NobodysHome's Silly Serpent's Skull Moments [***Spoilers***]


Serpent's Skull

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Well, yesterday I got to actually read a book (Miss Peregrine, and of course the book is far superior to the movie. What is it about Hollywood that they just HAVE to change the plot?).

Then a good dose of Nyquil and 10 hours of sleep.

I have a Nyquil hangover and a classic sinus sore throat, but I'm feeling MUCH better, thank you!


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You're a DM, just provide a Cure Disease item.


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If handwavium worked in real life, the world would be a rather strange place. ;)


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Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Wasn't that the basis of a Treehouse Of Horrors episode. :-)


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Nighttime? Creepy tomb? No buffs? Awesome! Let's go get wrecked!

Well, last night was just one fight. A very scary, very close-to-the-edge fight between the party and four spectres. I really, really, REALLY tried to give them a wee bit of warning. I kept telling them that it was after dark. I told them that Bara and Heron refused to approach the sarcophagi. I let them roll Knowledge: Religion to know that such unnatural auras were typically exuded by high-level undead, most of which were incorporeal.

None of it mattered. The closed sarcophagus had loot in it, and they were going to get their hands on it, gosh darn it!

So Kwai Chang, Malek, and Narlock were all in the room when Athelya started casting her buffs, causing all four spectres to come pouring out of the wall. Being right next to the sarcophagus, Narlock had the honor of having two spectres on her.

The level drains came early and often as Athelya desperately ran around putting Death Wards on people. The group had one very good turn where Kwai Chang and Narlock Acrobaticsed their way out of the room, and the spectres tried hitting a Death Warded Malek and Athelya (dhampir), accomplishing very little. But, since it was nighttime and there were a plethora of easy-to-reach living targets, the spectres poured out of the cave and laid waste to the party's levels, glomming on to whomever happened to be available.

I must have taken around 30 (THIRTY) levels total from the party. Voren lost 6. Narlock lost 8. Juliver lost 4. Malek, Hooken, and Heron lost 2 each. I think Kwai Chang lost 6.

(Un)fortunately, Athelya's immunity allowed her to get Death Wards on the most-endangered people (though both she AND Voren rolled natural 1's on their Concentration checks, so two of those Death Wards didn't go up), and Hooken laid utter waste to the spectres as Heron fled their unnatural auras and he sat upon Heron's back shooting for all he was worth.

All in all, it took the entire evening to defeat the four spectres, the party had to retreat back to the Pathfinder camp to lick their wounds, and next week we start the session with a LOT of Fortitude saves or a few thousand gold for enough Restoration scrolls to make the negative levels go away...


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It's sort of their fault for going in to fight ghosts themselves.

They knew who to call.


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Have the negative levels already settled in comfortably? They have 24 hours to rid of them cheap (all negative levels on a single individual per restoration casting with cheaper components IIRC).


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Drejk wrote:
Have the negative levels already settled in comfortably? They have 24 hours to rid of them cheap (all negative levels on a single individual per restoration casting with cheaper components IIRC).

No; I pointed out to them that they're going to want to get a bunch of Restorations.

But a certain oracle didn't consider it a useful spell.

So it's 100 gp per PC for the material components, plus 700 gp per PC for the scroll.

So instead of a quick 700 gp, it's 5600.

Someone needs to choose their spell list more carefully.

(Of course, she also used up ALL of her 4th-level casts on Death Wards, so scrolls, scrolls, scrolls)

Dark Archive

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Pathfinder Adventure Path Subscriber

Also, restoration can only remove 1 permanent negative level per week, so if they don't get it done within the golden 24 hour limit, they're up a creek.

Liberty's Edge

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Have they befriended the pirates yet? They better buy up all the restoration scrolls they can find, and fast.

Or wait, does the Muse have restoration?


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Gark the Goblin wrote:

Have they befriended the pirates yet? They better buy up all the restoration scrolls they can find, and fast.

Or wait, does the Muse have restoration?

