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Old 09-15-2009, 02:31 AM   Top  -  End  -  #1
Fayd
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Join Date: May 2009
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Earth
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Default Doomriders: A Campaign Journal. Now Complete.

After reading several fun campaign journals, and actually beginning my first real campaign of D&D (kinda, in 2 senses. 1: Neverwinter Nights 2 doesn’t count in my, or my DM’s, book…reason number 2, I’ll get to in a second) I decided to write up journals of my own campaign…that and I REALLY REALLY need some help.

Some background information: We are all brand new players, with the exception of the DM, who is something of an expert. We’re not really trying for completely optimized characters, though we will be able to perform our given roles and perform them well. And as we're new to RPG's (pen and paper ones anyway), so too am I new to writing these, so suggestions for writing are also appreciated.

And for reason #2: We’re using a heavily modified 3.5 variant of my DM’s creation, and he will pop in now and again to explain some major differences. I’ll explain things as they are important…but...the rules aren’t completely set yet. We’re flexible enough to adapt when they do change. If things change majorly, and it impacts telling the story, I’ll explain, or the DM will explain, or something.

Also, I realize that Chapters 1 and 2 are a little dry and tedious to get through. Please don't let them scare you, I've improved my style immensely by Chapter 3.

Meet the Party: or “The freaks have come to town!”

Spoiler


The World:

Spoiler


Divine Canon
Spoiler


On Black Magic
Spoiler


World Geography
Spoiler


A Closer Look: The Grand Duchery and the Surrounding Environs
Spoiler


Tiborem Varos: The Capitol City
Spoiler


The Cast of Thousands (as of session #11), in order of appearance
This section was written by our DM, Tam OConner. If there are comments from me, they are italicized. Anything spoilered IS a spoiler for the story. You were warned.

I've tried to minimize spoilers for first time readers.

A note on location names: 'Varos' denotes a city, while 'Var' denotes a fort or keep. Thus, the Grand Duke resides in Tiborem Var, within Tiborem Varos. Savvy?
Spoiler


Umzamo's Magic (Alpha version)


Chapter 1: Introductions, Invitations, and Bisections
Spoiler


Chapter 2: Dragonslayers…After a Fashion. Or, Macross Magic Missile Massacre.

Spoiler


So now we have a week (real time, a day or less in game) to plan to defend the farmhouse (on a hill, thankfully). We don’t have any trapmaking skills really, but we have lots of knowledge...especially engineering and tactics. And this is where we need help.

We have manpower, and no time to train them…We’ll also be getting a detailed list of the supplies the farm in the not too distant future. Oh, and we’re level 1. I’m hoping we have enough time to replenish our spell allocation… I, at least, have learned my lesson this trip. Noble OotS-ers, what guidance do you have?
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Mark Twain: Dance like you have Greater Invisibility. Sing like you're Silenced. Love like you've never taken hit point damage and live like you've been Plane Shifted to Celestia.
Current Campaign: Adanar By Cometlight.

Previous Campaigns: Doomriders

Avatar of Guy D'Masque by Starwoof. Much appreciated!

Last edited by Fayd : 08-11-2010 at 06:36 PM.
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Old 09-15-2009, 02:32 AM   Top  -  End  -  #2
Fayd
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Default Re: Doomriders: A Campaign Journal

Chapter 3: The Captain and the Terrible, Horrible, Rotten, No Good, VERY Bad Day.


Chapter 4: Soiled Armor, Sacked Towns, and Tourneys. Or: Infopalooza!


Chapter 5: Maneuvers; Political, Tactical, and Otherwise


Chapter 6: Unsettling Upsets. Or: It's Karmatastic!


Chapter 6-and-a-Half: The Captain's Commission


Chapter 7: LET’S GET READY TO RRRRRRUUUUUUUMMMMMMBLLLLLLLLLLLLEEEEEEEE!!!


Chapter 7 From the Perspective of Fluffy.


Chapter 8: Feast and Beasts. Or: A Chilling Conclusion


Chapter 9: That Poor Tavern.


Chapter 10: The Plots Thicken. Or: Nautical Naughtiness


Chapter 11: S. O. S.


