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thisisnotthenerd · 13 days
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The Last Stand Exam
This file documents the questions administered to the adventuring party known as the Bad Kids during their Last Standard Exam, in their junior year at the Aguefort Adventuring Academy. This assessment was produced from a variety of class materials relevant to the curriculum of the Aguefort Adventuring Academy, as submitted to the principal Arthur Aguefort prior to the start of the school year. This list is accompanied by documentation of the creatures the party known as the Bad Kids was required to face as part of the exam.
The exam is graded out of 100 points; the scoring involves the students correctly answering the questions in the appropriate time interval as well as their heroic last stands. The students are expected to simultaneously fight off a horde of creatures and participate in the examination equally; each student in this party must answer two of the twelve questions.
Neither exam aids, nor outside interference are permitted during the examination period--this excludes clerical divine intervention, as appropriately performed by a member of the party in question. By standard, the proctor must be protected--death of the proctor results in a 30 point score reduction regardless of circumstance.
By Solisian School District Standards, this party reports excellent grades and a high level of competency with regard to independent adventuring.* They were allotted a grace period prior to exam initiation for preparatory spellcasting and review of the exam parameters. Based on prior academic achievement**, the students were allowed two chances to defer a question or utilize previous materials in their response. Questions where these materials were used will be marked with a **.
Exam Proctor: Gavin Pundle
Assisting Cleric: Buddy Dawn
Party Members:
Adaine Abernant | Wizard
Kristen Applebees | Cleric
Figueroth Faeth | Bard / Paladin / Warlock / "Barbarian"
Riz Gukgak | Rogue
Fabian Aramais Seacaster | Fighter / Bard
Gorgug Thistlespring | Barbarian / Artificer
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Exam Questions
These will be listed with the appropriate subject as well as the allotted time, and prospective solutions. This is ordered with respect to how the students answered the questions, with the primary respondent indicated.
Investigation: (2 min)
Question: BONY GIRTH
Solution: NIGHT YORB
Primary Respondent: Riz Gukgak
Athletics: (1 min)
Question: What rival Bloodrush team do our beloved Owlbears most often compete against?
A) Buccaneers
B) Hellions
C) Grapplers
D) Scoundrels
Solution: B) Hudol Hellions
Primary Respondent: Fabian Aramais Seacaster
Religion: (1 min)
Question: Which rad Dwarven deity holds dominion over the art of Shredding?
A) Orrie
B) Ollie
C) Ormry
D) Oggie
Solution: B) Ollie
Primary Respondent: Kristen Applebees
Performance: (3 min)
Question: Please compose a limerick, sonnet, or haiku expressing your feelings and emotions relating to the exam you are currently taking.
Solution:
There was an exam that was hard
But luckily, I am a bard
The demons are slayed
'Cause of how we played
They're hoisted by their own petard
Primary Respondent: Figueroth Faeth
Elven: (1 min)
Question: Please translate the following phrase into Common:
"Pedo Mellon a Minno"
Extra Credit: The word "Mellon" is the root word for which extremely weak form of magic?
Solution: "Speak friends and enter"
Extra Credit Solution: Friendship
Primary Respondent: Adaine Abernant
History: (2 min)
Question: 225 immaculate conceptions occurred on the same day in Solace in reaction to the first public performance of which instrument?
A) The octocord
B) The electric lute
C) The astral piano
D) The hurdy-gurdy
Extra Credit: Nine months later, the newborns were discovered to have been wearing vests in utero. What material were the vests made out of?
Solution: B) The electric lute
Extra Credit Solution: Denim
Primary Respondent: Riz Gukgak
Common: (5 min)
Question: Please write a 300 word essay arguing for a proposed improvement at the aguefort Adventuring Academy in the space provided below.
Solution: We believe a greater amount of our grade should come from the actual good we do in the world. Given the number of times our adventuring party have been put in a situation where the actual fate of our very existence has hung in the balance, it seems only fitting that the result of our efforts impact our academic study. Considering the ultimate goal is to become adventurers, it makes the most sense that actual application of our skills would be most important. If actual adventuring doesn't show our skills, what will? No matter how many class I take, it won't make me a better bard or fighter. I, Fabian Seacaster, son of the great Bill Seacaster, privateer, not pirate... (108)**
Primary Respondent: Fabian Aramais Seacaster
Driver's Ed: (1 min)
Question: What is the proper way to reverse a vehicle's orientation 180 degrees while driving at top speed?
A) Signal the turn correctly
B) Slowly decrease acceleration
C) Engage the emergency brake
D) Rebuild the car facing the other way while driving
Solution: C) Engage the emergency brake
Primary Respondent: Figueroth Faeth
Medicine: (1 min)
Question: What is the most certain way for a wounded adventurer to make a full recovery from even the most grievous injuries?
A) Be healed by a powerful cleric
B) Drink an artifact-level healing potion
C) Receive a greater restoration from a celestial
D) Lie down for eight hours
Solution: D) Lie down for eight hours
Primary Respondent: Kristen Applebees
Arcana: (1 min)
Question: What is the most powerful form of magic?
Extra Credit: What is the easiest object in which to magically trap an opponent?
Solution: Chronomancy
Extra Credit Solution: A Gem
Primary Respondent: Adaine Abernant
Mathematics: (2 min)
Question: Two trains are driving toward one another on the same track. The first train leaves Elmville at 5:05 AM traveling at 60 miles per hour. The second train leaves Bastion City, 135 miles away, at 5:30 AM traveling at 70 miles per hour. What is the exact time that the collision will occur?
Solution: 6:20:46 AM**
Primary Respondent: Gorgug Thistlespring
Biology: (45 sec)
Question: Of the following creatures, which cannot turn its prey into stone?
A) Basilisk
B) Cockatrice
C) Gorgon
D) Manticore
Solution: D) Manticore
Primary Respondent: Gorgug Thistlespring
Written Portion of Exam: Passed (100% + 2 points extra credit)
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Last Stand Monsters
This table documents the monsters faced by the party within the duration of the Last Standard Examination. Note the indicated modifiers for the quantity of enemy combatants and the exam questions.