Yes, they found the Free Captains so they can get scrolls again. As for Restoration, it's a cleric spell, not a bard spell.

That's the big issue with having a Flame Oracle as your only significant caster -- she's so bound and determined to take nothing but offensive spells that little things like Restoration and Breath of Life go by the wayside.

I was honestly astonished that she'd taken Death Ward -- it's pretty much the de facto standard for all divine casters as their first 4th-level spell (because otherwise the GM does what I did last night), but my group is... different...


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Fun fact... Restoration is on the alchemist's formula list. Just add water (i.e. prepare it on the fly with one minute of work...)

Of course, the alchemist would need to have the formula in his work book for this.

Losing a paladin deprived the part of second character that could possibly use the scroll.


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And the obit is posted.

Working on the writeup now, but it sounds like other house members are beginning to stir...


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Athelya, You're Breaking My Heart
Bonus points to anyone who can name the song, artist, and year. It's just been running through my head this morning. Stupid earworms!

One of the things I really love about running the kids' game is watching them learn lessons in tactics and strategy that are so often taken as givens by veteran gamers, but that actually take (negative) experiences to learn and reinforce.

We all remember Xethos and his tragic death when he decided to go into a dark cave with no one around him.

It was a lesson well-learned, and well-respected, until last night. After the 30-level loss to the spectres, the party came up with a new plan for exploring the vault: Athelya, being immune to drains, and Kwai Chang, being ludicrously fast, would go far, far, FAR ahead of the rest of the party, seek out those nasty life-suckers, and then run back to the party.
There were MANY objections to this plan. But Mr. Sterotype would not be denied: As the only one immune to drains, it only made sense that Athelya should go on ahead virtually alone. In spite of their verifying that Death Ward lasts 11 minutes per cast, and would let them explore the dungeon in relative safety as long as they took a, "Don't search, just kill everything and THEN search" approach, Mr. Stereotype wanted to preserve resources, and figured Athelya and Kwai Chang would be perfectly safe.

Splitting the party. It's always bad.

So the evening started out with them spending 3400 gold on Restorations, and learning that Irwin had paranoia. My favorite part was that they didn't even worry about it. Is there a cure? Is there a way to help him? Meh. Doesn't matter. It's only Irwin.

They rested for the night, then went back to the vault. It was all kinds of interesting. They found that the serpentfolk corpse they'd left there the night before had been flayed and drained of all of its blood. A veteran group would have immediately thought, "Vampires" and put up a couple of Magic Circles Against Evil. Considering the things last almost two hours, it would have been an easy precaution while exploring the vault. But they only put up one. On Malek. Buffs are not a strong suit for this group.

Their next "interesting" choice was to move forward in total darkness, so Kwai Chang couldn't see a blessed thing. Athelya's Perception roll isn't exactly amazing (I think it's +7), and they were relying on her entirely to lead the blind monk through the maze. For even more reasons unknown, Hooken rode Heron along with them, bumping the walls with the rest of the group in violation of "the Plan".

On finding the secret door, they did set off the Glyph of Weakness, but it only hit Narlock, Athelya, and Irwin. Bards and oracles don't need Strength, and Irwin? Meh. However, since Irwin was now at negative Strength, Athelya did him the courtesy of casting Bull's Strength on him so he could proceed. Have I mentioned that Athelya is averse to non-offensive spells? No Lesser Restorations. No Restorations. It turns out that Voren does indeed have Restoration on his spell list, but he hasn't been buying diamond dust so it's kind of a moot point. I let him spend 100 gold on the fly to buy some (because why would you prepare a spell without having the material components for it?), but he didn't feel that any of the three afflicted PCs deserved it... yet.

So the three-quarters blind group (Athelya, Kwai Chang, Hooken, and Heron) arrived at the massive chamber with the tigers. In addition to her low Perception, Athelya's low Stealth ensured that the tigers knew they were there well before they knew about the tigers. So the tigers waited for someone to come within charge range. In difficult terrain, that wasn't all that far, so I figured the party would spot them, retreat, and do a standard bottleneck battle. Didn't think it would be much of a fight, honestly.