Chapter 12: A Morale Question. Or: Potato Chipper They Are Not.


Chapter 13: Snipin's a Good Job, Mate!


Chapter 14: It Was a Dark and Stormy World. Or: A Wrinkle in Space


Chapter 15: Overhaul


Chapter 16: Say Uncle! Or: So This Fat Guy Jumps Off This Barn


Chapter 17: The Tangled Webs We Weave


Chapter 18: You Just Never Gnoll, Do You? Or: Potluck! Iron Chef Fluffy!


Chapter 19: Hey Big Spender!


Chapter 20: Lifting the Siege. Or: Hail to the Chief, Baby!


Chapter 21: It's Best Not to Think About It.


Chapter 22: Into the Fire. Or: CLEAR!


Chapter 23: A Premonition


Ch. 24: The Black Winds Begin to Howl. . . Or: Vive la Damage Résistance!


Ch. 25: Mail Service



Chapter 26: Breaking the Wyrdbreaker. Or: Arrow Storm FOR. THE. WIN.



Chapter 27: Familiar Faces


Chapter 28: Into the Storm. Or: Pros and Con Damage


Epilogue: Temporal Significance


More chapter links will go here as the chapters are written.
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Quote:
Originally Posted by Cheesegear View Post
Mark Twain: Dance like you have Greater Invisibility. Sing like you're Silenced. Love like you've never taken hit point damage and live like you've been Plane Shifted to Celestia.
Current Campaign: Adanar By Cometlight.

Previous Campaigns: Doomriders

Avatar of Guy D'Masque by Starwoof. Much appreciated!

Last edited by Fayd : 08-07-2010 at 03:41 PM.
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Old 09-15-2009, 05:18 AM   Top  -  End  -  #3
Kol Korran
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Israel
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Default Re: Doomriders: A Campaign Journal

hi. first of all welcome to the game. i liked your tale, and how your DM describe some things. a few things though:
  • from what i can tell, your system vary quite a bit from the normal rules, on small matters. thought that may be dsue to my lack of experience. some background feats i never heard of, your healer casting MM, (and being an ettercap?!?) you having at will spells. but again, these might be variant rules i don't know. some explenations might be nice.
  • you really, really don't need to detail each characters action at each round! that get tiresome for the reader fast. focus on highlights-splendid hits, splendid misses, smart or lame moves and so on. the battle with the dragon/ fishy woman was painfull to read. make it more like an exciting story, less like a detailed performance report. (and this comes from the guy who wrote the long entries of the compedium, but that is a different matter alltogether, different purpose of writing)
  • liked your DM's choice of magical items. though holy water needn't cause damage to just an evil person. or are those rules i don't get again? loved the idea of the coins.
  • your group seems... a bit "freakish" indeed. which wouldn't be a problem if you had a real common reason to work together. how are the paladin and the assasin going to work together? this sort of thing has been a real problem in many groups, some could work around it, but it's tricky. be aware and talk with your playing partners.
  • which brings me to my last point, since you guys are new to the gaming TABLE. as players, work on finding reasons to work with each other, and interact with each other. what makes this more enjoyable than a single player computer game is the interactions and the contributions of all members of the team. keep that in mind, and the experience will be more satisfying than just finding a cool concept for a character and playing it. find a cool concept for a party and play it.

got no advice on the farm situation, need more info.

all in all, i think you guys made a very good start, since it seems you've enjoyed yourselves, which is the main thing. i'll look forward to reading more.

Kol.
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It began with a Crash! [adventure log] from the Player's POV. Ongoing...

a special project of mine- the Compedium to the maligned, forgotten and misunderstood monsters (includes added material for stirges, gargoyles, Barghests, Hydras, hags and more. check it out. share your thoughts.

Last edited by Kol Korran : 09-15-2009 at 05:20 AM.
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Old 09-15-2009, 05:35 AM   Top  -  End  -  #4
starwoof
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Default Re: Doomriders: A Campaign Journal

Campaign journal, yay! After reading SilverClawShift's I've been hunting these down. Agree with Kol Korran on the pacing of combat, otherwise it was enjoyable. I'll be watching this with interest.

