[QUOTE=cyclocius;45006501]Worry not, you weren't the only one![/QUOTE]
Doesn't mean I don't feel bad about it.
On a slightly unrelated note, I've almost felt like trying another run at Rogue Trader, except I've no plot and K still have nightmares about how badly I handled the last one. Well, not that bad in a way, but I just feel like I just every kind of failed.
Also watched Rebuilds and wondered if I might get myself together enough to AdEva, except even less of a viable plot thread milling in my head than for the RT game.
And then I remember how I'm epically failing Uni and don't have a Schrödinger's quantum shadow of a shit to try and put together in my life.
Er, no, I don't mean your shit, C.
[editline]7th June 2014[/editline]
[QUOTE=thisguy123;45010231]Just for old times sake...
[I]"Whats that Maddie?"
"Peremieter breech alarm!"[/I]
And then we all got in a cabbage truck and rode off into the sunset.[/QUOTE]
I swear I have those images somewhere.
I hope.
Figured out how to make a character look like another race in Neverwinter Nights 2 so now I can have an Alu-Fiend that looks like a Tiefling so it actually shows armour instead of just using a monster model.
so we had fun in Traveller tonight
we rescued a guy from literal space locusts, he happened to be an old friend of one of our NPC crewmen and he told us about how the guy basically blazes it constantly and that's why he got kicked out of the marines
then, we drop said guy off at our destination, which is basically Mad Max: The Planet, only with more cybernetics. We sold our cargo of guns, tanks, illegal cyborg parts, and nukes to the WARLORD OF EDUCATION (caps necessary), and he offered us an in on a potential job involving some child slavery, which we were rather hesitant on taking on account of the party only being mostly greedy instead of outright evil. So we're considering returns in the long run before engaging in anything quite that bad
in any case, having made a pretty penny from selling this guy his weapons at hilariously jacked-up prices (we paid off about 5% of our entire ship loan in one go, which would normally take the better part of 2-3 years since we're doing our mortgage as 80% of all profits as opposed to a monthly bill until we pay it all off), with the cash left over going to give everyone a nice big bonus check. Having gotten hella rich, we then set off to our next job, which is going to involve us sneaking into enemy territory to destroy a temple. The guy who's hiring us gave us a nice tour around his doom fortress, which features such wonderful things as being shaped like a skull, a fountain of blood, and the corpses of his foes hung about the throne room. We proceeded to haggle him into paying 10 times what he initially offered to pay us, and considering the job is difficult enough that this guy was willing to wait more than a month for out-of-system mercs to get to him, we gather it's probably pretty difficult and we're likely going to lose most of our profits from that fixing damage to ourselves and our vehicles but at the end of the day, it's only a 3-day assignment and the deal we have is super cushy so cautiously optimistic
of course the party has never fought together before and considering the caliber of insane augmented freakjobs we've been running into constantly on this planet, the chances of it going sour are pretty high
[QUOTE=imadaman;45020103]Doesn't mean I don't feel bad about it.
On a slightly unrelated note, I've almost felt like trying another run at Rogue Trader, except I've no plot and K still have nightmares about how badly I handled the last one. Well, not that bad in a way, but I just feel like I just every kind of failed.
Also watched Rebuilds and wondered if I might get myself together enough to AdEva, except even less of a viable plot thread milling in my head than for the RT game.
And then I remember how I'm epically failing Uni and don't have a Schrödinger's quantum shadow of a shit to try and put together in my life.
Er, no, I don't mean your shit, C.
[editline]7th June 2014[/editline]
I swear I have those images somewhere.
I hope.[/QUOTE]
Quickstart guide to rouge trader plot.
-cargo delivery by order of (IQ/Space Marines/ Adepta whoguivesafucium/ Heretic in disguise)
-At other end introduce whatever the BBEG is affiliated with
-Investigation
-[I]OH DEAR, IT LOOKS LIKE (YOUR SHIP IS INFESTED WITH GENESTEALERS/ HERETICAL CULT ON THIS PLANET/ A GELLAR FEILD MALFUNCTION/ YOU'RE BRANDED TRAITORS!)[/I]
-Upon player resolution of the previous step, do another one till they have enough plot threads to Kill BBEG
-FINISH!