Instead, Kwai Chang decided to activate his Everburning Wristband (or whatever -- it's a Continual Flame on a wristband) so now they were clearly visible to the tigers, but the tigers were out of Kwai Chang's normal-light vision, Hooken was hanging back just far enough they were beyond his 12-square vision, and Athelya failed her Perception roll to spot the crouching tigers. (No hidden dragons, fortunately.)

In her final moments, Athelya walked a full move forward into the room. Alone.

Two of the tigers charged up and hit her. I first rolled full attacks, figuring they'd have Pounce, but I double-checked with I didn't see Pounce on their sheets, and, sure enough, zombies can't Pounce. Even fast zombies. So she was dead, then she was alive. Those tigers hit for a LOT of damage, and +20 attacks when no one in the room has an AC of over 22 is just Bad.

We went into initiatives, the tigers rolled low... and Athelya rolled lower.

So Hooken ordered Heron to carry him away, then took a full round attack on one of the tigers before Heron took him on a full-round retreat as he yelled, "Tigers! Run away! Run away!" to everyone else in the party. Kwai Chang and Athelya were alone with the tigers. Kwai Chang, being a gentleman, decided not to leave Athelya alone to her fate, but instead used two Xi points to jump 20' into the air, then activated his Boots of Levitation and proceeded all the way up to the 40' ceiling. I guess so he could watch the carnage?

Two tigers took full-round attacks on Athelya. Not a single miss. 155 points later, she was a bloody pool on the floor. The third tiger jumped at Kwai Chang, but even a natural 20 on its Acrobatics roll wasn't enough to get Kwai Chang, hovering at 35'.

The next few rounds saw the rest of the party getting themselves into position in the corridor to await the oncoming tigers. It was a corridor of death and destruction for the tigers, but they were only zombies, so they didn't know any better. Malek even finally got Bara moving up the corridor to join in the destruction.

About the only interesting point was my very minor argument with Voren's player. As I might have mentioned, he's been playing an alchemist absolutely incorrectly, but it's because Paizo really really well and truly messed up the alchemist spell list. If an alchemist has to imbibe a potion for it to have an effect, then why is Fireball on the alchemist's spell list? James Jacobs weighed in on the difficulty of a GM adjudicating spells like Haste and Communal protections, when the alchemist rules are clearly, "This can only affect the person who drinks it."
So I've been letting him play an alchemist exactly like a wizard with bombs. Haste works just like the arcane spell, Communal protections are OK, and so forth. But then he wanted to put Displacement on Malek and I pointed out that Malek would have to drink the potion and he cried foul. We had a minor discussion about it, and agreed that single-target spells like that must be imbibed by the person they're affecting, even though I was grandfathering in the rest of the abuses So Malek was about to get torn apart by a tiger. Except Hooken happened. Dead tiger.

Curiously, once the tigers had moved down the corridor to find the rest of the party in a thoroughly-defensible position, Kwai Chang decided to descend to take on the lone remaining tiger mano-a-tigero. It was a noble act -- by distracting it, he ensured I wouldn't mangle Athelya's body beyond the capabilities of a Raise Dead spell. Unfortunately, the second tiger was now equidistant between Malek and Kwai Chang. I told everyone that, as non-intelligent creatures, it would be unfair for me to choose for them so I would roll a die. 1-3 would be Kwai Chang, 4-6 would be Malek. Impus Major said, "I don't think I've ever rooted for the GM to roll high before."
And the die landed in the middle of the table... a 1.

Two tigers attacked Kwai Chang, and 99 damage was enough to drop him to -13 hit points. His CON of 14 made things look dire.

Sure enough, the next round he failed his stabilization roll and dropped to -14. Technically a death.