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Format: Monster - Killing Blow
Otyugh - Fireball from Figueroth Faeth
Ochre Jellies - Fireball from Figueroth Faeth, Word of Radiance from Kristen Applebees
Gorgon - Sneak attack with arquebus from Riz Gukgak
Hydra - Attack with Fandrangor from Fabian Aramais Seacaster + Fire Breath from Hangman
Skeletons - Turn Undead from Kristen Applebees
Mimic - Green Flame Blade from Figueroth Faeth
Manticore - Banishment from Kristen Applebees
Shrimp Dragon - Hellish Rebuke from Figueroth Faeth
Roper - Sneak attack with arquebus from Riz Gukgak
Stirges - Spirit Guardians from Figueroth Faeth
Umber Hulk - Sneak attack with arquebus from Riz Gukgak
Wyvern - Spirit Guardians & Booming Blade from Figueroth Faeth
Crab Man - Attack with Fandrangor from Fabian Aramais Seacaster + Bite Attack from Hangman
Rust Monsters - Spirit Guardians from Figueroth Faeth, Erupting Earth from Adaine Abernant, Fire Breath from Hangman
Pentacorn - Green Flame Blade + Divine Smite from Figueroth Faeth
Purple Worm - Soloed by Gorgug Thistlespring
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Proctor Notes:
Party bard Figueroth Faeth used Disguise Self to assume form of proctor
Proctor attacked by Gorgon, not killed
Significant critical hits throughout combat from Gorgug Thistlespring.
Attendant Cleric Buddy Dawn was killed during the exam by unknown assailants; clarification on this event obtained post-exam and reported to the superintendent.
This party is on record as the first party to complete the Last Standard exam without perishing, thereby understanding Arthur Aguefort's intent for the assessment.
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*Reference files for evaluating adventuring party competency: AAA-BKQ-01-KVX, AAA-BKQ-02-CNK, AAA-BKQ-03-CNY
**This was awarded to Gorgug Thistlespring, for exemplary work as a triple-year artificer student, in addition to the junior year barbarian curriculum
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rpgsandbox · 9 months
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kickstarter
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Welcome, traveller, to the fungus-wracked tangle of Dolmenwood, and beware, for all here is not as it seems…
Dolmenwood is a fantasy adventure game set in a lavishly detailed world inspired by the fairy tales and eerie folklore of the British Isles. Like traditional fairy tales, Dolmenwood blends the dark and whimsical, the wondrous and weird.
Streamlined rules and helpful introductory materials guide novice players, while unique new magic and monsters bring a fresh sense of the unknown to veteran role-players. We’re launching the three Dolmenwood core books, plus a range of delectable extras.
Check Out a 76-Page Preview PDF!
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Check out our free 76 page preview PDF of material from the 3 core books!
Preview also available at DriveThruRPG and necroticgnome.com (no account required).
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Rife with intrigue, secrets, and magic, Dolmenwood draws travellers of adventurous spirit, daring them to venture within.
Explore the wild places of the Wood, travelling through bramble-choked dells, fungus-encrusted glades, and foetid marshes, bedding down among root and bracken amid the nocturnal babbling of strange beasts.
Unearth treasure hoards in forgotten ruins, haunted fairy manors, dripping caverns, crystal grottoes, unhallowed barrow mounds, and abandoned delvings.
Confront fell beasts, roving fungal monstrosities, terrible wyrms, tricksome fairies, and restless spirits of the long deceased.
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Recover saintly relics and shrines lost in the befuddling tangle of the Wood, gaining the favour of the Church by returning them to civilisation.
Forage for weird fungi and herbs in the untrod depths of the woods, many with useful magical powers—and many that can be sold for profit.
Strike against Chaos, defending civilisation from the encroaching forces of the wicked, half-unicorn Nag-Lord who lurks in the corrupted northern woods.
Unravel secrets of deep magic, charting the obelisks, dolmens, and ley lines littered throughout Dolmenwood—but beware the sinister Drune cult that wards them.
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Seek the counsel of witches and hags, masters of magic that can heal, hex, or divine the future.
Meddle in the affairs of the nobility, allying with a noble house in its intrigues and power plays in the courts of High-Hankle and Castle Brackenwold.
Journey along fairy roads, ancient magical paths bordering on the ageless realm of Fairy that allow travel throughout Dolmenwood—and perchance to realms beyond.
Return to the homely hearth to share tales of peril with quaint locals over a mug of ale and a well-stoked pipe.
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The Dolmenwood Player’s Book (A4 size, Smyth-sewn hardcover, 192 pages approx., 1 ribbon marker) contains the complete game rules plus all character options.
Player’s introduction to the intrigues and mysteries of the forest realm of Dolmenwood.
Familiar character creation with the six classic stats, level and XP, Hit Points, and Armour Class.
6 playable kindreds: goat-headed breggles, starry-eyed elves, tricksome grimalkin cat-fairies, everyday humans, fungus-riddled mosslings, and bat-faced woodgrues.
9 character classes: cleric, enchanter, fighter, friar, hunter, knight, magician, minstrel, and thief.
4 kinds of magic: mighty arcane workings, fairy glamours and runes, holy prayers to the host of saints, and the odd knacks of mosslings.
Detailed, flavourful equipment with lists of adventuring gear, armour, weapons, mounts, hounds, inn lodgings, tavern fare, beverages, pipeleafs, fungi, and herbs.
Simple core rules: roll a d6 or a d20 plus modifiers versus a target number.
Easy-to-follow procedures for travel, camping, foraging, dungeon delving, encounters, combat, and downtime.
Full examples of play and introductory materials make the game easy to learn.
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The Dolmenwood Campaign Book (A4 size, Smyth-sewn hardcover, 464 pages approx., 2 ribbon markers) presents a lavishly detailed campaign setting, ready for years of adventure.
Referee’s introduction delving into the regions and history of Dolmenwood.
Mysterious lore of the lost shrines, standing stones, ley lines, fairy roads, Wood Gods, and fairy nobles.
7 major factions: the Chaos-godling Atanuwë, the wicked fairy Cold Prince, the sorcerous Drune, the human nobility, the breggle nobility, the monotheistic Pluritine Church, and the enigmatic witches.
12 settlements detailed with major sites and NPCs and beautiful maps.
Expanded procedures for weather, getting lost, encountering monsters, fishing, foraging, and hunting.
200 pages of fantastic locations waiting to be explored.
Over 280 NPCs with their own desires and schemes.
Referee advice on starting and running campaigns, awarding XP, designing adventures, and creating dungeons.
Starter adventure to get you right into the action.
Hundreds of magical artefacts from enchanted oddments to mighty relics.
Over 250 rumours to drive adventure.
Easy-to-reference presentation designed to minimise page flipping and prep time.
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The Dolmenwood Monster Book (A4 size, Smyth-sewn hardcover, 128 pages approx., 1 ribbon marker) details a bestiary of creatures that lurk under Dolmenwood’s eaves.
