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<blockquote data-quote="Warrior Poet" data-source="post: 91752" data-attributes="member: 1057"><p>Spoilers for Monte Cook's <em>Demon God's Fane</em>.</p><p>-</p><p>-</p><p>-</p><p>-</p><p>-</p><p>-</p><p>-</p><p>-</p><p>-</p><p>-</p><p>-</p><p>A few months ago, a friend was in from out of town, and we ran <em>Demon God's Fane</em> as a one shot. We rolled up some 14th level characters, spent some funds, laughed a lot. Our friend from out of town was an archer - artillery, basically. We had a half-dragon monk, a minotaur barbarian, and the only human of the bunch, my cleric-necromancer of Wee Jas. Our DM had an NPC goblin rogue. It was an absolute blast - lots of laughs. Anyway. Here's part of an e-mail I sent after the game, highlighting some of the events that happened. Again, possible spoilers, so if you're planning on playing <em>Demon God's Fane</em>, stop right there.</p><p></p><p></p><p>What I learned from playing D&D this weekend ("this weekend" being the weekend we played the aforementioned game):</p><p></p><p>1. Playing and hanging out with you guys is awesome fun</p><p></p><p>2. 14th level is hard</p><p></p><p>3. Playing until 3:00 a.m. is fun</p><p></p><p>4. But much harder when you're no longer 19</p><p></p><p>5. Sometimes the most devastating thing the opponent can do is suggest that your artillery go home</p><p></p><p>6. Sometimes going home isn't such a bad idea, in the long run</p><p></p><p>7. 14th level is powerful</p><p></p><p>8. But can be frustrating if you don't have 14 levels of history/experience to help tell you what to do/how to use your power</p><p></p><p>9. New spells invented by famous game designers can be nasty</p><p></p><p>10. [name of guy hosting the game] does not have half-and-half</p><p></p><p>11. Not even the third time you ask</p><p></p><p>12. Magic items are cool</p><p></p><p>13. Until you run into something that basically ignores their effects</p><p></p><p>14. Anyone who tells you there isn't much that can threaten you at 14th level has never been there</p><p></p><p>15. Opponents with AC 37 are hard to hit</p><p></p><p>16. Evidently, so are broadsides of barns, based on some of the attack rolls seen Sunday</p><p></p><p>17. Certain levels of exhaustion can cause players to analyze the relative nutritional values of caramel-covered-sour-apple lollipops versus chocalate-stuffed-Oreo cookies</p><p></p><p>18. There is no relative nutritional value in either</p><p></p><p>19. It's hard to be a spellcaster when you don't really know the spells very well</p><p></p><p>20. Grappling is hard on everyone</p><p></p><p>21. So is jumping</p><p></p><p>22. Jumping while grappling causes ruptures in the space/time continuum</p><p></p><p>23. The preferred decorative item of demon lairs is chains</p><p></p><p>24. Or blood</p><p></p><p>25. Or both</p><p></p><p>26. In copious amounts</p><p></p><p>27. The iron chimera can kill in one round, if it hits with all 5 attacks</p><p></p><p>28. Demons are tough and do lots of nasty things</p><p></p><p>29. Like making their Fortitude saves</p><p></p><p>30. One of the most shockingly dangerous (and lucky) things in the world is a goblin attacking out of sheer panic</p><p></p><p>31. When you roll up a 14th level character you think its a badass</p><p></p><p>32. And it would be</p><p></p><p>33. If you were fighting orcs</p><p></p><p>34. Everybody's got a ring of protection +2</p><p></p><p>35. Not that it'll do any good</p><p></p><p>36. It was great seeing you all this weekend, and we're all as funny (and funny-looking) as ever</p><p></p><p>Warrior Poet</p></blockquote><p></p>
[QUOTE="Warrior Poet, post: 91752, member: 1057"] Spoilers for Monte Cook's [I]Demon God's Fane[/I]. - - - - - - - - - - - A few months ago, a friend was in from out of town, and we ran [I]Demon God's Fane[/I] as a one shot. We rolled up some 14th level characters, spent some funds, laughed a lot. Our friend from out of town was an archer - artillery, basically. We had a half-dragon monk, a minotaur barbarian, and the only human of the bunch, my cleric-necromancer of Wee Jas. Our DM had an NPC goblin rogue. It was an absolute blast - lots of laughs. Anyway. Here's part of an e-mail I sent after the game, highlighting some of the events that happened. Again, possible spoilers, so if you're planning on playing [I]Demon God's Fane[/I], stop right there. What I learned from playing D&D this weekend ("this weekend" being the weekend we played the aforementioned game): 1. Playing and hanging out with you guys is awesome fun 2. 14th level is hard 3. Playing until 3:00 a.m. is fun 4. But much harder when you're no longer 19 5. Sometimes the most devastating thing the opponent can do is suggest that your artillery go home 6. Sometimes going home isn't such a bad idea, in the long run 7. 14th level is powerful 8. But can be frustrating if you don't have 14 levels of history/experience to help tell you what to do/how to use your power 9. New spells invented by famous game designers can be nasty 10. [name of guy hosting the game] does not have half-and-half 11. Not even the third time you ask 12. Magic items are cool 13. Until you run into something that basically ignores their effects 14. Anyone who tells you there isn't much that can threaten you at 14th level has never been there 15. Opponents with AC 37 are hard to hit 16. Evidently, so are broadsides of barns, based on some of the attack rolls seen Sunday 17. Certain levels of exhaustion can cause players to analyze the relative nutritional values of caramel-covered-sour-apple lollipops versus chocalate-stuffed-Oreo cookies 18. There is no relative nutritional value in either 19. It's hard to be a spellcaster when you don't really know the spells very well 20. Grappling is hard on everyone 21. So is jumping 22. Jumping while grappling causes ruptures in the space/time continuum 23. The preferred decorative item of demon lairs is chains 24. Or blood 25. Or both 26. In copious amounts 27. The iron chimera can kill in one round, if it hits with all 5 attacks 28. Demons are tough and do lots of nasty things 29. Like making their Fortitude saves 30. One of the most shockingly dangerous (and lucky) things in the world is a goblin attacking out of sheer panic 31. When you roll up a 14th level character you think its a badass 32. And it would be 33. If you were fighting orcs 34. Everybody's got a ring of protection +2 35. Not that it'll do any good 36. It was great seeing you all this weekend, and we're all as funny (and funny-looking) as ever Warrior Poet [/QUOTE]
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