But I house rule that if you're at exactly negative CON, you have until your next action to be saved. Voren, Malek, and Hooken were laying waste to the tigers, as expected, and Bara cleared the path by eating one of the tiger corpses (she's SO helpful that way!), so Narlock managed to get in (right next to the lone remaining tiger) and get in a Cure Light Wounds to save Kwai Chang according to my own house rules. I was looking forward to seeing whether I could one-round a noble bard, but Hasted barbarian and ranger? Yeah, tiger didn't last long enough to get to do anything.

And so the death count continues to rise...

One final note is Irwin's spectacular roleplay of his paranoia. During the fight he got into excellent position to help the party, then... hid and refused to do anything to help. It was intentional, and it was lovely.

Way to play paranoid, Deady!


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NobodysHome wrote:

Athelya, You're Breaking My Heart

Bonus points to anyone who can name the song, artist, and year. It's just been running through my head this morning. Stupid earworms!

Cecilia by Simon & Garfunkel. 1970


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Few nitpicks

Dhampirs:
Are not immune to energy drain. Only to penalties it bestow, and all the levels go away after 24 hours automatically without rolling. They still die when they accumulate too many negative energy levels. I assume this is a mental shortcut of saying this, linked with the player's careless attitude.

Alchemist:
Fireball is nowhere on the alchemist formula list, neither in PRD, nor in d20PFSRD.

Infusion explicitly states it "can be imbibed by a non-alchemist to take effect". (with "can" referring to being usable by a non-alchemist at all).

I always assumed that group extracts require all the recipients to share a sip from the bottle. Extracts already have some advantages over spells so they might lose the advantage of being cast at higher range in return.


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Andre Roy wrote:
NobodysHome wrote:

Athelya, You're Breaking My Heart

Bonus points to anyone who can name the song, artist, and year. It's just been running through my head this morning. Stupid earworms!
Cecilia by Simon & Garfunkel. 1970

Wow! Are you sure you're not Haladir in disguise? There aren't that many of us ancient ones rattling around on these boards...


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Drejk wrote:

Few nitpicks:

Dhampir
Alchemists

Yeah, I think Mr. Stereotype is just misreading the rules:

PRD wrote:
Resist Level Drain (Ex): A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice.

I think he's misreading, "Takes no penalties" as, "Is unaffected."

As for alchemists, I was going to go complain on the rules forum, but it turns out my friend (who's playing an alchemist in my Crimson Throne game) misled me as to how "messed up" the formulae are: He's the one who cited Fireball, and I hadn't verified it's not there until a couple of minutes ago.

Yeah, I like James' approach: If everyone stands around you in a little huddle and uses their standard action to sip from the potion, you can do communal effects...


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Also, there is a rule that a character holding potion can feed it to an incapacitated or unconscious character as a full-round action. I have ruled in the past you can apply it to a conscious character in this way as well.

It won't help with group extracts, but it might be interpreted to allow using an extract on a single ally by the alchemist without the need for the recipient to use action.


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NobodysHome wrote:
Andre Roy wrote:
NobodysHome wrote:

Athelya, You're Breaking My Heart

Bonus points to anyone who can name the song, artist, and year. It's just been running through my head this morning. Stupid earworms!
Cecilia by Simon & Garfunkel. 1970

Wow! Are you sure you're not Haladir in disguise? There aren't that many of us ancient ones rattling around on these boards...

Pretty sure, just your random 41 years old gamer thato grew up with ABBA, Simon & Garfunkel, the Mammas and the Pappas, etc. around the house.


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The Infusion discovery lets Alchemists share personal range spells, though that might be an unintentional loophole.

http://www.d20pfsrd.com/classes/base-classes/alchemist/discoveries/paizo--- alchemist-discoveries/infusion

Too bad about Athelya.


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Andre Roy wrote:
NobodysHome wrote:
Andre Roy wrote:
NobodysHome wrote:

Athelya, You're Breaking My Heart

Bonus points to anyone who can name the song, artist, and year. It's just been running through my head this morning. Stupid earworms!
Cecilia by Simon & Garfunkel. 1970

Wow! Are you sure you're not Haladir in disguise? There aren't that many of us ancient ones rattling around on these boards...