87 fully detailed monsters dripping with flavour, including encounter seeds and beautiful illustrations.
48 mundane animals including unique Dolmenwood fauna such as gobbles and gelatinous apes.
9 types of of normal humans: anglers, criers, fortune-tellers, lost souls, merchants, pedlars, pilgrims, priests, and villagers.
27 NPC stat blocks for common adventuring classes.
Adventuring party generator for rolling up NPC adventurers on quests of their own.
Over 300 rumours describing monsters as featured in local folklore.
Monster creation guidelines to keep players on their toes.
Easy-to-read stat blocks and bullet point presentation for quick reference.
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Dolmenwood uses a lightly customised version of the acclaimed Old-School Essentials rules system, tailored to Dolmenwood and with some major quality-of-life upgrades. Players of all editions of Dungeons & Dragons will find the Dolmenwood rules very familiar.
Ability Scores: Roll for 6 ability scores: Strength, Intelligence, Wisdom, Dexterity, Constitution, Charisma.
Kindred, Class, and Level: 6 kindreds, 9 classes, levels 1–15.
Hit Points (HP): Roll 1d4, 1d6, or 1d8 (determined by Class) for HP. Re-roll 1s or 2s. 0 HP is dead!
Armour Class (AC): AC 10 = unarmoured, better protection raises AC.
Initiative: Streamlined side-based initiative makes combat fast and exciting: each side (monsters / adventurers) rolls 1d6 each Round—highest roll acts first.
Attacking: Roll 1d20, add Attack bonus and modifiers, try to beat the target’s AC, roll damage.
Saving Throws: Roll 1d20, add modifiers, try to beat a fixed target number on the character sheet.
Ability Checks: Roll 1d6, add ability modifier, 4 or higher succeeds.
Skill Checks: Roll 1d6, add modifiers, try to beat a fixed target number on the character sheet.
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As an adventure game in the heritage of the RPGs of the 1970s and 1980s, Dolmenwood espouses the danger and excitement of the old-school play style.
Emergent character creation: Unique and surprising Player Characters emerge from quick random rolls, rather than from detailed character build optimisation.
Exploration, puzzles, and tricks: Players’ ingenuity and creativity are challenged by devious puzzles, traps, and tricks. Simply rolling dice to succeed is often not an option!
Creative thinking encouraged: Easy-to-learn rules for exploration, encounters, and combat provide referees with a robust framework from which to make impromptu rulings on players’ outside-the-box antics.
Fast, exciting combat: Combat encounters are quick to play out, leaving plenty of time in game sessions for exploration and role-playing. As in real life, combat is not fair or balanced—players whose clever tactics tip the balance in their favour will prevail!
Zeroes to heroes: Characters advance from humble beginnings to heights of great power.
Open-ended sandbox play: Campaigns focus on freeform stories evolved over the course of play, with players driving the action.
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Kickstarter campaign ends: Sat, September 9 2023 4:59 AM BST
Website: [Exalted Funeral] [facebook] [twitter] [instagram] [youtube]
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thecreaturecodex · 2 years
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Monnac
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Screenshot from Without Warning
[Without Warning is better on paper than it is in practice. The Most Dangerous Game with an alien! The low budget predecessor to Predator! In reality, it’s a pretty boring slasher movie, with long stretches of characters wandering around in the dark. It’s livened up by the special effects, which are entertainingly gruesome, and by the presence of character actors like Cameron Mitchell, Jack Palance and Walter Matthau hamming it up. 
The alien in the movie goes un-named; my name for it is based on the name of the special effects designer, John Cannom. It also has no explicitly supernatural powers in the movie, but the theme of paranoia is so strong that I wanted to do something with it. Also gives the monster something to do in combat besides lob starfish around.]
Monnac CR 7 NE Monstrous Humanoid This creature stands taller than a man. It has a swollen, bulbous head with compound eyes and a ridge of bone in the lower jaw instead of teeth. It has clawed hands and blueish gray skin, and wears a strange tunic decorated with braided hair, bones and teeth.
Monnacs are alien hunters, who come without warning to stalk and kill humanoid prey. They are sadistic sportsmen, seeming to prefer to draw out their hunts and amp up the fear and paranoia in their victims before their strike. They have strange symbiotic creatures attached to their bodies, called “starbats” by sages for their shape, which they fling like shurikens at their targets. A creature struck by a starbat has the awful thing latch onto their flesh, whereupon it begins to pump acid in and blood out. The monnac collects its exsanguinated victims in order to make trophies; it prefers bones, teeth and other hard materials, and often allows the starbat’s acids to finish skeletonizing its prizes.
Where monnacs come from, whether it is another planet or plane of existence, is unclear. Different monnacs are experts at moving through different types of terrain, which suggests that wherever they are from has a wide variety of habitats. Their physical appearances and psychic powers suggest a relationship between monnacs and the grays, but this is unconfirmed. Most monnacs hunt alone (except for their starbats), but they are occasionally found in hunting parties competing for who can get the most or the best trophies.
A monnac stands around 7 feet tall. They can speak, but typically choose not to communicate with their prey.
Monnac              CR 7 XP 3,200 NE Medium monstrous humanoid Init +3; Senses darkvision 120 ft., Perception +18 Defense AC 21, touch 13, flat-footed 17 (+3 Dex, +5 natural, +3 armor) hp 85 (9d10+36) Fort +9, Ref +9, Will +10 Immune acid, fear Offense Speed 30 ft. Melee 2 claws +11 (1d6+2) Ranged starbat +12 (1d6+2 plus attach) Psychic Magic CL 7th, concentration +10 (+14 casting defensively) 8 PE—anticipate peril (1 PE), cure moderate wounds (2 PE, DC 15), doom (1 PE, DC 14), invisibility, paranoia (3 PE, DC 16) Special Attacks sneak attack +2d6 Statistics Str 15, Dex 17, Con 18, Int 14, Wis 18, Cha 17 Base Atk +9; CMB +11 (+19 with starbat); CMD 24 Feats Combat Casting, Deadly Aim, Great Fortitude, Point Blank Shot, Stealthy Skills Climb +11, Escape Artist +13, Knowledge (nature) +10, Perception +15, Sense Motive +12, Stealth +16, Survival +15 Languages Aklo, Monnac SQ favored terrain (mountains +2, plains +4), tunic Ecology Environment any land or underground Organization solitary, pair or party (3-6) Treasure standard Special Abilities Favored Terrain (Ex) A monnac gains the favored terrain ability of a ranger, as if it had ranger levels equal to its Hit Dice. Starbat (Ex) As a standard action, a monnac can throw a starbat at an enemy. Treat the starbat as a thrown weapon with a range increment of 40 feet. If it hits, a starbat deals 1d6 points of damage, plus the monnac’s Strength modifier, and attaches itself to its target. A target with a starbat attached takes 1d6 points of acid damage and 1d3 Con damage each round at the start of its turn. The starbat can be removed with a DC 24 combat maneuver check, or through damage (hp 5, DR 5/slashing or piercing). A starbat that misses its target cannot move, but can be retrieved by a monnac and used again. A starbat that attaches cannot be used again, even if removed by a CMB check. A monnac can create a number of starbats a day equal to its Hit Dice. Tunic (Ex) A monnac’s strange tunic grants it a +3 armor bonus to AC without an armor check penalty or max Dexterity bonus.