Hmm.
Well, there was genestealers and nids and ghost ships in warp and stuff.
Shrug.
Might write things down at some point.
The Continued Adventures of the Band of Bastards, Interplanar Murderhobos.
We pulled into port at Alta Ŝtono. Agarnil (my GMPC) lays out this speech:
"Look, we're on the run from two different nations. It would be really nice if we could lay low, and... I'm not saying it's your fault, I'm just saying that every time you lot get let loose on a city, bad things tend to happen. So I'm going to make this simple for you. I'll take care of getting more supplies and everything. There's a brothel I... heard about. Go there, get drunk, fuck some whores, just please, for the love of Khorne, don't do anything that will involve the city guard, or the army, or anything like that. Basically, try... not... to have any adventures."
The Band of Bastards agrees with this course of action. So they head there, and find a plain, stone building. They open the doors, and it's just debauchery everywhere. The wizard, Elfton Wands, immediately declares that he is never leaving this place. And he never does (letting that player re-roll as he desired). The rest immediately proceed to have a good time and not have any adventures.
And then Mistress Morgwena, the owner and proprietor, shows up. "Excuse me, are any of you gentlemen adventurers? We seem to have a problem."
Well, all the regular players that were there join up, plus the house bard (played by the former Elfton Wands), and a random barbarian chick played by one of the player's girlfriends (her first-ever TRPG). So Mistress Morgwena lays out the quest:
Two of her girls had been working on the street, and had gone with their johns to a small seedy inn. Somehow, one got killed and the other is missing. The BoB's job is to find the missing one, and whoever is responsible for the dead one.
So they go to the Small Rock Inn, a small dirty place near the edge of town. The owner, Small Mike (a half-halfling), meets them and shows them to the room.
Furniture upturned, window broken, and blood just fucking everywhere. On the floors, on the walls, even some spray on the ceiling. One chair in particular is overturned, with one leg broken off to give a sharp edge, and there's a dead naked woman impaled on it, right through the heart.
The barbarian decides to fuck the corpse. I let it happen mostly to show the first-time player that yes, you can try to do anything and I generally won't stop you. She doesn't know it yet but she caught a disease off it, to show her that actions always have consequences.
A few perception checks later, they notice several things. One, there was a set of samurai-style armor left behind, along with a longsword and about one-and-a-half sets of female clothes. Two, there's a trail of bloody footprints leaving the room. Three, there's another set of footprints trailing from below the broken window. They do a detect magic - find the sword is just barely magical (+1), but nothing else.
They pick up the armor/sword and follow the latter trail. Footprints - barefoot female. They track them through the city to a small alleyway, where they just stop. Seriously, they end mid-stride, no possible explanation. No magic, no secret doors, not even any crazy parkour shit.
They do possibly sense that someone is following them, but whoever they are slips away unseen.
Lacking any better ideas, they go back to the inn and follow the bloody tracks. Footprints are some sort of military boot - heavier on one side, with evidence of something being dragged. They easily follow them all the way up to a dead body. Right in the middle of a road, in a puddle of his own blood, dead man, wearing only pants, with a massive neck wound. The only other notable feature is a tattoo, in a foreign script, which the bard manages to translate as "black blade". The footprints continue on, though. The BoB follows them to the docks, where they lose them. However, they do see a large junk (~1500 people) crawling with soldiers armors in the same manner as the armor they found - they seem to be on peak alert.
Every single one of them fails a knowledge check on "black blade", so the bard and barbarian get the actually-good idea to go to the library and research it. Unfortunately, the library is closed at 1AM, so they break in. They are followed by a scout for the Imperial Dragonwatch, who tries to detain them for breaking and entering. They bring her to -2HP, stabilize her, then interrogate her. After getting nothing from her (pro-tip: don't just use Intimidate, sometimes Diplomacy works better), the barbarian kills her by stabbing her in the vagina. (I had to avoid voicing the ultra-nerdy Latin pun about that, but I totally thought it).