As for defending the farmhouse... I would start with surrounding the hill with sharpened wooden stakes at about a 45 degree angle. They are a great deterrent for cavalry and annoying for infantry. The party should be able to pepper the infantry with ranged attacks and hopefully prevent them from ripping up the stakes. They should essentially make you immune to horses if you can make enough, especially with a slope to work with.

Ready buckets full of water to deal with fires caused by flaming arrows or thrown brands. If you're dealing with raiders fire will be a problem - they don't need to assault you if they can smoke you out.

Beyond that basic advice I can't help much without more information.
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Old 09-15-2009, 07:14 AM   Top  -  End  -  #5
Mr White
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Default Re: Doomriders: A Campaign Journal

Realistically speaking arming your untrained extra manpower with shield and spears would be your best bet ('easy' to make and 'easy' to use in formation).
I don't know how well spear and shield hold up in DnD variants and how formations would work (better ask your DM)

Prepare the battle ground (make ditches and other obsticles!!! Try to funnel the enemy and make kill zones for your AoE spells/siege equipement.
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Old 09-15-2009, 08:44 AM   Top  -  End  -  #6
Fayd
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Default Re: Doomriders: A Campaign Journal

Right. First: I realized I forgot to introduce our DM! He's been a long time Order of the Stick reader, long time DM and good friend...Tam O'Conner!

Yeah, casting is a little bit different. Magic (at the moment, this is changing) works like this: You pick spheres, and you can cast anything from your chosen sphere. You have a maximum of casts per day, similar to a sorcerer. The priestess has healing, illusion, and enchantment, for example. Every caster, on the other hand, gets the All sphere (utility stuff mostly) and Magic Missile is there. (Oh, and if people are curious: The Attercops are to the underdark what the orcs are to the surface. :D). The dedicated casters have 2 level 0's at will, and the gish/holy warrior get some later.

Some basic changes: There is no LA, unless you chose to give yourself it. If you are part of a race/background that would have had LA, you can choose to take a level in one of the monster classes or the like. I for example, can take a level of Outsider at level 3 and get all sorts of goodies (I plan to). Fluffy on the other hand, can take levels of Giant whenever he pleases. This is particularly helpful, as the typical max level is 10. Feats also grow with your character, granting (typically) 3 effects at max level.

Yes, combat was a little bogged down. Wasn't sure what else to do at the moment. I'll be simplifying it in the future.

The Holy Water doesn't "Damage" the evil person...it just makes them profoundly uncomfortable.

I think the real reason we're working together will be coming next session. Just a dramatic hunch is all.

With each passing session, we are getting better and better about more party interaction. It's still a little awkward yet. But it was better 2nd session than first.

Also, for the moment, we want as few farmers dead as we can.
__________________
Quote:
Originally Posted by Cheesegear View Post
Mark Twain: Dance like you have Greater Invisibility. Sing like you're Silenced. Love like you've never taken hit point damage and live like you've been Plane Shifted to Celestia.
Current Campaign: Adanar By Cometlight.

Previous Campaigns: Doomriders

Avatar of Guy D'Masque by Starwoof. Much appreciated!

Last edited by Fayd : 09-15-2009 at 08:57 AM.
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Old 09-15-2009, 10:04 AM   Top  -  End  -  #7
Kol Korran
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Default Re: Doomriders: A Campaign Journal

thanks for the explanation, it resembles the domains in 2nd addition.

oh, and i thought attercops was a missspelling of ettercaps. i thought you had a spider person with you, which would have been realy weird!

again, good luck!
Kol
__________________
Many Facets Of Darkness, DM's campaign log [3.5, Eberron] A complete 3.5 log from the DM's POV.
It began with a Crash! [adventure log] from the Player's POV. Ongoing...

a special project of mine- the Compedium to the maligned, forgotten and misunderstood monsters (includes added material for stirges, gargoyles, Barghests, Hydras, hags and more. check it out. share your thoughts.
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Old 09-15-2009, 10:15 AM   Top  -  End  -  #8
Morchana
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Default Re: Doomriders: A Campaign Journal

We DO have a spider person with us. . . She is an attercop.

