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Messages - BringOutYourDead

#1
Screen Shots & Obituaries /
May 18, 2009, 04:17:15 PM
Well done!
#2
Suggestions /
May 17, 2009, 06:06:19 AM
Yeah. I've heard on more than one occasion from players and DMs alike, setting up meetings through tells is somewhat metagamey.
#3
Bug Reports /
May 17, 2009, 06:05:43 AM
Clear on my end! Thanks Scotty!
#4
Suggestions /
May 17, 2009, 12:47:17 AM
PLEASE!!!!!!!!!!
#5
Suggestions /
May 17, 2009, 12:46:38 AM
Quote from: Gippy;126135Why can't they spend 5 gp on oil and make a fire?

Because as a tribe of wild, heavily nature oriented halflings, I'd suspect learning how to live (rest?) off the land would be something they would have all been taught growing up.

Plus rain prevents a campfire from being put up when I believe druid/rangers can rest during the rain without any trouble whatsoever.
#6
Suggestions /
May 14, 2009, 02:00:07 AM
In that case, is it possible for the Stargazers to collect skins then?
#7
Suggestions /
May 13, 2009, 06:28:20 PM
I think Egon's referring to chance of spell failure. In which case, that is a bit weird.
#8
General Discussion /
May 13, 2009, 05:51:01 PM
Quote from: Arthurian_Spark;125674Clubs are seldom used and are an integral part of a fantasy setting, imo.

Only because they'd be the most accessible weapon to the average commoner or goblin.

They're not anywhere nearly as neat or cool a sword though, or an axe, or even a mace.
#9
Screen Shots & Obituaries /
May 13, 2009, 12:23:11 AM
Dude... I didn't know you even exist (for real) but nice work all the same!
#10
Suggestions /
May 09, 2009, 01:11:33 AM
Ah, probably a typo then.
#11
Off-topic Discussion /
May 08, 2009, 06:12:02 PM
Yay! Thomas is back!
#12
Suggestions /
May 08, 2009, 03:36:48 PM
Nightriser I is 3-7. Nightriser II is also 3-7, meaning if you level up on Nightriser I, you can't come along for Nightriser II.

Healing consumable rewards could use a bump as well since the structure of the quest doesn't allow for the cheaper healing methods to be used (e.g. medicinal herbs).
#13
Bug Reports /
May 05, 2009, 07:46:28 PM
It seems to me the wolves spawn as soon as the first party member enters the area. Considering lag and loading times, this means wolves can be chewing through the cows before the PCs even know what's going on.

I would suggest having the first wolves spawn farther away or about twenty seconds later.
#14
Suggestions /
May 05, 2009, 05:10:54 PM
Quote from: SkillFocuspwn;124209I have done a DM spiced version of this quest, facing charmed giants and various other creatures, and it was awesome. Seeing a lot more competant fighters than this, rather than a quest of charm spells, would be very cool!

I heard of this myself and am sorely disappointed that I missed out.
#15
Suggestions /
May 05, 2009, 04:48:06 PM
The thing with Harpies is that their strongest ability, charming/confusion, is easily countered. I would rather see the difficulty on harpies ramped up instead of lowering the level range.

The harpies should cast dispel magics more often. How harpies "drop" behind the party at times is also great and I think it should be done more often, from multiple sides, and with more powerful harpies.

I think more charmed sailors under the harpy's control would be better as well, perhaps in a 50:50 proportion of harpies to charmed sailors. In my experience, they deal decent damage with their sneak attacks and are quickly rushed by tanks because of this. But also, maybe include a wider variety of charmed sailors, include charmed ogres, gnolls, orcs to give the harpies more lasting power and damage dealers.

Scalemount is an awesome quest which does a great job of giving you the impression that you are scaling a mountain. Because of the multiple levels, archers and other long-range characters play a key role in minimizing the amount of damage done to the overall party on the way up. However, having to travel to the opposite end of the mountain to climb up a tier is rather annoying. I would suggest that ramps be added in a 90 degree by 90 degree pattern (e.g. first ramp on the south side, second ramp on the west, third on the north, next on the east, and so on).

To make up for that change, I would suggest adding barricades on each of the tiers. Because of how the game engine works and because of how our two legs are naturally acclimated to travel along the horizontal plane, navigating obstacles on the horizontal plane is more of a challenge where has navigating obstacles on the vertical plane is just annoying.

I also think that the top of the mountain would be better fortified with barricades and obstacles instead of just a wooden platform.

The Illythiiri Tomb quest I wished I could go on more often, bumping the level range to include seven would definitely open the quest up to a lot of people who would feel more comfortable going that far out from the Colony at that level.

Add a few more drow ghost spawns and poisonous spiders and I think the quest would be a challenge perfectly suited for level seven characters.