They do finally get their damn book and discover that the Blackblades are a famous mercenary company from Domei, most notable for the unique swords they use which have pitch black blades. They also read that the Dragonwatch is an elite group of monster hunters from Urbo je Imperiestrino. They consider evil dragons their primary enemy, monsters in general as their secondary, and evil people as targets of opportunity. They also recognize no jurisdiction. The Band of Bastards may have earned their ire during a previous escapade, when they pretended to be Imperiestrine terrorists as a cover for robbery.
Anyways, killing the scout threw a wrench into my plan to try to get them back on-plot, because they'd gotten seriously confused. Their working hypothesis was that the mercenaries had assassinated somebody in the middle of the act, killing one of the hookers in the process. This failed to account for a lot of shit, but thinking things through completely is not one of their skills.
Here the party splits. The fighter and barbarian go back to the inn, and interrogate Small Mike. One natural 20 later, they learn that these two whores had been killing and robbing many of their clients, splitting the proceeds with Small Mike to keep him quiet. They kill Small Mike before they think to ask him *where* the missing girl would have gone.
They then go back to the brothel, get into a mexican standoff with Mistress Morgwena before being convinced that she wasn't in on the plan. The mission is altered from "rescue the missing prostitute" to "go murder the missing prostitute for tarnishing Morgwena's reputation". The players, btw, refer to this as a Reverse Grand Theft Auto - the hookers are killing *them* for their money.
The cleric, bard, and rogue (who showed up late to the session, which is why he hadn't done anything yet) start planning to take down the Blackblades (who outnumber them 30:1 even counting the NPC sailors the BoB has). They buy 600gp worth of Alchemist's Fire (about 200 gallons) and several barrels full of whale oil. The rogue manages to douse most of the junk unseen, but they don't light it yet.
Well, my paladin finally comes back to the boat, in a vain attempt to try to get the party back on plot. The rogue gets the idea to disguise himself as a Blackblade soldier using the armor they found, and infiltrate them. This works right up until one of them tries to give him an order, when he realizes he cannot actually speak or understand Domeic, only Common. So they take him prisoner and bring him back to the junk.
There's a lengthy argument in which the bard wants to light the junk on fire with the rogue still on it, but he's eventually overruled. The rogue manages to talk his way into "leading them to who he got the armor from" - as soon as he's off the ship, they fire and light it up. He escapes in the chaos.
The party then decides to leave town for a few days to let the commotion die down. They have now killed everyone who might have known where the missing hooker-thief was, as well as anyone who would be able to track her. So they just randomly wander into the mountains.
Session ends around 4AM game time when they see a pillar of light come down from the heavens, the familiar sign of an archon teleporting down to perform justice. Notably, it comes down to a point two miles from their current location. They decide to go investigate.
Two players had to leave then. The rest of us, being musicians, started an impromptu jam session. We had such a weird mix - I was playing classical piano/harpsichord/organ, we had a ukulele and an acoustic guitar, and a really, REALLY shitty percussionist who had to play using my synth keyboard because he forgot his. We eventually worked it out, and it was pretty fun even though we sounded like shit.
Next session planned for the 21st.
hi i've never played this game before and know nothing about it
what should i do first
[QUOTE=_jesterk;45038158]hi i've never played this game before and know nothing about it
what should i do first[/QUOTE]
Assuming you mean D&D specifically, find a group and get the core book, then start reading.
[QUOTE=_jesterk;45038158]hi i've never played this game before and know nothing about it
what should i do first[/QUOTE]
Which game? And which edition?
[QUOTE=_jesterk;45038158]hi i've never played this game before and know nothing about it
what should i do first[/QUOTE]
panic
[QUOTE=Rents;45038348]Which game? And which edition?[/QUOTE]
d&d in general
also how do sharks roll a d20
Very carefully.
[QUOTE=_jesterk;45038601]d&d in general
also how do sharks roll a d20[/QUOTE]
First, get your materials. A pen, paper, printer, dice, and whatever rulebook you're playing. I recommend pathfinder, it's basically D&D but better and more popular.
Second, begin playing, you will have a ton of fun at first play.
Third, realize half the people playing are rules nerds, and the other half are creeps.
Fourth, burn all of them and walk away forever.