"The freaks have come to town!"


[Edited to Add] (Just to introduce myself, I play Morchana in this campaign. It's my first time gaming, but I have been interested for years. Also, I am NOT my character-- she is nearly the polar opposite of myself, although I do wear a 1d3 hairspike of death on a near-daily basis. Just so it's clear, I am helping the group to avoid being found and killed-- in the backstory, I gained several bounties on my head, and I would like to keep it-- losing a head is terrible for one's looks! However, the group doesn't know this yet, except in the case of the Baronet.)

Last edited by Morchana : 09-15-2009 at 05:45 PM.
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Old 09-15-2009, 10:18 AM   Top  -  End  -  #9
kestrel404
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Default Re: Doomriders: A Campaign Journal

Nice story so far. I like the characters, especially the interaction between the Paladin and Assassin.

As far as the system changes - sounds fair. I have no problem with modified systems as long as the GM is up front about the changes.

Regarding the defenses of the farm, you've got a few things to worry about:
1. Being overrun by the raiders. They're on horses (cavalry) and they most likely outnumber you (It's far worse if they don't because that means they're probably individually powerful to take out a town 'in passing'. If that's the case, run.). To combat this you need to:
A) Limit mobility
Rather than putting put a stake barrier (it takes time to gather the stakes, sharpen them and then plant them firmly), you should have the kids take all of the firewood that would be used for the next few days meal fires and whatever they've been storing/aging for the winter, and scatter that around the hill. Lots of big logs and branches all over the place will make the entire area difficult terrain, preventing cavalry mounted charges and slowing down movement rates for everyone. (This makes sense IRL as well, since those kinds of debris are likely to cause broken legs in both horses and fast moving people). This is fast - it should take no more than an hour with a dozen people helping.
B) Force a bottleneck
Leave one section of the hill open and free of obstruction. Keep the corridor narrow - ten feet at most. If possible, put up some kind of wall or trench or other obstruction around the rest of the perimeter to make it obvious that there's a 'Gap in your defenses'. What this will do is make one area for you to concentrate fire on - creating a 'killing field' out of an otherwise unremarkable bit of terrain.
C) Take them out quickly
Once your enemy is in range, start by using massed missile attacks against them - arm your non-ranged allies with bows if you can get them and slings if you can't. This includes arming as many of the farmers as are willing to hold ranged weapons. Keep them behind a makeshift wall for cover (furniture walls are great for this, or barring that hiding behind their cart works - bonus if the horses are hooked up to the cart for a last minute escape plan). Once they're close enough, have the meleeists use planted long-spears (have them brace for charge with a reach weapon - long spears are just long sharpened poles and can be improvised since they don't need to last beyond the initial charge). After accepting that inital charge using a bunch of spears, the meleeists can drop their spears, pick up their regular weapons, and wade into the no-longer-charging horse riders. By this point, you can probably safely assume that half of them are already dead, and the rest are bottled up in your 'safe' corridor waiting to die. Any that have attempted to traverse the difficult terrain should be pelted with sling stones, arrows, and magic missiles until they change their minds. The assassin may want to remain with the ranged attackers so that she can 'deal with' any threat that manages to cross the field of difficult terrain.

2. Protecting the farmers. They set the town on fire. That means they're here to pillage and destroy. They'll do the same to the farm, and likely be out to kill the farmers. While the farmers might not be incredibly capable combatants they can still assist to a limited degree in their own defense (As stated above). Those who aren't helping using weapons should be prepared with buckets of water, shields, and first-aid kits. The buckets of water should be there to put out thrown torches and flaming arrows (don't tell your GM this, it will give him ideas). The shields are to protect them while they run out and drag back anyone who falls in the defense (two women/children, one on each arm with one arm free to use the shields, while they drag the unconscious person back to safety). The first aid kits (even if they're just bandages and clean water) are to help in stabilization/healing checks.