Pretty sure, just your random 41 years old gamer thato grew up with ABBA, Simon & Garfunkel, the Mammas and the Pappas, etc. around the house.

Ah, still a youngster, then...


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Supperman wrote:

The Infusion discovery lets Alchemists share personal range spells, though that might be an unintentional loophole.

http://www.d20pfsrd.com/classes/base-classes/alchemist/discoveries/paizo--- alchemist-discoveries/infusion

Too bad about Athelya.

It lets "a non-alchemist... gain its effects" and he has it, but it's still definitively singular.

Letting multiple people sip a single extract is definitely a house rule, but one James approved.


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This write-up definitely brightened my morning...

NobodysHome wrote:
It turns out that Voren does indeed have Restoration on his spell list, but he hasn't been buying diamond dust so it's kind of a moot point. I let him spend 100 gold on the fly

Another thing to maybe consider with this group. We don't really care to play an accounting / resource monitoring reality game and generally handwave pre-purchasing spell components. As long as the party has had opportunity to purchase stuff since the need comes up, we just deduct the gold from our sheets. It also frees up the spell casters, especially divine ones with monster spell lists, from having to make crazy lists of all the possible components they could ever need. The thought here is that the actual PCs would be up on what they needed to buy and the player just keeps a reserve of gold for costly spell components.

Of course, even in this situation you could say that they don't have ready access to diamond dust within the various camps and so it must be specifically sought out.


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Yeah, I like the "gold on the fly" idea as well, but it'll depend on exactly how they use it.

Nothing like being a GM and letting them buy needed components on the fly just to hear, "Oh, I see I need a 2000 gp ancient red dragon toe! Well, let me just mark off the gold and we'll figure I bought it somewhere..."

Not likely, but always something I keep in mind the way the kids come up with weird stuff.

Anyway, in other news Impus Major is in this year's madrigal performance and has practices all week, including tomorrow night. There's a bunch of other happenings, so I figured best to postpone a week.

We'll see Athelya raised from the dead (again) next week...


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Paperwork and Metagaming
Sometimes your players metagame so hard that it's just painful.

We spent the first 15-20 minutes of last night's session doing loot distribution so they could afford Athelya's resurrection.

Then, with Kwai Chang, Voren, and Malek failing their Will saves to join Irwin in ParanoiaLand, I simply told the table the effects of paranoia.

Cue an utterly unconscionable 45 minutes of, "Oh, what skill check is it for me to roll to know that I have it? I want to roll so I know who else has it! I want to make a Heal check to know what cures it!"

Just utterly, utterly unforgivable metagaming at a level I haven't seen in ages. If I'd been using my usual, "Take 10 hit points for metagaming", I'd have killed half the party.

On the bright side, Impus Major, Deady McDeaddead, and Kwai Chang's players just rolled with it, with a few brilliant quips from Kwai Chang's player to lighten the mood a bit. ("I'm not going to guard Irwin! I don't trust him!")

After nearly an hour and a half of bookkeeping, the party FINALLY returned to the Vault of Silence, and other than the paranoia preventing the buffs from affecting half the party, it was pretty ho-hum. They found the room of swirling death (bladed pendulums AND darts? Whee!), but Irwin disabled the trap with little difficulty. MORE metagaming because I made them go into initiatives, so suddenly the group started doing random stuff that made no sense.

I swear, I'm going to just start going into initiatives for no reason on occasion just to get this group to stop.

Again, there were enough, "What Knowledge check do I roll to find out that Irwin didn't really disable the trap?" questions that my metagaming damage would have killed two of the PCs.

So anyway, Gbala and the two rawbones successfully got off their pincer maneuver, but Heron's excellent Perception roll meant the rawbones had the run across the entire difficult-terrain room to get to the party. Cue a full-round attack from a Hasted, undead-hating Hooken and a Fireball from Athelya so I'm dubious even one of the rawbones will make it.

