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[B.A.D.D] Red Discussion
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<blockquote data-quote="Zad" data-source="post: 785174" data-attributes="member: 90"><p>Ok, I'm one of the players. Here I am, look at me. wheeeeee.</p><p></p><p>(Well the fight's over so we've been given clearance to read the thread. nyaah.)</p><p></p><p>First off - you are all evil bastards and I'm glad that I didn't have to deal with most of the twisted crap you people came up with. :rollin</p><p></p><p>That said, some things jump out.</p><p></p><p>Scrying: I hear a lot of scrying mentioned but you gotta remember that if you scry someone, there's a chance they notice. The party mage has a good scry score - he surely <em>will</em> notice someone scrying us, and we'll get appropriately paranoid. In metagame terms, while there's scrying going on, it's not a card that gets overplayed. Having the bad guys constantly scrying us and vice versa would just end up making us take precautions and make things icky.</p><p></p><p>A dismissal is ok, but really negates the point of playing - if I get dismissed/banished, I'm out of the game for the rest of the adventure. Not a lot of fun there.</p><p></p><p>As for Ashardalon, I think if he'd have showed up, we'd have gone into full retreat. We know little about him save that he's extremely powerful, and we would probably have just got outta town.</p><p></p><p>The Mord's Disjunction was on the chains, but we had a good way around whatever the chains held - anti-magic field. We had one ready just to facilitate the escape. Clever of us I thought. Blame the cleric.</p><p></p><p>The grappling iron golems was pretty wild. I'm kinda surprised those didn't show up, but honestly our driver was speed speed speed. We didn't waste any time exploring or meandering around the Durance Vile - we got in, made a bee-line for what we wanted, and got out. We had a hunch just looking at the landscape where we'd find Gelban, but Find the Path confirmed it. </p><p></p><p>Personally I thought the entire run came out really well. The door guards were totally fierce, and we did seriously consider turning back. And I really believe that one of the things that let us succeed was that we didn't waste any time once it started. Allowing the dragons to rally any kind of defense was high in our mind and we moved to minimize that.</p><p></p><p>In character, I was pretty scared of this one. We were on the edge and I knew it. I'm just glad we pulled it off, though at a cost. Of course what we really want to see now is the political fall out in the council now that Gelban is back <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Zad, post: 785174, member: 90"] Ok, I'm one of the players. Here I am, look at me. wheeeeee. (Well the fight's over so we've been given clearance to read the thread. nyaah.) First off - you are all evil bastards and I'm glad that I didn't have to deal with most of the twisted crap you people came up with. :rollin That said, some things jump out. Scrying: I hear a lot of scrying mentioned but you gotta remember that if you scry someone, there's a chance they notice. The party mage has a good scry score - he surely [i]will[/i] notice someone scrying us, and we'll get appropriately paranoid. In metagame terms, while there's scrying going on, it's not a card that gets overplayed. Having the bad guys constantly scrying us and vice versa would just end up making us take precautions and make things icky. A dismissal is ok, but really negates the point of playing - if I get dismissed/banished, I'm out of the game for the rest of the adventure. Not a lot of fun there. As for Ashardalon, I think if he'd have showed up, we'd have gone into full retreat. We know little about him save that he's extremely powerful, and we would probably have just got outta town. The Mord's Disjunction was on the chains, but we had a good way around whatever the chains held - anti-magic field. We had one ready just to facilitate the escape. Clever of us I thought. Blame the cleric. The grappling iron golems was pretty wild. I'm kinda surprised those didn't show up, but honestly our driver was speed speed speed. We didn't waste any time exploring or meandering around the Durance Vile - we got in, made a bee-line for what we wanted, and got out. We had a hunch just looking at the landscape where we'd find Gelban, but Find the Path confirmed it. Personally I thought the entire run came out really well. The door guards were totally fierce, and we did seriously consider turning back. And I really believe that one of the things that let us succeed was that we didn't waste any time once it started. Allowing the dragons to rally any kind of defense was high in our mind and we moved to minimize that. In character, I was pretty scared of this one. We were on the edge and I knew it. I'm just glad we pulled it off, though at a cost. Of course what we really want to see now is the political fall out in the council now that Gelban is back ;) [/QUOTE]
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