Zyinniah Hazelnut and Curissa Hazelnut on most servers.
PM: 100% of Core, 100% of Column 2 (Vigor), 100% of Column 3 (Spell Crit), 1st Increment of Skeletal Knight, 100% of Column 5 (Conduit)
(Should have just listed what we won't use. Shorter.)
Human: 100% of Column 2 (Skills), 100% of Column 3 (Surge), 100% of Column 4 (Healing), "Don't count me out" and Fighting Style is OK.
You really aren't that restricted in the Race and PM Trees.
You just have to fill one completely (minus restricted) before starting the other. No mixing of Class Trees.
It means taking choices you may not need or particularly like, but that is what you have to do.
It is still my belief that the Race Tree be filled first, but I DID say OK and you guys are not going to let me take it back.
It starts at 10% per chest and will increase to 50% by level 20. If not, your party will OP Normal Difficulty.
As it stands now, for each "Lair" you encounter in an adventure, you have a 10% chance to receive 1 Combat Magic Item, some coin, maybe some gems (tokens), some valor and other rare various stuff....per character.
With this token system, you would also receive various consumable things. Potions, Scrolls, Ammo, Tools, etc.
The quantity and level is proportional to the total value of the tokens.
Considering a 5-6 person party, this adds up. Everything is pooled together and given (or rolled for) to those who could best use it.
It is my hope that Turbine is watching and sees our need for more non-combat and consumable oriented items to be available in chests and breakables for those who stay away from the Ebberon environment.
Last edited by intruder1; 04-12-2014 at 09:47 PM.
One more time lads, just one more time. This is another case of being ok for each encounter, but not enough capacity for combat and buffs to finish. Each nook, niche and crannie was 'crawling' with spiders and Kar-Thul ogres. The acid was the thing that got us in the end. Tukcc was the first to go; and with only 1 healer and echos unable to supply healing in combat as fast as it occurs, Ktorr was next. I have protection from elements and I did cast it once or twice when I saw someone's red bar dropping; but it's an expensive spell and I believe each death was a combo of a few hits and then a drain from the acid. Again I lasted to the end, forced to rely on Death Aura until caught at the end of its duration by web and then dissolved in the foul stomach contents of giant spiders, ugh! I think we got a little more then half way this time.
I took all the AP from human (and the useless reanimate) and put it into necro spell crits. I have about 5 AP left over.
If anyone has used reanimate that benefited the group, please post the circumstances. I'd guess that at level 12, +90% of groups have multiple sources of resurrection from clerics, scrolls, hires, cakes or whatnot. If it lasted 20 minutes before the 'rotting' starts, or cost them a couple hp a minute, I might be able to reanimate the group and get some useful combat out of them. [Evil laughter]
For the third time we attempted "Spawn of Whisperdoom". (Notice i said "attempted")
Our party was made up of 4 out of 6 original members, due to real life getting in the way again.
As always, it was a real hoot! And on Normal Difficulty!
Our group is tight. We almost know what the others are thinking. This game night the thought was "Oh Sh--!!"
Difficulty does not scale whether 4, 5 or 6 players, so when we adventure with our playstyle, even 1 less can hurt.
But we gave it our best, and there is no remorse. Not every Adventure should be successful. It keeps you humble.
Anyway....in our gamestyle, after 3 unsuccessful attempts, the adventure is regarded as unattainable, and we will not attempt again.
One thing that was noticed was a marked increase in the contents of "Breakables". A number of gems, potions and
1 potent weapon. (by OUR standards that is)
As we did not roll our required "1 or 2" on our d10 rolls, we did not find any Treasure in Lairs, so we will eagerly look forward
to next week to see if Chest Treasure is any different.
It is amazing to me how this experiment has developed over the past 2 years!
Kudos to the members of this Guild. It is YOU that makes this fun to play and keeps us coming back week after week!
Note that there is a SECOND party who has begun the journey via this playstyle. "Stormreach Investigations" is the thread they reside in.
Currently they are 3rd Level and from what I can see, having a great time.
Once more we failed to complete a quest on "normal", and once more we logged out with grin muscles aching from the constant grin (okay... there was also some "Eyes wide with horror, and agonized grimace" time in there too!) and our ribs suffering from the laughter. The tension is so great at times you can hear it singing in your bones... or is that Jac's bones vibrating from a blow to his helmet? I've had to purchase another roll of Duct Tape to repair the hole in my chair once more. The point being, that we seem to have a riot of fun even in failure, although failure is not as common as you would think with our self-imposed restrictions. On the upside, were it not for you folks, I'd probably have given up drinking two years ago!