[QUOTE=Funktastic Dog;45038818]First, get your materials. A pen, paper, printer, dice, and whatever rulebook you're playing. I recommend pathfinder, it's basically D&D but better and more popular.
Second, begin playing, you will have a ton of fun at first play.
Third, realize half the people playing are rules nerds, and the other half are creeps.
Fourth, burn all of them and walk away forever.[/QUOTE]
Nah, he's gotta play FATAL. It's the best system, without a doubt. Trust me.
[QUOTE=_jesterk;45038601]d&d in general
also how do sharks roll a d20[/QUOTE]
Serious answer time.
Well, you get the core rulebook, it's the book with the core rules in it and makes you say "cor, this rules!" if you're easily excited by text. There are several editions of Dungeons & Dragons, each different in their own way, plus an offshoot called Pathfinder. Products of the time they were written in, really. A 'monster manual' and 'dungeon master's guide' will be handy too.
What you need to play the game can be assembled from odds and ends for tokens, and a lot of pencils and paper for maps and character sheets, or run with only the theatre of the mind. That option isn't reccomended for the 4th edition Dungeons and Dragons (the latest edition). The dice sets are harder to get your hands on, it's unlikely to have anything other than 6-sided dice around. Wherever you get the books from likely have the dice too. Worst comes to the worst there are online dice simulating things, but those are way less satisfying than actually rolling something.
Pathfinder, an offshoot and refinement of Dungeons & Dragons 3rd edition has a 'beginners box' which has tokens, a map grid thing, a full set of dice, and a rulebook, and an abridged player's handbook with player progression up to 5th level. It's a good option if you want to test the roleplaying waters and want everything in one bundle. I have it.
Now, if you're in a group of friends, I hope you appreciate how fortunate you are. If they're also interested in the hobby then that's great. These are social games so you do need a group of 3, 4, up to 6 people with one of those being the the guy running it. Think of that role as like a referee, narrator, and writer.
There are other roleplaying games available, some of them are free, or have free versions of the rules available. Their names escape me right now, though. It's 2 am here. Rents should get to bed too.
One of these days I'm going to be a better GM.
But today was not that day.
At the very least we all had fun, the final encounter of the session ended with everyone's guns jamming, half of the enemies committing suicide and half of the PCs gaining sanity points. :v:
Rogue Trader's a pretty gud system.
One week shy of a full year, and our D&D campaign finally draws to an end. Highlights include:
A massive airship-supported assault into the ancient ruins held by the BBEG and the pathway to the Temple of Creation
Reaching the Temple of Creation- a monoithic structure atop of free-floating field of temporal sand, composed of that same compressed material. Floating in the dead center of the world (The world is a torus, so the center of the world is still in space)
Meeting the gods we worshipped or were otherwise favored by and receiving relics on loan because they kind of like the plane and [sp]not being murdered with time-travelling soul cannons in the past[/sp]
A balling-out final battle with the bbeg and his lackeys- Nick Pandorum the godslayer construct, Kaldoon the mummy lord, and Dr. Kerstein the psionic mengele-equivalent.
Dusting Kerstein with a critical Disintegrate.
Running a flaming train on Kaldoon with a grappling fire elemental and a shattered wand of fireballs.
Kicking Pandorum in the ass to deliver a touch spell to settle a deal with a dead guy.
Literally ripping Nick's head off (Moment of Prescience working for opposed ability checks, very useful).
Stuffing raw time energy down Nick's neck stump as it's busy spewing laser all over the roof directly into his weak point for massive damage.
Using the Temple of Creation to be able to see all of the plane's past and future, and where the fabric of spacetime was coming apart at the seams.
Using the time sand lying around to literally Fabricate spacetime back into healthiness (Probably the most significant use of a craft skill I've ever made).
Fun times. Tears were shed.
[B]Magical Burst: Session 29: Business Concluded[/B]
[url]http://pastebin.com/KtjcQbNe[/url]
[quote]Starting with Ramona, who Sarah dragged 3 years into the past for no particular reason, she heads to The Tortoise Shell, which is still around at this time. Ramona begins hitting on the bartender and gets her number. Sarah mindpings Ramona to see how she's doing before telling Ramona that she got a job for the two of them. After the connection cuts, Ramona leaves the bartender with a parting gift of a kiss, instated with the power of her damnable magic mistletoe. She then leaves the bar to wait for Sarah.
