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Story Hour
The Risen Goddess (Updated 3.10.08)
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<blockquote data-quote="(contact)" data-source="post: 1270550" data-attributes="member: 41"><p>As far as we know, all the Ermathan gods but Ishlok escaped without being killed (although our PCs were running away as fast as they could <em>gate</em> so we may have missed something). The lack of spells was probably due to some kind of feedback or divine funkiness emanating from the death of several gods. I also got the impression that watching Ishlok die was traumatic enough to really send the two clerics into a psychic tail-spin.</p><p></p><p></p><p></p><p>You should cough up five bucks. The original Planescape boxed set is an awesome product, a fantastic book and the only D&D book that I’ve ever bought on looks alone. Dawn Murin + Tony DiTerlizzi = my D&D dream-team. My #2 reccomendation is the Planewalker’s Handbook, although the Planes of Chaos, Planes of Law and Planes of Conflict sets kick hiney, too.</p><p></p><p></p><p></p><p>Yeah, basically. Taran has the Two Weapon Rend feat (gives him a rend attack if he hits with both hands), Elgin took Epic Tougness (+20 hp) and Thelbar took the feat that lets him cast 2 quickened spells in a round. </p><p></p><p>I was open to the uber-high-level experience, but grew disenchanted with our particular setup-- the weaknesses of Taran's multi-class approach was dramatically exposed at this point; between Gorquen's holy/evil outsider bane weapon, the fact that she won the dice roll and got the Strength enhancing tome (from a treasure haul that hasn’t yet made it into the narrative) and the fact that she didn't give up 4 points of BAB through multiclassing, suddenly there was a serious gap between her best attack bonus and Taran's.</p><p></p><p>It was enough of a gap that Taran just couldn't hit ACs that challenged her--and the amount of damage she was doing with a holy bane weapon was off the chain. Suddenly Taran was more or less a useless appendage in a fight. Against a big baddie, Gorquen would wail on it for 100+ hp, and Taran would hit for 22 (if he rolled well) or nothing at all.</p><p></p><p>Had Taran been adventuring with only Thelbar, or only Thel and Elgin, it would have been a lot easier for Chris to design these encounters. As it was, if something was built to give Gorquen trouble, it was going to completely frustrate Taran. Chris had to eventually change his encounter design approach and make sure that there were always some second-tier bad guys to chop into pieces. *coughninthlevelmarilithfighterscough*</p><p></p><p>This growing disparity (as Gorquen starts to equal, then surpass Taran in ass-kicking mojo) fuels their "rivalry." It's pretty funny to watch, at least it was funny for us to play.</p><p></p><p>But overall, I think you'll find that the storyline is damn cool, the interactions between Taran/Gorqeun/The Rest of the World are damn funny, and the risks get ratcheted up as the tale of the Risen Goddess is played to its bittersweet end.</p></blockquote><p></p>
[QUOTE="(contact), post: 1270550, member: 41"] As far as we know, all the Ermathan gods but Ishlok escaped without being killed (although our PCs were running away as fast as they could [i]gate[/i] so we may have missed something). The lack of spells was probably due to some kind of feedback or divine funkiness emanating from the death of several gods. I also got the impression that watching Ishlok die was traumatic enough to really send the two clerics into a psychic tail-spin. You should cough up five bucks. The original Planescape boxed set is an awesome product, a fantastic book and the only D&D book that I’ve ever bought on looks alone. Dawn Murin + Tony DiTerlizzi = my D&D dream-team. My #2 reccomendation is the Planewalker’s Handbook, although the Planes of Chaos, Planes of Law and Planes of Conflict sets kick hiney, too. Yeah, basically. Taran has the Two Weapon Rend feat (gives him a rend attack if he hits with both hands), Elgin took Epic Tougness (+20 hp) and Thelbar took the feat that lets him cast 2 quickened spells in a round. I was open to the uber-high-level experience, but grew disenchanted with our particular setup-- the weaknesses of Taran's multi-class approach was dramatically exposed at this point; between Gorquen's holy/evil outsider bane weapon, the fact that she won the dice roll and got the Strength enhancing tome (from a treasure haul that hasn’t yet made it into the narrative) and the fact that she didn't give up 4 points of BAB through multiclassing, suddenly there was a serious gap between her best attack bonus and Taran's. It was enough of a gap that Taran just couldn't hit ACs that challenged her--and the amount of damage she was doing with a holy bane weapon was off the chain. Suddenly Taran was more or less a useless appendage in a fight. Against a big baddie, Gorquen would wail on it for 100+ hp, and Taran would hit for 22 (if he rolled well) or nothing at all. Had Taran been adventuring with only Thelbar, or only Thel and Elgin, it would have been a lot easier for Chris to design these encounters. As it was, if something was built to give Gorquen trouble, it was going to completely frustrate Taran. Chris had to eventually change his encounter design approach and make sure that there were always some second-tier bad guys to chop into pieces. *coughninthlevelmarilithfighterscough* This growing disparity (as Gorquen starts to equal, then surpass Taran in ass-kicking mojo) fuels their "rivalry." It's pretty funny to watch, at least it was funny for us to play. But overall, I think you'll find that the storyline is damn cool, the interactions between Taran/Gorqeun/The Rest of the World are damn funny, and the risks get ratcheted up as the tale of the Risen Goddess is played to its bittersweet end. [/QUOTE]
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