Hope that helps.
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Old 09-15-2009, 03:58 PM   Top  -  End  -  #10
Fayd
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Default Re: Doomriders: A Campaign Journal

Quote:
Originally Posted by Kol Korran View Post
thanks for the explanation, it resembles the domains in 2nd addition.

oh, and i thought attercops was a missspelling of ettercaps. i thought you had a spider person with you, which would have been realy weird!

again, good luck!
Kol
There's a lot from 2E...and some from 4E...some from 3.5, and WAY more sources.

Actually, Attercops is properly spelled. Yes, she's a spider person. We don't know this yet, but she's good at healing.

And kestrel, good suggestions all around...I'm still digesting them right now.
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Quote:
Originally Posted by Cheesegear View Post
Mark Twain: Dance like you have Greater Invisibility. Sing like you're Silenced. Love like you've never taken hit point damage and live like you've been Plane Shifted to Celestia.
Current Campaign: Adanar By Cometlight.

Previous Campaigns: Doomriders

Avatar of Guy D'Masque by Starwoof. Much appreciated!
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Old 09-15-2009, 08:47 PM   Top  -  End  -  #11
ScreamingDoom
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Default Re: Doomriders: A Campaign Journal

Definitely ring the hill with wooden spikes. These barricades are simple to make (any farmer who is able to chop wood and lash rope together can make one) and very effective at stopping calvery.

If you want to minimize farmer casualties, you should think about evacuating at least some of them. The children, at the very least. You're not surrounded, so a group of kids led by some of the adults (perhaps the Farmer Patriarch? he's older than sin in your story and simply is unlikely to be much help in battle beyond knowing the area -- and that knowledge could be better used to help the kids avoid enemy patrols) should be able to slip out a few hours before the battle begins. In addition, they should go to the nearest large town. While help is unlikely to arrive before the battle, it never hurts to have the calvery come along just in the nick of time -- and, at the very least, the rest of the population centers in the Barony should be warned of these marauders.

If any of your casters have Scry or something similar, this would be ideal to tell you when it is best to have the youngin's flee. You want a time where the enemy forces are concentrated on heading to the farmhouse (so there will be less scouting patrols around -- they're marshaling their forces for battle), but far enough away that there's plenty of time to get the kids out of danger. In addition, being able to Scry will give you a good idea of the numbers of the enemy and where the bulk of the enemy forces are likely to appear on the hill, so you can get the majority of your own forces there.

I also agree with the pike suggestions. Again, they don't need to be metal; just some long sticks with sharpened ends would work wonders, especially if used form behind the barricades.

Your biggest problem is going to be making sure the farmers who remain to fight don't break ranks and flee. Traditionally, this was when the largest losses in medieval warfare occurred. Since you're dealing with farmers and not even level 1 adventures, they're not likely to be very brave and will break easily. You might try to have your Paladin (or other PC with high charisma and Diplomacy score) make a stirring speech right before the battle to inspire them. If you had a Bard, this would make things easier, but...

You might want to see if you can convince your assassin to make a hit-and-run attack on the enemy raiders. If successful, this will shake them up (they are likely not a regular army, and being hit with guerrilla tactics is a pain even for experienced soldiers) and, if you're very lucky, you might capture one in order to interrogate.

If all else fails, you can try to negotiate with them. You have loot now, so if the raiders see your preparations and are willing to talk, you might be able to give that up in exchange for being left alone. At the very least, negotiations can be used as a delaying tactic to try buy time for the local knights who the refugee group has (hopefully) alerted to arrive.

The absolute worst thing that could happen is that the raiders see your preparations and decide to just not bother with the farmhouse. Then you're in the really disadvantageous position of having to go on the offensive or risk them tracking down and killing the refugee group. On the plus side, unless they leave a rearguard at the farm, you can basically attack from behind and engage in more guerrilla tactics should they go this route.

Hope this helps!
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Old 09-15-2009, 09:43 PM   Top  -  End  -  #12
Morchana
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Default Re: Doomriders: A Campaign Journal

Quote:
Originally Posted by ScreamingDoom View Post
You might want to see if you can convince your assassin to make a hit-and-run attack on the enemy raiders.

