hit with the selected weapon, the damage multiplier increases by 1, to a maximum of x4.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.

Shall Not Pass (Combat)
You can stop foes that try to move past you.
Prerequisites: Combat Reflexes.
Benefit: Whenever an enemy provokes an attack of opportunity due to moving through your adjacent squares, a successful hit causes them to stop moving for the rest of their turn. Enemies can still take the rest of their action, but cannot move.

Shield Focus (Combat)
You are skilled at deflecting blows with your shield.
Prerequisites: Shield Proficiency, base attack bonus +1.
Benefit: Increase the AC bonus granted by any shield you are using by 1.

Shield Mastery (Combat)
You can use a shield to deflect harm.
Prerequisites: Shield Focus, Shield Proficiency, 4th-level fighter.
Benefit: Whenever you are using a shield, you gain DR 2/—. You must be aware of the attack to gain this bonus. Any effect that causes you to lose your Dexterity or shield bonus causes you to lose this bonus. This bonus stacks with all other forms of damage reduction without a type (such as the damage reduction gained by barbarians).

Sickening Critical (Combat, Critical)
Your critical hits cause opponents to become sickened.
Prerequisites: Critical Focus, base attack bonus +11.
Benefit: Whenever you score a critical hit, your opponent becomes sickened for 1 minute. The effects of this feat do not stack. Additional hits instead add to the duration.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.

Spellbreaker (Combat)
You can strike enemies that fail to cast defensively.
Prerequisites: Disruptive, 10th-level fighter.
Benefit: Enemies in your threatened area that fail their checks to cast spells defensively provoke attacks of opportunity from you.
Normal: Enemies that fail to cast spells defensively do not provoke attacks of opportunity.

Staggering Critical (Combat, Critical)
Your critical hits cause opponents to slow down.
Prerequisites: Critical Focus, base attack bonus +13.
Benefit: Whenever you score a critical hit, your opponent becomes staggered for 1d4+1 rounds. A successful Fortitude save reduces the duration to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. The effects of this feat do not stack. Additional hits instead add to the duration.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.

Step Up (Combat)
You can close the distance when a foe tries to move away.
Benefit: Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn and you count as if you had take a 5-foot step on that turn (preventing any other movement).

Strike Back (Combat)
You can strike at foes that attack you using their superior reach, by targeting their limbs or weapons as they come at you.
Prerequisites: Base attack bonus +11.
Benefit: You can ready an action to make a melee attack against any foe that attacks you in melee, even if the foe is outside of your reach. If you attack a foe that is outside your reach using this ability, you take a –2 penalty on your attack roll.

Stunning Critical (Combat, Critical)
Your critical hits cause opponents to become stunned.
Prerequisites: Critical Focus, base attack bonus +17.
Benefit: Whenever you score a critical hit, your opponent becomes stunned for 1d4+1 rounds. A successful Fortitude save reduces the duration to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. The effects of this feat do not stack. Additional hits instead add to the duration.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.

Tiring Critical (Combat, Critical)
Your critical hits cause opponents to become fatigued.
Prerequisites: Critical Focus, base attack bonus +13.
Benefit: Whenever you score a critical hit, your opponent becomes fatigued. The effects of this feat do not stack.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.


For the record, Strangler McGee has the feat "Greater Grapple" from that list. Maybe he'll even get to use it...

The Exchange

Rat

Greater Grapple is definitely something Sleepy Monk would take. I was just filling in a few of the feats for him at 14th level.


Sleepy wrote:
What you bolded here is the difference between the two different spells of two different levels, even though one works similar in nature to the other. Magic Circle vs/X improves upon Protection vs/X, so I never saw this as a bug, always as a bonus to a 3rd level spell vs a 1st level spell. When the spell is upgraded to magic circle, the effect extends to neutral in addition to the good or evil component. I'll look through the errata when I get a chance and see if I can find any more info.

It has nothing to do with Magic Circle X vs. Protection from X.

From Protection from Evil:
"Third, the spell prevents bodily contact by summoned creatures.
This causes the natural weapon attacks of such creatures to fail and the
creatures to recoil if such attacks require touching the warded creature.
Good summoned creatures are immune to this effect."

From Protection from Good:
"This spell functions like protection from evil, except that the deflection
and resistance bonuses apply to attacks from good creatures, and good
summoned creatures cannot touch the subject
."

See the difference? In PfE, good creatures are immune and in PfG, only good creatures are affected. It just a glitch in the rules. I think we can all agree that neutral summoned creatures should be hedged out by Protection from Evil/Good/Law/Chaos, but a totally strict reading of the rules says otherwise.