The Sarah 3 years in the past begins conversing with Mr. A, who at this time knows nothing about magic. He gives Sarah a job to break into the office of the administrator of the Kikan Institute and steal some papers, which little miss time magic accepts. After mindpinging and telling Ramona about the job, Sarah speeds down to the bar to pick Ramona up.
They head to the Kikan Institute, and while holding hands with Ramona, Sarah pauses time. Going inside, they pick a random direction and start raiding offices, eventually finding blueprints to the first floor of the place, which they use to locate the administrator's office. Shooting the lock off with the help of Sarah's "Impractical Practicality" power (action movie: the magic power) they head inside, nab an Oblivion Seed off the desk, and lockpick a filing cabinet. Inside they grab a bunch of papers referencing magical things, mostly as used in standard over-the-counter pharmaceuticals, though some of the "Active ingredients" listed are less than standard, with notes being made to all manner of magical thingamajigs that are used to enhance the drug. These listings, of course, not being put down on the actual distributed drug's packaging.
They head back to the Akechi Corp, Sarah hands off the papers to Mr. A, who is impressed with Sarah's speed, and gets $1500 in return. Sarah then informs Mr. A that in about a year, he'll encounter Princess, who will be a great help to him. In return for this information, Mr. A owes Sarah one favor, redeemable at any time.
Sarah then goes back to the future with Ramona. Ramona decides to fly off to the bar, but not before Sarah pauses time, fishes out Ramona's phone, and deletes the contact that was the bartender's number Ramona got earlier. Not that it matters since she has the number written on a napkin. As Ramona heads to the bar, none the wiser that her phone was timenabbed by Sarah, this Sarah goes off to create a stable time loop by going back to turn into the Sarah that the Sarah in the past first summoned when she and Ramona were riding the giant tortoise about to head 3 years backwards in time. This Sarah syncs up the loop and then becomes the Sarah that went on to do the ~magical murder mystery~ business in the previous session.
The ~magical murder mystery~ Sarah continues her hunt for clues. After finding nothing in the memory orbs, she called up Enomatia to find out who the victim was. After getting a name and finding out she went to the same school as Sarah, Sarah exchanges numbers with Dusty, the shopkeeper of the enchanted item pawn shop, then decides to head to the school to look for more clues.
Arriving at the school, Sarah heads to the club room of the 4 nerds of the group PASS. She finds the room empty, but with a note on the door saying to call the listed number if there are any cases they should be aware of. Sarah phones up the nerds, finds out that the dead girl, Sama Idane, was a member of the track team. She then heads to the track field, finds her sister Anna's friend Tsuki, and after a roundabout process of information exchanging, Sarah finds out that Sama has been heading to Tier 4 more than was normal, and gets the number of one of the murdered girl's friends who usually went with her.
Sarah talks with the friend of the murdered girl, whose name is Matsu, then finds out she has a memory orb that Sama gave her. Sarah heads to Matsu's house, talks with her, then takes the orb and watches it. The orb contains a memory of the murdered girl, at the time of her murder. The killer is holding a fancy looking golden knife that destroys all blood from any wounds it cuts, making for a clean kill. With this information and the orb, Sarah goes to find Enomatia at the bar.
Back to Eve and Val, they begin to descend the side of the Akechi Corp hanging off the vine rope made by Eve. After climbing into an open window of an office, knocking a guy out by distracting him by throwing a cloud of money at his face then bashing him in the back of the head with a giant tome, looting his unconscious body for cash and a keycard, the girls decide to take the stairs up higher to look for important papers in offices. After climbing to the 79th floor, 1 below the highest floor (which there are no stairs to access), they stop outside a door to the offices, hearing an irrelevant conversation.
Val lets her rabbit Jake slip inside and run off, leading the people talking to chase after it while Eve and Val enter another office. Val digs for papers while Eve loots a purse on a desk, getting another keycard, more money and a necklace that has a fingerprint embossed on it. After Val grabs some papers that are written in a language she's never seen before and some others written in a code made of multiple languages, they head to the elevator.