What do you think the chances of doing something else, rather than a hit-and-run, would be? Say, stalling them? I have a plan that involves sweet-talk and a poisoned bottle of wine. . .
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Old 09-15-2009, 10:01 PM   Top  -  End  -  #13
starwoof
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Default Re: Doomriders: A Campaign Journal

Quote:
Originally Posted by Morchana View Post
What do you think the chances of doing something else, rather than a hit-and-run, would be? Say, stalling them? I have a plan that involves sweet-talk and a poisoned bottle of wine. . .
I would say about 50-50. They might be swayed by your feminine wiles, or they might stab you in the neck. Its hard to say, but make sure you have an escape planned if you try it.
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Old 09-15-2009, 10:08 PM   Top  -  End  -  #14
ScreamingDoom
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Default Re: Doomriders: A Campaign Journal

Quote:
Originally Posted by Morchana View Post
What do you think the chances of doing something else, rather than a hit-and-run, would be? Say, stalling them? I have a plan that involves sweet-talk and a poisoned bottle of wine. . .
Well, a number of factors come into play. First, how paranoid the opposing force is. They are likely to be a little suspicious of someone just happening to find them out where they are raiding. On the other hand, assuming they are not a real military force and really are just raiders, their discipline is likely very lax, so if you do manage to convince them it was just a coincidence you happened to show up looking for a good time, they are unlikely to do anything standard procedure based like locking you up until the operation is over.

Really, it's a risk, but if you can pull it off (and since your character is, as I understand it, very much suited to such an operation) it would be well worth the risk. Delaying, reducing their numbers, or even destroying them (with enough poison wine) would be invaluable. Ideally, if you don't have enough poison or wine on hand to decimate their numbers, you could probably try to target their command structure, taking off the head. That would definitely give your group a nice advantage; even 1st level adventurers are pretty good leaders (especially with a Paladin in the party).

In the end, though, it really is up to the DM. I can say if I was DM, I would allow you to try: first a sneak roll to see if you can get to their camp without giving away where you come from, then some RP to see how well you fast talk the guards at the camp (which would be a situational modifier to your Diplomacy roll) in order to let you in. And then another RP-modified roll to get them to drink the wine/make sure you get access to the commander. Then another sneak roll to try to get back out before they realize the wine was poisoned.
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Old 09-15-2009, 10:27 PM   Top  -  End  -  #15
Fayd
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Default Re: Doomriders: A Campaign Journal

All this hinges on them not being some demonic/diabolic apocalyptic force. Or interested in elves with huge...Charisma scores.
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Quote:
Originally Posted by Cheesegear View Post
Mark Twain: Dance like you have Greater Invisibility. Sing like you're Silenced. Love like you've never taken hit point damage and live like you've been Plane Shifted to Celestia.
Current Campaign: Adanar By Cometlight.

Previous Campaigns: Doomriders

Avatar of Guy D'Masque by Starwoof. Much appreciated!

Last edited by Fayd : 09-15-2009 at 10:28 PM.
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Old 09-16-2009, 06:07 AM   Top  -  End  -  #16
Mr White
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Default Re: Doomriders: A Campaign Journal

Quote:
Originally Posted by Fayd View Post
Or interested in elves with huge...Charisma scores.
Well, theres your problem.

Marauders/looters/... won't just show you to their captains tent. They've just raped whoever was closest the moment they sacked that city. Why would they be civil now when some looker wanders into there camp?
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Old 09-17-2009, 01:02 AM   Top  -  End  -  #17
Morchana
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Default Re: Doomriders: A Campaign Journal

Good point. The poisoned wine is looking like more and more of a back-up plan for if the marauders actually get in, which we're really hoping they don't. But still. . .
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Old 09-17-2009, 11:47 AM   Top  -  End  -  #18
Kol Korran
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Default Re: Doomriders: A Campaign Journal

hey there Morchana! nice to meet you. it's always better having several perspcetives on the same game.

sorry to get hinged on this, but can you two perhaps list where you got the Attercop info from? i thought it meant the ettercaps on the MM, but i think i'm mistaken. would just be interesting to see the crunch, and fluff, of spider people's race.