We stopped mid-fight as 9:00 pm rolled around...


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Hi. Long time lurker here. I feel the need to point out that Pathfinder negative levels never result in level loss unless you've houseruled otherwise. A temporary negative level allows for saves to remove it, while a permanent does not. Basically, think of it like ability damage and ability drain. That said, if a creature dies from permenant level drain, their resurrection spell requires a restoration tacked on.


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Er... I'm aware of all that. What did I say that made you think otherwise?


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NH wrote:
I swear, I'm going to just start going into initiatives for no reason on occasion just to get this group to stop.

You could call for a "default" initiative at the start of the exploration. This would get used the first time you need a "secret" initiative. Once it gets used, ask for another one for the next time. It is a little extra bookkeeping, but not as painful as initiatives in every room and you can still spring stuff on them.


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NobodysHome wrote:

Er... I'm aware of all that. What did I say that made you think otherwise?

One of the other commenters asked if the levels had settled in. I assumed that he meant "become level loss." Rereading their post, I realise I was being redundant.


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Well, I'm afraid it looks like I'm on "holiday break" early this year:

  • Impus Major has a performance Wednesday night, so he and I will be attending that.
  • Athelya and Kwai Chang aren't available on the 21st
  • Irwin *may* not be available the 28th

  • So no games 'til at least the 28th, and possibly the 4th.

    Sorry, everyone! Show's on pause so kids can enjoy the holidays!


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    Noooo!


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    And I stopped playing Rift when the game broke for me during update to the new expansion...

    Anyone here playing D&D Online currently so we can at least talk about something in mean time?

    Dark Archive

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    Well, I'm not playing D&D online, but I am patently insane and decided to start running Iron Gods and Ire of the Storm during Christmas vacation while I'm still running Rise of the Runelords(fourth book finale is at hand) and The Strange campaign


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    Wow... 1, 2, 3... 4!

    You're actually running MORE campaigns than I am!

    Scary stuff!


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    Drejk wrote:

    And I stopped playing Rift when the game broke for me during update to the new expansion...

    Anyone here playing D&D Online currently so we can at least talk about something in mean time?

    Is D&D Online fun (and free or stupid-cheap) to play? In its early incarnation it was pretty mediocre.


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    Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

    My Harry Potter Carrion Crown For Fourth Graders got derailed for two hours when they assaulted a Warehouse with giant vats of bleach and one of the kids realized they hadn't washed their laundry in something like three or four weeks, so they all had to go back to the inn to get everything.

    And i'm like can't this wait until AFTER the assault?

    It did not.


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    Oh, poor Impus Minor is suffering the pains of trying to first-time GM a bunch of 12-year-olds.

    He decided to try to run Rise of the Runelords. I got to listen in on Sunday.

  • One player is a barbarian, so her approach is to attack everything in sight. Considering they're still in Sandpoint, this is... unfortunate.
  • Impus Major is a suicidal cleric of Cayden Cailean. What now?
  • Another player is a rice farmer/sushi chef who wants to exist as the extreme of every possible Asian stereotype imaginable. If she weren't Asian herself, I'd have stepped in and told her she was out of line. As it is, it's... disturbing...
  • Finally, Deady McDeaddead joins in as... I don't know what. Because... Deady!
  • Impus Minor is running a wizard GMNPC.
  • So yeah, there was the whole Longjiku/Ameiko confrontation on Sunday, the party ended up attacking Longjiku, the town guards got called in, they attacked the guards, they all ended up in prison (the cleric for his own protection). Impus Minor had to come to me for advice as to how to keep the campaign alive.