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menageriemadness · 11 months
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Pancho’s Myopic Movie Review - II : Dungeons and Dragons - Honor Among Thieves
Part I: I Roll to Seduce the Dragon
Ah! At last, a true fantasy flick that would make Roger Corman eat the script out of sheer jealousy knowing that he himself, the king of schlock, would not be able to replicate it even with a trillion monkeys plunking away at hypothetically hyperbolic typewriters.
Yes, dear readers, it is once again time for a Myopic Movie Review from your humble narrator, JP Pancho, fresh from overseeing a new batch of films delivered to the Menagerie via semi intelligent rocks rolled downhill toward a small Tibetan village.
2023 gave us many thrilling and unexpected outcomes, Zelinsky, hallowed be his name, kicking Putin in the teeth, an indictment of a former president, and Paramount producing what is likely the be the best fantasy flick of the decade - D&D: Honor Among Thieves.
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Our story takes place in the D&D campaign setting of Faerun ie the Forgotten Realms. Actor turned director Frankie “the Destroyer of Box Offices (and orifaces)” Daley teams up with small time director Jonnny “Boi” Goldstein and deliver a pithy, action packed, and simple adventure that harkens back to the golden era of 1980s schlock with a modern flair for comedy, on screen table humor, and a real multi million dollar studio budget.
What we are left with is a stunning masterpiece of epic and small scale proportions. Even the stakes, which continually raise throughout the script never turn into saving the planet or the Realms themselves, just saving a single, albeit famous, city from the sinister mechanizations of an evil Thayan scheme. Overall - it’s low stakes, and for that, dear readers, your humble narrator is enterally grateful.
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I saw this movie alone after a really rough day of feeling hopeless about the future and frustrated with the creeping walls closing in around me. I decided to go see it, bought the tin bucket hat and bladder buster cup, and tromped inside the theatre to find myself the only familiar in the whole town who wanted to see this movie opening weekend. It was empty.
What I saw blew my mind from the first 10 mins.
I laughed. I laughed so hard I cried. I even teared up a few times at some of the genuinely simple and heartfelt monologues and troubles the characters faced. When we came to the pivotal “all is lost moment” I was completely subverted when they all simply sat on a stump and had themselves a group hug. SIMPLE.
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That’s all I have to say about this movie. There’s nothing insanely clever or deep about this plot, dialogue, or characters. It’s simple. Simple. Simple. Simple. And I love it. Theres a Druid who doesn’t like people, a barbarian with a penchant for halflings, a Harper bard who’s given up on life, an uptight Thayan paladin who doesn’t understand turn of phrase, a wizard who sucks at wizardry, and a conman who cons his way right into my heart. Nothing wild, nothing new, but the actors really did a great job making me feel like it’s a motley band of nobodies thrust into plans way above their level range. There’s a giant bridge that they need to cross, but it’s rigged with deadly traps. As the truly bearably unbearable lawful good paladin explains the intricate manner in which they need to cross, someone sets off the trap and the bridge collapses. That’s it, nothing more. No huge danger, only a new obstacle they have to work together to solve - just like the tabletop rpg.
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When they see the city in peril and they have a literal ship filled with gold and all Chris Pine can say is “ah, shit,” and turn the boat around (because they all need the xp to level), definitely says it all. I remember my own experiences in rpgs where me and the party did the exact same thing. We turned our asses right back around and we defended the town, because that’s what heroes do.
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The simplicity of the plot along with the heartfelt, funny, endearing characters and their clear motivations drives the plot and keeps the action quick. I love that everyone has a moment of defined growth as well, either letting go of something or learning to overcome their own insecurities. It’s never anything truly massively deep, but it’s real problems we all face - imposter syndrome, loss of loved ones, trusting new people, and learning to let go of the past and embrace the now, looking toward a brighter future. There’s plenty of wonderful moments where I can just see a party of adventurers on their own little D&D adventure getting told what epic things are happening in game, but this time we get to see it live action and in person - the obese dragon (great lore reference from Forgotten Realms for all you nerds), the exquisite Druid chase scene, beating up a hobgoblin in prison, Jarnathan’s escape, the old west street battle with the red wizard (and a tumbling basket - lol), a reference to the D&D cartoon during the Games, and seeing Hugh Grant’s face on the Goodyear blimp - chef kiss 😚 it’s a treat.
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Speaking of live action and in person, the special effects are absolutely incredible. I haven’t seen such a good mix of CGI and practical puppetry since probably The Sorcerer’s Stone, and Jarnathan and the dragonkin and the furries are all charming and made me almost spit out my popcorn because I wasnt expecting such good puppets and animatronics.
There’s a scene where our heroes get sucked into the ground. I was shocked to discover it was all practical - they literally dug a pit and had them sink in it. Praise Helm!
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What more can I say about this incredible film? Much, much more, but unfortunately, dear readers, all good things must come to an end, and your humble narrator needs to be off on a special task for the Menagerie - mucking out the vile Mephits who’ve taken over the water closet.
I give this movie an arbitrary score of one childhood and a late night college D&D session out of 7. If you haven’t seen it, please go watch it. Mind you, it’s not the best movie ever written, it’s not the best acted movie either, but it’s full of whimsy and charm, and I’m pretty sure Roger Corman is hastily writing a script to combat it, if only to cash in on the zeitgeist.
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Alas, our time in the Menagerie has come to a close. Until next time, dear readers. I hope all is well in your world, for if it is so, then it is as well in mine.