The Exchange

Rat
hogarth wrote:
Sleepy wrote:
What you bolded here is the difference between the two different spells of two different levels, even though one works similar in nature to the other. Magic Circle vs/X improves upon Protection vs/X, so I never saw this as a bug, always as a bonus to a 3rd level spell vs a 1st level spell. When the spell is upgraded to magic circle, the effect extends to neutral in addition to the good or evil component. I'll look through the errata when I get a chance and see if I can find any more info.

It has nothing to do with Magic Circle X vs. Protection from X.

From Protection from Evil:
"Third, the spell prevents bodily contact by summoned creatures.
This causes the natural weapon attacks of such creatures to fail and the
creatures to recoil if such attacks require touching the warded creature.
Good summoned creatures are immune to this effect."

From Protection from Good:
"This spell functions like protection from evil, except that the deflection
and resistance bonuses apply to attacks from good creatures, and good
summoned creatures cannot touch the subject
."

See the difference? In PfE, good creatures are immune and in PfG, only good creatures are affected. It just a glitch in the rules. I think we can all agree that neutral summoned creatures should be hedged out by Protection from Evil/Good/Law/Chaos, but a totally strict reading of the rules says otherwise.

I'm not trying to contradict the discrepancy that's here in PfE, I think you're correct. I'm only saying it has no effect since Magic Circle supercedes this discrepancy altogether with the qualifier: "and no nongood summoned creatures can enter the area either.".

Scarab Sages

We should bring this up for Jason to fix before printing.

The Exchange

Rat

It's been about six months since I've run any high-level encounters, and it doesn't seem a whole lot easier this time. I tried to break down the time it took to do a few of the things in the first round of combat.

It took about 30-40 minutes to go through all of the effects on the PCs, make sure I was up to speed on the Pathfinder version (no real changes from 3.5 so far) and outline those effects for each character.

I spent about 2 hours doing the rest of the combat, spending the most time on the more complicated parts, of course. Spellcasting, checking SR, DR, spell effects, etc., is a time-consuming process. The other thing that was a bit time-consuming was the multiple attacks combined with automatic grapples and automatic spell effects kicking off.

For once, the mapping for this combat was trivial. Usually, I like to run lots of creatures vs the PCs and keeping track of that is usually a pain. This particular encounter was pretty easy.

At this level of play, I think a DM really needs a solid tool (DMGenie? Excel?) to handle all of the mods/conditions, etc. Just doing it in a text file (my normal mo), is a lot of work when cross-checking for final conditions.

Scarab Sages

Oh yeah, that's why I'm trying to throw my mods in the post when I post it. Like Grumble's attack. There's a lot to keep track of.


Who are we waiting on? Strangler is going to wait until the devils act before doing anything.

The Exchange

Rat
hogarth wrote:
Who are we waiting on? Strangler is going to wait until the devils act before doing anything.

Sorry, been a busy weekend.


Sleepy wrote:
hogarth wrote:
Who are we waiting on? Strangler is going to wait until the devils act before doing anything.
Sorry, been a busy weekend.

You're allowed to take the weekend off. :)

Mostly I was worried that everyone else was waiting for me... (That has happened on numerous occasions.)

The Exchange

Rat
hogarth wrote:
Sleepy wrote:
hogarth wrote:
Who are we waiting on? Strangler is going to wait until the devils act before doing anything.
Sorry, been a busy weekend.

You're allowed to take the weekend off. :)

Mostly I was worried that everyone else was waiting for me... (That has happened on numerous occasions.)

I suppose I need to submit a written request for vacation time during the week ;-)

On a side note, thanks all, for hanging in there with all of my mistakes. I thought by now the lot of you would be running for the hills. It might not show, but I've been DM-ing for going on 25 years now ... all the way back to one of the first versions (can't even remember what it was) back in the service. Those were the days!

Scarab Sages

I've been playing for 26 years as well now, Started when I was 12 in 1983. Yesterday was my birthday.

You're doing a great job, there are so many variables that you're bound to miss stuff, I miss things in my regular game all the time, you just have to roll with it.


Xaaon of Xen'Drik wrote:
I've been playing for 26 years as well now, Started when I was 12 in 1983. Yesterday was my birthday.

I started playing around the same time, too (1981, I think). That would make me 7 when I started.

Sovereign Court RPG Superstar 2010 Top 16, 2011 Top 32

Wow, I feel like a young 'un! I read the AD&D rules when I was 12, but didn't find anyone to play until 2001. I'm a Third Editioner all the way.

Interesting playtest this go around. Are we going to do something really huge now? Maybe go up against something 5 levels above us to see if we can break it?

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