I remind you of the Guild Motto:
"If at first you don't succeed... THACO is the Guild for you!"
*Cogoiler lifts a tankard to all who make his life one of constant wonder and and adventure!*
I ASKED for that! (And you don't roll for Breakables!)
I can't help it if my Elven reflexes are too quick for ya!
As it turns out, I already had one and this was just 1 factor higher in power factor.
I noticed you didn't offer EITHER of those Potions of Invisibility to anyone.
The old one is in the Guild Chest, on the ship. Feel free to "Ninja" it.
I am going to start to compile Character Record Sheet data for active guild members.
If you are an active member of either the Wednesday or Friday Group, please reply to this post with the following information......
CLASS(es) / LEVEL(s):
CLASS(es) / LEVEL(s): CLR6/FTR6
DDO has a great sound effects system that is both distance and direction dependent.
The AI has been improved to allow monsters to detect sound and investigate it.
What if these mechanics were extended to the games Voice Chat capability?
While adventuring, your scout is ahead of the party, well……scouting.
All the while, everyone is chating back and forth, shooting the breeze.
The Scout gets a bit farther ahead and the rest of the party now has to
strain to hear him, so he starts talking louder.
Further ahead, a Monster paces back and forth….patrolling, until
he “hears” the sound from the Scout and advances to investigate.
Currently, we can “bait” a monster by shooting at a wall or column.
Why couldn’t a Monster hear someone talking?
Your party just finished an encounter and you have rallied together to
guard a character who has been blinded. Again, you are chatting,
taking 5 and shooting the breeze when a Wandering Monster approaches
unseen and “hears” the chatter.
Can you see the implications?
The code is there…….
Just a few miles west of the city, a jagged and weathered ridge - like a great knuckled fist of stone - pushes up from the monotonous green blanket of the Jungle of Khyber below. Calibhan the Halfbreed gratefully paused on the height, enjoying a cool sea breeze from the distant shore, as it erases the sweat and stink of the cloying jungle. Long and arduous has been his journey, but now from his vantage point, Calibhan could see his destination. The port city of Stormreach. Home.
An odd thought that. Never before had Calibhan thought of the sprawling, noisy, crowded and corrupt maritime hub as home, yet now he felt a longing for it. As if IT had truly been the place of childhood memories and familial ties, and not the haunted and desolate place he had recently come from. In truth it was not so much the city that he thought of, but his comrades in arms, his friends he had left behind...
The word came hard to Calibhan, flushed his face with shame, brought bile to his throat and made his heart feel as if it were clenched in a great fist, but he could not deny it. Abandoned, and for what...? Calibhans thoughts drifted back to the weeks before the Yuletide.
When his life had been struck, as if it were a rock under the blows of a hammer, shattered and the bits and pieces left in a jumbled pile with no form or purpose. Once again, Calibhan could see in his minds eye, the form of his mother as she appeared to him during the short time of his many brushes with death. The way she had pleaded with him to let go his hatred for the One - his Drow father - their captor, their torturer. Her touch, as she blessed him with her love... her voice, as she channeled the magic of the Host, changing him - irrevocably - from the
hybrid chimaera that the One had built, into a pure cleric.
Calibhan had not foreseen the struggle that lay ahead of him, as he tried to learn the ways of a pure cleric and turn his back to the dark and reckless impulses of his drow blood, tried to learn how to fight as a priest and not as a ranger or rogue. It had not been easy. His mind was always torn in the heat of battle, as the old ways and habits struggled with the new. This left him increasingly hesitant, undecided, and often frozen in inaction. He could hear his comrades, his friends, during the heat of battle - could hear the desperation in their voices as they valiantly battled - but Calibhan could only stumble around, overwhelmed and frustrated - as the images of the battle seemed frozen to his eyes.
Impotent and shamed.
And then the final blow had come, just a few short weeks later...
Tukcc awoke and glanced out of the window, as if the ancestors nudged him with a fortelling of good fortune...................Calibahn!