Your Humble Narrator,
J. P. Pancho
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zhlq · 2 months
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LO2: Evidence of undertaking new challenges and developing new skills in the process
Overall reflection
Why's mine journey such a perilous quest, eh? I dive into new challenges across the realms of CAS. So much braving those dreadful triaIs (oh, the horrors!!); and venturing into uncharted seas and waters :(, all to level up me skiIls and take on fresh challenges, aye aye! 'Tis Iike a quest in the world of blocks. Absolutely! Cannot disagree! (I assume??) Here, where each obstacle and every new horizon so equivalent to be like XP for the growth, arrr! every step taken be a testament to the depths of me courage; skilIs; and the breadth of me resolve. Why? Amidst the t3mpests and calms alike, I find meself adrift in seas of economic development, where each conquest of the heavens be but a prelude to the next grand adventure. By grace of Poseidon himseIf!?!?! Wherefore? Therefore, as I hoist me sails and chart me course, I say. I leave in me wake a trail of triumphs. What proof of me daring & + willingness to embrace the unknown? Must be like yo ho ho!
Example 1
Here I have undertaken new challenges and developed new skills. I've personally never drawn tall trees before so this has been a severe and daunting challenge for me. Nevertheless, I've developed a robust skillset revolving around vegetation composition and pixel art drawing, which I can confirm to be of utilitarian superiority.
Example 2
This has been a significant challenge undertaken on my side and has resulted in the development of new skills in the process. Since exercising at home is of relative novelty, no occasion of such deeds were forseen. Hence, such daring attempts of exploitation should be adequately acknowledged.
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open-hearth-rpg · 5 months
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Choose Death: Great RPG Mechanics #RPGMechanics: Week Eight
Some games care about your characters. They matter, they mean something in the grand scheme of the story and play. Some games don’t give a shit about your characters. They’re interchangeable. You die and you can stat up a new one, scratch out the name and say you're an identical cousin, or elevate a henchperson to front-line status. These later games are about the world– but often in a particular way. They’re about the challenge, puzzles, and often lethality of the game. 
I played those latter games a lot in the late 1970s, early 1980s: D&D, AD&D, Gamma World, Rolemaster. But then I started to play games where death and lethality weren’t really the focus: James Bond 007, Champions, GURPS. Sure– you could still die: the game mechanics kept lethality on the table. Some games made it harder than others– but they all kept the wink, wink, nudge, nudge of “oh watch out, your character might die…”
But they weren’t really going to. Not unless you pissed off the GM and the table, not unless you begged for death, not unless you were coming to a campaign conclusion. It was, as they say, kayfabe. There’s a lot of kayfabe in role-playing, as Michael Underwood said recently. 
On a side note, I only just now realized why Runequest’s Glorantha setting works the way it does. Glorantha makes resurrection for heroes well, not cheap, but readily available. Be a good follower of your god, have solid friends, have stashed away some money and you can come back. And this isn’t the level-draining, loss of stuff comeback. And the fact of that resurrection is built into the setting with Hero Quests and having to worry about your foes coming back. There’s a great adventure in the Strangers in Prax collection that turns on Lunar Agents trying to interfere with the locals bringing back a rebel leader that just got offed. 
I honestly think that Glorantha does this, in part, to deal with the cult of early rpg lethality and avoid some of the hand-waving done at the table. Yup, you can die and it will be significant, but your character matters and we’re not just tearing up their sheet.
Of course some games and gamers revel in the threat of death– and some systems encourage the GMs to pull that trigger, but, well, you know, that’s just like uh, your play style, man.
Some games have engaged with death as a thing in ways other than resurrection spells. Adventure!, one of the original Trinity rpgs, had a specific power for this. You could buy a special ability which allowed you to die dramatically in a scene. Then you would return in a later scene telling a story of how you narrowly escaped death. Pasión de las Pasiones has a similar choice as one of the suffer harm options. 
But some modern games have been a little more direct and honest about what death actually means. The choice for death and dying lies in the hands of the player. This is how Hearts of Wulin handles things. If you burn through your stress, health, wounds, whatever, you get to choose the form of your fall at the end. You can choose to be unconscious and bleeding, captured by the foe, or placed in a more perilous situation you’ll have to deal with when you recover. You’re still out– and the GM may have a say in what happens next, but your character lives. Or you can choose death. 
The real thing is this: death isn’t the worst option you can present to a PC. You may be sacrificing yourself as a martyr, you may be making a point, you may be going gloriously as a middle finger to your enemy who wants revenge. Other consequences can be worse than death to a hero and/or PC: humiliation, betrayal, loss of things they care about, death of valued loved ones. These are often the really painful results. 
But these results and forces only really work if the PC cares about the world. In games where the world doesn’t care about the characters, why should they? Here the only real threat is death, with a side serving of XP loss and loot vanishing. 
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japan-games-newz · 7 months
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Action Roguelike FREDERICA preview https://ift.tt/yelz5IL submitted by Paroxia to japan_games 2 points | 0 comments https://www.gamespark.jp/article/2023/09/26/134497.html a new roguelike action RPG called “FREDERICA,” set in a world where words have been stolen. Players embark on a quest to find the king who took the words, venturing into a perilous abyss. The game features a diverse cast of characters, a swap system, and a production system. Players choose from seven characters to explore dungeons that change with each descent, searching for the king. Inside these dungeons, they engage in battles, collect materials for crafting, and accumulate experience points, with each character’s stats and XP being independent. The game utilizes gates to divide the levels, and characters have unique skills that can be customized as they level up. The game also introduces the concept of “Queen’s Tears” fragments, which allow character swapping and returning to the base. The base serves as a hub for various activities like crafting, synthesis, animal husbandry, and cooking, with each activity granting experience points. Crafting requires specific materials and recipes, and higher-ranked recipes offer more powerful effects. “FREDERICA” is scheduled for release on Nintendo Switch and Steam on September 28, 2023, with the Steam version launching on October 4th. via Lemmy.ca - Paroxia https://ift.tt/ViZsheB
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tobiasdrake · 11 months
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Johto League, Episode 4 - The Valley of Donphan
Continuing down Route 29, Ash has a most unexpected encounter: A Donphan, outside their usual spawning area! Can't miss out on this opportunity! Both Brock and Ash want to catch this Donphan, with Brock pointing out that Ash just got Heracross like five minutes ago. Ash is being selfish and not wanting to let someone else have a turn.
Brock makes the first attempt with Onix. But without the benefit of G1 Bind, Onix is something of a paper tiger. Many has been the Trainer that was convinced by Onix's size in the anime that they're. Like. Viable as a Pokemon. Only to learn of their mistake the hard way.
And Brock hasn't exactly been grinding XP since we met him. So it doesn't come as much of a surprise when Donphan, despite explicitly being a younger Donphan, is able to break through Onix's 160 Defense with Rollout, a move Onix resists. You gotta get your Pokemon above level 14, man.