Using the newly acquired keycard to open the elevator, and the fingerprint necklace on the button to the 80th floor (which they determined to be a fingerprint scanner) the elevator heads up to Mr. A's office. Mr. A is sitting at his desk as the elevator doors open, revealing Eve and Val. The three have a brief conversation as Eve and Val blame him for the end of they world that they heard about from Father Patrick. Mr. A claims that world-ending scenarios are bad for business, and that he wants to "bring Japan forwards as the greatest economic power in the modern world" and "show the world just how far our technology has advanced over that of any other country."
Mr. A gives then gives the two girls five seconds to descend the elevator. Val tries to, but Eve refuses, staying until the count of zero. As he stands from his desk and reaches into his coat pocket, Eve tries to wrap his hands in vines, but is too slow as he pulls out a large revolver and shoots the vines out of the air. Eve tries to ask for answers with a Social roll, but even using 2 luck (which ended up as a roll of 4d6+3) she only gets a pathetic and hilarious 10. Mr. A gives her no answers, pulls out a remote and pushes a button on it, as the elevator doors close (with Eve and Val inside it). A light turns red inside it, the elevator descends, and they hear a hissing noise as gas is released into the elevator.
The two begin attacking the shit out of the elevator hatch, finally busting it open (it was made out of the McGuffin metal Arcanium) and they jump out into the shaft. Eve makes vines around a pipe, and she and Val begin to descend the shaft, after cutting the cable of the elevator to make it drop. Along the way down, some doors open and guards start taking shots at them, but the girls deal with the guards non-lethally, finally getting to the bottom, venting Heart Overcharge by making out, then jumping out a window and running. Val says she has to run home, while Eve goes to the bar.
We now jump to a new girl, Ayano. She is a massive nerd, the nerdiest nerd, an amateur hacker who unironically says "zomg" and other such things that should never be said despite the fact that the game takes place in 2042 so that kind of language should be even more cringe-inducingly outdated than it is today. It is Ayano's birthday, and her 4 nerd friends from PASS show up at her house. They all then head to the arcade, where Ayano kicks their ass at Pacman, then sees Eri (Ayano's player's other character, who went to the mall with her brother and girlfriend, since we allow character switching) then kicks /her/ ass at an arcade game. After exchanging numbers with Eri, Ayano is introduced to the fact that magic exists by the nerds. Ayano is handed the Magitector, a device which, unsurprisingly, detects magic, then follows a magic trail it reads down to the 4th Tier and outside The Tortoise Shell, where Ayano, Sarah and Ramona all meet up.
Sarah and Ramona enter the bar first, while Ayano gets the greenlight by the bouncer, but her nerd friends have to stay outside. Sarah and Ramona begin having a conversation as Ramona uses the mistletoe on a random girl in the bar, getting a fist to the face for her efforts, while Ayano slips into the back room, Yarif's office, and finds Yarif and Enomatia, the magical talking tortoise and raven respectively. Ayano is informed a bit about magic as Sarah and Ramona enter the room as well, Sarah wanting to talk to Enomatia while Yarif wants to make a contract with Ayano. Sarah hands Enomatia the memory orb as the others talk.
After some ineffectual convincing, as Ayano believes she'll turn into a beastgirl succubus by accepting the contract (courtesy of Sarah and Ramona being stupid fucking retards), Eve enters the room as well. Sarah pauses time, brings Ramona into stopped time, then with her help draws all manner of things on Ayano and Eve's faces with sharpie marker, including a swastika, a cartoon cock and balls, angry eyebrows and a Hitler mustache. They return to their positions, Sarah resumes time, and the two girls are almost none the wiser before they realize they've been inked. This happens among a number of other amusing events, such as the use of a can of spray-on beard, increasing the size of Ramona's size-shifting tortoise familiar to take up most of the room, and all manner of nerdy references made by Ayano. Yarif and Enomatia are not too pleased with the shenanigans.
Ayano leaves in a huff to rejoin her nerd friends outside, having not decided on whether or not to make a contract, while Sarah remains inside to talk to Enomatia about the memory orb and what it contained. Eve and Ramona are also still inside the room, but not for any particular reason. They'll likely be dragged into the magical murder mystery come next session.