i'm just curious about such things.

i liked the idea about the sweet talking and the poisoned bottle of wine. like a true assasin, and a much more interesting way to solve the fight other than just a straight out battle. good luck with that, just make sure Cade and Fluffy are otherwise occupied (and fed), so they won't interrupt.

a question Morchana- how are you planning to deal with Cade? a few things could be misconstrued as missunderstandings and such, but eventually you two are most likely to come into conflict. what have you players decided to prevent (or play out without too much harm) that? (if he's as dumb as elan that could help)

Kol.
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Old 09-17-2009, 12:58 PM   Top  -  End  -  #19
Tam_OConnor
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Default Re: Doomriders: A Campaign Journal

DM provides data splurge!

Beastfolk
Spoiler

I'll try to stay out of the thread for the most part, but let me know and I'll provide any fluff or crunch that I can. /lurk
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Old 09-17-2009, 01:26 PM   Top  -  End  -  #20
Kol Korran
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Default Re: Doomriders: A Campaign Journal

thanks Tam_OConner! that was interesting. did you come up with it yourself, or did you draw from some source? i now wonder as to Keito's past and fitting in with the party...

coincidently, i've also written something spider related, that might be of use, if you wish, with your spider beast folk. check my sig and scroll to the aranea. might not fit exactly, but maybe inspire somethign that might.

thanks again, and good luck with your games! it seems yougot the essential elements ready- enthusiastic and fun players and an enthusiastic and creative DM. would love to hear more..

Kol
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Many Facets Of Darkness, DM's campaign log [3.5, Eberron] A complete 3.5 log from the DM's POV.
It began with a Crash! [adventure log] from the Player's POV. Ongoing...

a special project of mine- the Compedium to the maligned, forgotten and misunderstood monsters (includes added material for stirges, gargoyles, Barghests, Hydras, hags and more. check it out. share your thoughts.
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Old 09-17-2009, 10:44 PM   Top  -  End  -  #21
Fayd
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Default Re: Doomriders: A Campaign Journal

We sort of have an unsaid "Don't kill each other" rule. And Morchana was allowed to BE evil on the condition of "Play nice."

Being neither player, but knowing them both well, I'd say it'll get interesting before the end...but much fun will be had by all.

In melee combat, the two of them, by the numbers should be a deadly pair. Cade has a feat that increases bonuses given and recieved from flanking, and another feat that increases his movement speed. Morchana is a rogue. Sneak attack sneak attack sneak attack. Maybe poison. Maybe not. Regardless, the target won't live very long if they both concentrate on it.
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Old 09-18-2009, 08:01 AM   Top  -  End  -  #22
Morchana
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Default Re: Doomriders: A Campaign Journal

How are Cade and I going to get along? Well, he keeps threatening to flick holy water from that sword onto me-- eek! That stuff stings!

Really, though, we do have a 'live and let live' policy as far as that's concerned-- I mean, Cade doesn't approve of me, and I don't necessarily like him, but if I tried to kill him, the rest would kill me. Bad choice. I will probably flirt with him and go against his plans from time to time, but I want to stay on his good side, as he is more or less the unofficial party leader.

I think this should just really be interesting. . . Not sure how things are going to pan out yet! If he and I manage to get along, we'll be a great team.
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Old 09-18-2009, 01:32 PM   Top  -  End  -  #23
Kol Korran
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Default Re: Doomriders: A Campaign Journal

something just makes me think of Roy and Belkar... you allready got a Thog in the party as well...

Kol
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Many Facets Of Darkness, DM's campaign log [3.5, Eberron] A complete 3.5 log from the DM's POV.
It began with a Crash! [adventure log] from the Player's POV. Ongoing...

a special project of mine- the Compedium to the maligned, forgotten and misunderstood monsters (includes added material for stirges, gargoyles, Barghests, Hydras, hags and more. check it out. share your thoughts.