Ash takes the next attempt, using this as an opportunity to try out his new Pokemon. Heracross is an interesting choice, but a perilous one. On the plus side, their Fighting subtype offsets Bug's weakness to Rock, which is important since Donphan's locked into Rollout. But in terms of stats?
Donphan is more specialized than Heracross. They're closely matched in ATK: 120 to 125 respectively. And HP is close too: 90 to 80. But Donphan's 120 Defense far exceeds Heracross's 75. Heracross sacrifices some of their Physical Defense for a high Special Defense and Speed.
All things being equal, Donphan's better suited to a prolonged slugfest with Heracross. But all things are not equal. Donphan took some damage from Onix's Tackle earlier and they're only on stage 2 of Rollout. Heracross takes some hits, but they're able to push through with Horn Attack that--
Donphan's Trainer emerges from the woods and she is pissed. Um. Whoops. Errors have been made. Hiiragi/Rochelle angrily reaffirms that wild Donphan do not spawn on Route 29. If you see a Donphan here, they belong to someone. Please do not steal people's Pokemon.
Turns out, this valley Ash has come upon is rich in the mineral agate, which the dub changes to amberite. Donphan is able to sniff out amberite like a hog to truffles. Thus, some Trainers will bring their Donphan here to dig up amberite and sell it.
Team Rocket, having lost sight of their actual jobs since the IHOP plan, devise a new plot for business entrepreneurship: Steal Rochelle's Donphan and use them to sniff up amberite and sell it. (These idiots are so bad at crime that they're inadvertently trying to go straight, through crime). XD
Rochelle's not so easily robbed, though. She has her Donphan trained on a whistle to come to her. Although this one was a young and untrained Donphan, they can also track each other down by scent. Recruiting Ash to help, Rochelle hunts down the Rockets with ease.
Ash and Misty beat up Team Rocket while Brock's Onix sucks and fails immediately. (Come on, man. You're embarrassing us in front of the Rockets.) The Rockets are sent packing, Rochelle gets her Donphan back, and Ash gets to see Donphan tracking down amberite in action! He also gets a proper Trainer Battle with a high-level Donphan.
Heracross vs. Donphan, For Real
Ash and Rochelle both stick to using basic non-STAB attacks. Lots of Tackles, Horn Attacks, and Rollouts thrown around. It's a straightforward slugfest and, as previously mentioned, Heracross is the underdog in a slugfest.
Ultimately, Donphan's slightly better HP and vastly superior Defense are just too much for Heracross to deal with. And with the building momentum of one Rollout after another, Heracross ultimately eats dirt.
Rochelle Wins!
They're both good sports about it, too. Ash is proud of Heracross, and Rochelle assures him that he has a pretty strong Pokemon; He just needs to spend more time building his rapport with them, that's all.
With that settled, Ash gets back on the road again.
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bossenisaksen74 · 11 months
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Seven Quests: A Soul's Bane
Seven quests: A Soul's Bane, Priest in Peril, Gertrude's Cat, Missing, Presumed Death, Perils of Ice Mountain, Song from the Depths and Broken Home(along with its post-quest replay challenges and even though Asylum surgeon's ring is obtainable but it is as a free-to-play). Two D&Ds are available: Shooting Stars or Evil Trees, and access to Silvarea. The game features high-level wilderness (including the Chaos Elemental's Mage Arena cave) and Boss pets for the Giant Mole. (King scales of black dragons is available to players who are not paying, but 99 summoning is required in order to unlock it.) Additional magic and ranged gear - Dark and blue Wizard Robes, coifs , and blue Mystic Robes are able to be made. Green, red, blue and Wilderness Dragon bones can also be buried to gain experience.
In addition to the differences mentioned above the majority of features that are not part of the games (such as the official RuneScape forums) are available to members only, however, they are also available to F2P players with at minimum 2.5 million total experience or a total of 350. This was 12.5 million total experience or a total skill of 500 prior to an update by Jagex on 15 March 2010.
Former members are able to access certain features
Players who were members at one point have access to some features:
- Songs unlocked in members areas - Emotes, titles and cosmetic overrides unlocked from members content - Bonus Dungeoneering XP from the Scroll of Daemonheim - Ability to view their materials if they have unlocked Invention - Some free-to-play items that require membership to obtain - see Category:Free-to-play items that require membership to obtain - Unrestricted trade (subscribing for the first time permanently removes the 25k trade limit from the account) - Ability to obtain Unreadable pages if they meet the requirements - No longer having to use a bait for fishing if the corresponding prawn perk has been unlocked. - The reward from Sliske and the ability to see the ghosts of ghosts - The 5% Runecrafting boost from completing Hero's Welcome - Ability to access the Wicked Hood's Wizards' Tower teleport and access its interface using an ethereal outfit Removed from free version
Jagex has also removed features from the free version:
RuneScape Classic in August 2005 Hiscores in November 2011 (returned in April 2014) - Advertisements on 20 June 2016 - Daily Challenges for Member Skills (so free players would not be receiving daily challenges they weren't able to complete) on 22 August 2016 - Following the release of Member skill up to level 5, free players will now receive Daily Challenges for Member Skills, but requiring no more than level 5 of the skill. Daily Challenges for Members skills were added in December of 2017, however an update was made in January 2018 allowed free players to turn off these skills if they have reached the cap of level 5. Runescape Wiki
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connellepstein35 · 1 year
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Seven Quests: A Soul's Bane
Seven quests: A Soul's Blessing, Priest in Peril, Gertrude's Cat, Missing Presumed Death, Perils of Ice Mountain Song from the Depths and Broken Home(along with its post-quest replay challenges and although Asylum surgeon's ring can be obtained but it is as a free-to-play). - Two D&Ds: Shooting Stars and Evil Trees Access to Silvarea The Warriors' Guild High level wilderness (including the Chaos Elemental and the Mage Arena cave) Boss pets available for Chaos Elemental and Giant Mole (King black dragon scale may be obtained by free players however, it requires 99 summoning to unlock the pet) Additional ranged and magic equipment - Black and Blue Wizard Robes, coifs blue Mystic Robes and green dragonhide armour and blue dragonhide armour are able to be made from blue, green, and red dragons in the Wilderness Dragon bones can be buried to gain prayer experience
In addition to the distinctions mentioned above, the majority of features outside the games (such as the official RuneScape forums) are accessible to members only, but are also accessible to F2P players with at least 2.5 million total experience or a total of 350. This was 12.5 million total experience or a skill total of 500 before an update was made by Jagex on 15 March 2010.
