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Ramus2011-08-06 13:47:30

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Session 1: Boring Fort

One more time: We are L.E.E., the vaguely female barbarian warforged.

So the campaign starts with the group gathered in front of the High Chief of Mandra. Mandra is a sprawling forest country full of hippies (read: elves). For years now, he's been seeing giant flying machines going over the country, but despite his best shamans, he can't replicate the effect. If we are to return with a working method on how to make those machines fly, he shall reward us handsomely.

And that's the story, stuck in the middle of the a forest with vaguely steam punkish planes/ships/things above our heads. There's four other players, and before the campaign started, we decided to share the back stories. First was Voshnaeginhal something something, or for short, Vosh. He's a decrepit old dwarf with knowledge in magic. As a wizard, he apparently specializes in necromancy and carries a raven around. He would not tell us of his origins, though.

Next is Snat, a kobold. He's a traveling bard that plays the trumpet. He also got kicked out of his home cavern after managing to play the thing loud enough to cause a collapse and kill a good eighth of the village's population. He's since then stopped giving a crap about his old job and the prophecy he was given at birth. Went something along the lines of "He would cause the world to split open and from within that crevasse, would rise a god that would bring glory and wealth to the kobolds".

Then is La'quin the Tentacle. Yeah, that's right. He was basically an aquatic elf sorcerer that was deemed insane and too dangerous to keep around at his underwater city after a spell went horribly wrong and his left arm got permanently replaced with a tentacle. It apparently has a good number of ups and downs attached to it. He wouldn't mention what the spell was originally supposed to do. Cue immature jokes about him getting a date.

The last team member is Niffen, a Feytouched (apparently borrowed from the fan made Tomes). She (and our token female player at the table) is a traveling Cleric of Luck and Harvest, that just so happened to end up here with us. She claims to have no history worthy of talking about, she's just along for the fun and ride.

Yeah, so our team consists of several neutral or chaotic characters that are out for mostly fun. Sounds like an awesome up coming game, eh? Well, our first move is to start making it to civilization. The wood elves that live here are the most technologically inept losers ever and so don't even know that giant flying objects are air ships. Instead, we travel east to the country of Casollin, a free enterprise monarchy, known for its relentless technological advances and sheer number of engineers artificers it puts out. If we were to get a magic battery, that'd be the place.

After a couple of days of traveling, we eventually run into an abandoned looking fortress. We ignore it and move on. Then we run into a suspiciously similar looking fort. The team takes a vote, decides to also ignore it. We run into a third fort, almost identical to the last two. In fact, it's almost as though the surroundings haven't changed at all and the date and time are the same as when we reached the first fort.

Oh well, we eventually walk inside only to have the bard get shot by an arrow trap. After patching him up, we continue in, this time with LEE being the front line. Luckily, despite the place being filled with gas and mechanical traps, LEE had the beef to suck it up and doesn't breathe, so gas didn't affect her. We eventually found a secret passage to a basement headed down it to find a large, square room with a giant pit in the middle. The pit looked to be pretty dang bottomless and in the middle of the pit hung a chandelier with box stuck in it. Around the room was an intricate series of levers. Vosh's player immediately started asking about their arrangement, but I figured that was stupid, instead I just picked up Snat and threw him at the chandelier. He landed safely, 1d4 damage aside, and after yelling at me for a while, opened up the box only for it to spray gas and put him to sleep. This time we did the logical thing and attached a rock to the rope and threw it so that it wrapped around one of the edges of the chandelier firmly. Niffen, being the only one who didn't have a horribly gimped climb check and wasn't heavy, fetched Snat and had a look in the box.

It contained a rusty looking dagger and a blank piece of paper. We immediately used Read Magic on it and found it to be written in a language that we didn't know. Team took a vote and tried throwing it down the bottomless pit. Upon doing so, it magically appears in our sack. Whatever. Walking out of the room, we started hearing a loud moaning coming both sides. Out of the pits crawled several skeletons and in front of us was a single wight. It didn't last long either, LEE made sure to leave it plastered against the wall... and then took out two of the six skeletons. We then quickly ascended several more levels before running into a Land Squid that had apparently poofed out of a thin air. It grabbed LEE and used her to bludgeon and knock out Vosh. Lequin managed to pump some magic missiles into the squid until it died and afterward, we stopped walking and decided to make a straight run out of there. No wait, huge crevasse suddenly appeared in the courtyard with a wizard standing on the opposite side.

"Drop the dagger and you shall be allowed to leave."

And so we did. The DM face palmed and Lequin's player decided we should finally humor him. Regardless, Vosh and Niffen managed to detect that the chasm was an illusion, but that didn't matter one bit, cause LEE jumped right over it and killed no name wizard in a single blow. We dragged his body out of the fort and had a look at him. He looked to be another wood elf, but had nothing of note on him. After a day's travel, Vosh finally got around to casting the spells necessary to read the note and identify the dagger. The dagger was originally a vorpal dagger but was so rusted that it no longer was sharp. The note read "Strike the north dawn and feast upon the new day". Well, fuck if I know, it'll probably eventually become apparent at a later point.

We eventually made it out of Mandra and hit a small settlement of elves and orcs. We would have, say, stayed for a night if Snat didn't pick a fight with the local blacksmith by trying to steal a buckler while the smith worked on repairing the dagger. Result was him setting fire to the blacksmith's shop using some coal, breaking the magic dagger, having a severely dented trumpet and a shield he couldn't use properly. Oh yeah, we also got to run away from the town's mob. And that's about where the first session ended. It was rather on the boring side to be honest...

Oh well, I'm sure it'll shape up next week when we don't spend a third of the session in front of a quest giver. No level up or anything this week. But if you've got any remaining suggests or want to talk about planning LEE's later levels, go right ahead.

Comments

desdendelle Since: Dec, 1969
Aug 7th 2011 at 5:00:45 AM
Rail Roading. The mark of a poor DM... or a rebellious group. This is going to be fun to read.
darnpenguin Since: Dec, 1969
Aug 7th 2011 at 3:36:37 PM
Reminds me of the last game. "Come back at level 21."

I'm glad LEE is turning out to be rather awesome. Tell your friend that his bard also rules.
Psyga315 Since: Dec, 1969
Aug 7th 2011 at 4:28:48 PM
Hm... I have an idea for going Off The Rails. Make the machines, then set fire to Mandra.
Ramus Since: Dec, 1969
Aug 7th 2011 at 4:42:05 PM
Yeah, expect LEE to be out performing just about everyone who isn't the cleric for a while. She's quite painfully superior in all manners until the squishies actually start getting some useful spells.
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