Shrouded by the nightly drizzle of rain and a tree-root entangled rock overhang, Calibhan lay secluded and safe, concealed and mostly dry by a great ground fern. He fitfully tossed and turned, trying in vain to get comfortable enough to sleep, but the anticipation of entering Stormreach on the morrow overwrought the weariness of his body. His thoughts tumbled and churned, and he could not help but remember...
The few fleeting weeks after his vision of Mother, Calibhan became ever more despondant. His struggles to learn new cleric spells, to learn a new method of fighting, to learn to hang back and use his magic instead of his might... it began to take it's toll. Calibhan found himself more and more unsure of his ability, more and more... inept. He would burn through his mana within a half hour of questing, and be forced to resort to simple and weak spells to face the horrors of evil arrayed against them. Sometimes he would even need Tukcc, with his elvish connection to the Fey world, to sacrifice some of his lifeforce to empower Calibhan enough to use his most sacred clerical spells! It was shameful, and it weighed on Calibhans conscience.
And then, in some crypt or temple - possibly in the Necropolis - Calibhan could not even remember now, the Fellowship encountered a powerful force of evil. After battling the minions infesting the ruin and making their way to the hearth chamber, they spotted... Him. Atop his stair-stepped dias, his nightmarish shape loomed in the shadows. Calibhan could only stare in disbelief... it could not be, but the voice - that terrible voice - was familiar. The distinctive tatoos on his stern visage - were familiar. Only the fact that the drow above him was now a scarrow lead Calibhan to doubt - that it was indeed the One - his father.
Calibhans comrades quickly began to prepare for battle, casting protective spells and buffs, and Calibhan automatically did the same. Automatically, because instead of feeling rage or hatred or even righteous wrath, Calibhan felt only numb surprise. He had thought, in some part of his mind, that he would have time to prepare for his final encounter with his father. Now here he was, confronted and unsure, his mind befuddled and his actions fumbling.
And before he could gather his wits, Calibhans friends were throwing themselves into battle, and confusion reigned. Spells were coruscating about them and cries of pain and dismay echoed off the stone walls... and Calibhan stumbled slowly up the steps, numb and befuddled. By the time Calibhan's senses came to him, and he reached the top of the dias, the great hulking figure of the scarrow lay smoking on the dias floor. Calibhan could only feel a sense of disbelief... this could not have been the One, could it? It - he - had died; more easily than Calibhan could have believed. Calibhan had not even been the one to cast the final spell or swing the killing blow, had not even gotten to see the scarrows face - to be sure, to see the recognition, to at least be noticed at the last moment of his fathers life.
Calibhan's thoughts after that night were consumed by doubt, riddled with questions and lost in self loathing. Had the scarrow really been the One? Could he have been that easy to slay? Had Calibhan's childhood fear and conditioning lead him to overestimate his fathers power all these years? As the days went by, it became worse and worse, until finally...
I know Turbine has a thread about Treasure, and from bouncing around
in it, I decided NOT to add my views because, frankly, I don't think they
would be heard. Not that they may not be interested, but they have their hands filled
trying to satisfy the players who are "funding" the game....I get that.
I think we do a pretty good job maintaining balance against Items by our current rules...
Breakables and (beginnng with level 1) 10% opening chests, scaling up tp 50% based
The idea comes from not just 1st Ed, but even 3.5.
You have no control over what fate bestowed monsters as remnents of fallen prey,
or even any guarentee of anything at all.
Hence...No End Items, just Valor.
They expect Magic items each and every time they adventure, and SIGNIFICANT ones to boot.
The treasure system in DDO uses the "Coins, Goods and Items" categories from 3.5 to assign Treasure, with
a few rare additions.
Unlike 1st Ed. Monster Manual, where there was kinda a unique type of treasure for each Monster,
3.5 Monster Manual describes Treasure with the Term "Standard" for just about anything.
Sometimes adding specific "Named" Items, and sometimes just "Standard x2".
The problem DDO has is that it's Treasures don't have a dice roll to see if each Category IS there,
just what type, and include far too many "permanent" Magic Items,
ie, Weapons and Armor, Rings, and other wearables that never deplete.
Every time a chest is opened, there is ALWAYS something there, for EVERY person in the party!
1st Ed DMG actually said that Treasure should be carefully chosen so as not to unbalance the power
of the players. Consumable or Temporary Items satisfy the players need for Magic and do not permanently
The two figures, an elf clad as a fighter and a dwarf dressed as a cleric, made an incongruous pair as they stood at the railing at the center of the Marketplace bridge. Both gazed out over the throng of people below, going about their daily business, each lost in his own thoughts over what had just been said. The elf, lithe but with more muscle than most elves, heaved a sigh and turned to the dwarf, himself an oddity - looking like a short and stout drow, more finely built than most dwarves.