Features are available to former members. Apisanet.com
Players who were members at some point have access to a couple of features
- Songs unlocked in members areas - Emotes, titles and cosmetic overrides unlocked from members content - Bonus Dungeoneering XP from the Scroll of Daemonheim - Ability to view their materials if they have unlocked Invention - Some free-to-play items that require membership to obtain - see Category:Free-to-play items that require membership to obtain - Unrestricted trade (subscribing for the first time permanently removes the 25k trade limit from the account) - Ability to obtain Unreadable pages if they meet the requirements - No longer having to use a bait for fishing if the corresponding prawn perk has been unlocked. The gift of Sliske and the ability see ghostly creatures - The 5% Runecrafting boost that is a part of finishing Hero's Welcome. - Ability to use Wicked Hood's Wizards' Tower Teleport and access its interface through an electronic device
Removed from the free version.
Jagex has also removed features from the free version:
RuneScape Classic in August 2005 Hiscores in November 2011 (returned in April 2014) Advertising on June 20, 2016 Daily Challenges for Member skills (so free players would stop receiving daily challenges that they weren't able to complete) on the 22nd of August, 2016 - Following the release of skills for members up to level 5 Free players will now receive Daily Challenges for Member skills, but requiring no more than the level 5 skill. Daily Challenges for Members skills were added back in December 2017 but a further update in January 2018 allowed players who are free to switch off these skills when they reached the cap of level 5.
Members enjoy free access
Gallery
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thisisnotthenerd · 3 months
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the ratgrinders' potential levels
cannot believe i was right about the xp reqs. the bad kids & the seven get 'special treatment' (milestone leveling and saving the world), while others have to work with xp. which tells you a lot about why people fled during prompocalypse.
ok getting into the algebra now: the rat grinders have gone into the far haven woods every day for the last two years, for 3 hours after school, and 9 hours/day on weekends. presumably they keep this up during the summer.
they have supposedly defeated 80,000 or more of three types of creatures: rats, spiders, and twig blights. there are some variations to what these could be, so here's a list of what this could encompass, assuming the ratgrinders are not facing creatures over CR 1.
giant rat: CR 1/8, 25 XP
swarm of rats: CR 1/4, 50 XP
giant wolf spider: CR 1/8, 25 XP
swarm of spiders: CR 1/2, 100 XP
giant flying spider: CR 1, 200 XP
giant spider: CR 1, 200 XP
ice spider: CR 1, 200 XP
twig blight: CR 1/8, 25 XP
needle blight: CR 1/4, 50 XP
thorn slinger: CR 1/2, 100 XP
vine blight: CR 1/2, 100 XP
razorvine blight: CR 1, 200 XP
thorny: CR 1: 200 XP
the full list is a little difficult to do calculations on, so let's condense it. assume a quarter of the 80000 creatures were CR 1/8, a quarter were CR 1/4, so on and so forth.
how much xp would they earn? how much would they level for the amount they ground? grinded? for?
critical assumption here: in the games i've played, we've always done milestone or zeroed out xp with each level, i.e. after earning 300 xp to get to level 2, you have to earn 900 xp to get to level 3, not 600. this analysis assumes that you have to earn the next levels xp reqs on top of your current total. i'm including the xp chart here to clarify:
level 1: 0 XP, +2, total 0 XP
level 2: 300 XP, +2, total 300 XP
level 3: 900 XP, +2, total 1200 XP
level 4: 2700 XP, +2, total 3900 XP
level 5: 6500 XP, +3, total 10400 XP
level 6: 14000 XP, +3, total 24400 XP
level 7: 23000 XP, +3, total 47400 XP
level 8: 34000 XP, +3, total 81400 XP
level 9: 48000 XP, +4, total 129400 XP
level 10: 64000 XP, +4, total 193400 XP
level 11: 85000 XP, +4, total 278400 XP
level 12: 100000 XP, +4, total 378400 XP
level 13: 120000 XP, +5, total 498400 XP
level 14: 140000 XP, +5, total 638400 XP
level 15: 165000 XP, +5, total 803400 XP
level 16: 195000 XP, +5, total 998400 XP
level 17: 225000 XP, +6, total 1223400 XP
level 18: 265000 XP, +6, total 1488400 XP
level 19: 305000 XP, +6, total 1793400 XP
level 20: 355000 XP, +6, total 2148400 XP
if we went cumulatively, based on the number of creatures the bad kids have defeated, they'd be getting up there in xp. we know they've had opportunities to defeat creatures outside of the quests that we've seen, given the oneshots. thus, i'm going with the second explanation, because otherwise the ratgrinders would be 19th level, and i don't think they are, because it would make any pvp setups super unbalanced, which are neither fun to play nor watch. this puts them on a little more even ground and emphasizes the amount of work it takes to xp grind to level against milestone leveling.
for the CR 1/8s: assuming roughly 20,000 creatures, they'd get 25 XP per, which means 500,000 xp. that's cumulatively enough to get to level 13, on just those creatures. divided 6 ways, assuming the ratgrinders have 6 members, it's 83,333.33, which is enough to get you to 10th level cumulatively and 8th non cumulatively.
this scales up to the 1/4s, 1/2s and the 1s since the xp gains double for each challenge rating rather than plateauing as they do at higher levels.
for the CR 1/4s: 1,000,000 xp. that's cumulatively enough to get to level 16 on just those creatures. divided 6 ways, assuming the ratgrinders have 6 members, it's 166,666.66, which is enough to get you to 15th level cumulatively and 9th non cumulatively.
for the CR 1/2s: 2,000,000 xp. divided 6 ways, assuming the ratgrinders have 6 members, it's 333,333.33, which is enough to get you to 19th level cumulatively, and 11th level non cumulatively.
and for the 1s, 4,000,000 xp. well over what you'd need to get to level 20, on just the CR 1s. divided 6 ways, assuming the ratgrinders have 6 members, it's 666,666.66, which is well over 20th level cumulatively, and 14th level non cumulatively.
using this estimate and adding all of this up, each member of the ratgrinders would have gathered enough xp to be level 20 cumulatively, and level 17 non cumulatively.
obviously the actual numbers would scale differently; initially, they would likely have to tackle these creatures as a party, but over time would take care of them individually. this is a bunch of kids doing the intro to class assignment for every assignment for two years straight.
level 20 seems extreme for the aguefort adventuring academy; let's scale it down a bit. the creatures specifically mentioned are probably giant rats, giant wolf spiders, and twig blights, based on the descriptions from jawbone.