    NobodysHome: Remember the Runequest game I tried to run for you? Remember how Impus Major and Deady attacked townspeople to the point I had to end it?
    Impus Minor: Yeah?
    NH: Remember Shattered Star, where I had to end the campaign because you all chose to attack each other, then get beaten up and robbed by the NPC from whom you were supposed to extract information?
    IM: Yeah...
    NH: Remember Impus Major's kobold riding a greased burning pig down the middle of the streets of Magnimar?
    IM: Yeah...
    NH: Well, welcome to my world!

    Impus Minor was NOT amused...


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    The Mad Comrade wrote:
    Drejk wrote:

    And I stopped playing Rift when the game broke for me during update to the new expansion...

    Anyone here playing D&D Online currently so we can at least talk about something in mean time?

    Is D&D Online fun (and free or stupid-cheap) to play? In its early incarnation it was pretty mediocre.

    It's a nice change after We-Are-Really-Not-A-WoW-Clone-For-Sure Rift. It's free to play, though a lot of classes, races, and quest packs needs to be bought for Turbine Points. You can earn Turbine Points in game by gaining reputation favor (every 100 points of reputation is 25 tp, with some bonus tp for passing certain thresholds of accumulated reputation for the first time on the server). Quest Packs are between 250 and 1000 tp, classes and races seem to be mostly around 1000 tp.

    Regretfully getting a lot of favor includes doing the same quests/dungeons at least three times (once at Normal, Hard, and Elite difficulties). Mechanics are interesting and close to, though not identical to 3.5, except for not-really Vancian magic. Spell are prepared as a way of selecting which are available for the quest but the spells themselves are cast with spell points.


    Drejk wrote:
    The Mad Comrade wrote:
    Drejk wrote:

    And I stopped playing Rift when the game broke for me during update to the new expansion...

    Anyone here playing D&D Online currently so we can at least talk about something in mean time?

    Is D&D Online fun (and free or stupid-cheap) to play? In its early incarnation it was pretty mediocre.

    It's a nice change after We-Are-Really-Not-A-WoW-Clone-For-Sure Rift. It's free to play, though a lot of classes, races, and quest packs needs to be bought for Turbine Points. You can earn Turbine Points in game by gaining reputation favor (every 100 points of reputation is 25 tp, with some bonus tp for passing certain thresholds of accumulated reputation for the first time on the server). Quest Packs are between 250 and 1000 tp, classes and races seem to be mostly around 1000 tp.

    Regretfully getting a lot of favor includes doing the same quests/dungeons at least three times (once at Normal, Hard, and Elite difficulties). Mechanics are interesting and close to, though not identical to 3.5, except for not-really Vancian magic. Spell are prepared as a way of selecting which are available for the quest but the spells themselves are cast with spell points.

    For a game that is only 4 years old, the graphics I'm seeing on preview are ... disappointing. :/


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    4 years old?
    D&D Online came out in 2006... It's not supposed to have brilliant graphics :P
    D&D Neverwinter Online (which uses 4th edition rules and has much better graphics) was released in 2013.


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    Drejk wrote:

    4 years old?

    D&D Online[i] came out in 2006... It's not supposed to have brilliant graphics :P
    [i]D&D Neverwinter Online
    (which uses 4th edition rules and has much better graphics) was released in 2013.

    Ah, that explains a lot. DDO being 10 years old puts it right on the mark for expectations. Steam managed to miss that detail. :)


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    DDO charmed me with a few simple features that I felt sorely missing from MMORPGs I played before:

    1. Unlike in other MMORPGs I can recall, DDO characters can actually use their damned arms to hold to ledges, and pull themselves up to climb on crates and low walls... So simple, so brilliant...

    2. Enemies are not ghosts you can run through. You need to move around them to get past them (or jump or tumble). They do occasionally run through you, but not always. Being surrounded really sucks. It's a shame that the designers did not went fully through with this feature and opponents sometimes do stack on each other.

    Dark Archive

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    Yeaaaaah, my advice for Impus Minor would be to run a campaign where players are stranded somewhere without villages or towns :D I mean, sure, lots of work to run own stuff, but it sounds easier than trying to run game with group of murderous 12 year olds

    Another thing I guess they could do is trying to introduce nuance with stuff like having players to write characters backstory, personalities and how the characters interact with other people.