Last edited by Kol Korran : 09-18-2009 at 01:32 PM.
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Old 09-18-2009, 02:39 PM   Top  -  End  -  #24
Fayd
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Default Re: Doomriders: A Campaign Journal

Thankfully, Morchana is not the psychotic little freak Belkar is. She's tall and beautiful and has standards. Seduce=/=sleep with. It merely means make comfortable and safe feeling, so she can shank them.

That said, Cade has told me on multiple occasions how much he feels like Roy. Or how "I completely understand how Roy was feeling."

All the members of our group are friends though, to varying degrees of closeness...this really helps in the "Don't kill each other" regard.
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Mark Twain: Dance like you have Greater Invisibility. Sing like you're Silenced. Love like you've never taken hit point damage and live like you've been Plane Shifted to Celestia.
Current Campaign: Adanar By Cometlight.

Previous Campaigns: Doomriders

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Old 09-21-2009, 01:33 AM   Top  -  End  -  #25
Morchana
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Default Re: Doomriders: A Campaign Journal

Huzzah for poison!!! Fayd will tell all later. . . Suffice it to say that I came up with a plan on the spur of the moment, and it worked-- incredibly well!
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Old 09-21-2009, 07:26 AM   Top  -  End  -  #26
starwoof
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Default Re: Doomriders: A Campaign Journal

I am looking forward to hearing this story.
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Old 09-21-2009, 11:01 AM   Top  -  End  -  #27
Fayd
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Default Re: Doomriders: A Campaign Journal

You won't have to wait much longer Starwoof! I'm putting the finishing touches on it (I decided against editing it at 3:00 AM) and I'm going to have both Cade and Morchana read over it, making sure that I didn't miss anything critical. I went with a different style describing combat this time, so we'll see how it goes.
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Mark Twain: Dance like you have Greater Invisibility. Sing like you're Silenced. Love like you've never taken hit point damage and live like you've been Plane Shifted to Celestia.
Current Campaign: Adanar By Cometlight.

Previous Campaigns: Doomriders

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Old 09-21-2009, 11:20 AM   Top  -  End  -  #28
Corbin Jenkins
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Default Re: Doomriders: A Campaign Journal

This interesting and all, but what I really want to know is how the pally got his domain.
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Old 09-21-2009, 02:52 PM   Top  -  End  -  #29
Fayd
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Default Re: Doomriders: A Campaign Journal

Well Corbin, it's because Cade is not technically a Paladin. The "Paladin" class doesn't exist as such. Cade is technically a "Holy Warrior." I call him Paladin, he calls himself Paladin, but he's not a paladin by class. In the current iteration of the magic system, it is the Divine equivalent of the Gish class...Divine casters get access to domains, which grant equivalent bonuses as some feats along with one extra spell per spell tier, while Arcane casters get access to the metamagic feats. (That's for right now, and may change...)

For right now, Cade has the Good Domain, which grants a permanent Detect Evil, resist unholy 5, along with the spell Smite Evil. He's got a feat which increases base land speed, bonuses given and received by flanking, and one that will eventually give him cleaving attacks. In this system, feats and grant additional bonuses with one of your attributes (Level, BAB, Caster Level, etc.)
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Mark Twain: Dance like you have Greater Invisibility. Sing like you're Silenced. Love like you've never taken hit point damage and live like you've been Plane Shifted to Celestia.
Current Campaign: Adanar By Cometlight.

Previous Campaigns: Doomriders

Avatar of Guy D'Masque by Starwoof. Much appreciated!
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Old 09-21-2009, 08:17 PM   Top  -  End  -  #30
Fayd
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Default Re: Doomriders: A Campaign Journal

All right, time for Chapter 3. Enjoy! And thanks for your help guys, it really helped. Though had we remembered to make slings, it would have been a little bit nicer.

Chapter 3: The Captain and the Terrible, Horrible, Rotten, No Good, VERY Bad Day.

Spoiler
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Mark Twain: Dance like you have Greater Invisibility. Sing like you're Silenced. Love like you've never taken hit point damage and live like you've been Plane Shifted to Celestia.
Current Campaign: Adanar By Cometlight.

Previous Campaigns: Doomriders

Avatar of Guy D'Masque by Starwoof. Much appreciated!
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