End session.[/quote]
ATTN: guys it's official we're starting feng shui this weekend (either fri-sat or sat-sun)
be there, uh... people I told about it who said they were interested (dan, data, wing and I think ryan too? check in over steam, dudes)
Ever have those sessions that start as a one off, but then become so much more? Just had that happen.
In this one, me (a pixie wizard), a doglike man rouge on a flying carpet, and a gnome cancer mage own a private detective business, but for spooky monsters and shit. After investigating some recent murders, we discovered some weird noises in the sewers (dogman had good ears). We discovered one of these fuckers.
[img]http://www.wizards.com/dnd/images/MM5_Gallery/106351.jpg[/img]
A vivisector (MM5) is essentially a bug creature that's flying and invisible. Any players worst nightmare. It somehow got behind us in the sewer and we started to panic. I launched a fireball to try and cover our escape, but of course all that poop methane caught on fire and began to fill every crevice in the sewer with flames. This drew out what turned out to be hundreds more of these vivisectors, all of which were not only pissed off, but running away in the same direction we were. The fire and bug horde chased us as we flew on the carpet as fast as we could. We finally found a manhole cover and flew out of that shit headfirst (which knocked out the party member who was flying it). Relived, we got up, brushed the shit off our shoulders and looked upon an impressive show of fiery columns erupting from manholes and drains all over the city.
We've spent the last two sessions since paying for the damages. Good setup for a one off that ended up becoming a longer game.
Did someone say the word pixie?
Yes.
In my experience, pixies have made fantastic wizards because of their mobility and their bonus racial ability scores.
[editline]12th June 2014[/editline]
Oh, and greater invisibility never hurts.
Pixies make fantastic everythings.
[QUOTE=DiscoInferno;45084512]Pixies make fantastic everythings.[/QUOTE]
Even girlfriends?
[QUOTE=deltasquid;45084679]Even girlfriends?[/QUOTE]
Please don't ask that question to Disco. You aren't prepared for the answer.
[QUOTE=deltasquid;45084679]Even girlfriends?[/QUOTE]
That's the best thing they make the best thing of.
[QUOTE=DiscoInferno;45085730]That's the best thing they make the best thing of.[/QUOTE]
I am afraid to question your choice of words.
Speaking of which, if anyone wants a player for their game please PM me.
Though I might not accept out of circumstances, college and among other things, despite actually looking for a group.
What should I do if I have under the limit of players I would prefer to have
like, say, I want 4 to 5 people but I only have 3
[QUOTE=Mr. Jelly;45088365]What should I do if I have under the limit of players I would prefer to have
like, say, I want 4 to 5 people but I only have 3[/QUOTE]
3 is good. I actually prefer 3 to 5.
So our Pathfinder party just used a WWII bomber to attack a flying castle and shoot down dragons. A [I][B]LITERAL[/B][/I] bomber from WWII, more specifically a B-29 superfortress.
[IMG]http://channel.nationalgeographic.com/exposure/content/photo/photo/434846_b-29-superfortress50_epsicuaitwlfo42x7yedw6mpvtncurxrbvj6lwuht2ya6mzmafma_610x343.jpg[/IMG]
The homebrew setting is a place where it's essentially the compost heap of the multiverse, so an NPC patron of ours provided us with this thing which he found in the middle of the desert. My character's tutor was the lost son of Nikola Tesla so she knew exactly how to repair and operate this thing. A few days later we were flying this thing, powered by 20 metric tons worth of alchemists fire, towards the castle. Cue dargons flying at us, who didn't stand a chance. Then gargoyles attached themselves to the bomber, but my wizard character, who was a pilot, did sick maneuvers and shook them off while the cleric commanded the gargoyles to fuck off. Then my wizard was voluntarily possessed by a spirit who died at Pearl Harbor and she suddenly gained a gruff New Yorker accent and shouted commands over the intercom (in English, which my character understood; she also knows Serbo-Croatian) to attack those sunofabitch Japanese while we were about to crash into the floating castle.
"Gonzo" doesn't even begin to describe this game.
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