    To be honest though, I think best thing for him to do is take We Be Goblins and have them run goblin campaign :D


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    CorvusMask wrote:

    Yeaaaaah, my advice for Impus Minor would be to run a campaign where players are stranded somewhere without villages or towns :D I mean, sure, lots of work to run own stuff, but it sounds easier than trying to run game with group of murderous 12 year olds

    Another thing I guess they could do is trying to introduce nuance with stuff like having players to write characters backstory, personalities and how the characters interact with other people.

    To be honest though, I think best thing for him to do is take We Be Goblins and have them run goblin campaign :D

    LOL. I started Serpent's Skull for the kids precisely because they spend the entire first book on a "deserted" island where it's A-OK to kill anything they meet.

    Any other APs have that "wonderful" feature?

    (And yeah, I suggested We Be Goblins to him, but he felt that letting the players be goblins would be more than he could handle...)


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    Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

    I would just have him make something up as he goes along.

    My first campaign I gm'd I tried to use a module but ended up with a caravan guardians campaign from Waterdeep to Kara-Tur because my brothers ended up murdering innkeepers or hookers (or both) in the first town, before they even got the plothook and then repeated it every town afterwards.

    Dark Archive

    1 person marked this as a favorite.
    NobodysHome wrote:
    CorvusMask wrote:

    Yeaaaaah, my advice for Impus Minor would be to run a campaign where players are stranded somewhere without villages or towns :D I mean, sure, lots of work to run own stuff, but it sounds easier than trying to run game with group of murderous 12 year olds

    Another thing I guess they could do is trying to introduce nuance with stuff like having players to write characters backstory, personalities and how the characters interact with other people.

    To be honest though, I think best thing for him to do is take We Be Goblins and have them run goblin campaign :D

    Any other APs have that "wonderful" feature?

    (And yeah, I suggested We Be Goblins to him, but he felt that letting the players be goblins would be more than he could handle...)

    Well, that is why I suggested on him making his own campaign instead :D

    I could look on if there are any other ap like that... I'd guest closest thing might be something like Emerald Spiral aka mega dungeons. I mean, I guess those might have village as place to rest, but it doesn't require them to stay in one city for whole campaign or traveling around to different cities. In regards to non ready made material from Golarion, maybe start Post RotR campaign with help of Lost Cities of Golarion or use any of dungeon books to help? Like Hollow Mountain in dungeon book does detail stuff from CR 1 to high levels :D


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    Heh.

    Eheheheheheh.

    You could always have him transfer elements of the campaign into book five of Carrion Crown...

    >:D


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    Drejk wrote:

    DDO charmed me with a few simple features that I felt sorely missing from MMORPGs I played before:

    1. Unlike in other MMORPGs I can recall, DDO characters can actually use their damned arms to hold to ledges, and pull themselves up to climb on crates and low walls... So simple, so brilliant...

    2. Enemies are not ghosts you can run through. You need to move around them to get past them (or jump or tumble). They do occasionally run through you, but not always. Being surrounded really sucks. It's a shame that the designers did not went fully through with this feature and opponents sometimes do stack on each other.

    What is this climbing thing of which you speak? *gasp* *shock* *amazement*

    <.<
    >.>

    Ooooh yeah, that whole "stuff normal people do" thing. Got it. *grin*

    Must've been a while since I've done a ground-pounder MMO. What I recall was being surrounded always sucked eggs ... :)


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    The Mad Comrade wrote:
    Must've been a while since I've done a ground-pounder MMO. What I recall was being surrounded always sucked eggs ... :)

    True, but unless random MMORPG mobs surrounding you used some sort of crowd control, or had you in tight spot environmentally, you can usually at least try to run through them and seek better position. Or (outside of instances) flee outside their aggro range*.

    *DDO uses instances for practically everything so fleeing out of their aggro range isn't an option anyway.

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