"Are you sure of this my friend?" he asked with a soft but commanding voice.
"Calibhan is sure of nothing Tukcc, except he cannot go on like this," the dwarf replied with a despondant and resigned voice.
"Oh, I agree with you on that score. Having a troubled mind will only make you a danger to both yourself and to the group. But, you need not venture out alone," the elf placed a comradely hand upon the dwarf's shoulder - a marked emphasis to his words given elves general distate at physical contact, "you know we will gladly accompany you on this quest, no matter how long it's duration or where it leads."
Calibhan took a deep breath, more to keep his turbulent emotions in check than to prepare a response. He had spent days thinking of this rash course of action, and knew well of the dangers he could not bear to drag his friends into.
"No. Though Calibhan would gladly welcome the Fellowship's company, this mad adventure must be Calibhan's own. Only Calibhan stands any chance of living should the enemy be alerted and capture the questers. The rest of the Fellowship would either die outright, or die slowly at torture." The dwarf turned and clasped the elf's shoulder.
"If the One is still alive, and there at the Compound, he will not have Calibhan slain immediately. Father would not pass a chance to berate and gloat." A savage smile creased the dwarf's face. "And with Mother not in his control, there is nothing with which he can use against Calibhan. Calibhan's safety is not assured by any means, but only Calibhan can do this thing."
"So be it, my friend," the elf said as he released him. "You must do as you feel necessary, but take care, do not rush into an encounter to gain information. We will be here, awaiting your return, no matter how long it takes."
A lump formed in the dwarf's throat, and he quickly turned back to the railing of the bridge, casting his swimming vision to the crowd below.
"Will you say seek them out to tell them the news?" the elf quitely asked.
Barely able to speak the dwarf croaks out, "It was all Calibhan could do to seek you out. If you would... tell them that it is for their safety... tell them they will be missed... tell them...
"I will tell them." The elf placed a hand on the broad shoulder in final parting and then walked away.
--- & ---
It had taken many weeks to trek out through the Jungle of Khyber, with as much stealth as he could muster, and avoid the myriad of dangers out there - to finally come to this place. It had taken another many days of silent and careful observation, trying to detect any stirring within the Compound of the One. Though called a compound, in all actuality it was an ancient walled drow temple with a cluster of buildings at the feet of the central ziggurat. Though the jungle had had the occasional clan of drow that marked their territory around the location of the temple, none of what Calibhan had seen indicated that they served the One. And after his long vigilance, the dwarf had creeped into the walled temple grounds, prepared as best he could for the unexpected. He had seen no sign of activity within the Compound since finding it, and had finally determined it possible to get inside for investigation.
After a long, careful, continuous and extremely tense search, Calibhan trudged out into the open area at the foot of the ziggurat. Night had descended, and with it the evening rain. Calibhan stood unmoving as the initial light shower began to coat his armor, letting the water cool his sweating brow and wash away the musty stink that clung to him.
Nothing stirred within the walls of the Compound except the wild creatures one would expect to find. These alone have given the dwarf some challenge as he skulked within the buildings and temple. Of the many traps that were part of the temples defenses Calibhan knew and remembered, so fortunately he did not fall to them, but the grisly remains he had found suggested that some had sought to perhaps loot or explore - unsuccessfully. Grisly remains were all that the dwarf had found. Even the undead that should have guarded the inner temple were either gone or quiescent.
Empty. For some time empty. As was Calibhans spirit. The One was not here. Unless he had gone to some other haunt that the dwarf knew not, then perhaps... perhaps it HAD been his Father slain. Slain without knowing his creation was just feet away, slain without accounting for the evil acts he had done, slain without hate or love...
Mother. Slain - is he!?... As if the skies responded, the hard rain came down, numbing Calibhans cooling body, and mixing with the tears that streamed down his face.
As he had abandoned his friends. Not even ghosts haunted this desolate place, only memories... many, many bitter... and some few happy. Calibhan held onto those few happy memories as he turned towards the east. There was nothing left for him here; no answers, no resolution, no peace. Nothing left but to go back.
This form's session has expired. You need to reload the page.Reload