all of these are CR 1/8, or 25 XP each. 80000 would give an xp total of 2,000,000, which would put each of the ratgrinders at around 11th level, a little higher level than the bad kids at the moment. however, since their fighting prowess scaled up, and they're probably going out in elmville and actively hindering the bad kids in some way, that level is very likely to increase.
what we saw in the episode
now the sticking point is mary ann rolling a 35. we know she got some kind of transmutation buff. a little tricky wording from brennan; fabian had enhance ability on, which is a transmutation spell. he did not say it was enhance ability.
mary ann is a barbarian, so she already gets advantage on athletics if she's raging, which i assume she was. the buff probably wouldn't be something that grants advantage.
assuming the lower estimate of 11th level, mary ann would get a +4 proficiency bonus, and i'm assuming she has 20 in strength, so +5 to her strength based skills, for a total of +9. at the high estimate of level 17, she would have a +6 to her proficiency bonus, which would give her a total of +11 to athletics. this is still not high enough to get a 35, even on a nat 20, which brennan would have declared if he had rolled one. she could conceivably accomplish this with the brawny feat, which allows for expertise in the athletics skill, which would give her a +17, meaning she could hit a 35 on a 18.
or, the buff was something like skill empowerment, which is a 5th level transmutation spell that gives the target expertise in a skill that they already have proficiency in. this spell is available to bards and wizards, among other classes, both of which we presume are in the ratgrinders. ruben could have cast skill empowerment on mary ann and given her bardic inspiration (lower estimate: d10, higher estimate: d12), both of which would have enabled that 35.
judging by the implication that she could not accomplish that feat without some kind of buff, i'm going with the latter explanation.
anyway i did too much math for this to not go in the stats series, or the school series. so this will be added to the spreadsheet later.
i hope this is useful.
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rlxtechoff · 1 year
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ankerwebb · 2 years
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Seven Quests A Soul's Bane
Seven quests: A soul's bane, Priest in Peril, Gertrude's Cat and Missing, Presumed Death, Perils of Ice Mountain and Song from the Depths and Broken Home(along with its post-quest replay challenges, and even though the Asylum surgeon's ring is obtainable, it is not usable as a free-to-play). Two D&Ds: Shooting Stars and Evil Trees Access to Silvarea - The Warriors' Guild - High level wilderness (including the Chaos Elemental and the Mage Arena cave) Boss pets available for Chaos Elemental and Giant Mole (King black dragon scale may be obtained by players who are free however, it requires 99 summoning to unlock the pet) Additional ranged and magic equipment - Blue and black Wizard Robes, coifs, blue Mystic Robes and green dragonhide armour and blue dragonhide armour may be made from blue, green, and red dragons within the Wilderness Dragon bones can be buried to gain prayer experience
In addition to the distinctions described above the majority of features outside the games (such as the official RuneScape forums) are available to members only, however, they are also available to F2P players with at least 2.5 million total experience or a skill total of 350. Prior to Jagex's update on 15 March 2010, this requirement required 12.5 million experience or 500 skills.
Features that are available to former members
Players who were members at one point retain access to some features:
- Songs unlocked in members areas - Emotes, titles and cosmetic overrides unlocked from members content - Bonus Dungeoneering XP from the Scroll of Daemonheim - Ability to view their materials if they have unlocked Invention - Some free-to-play items that require membership to obtain - see Category:Free-to-play items that require membership to obtain - Unrestricted trade (subscribing for the first time permanently removes the 25k trade limit from the account) - Ability to obtain Unreadable pages if they meet the requirements - No longer having to use a bait for fishing if the corresponding prawn perk has been unlocked. The gift from Sliske and the ability to see eerie ghosts - The 5% boost in Runecrafting from completing Hero's Welcome - Ability to utilize the Wicked Hood's Wizards' Tower teleport and access its interface through an ethereal attire Removed from the free version. Extrememining
Jagex has also removed features from the free version:
RuneScape Classic in August 2005 Hiscores in November 2011 (returned in April 2014) Advertisements on June 20, 2016 - Daily Challenges for Member skills (so free players would stop receiving daily challenges they were not able to complete) on the 22nd of August, 2016 - Following the release of Member skill up to level 5 free players will receive Daily Challenges for Member Skills however, they will not require more than level 5 of the skill. Daily Challenges for Members skills were added in December 2017, but an update was made in January 2018 allowed free players to switch off these skills in the event that they had reached the cap of level 5.
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villagreys · 2 years
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Ultimate chicken horse download gog
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prokopetz · 3 years
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More inadvisable Dungeons & Dragons campaign premises, Exploring The Implications™ edition:
A setting that inverts the customary relationship between species and character class; a fighter or a wizard or a cleric is something you’re born as, but being an elf or a dwarf or a halfing is something you have to learn – and yes, you can multiclass!  
A setting where humans live in dungeons and venture forth to explore the mysterious “surface”; the perils of the surface look exactly like their real-world counterparts, but have the stats of high-level monsters, like a squirrel has ten hit dice and breathes fire.  
A setting where all crafted objects are randomly imbued with weird and generally inconvenient magical powers, and the highest mark of mastery is being able to create something that only performs its intended mundane function.  
A setting that takes all those jokes about the XP system where killing monsters making you better at shoe repair to their logical-yet-absurd conclusion and establishes that yes, in fact, the only way to improve a skill is to practice it as a combat art.  
A setting where character classes are contagious in the mode of Hollywood vampirism – e.g., getting mugged by a rogue may turn you into one yourself – and the world is secretly ruled by a sinister council of the classed, with each class as a separate faction.
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rosewhipped22 · 4 years
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okay but when are they going to come out with the supernatural video game? 
where you start off as a total noob hunter but as you battle more and more low level run of the mill monsters you gain xp and level up until you’re taking down demons like it’s nothing. And as you move forward the boss battles get harder and harder but there’s always another bad guy around the corner. There’d be random side quests to gather ingredients for spells or to rescue people in peril, just different errands proposed to you by random people in small towns. 
Your character always wears the same clothes, sure, but at least there’d be like 30 different color combinations to choose from (even for the angel you unlock, there’s only like 3 different coats pfft). You’d have an arsenal of weapons and special gear that you manage to take with you everywhere and different ones work better on different bad guys. There’d be that one homebase location that you could go back to again and even though you’d meet a wide variety of characters on your journey only one or two of them would make it through with you to the end. 
As with all video games the best part would be that you couldn’t die. Anytime you do you just come back like nothing happened and keep playing...  oh... oh wait...
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