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Tell us about your RL game!
I am going to start to post fairly detailed journals of the sessions we have (as I'm able to recall them), and I want to encourage others to do the same! For now, I'll introduce the party: Anyways, feel free to comment on this project, add your own adventure logs, tell me what you think, tell me what your groups been up to, etcetera, etcetera, how you'd deal with whatever situation arises. Stay tuned for updates. If anyone else writes about their games, I'll link into their campaign's session by session as well. Or feel free to start your own thread for journalling your adventures if you prefer, and I'll link here to all the journals. CE2JRH's RL game (DND 3.5E, Homebrew, player) Members of the Party and Campaign Info Session 1 Session 2 and 3 Session 4 Session 5 Session 6 Session 7 Session 8 Session 9 Session 10 Session 11 Session 12-16: End of the Campaign. Tetron's RL game (d20 Modern, Player) Session 1 Aary's RL game (D&D 3.5E, Player) Introduction and Session 1 Duke of Dellot's Game (GURPS, styled in D&D 4E) Introduction and Session 1
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Sarosian Signature. Just here for a bit looking for a review of this one shot. October 2018 Last edited by CE2JRH; Dec 5th, 2010 at 11:57 PM. |
#2
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I don't really have time right now, but I play two RL games and DM one other, so I may post some info about them at some point. Just popped in to let you know if you post 'em, I'll read 'em!
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#3
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Oh yeah, just so it's clear, I don't really expect people to make detailed accounts like this. Just a few lines or two. I'm just going into detail for the fun of it.
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Sarosian Signature. Just here for a bit looking for a review of this one shot. October 2018 |
#4
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I once played the same campaign for 2 years, once a week. eventually, the only thing that could kill us...was ourself. we ran into exact copies of ourself. only difference was, THEY didnt have to hold back, and save the big exploding and time-stopping spells for later.
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"Hellfire, dark fire, now gypsy it's your turn. Choose me or your pyre. Be mine or you will burn!" —Judge Claude Frollo |
#5
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Likely, you caught the attention of someone with a mirror of opposition and some power to get it to activate at a distance.
First couple session posts should show up here shortly.
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Sarosian Signature. Just here for a bit looking for a review of this one shot. October 2018 Last edited by CE2JRH; Mar 25th, 2010 at 03:57 PM. |
#6
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Session 1: Introduction:
This was 8 months back, so I’m getting assistance from some of the other players in memories and editing and things. We start in the town of Gorinway, and the party is Sarah, the daughter of the Baron of Gorinway, The CO-DM, Sarah’s grumpy and drunk body guard and a couple NPC’s (including a maid) myself, as the Baron and towns healer and priest. This is the first sort of “introduction to the world” adventure. There is a summit of the Nobles, and the Baron of Gorinway doesn’t really want to go, so he sends his daughter, Sarah, and us. We go through the Hightower Inn, a central point at the campaign world, where the DM has printed a menu, as well as has details on pretty much everyone working there. After a nights rest, we continue on. When we get to the capital city of Dorchester, we find that there are more elves around than usual. We head to the summit of the nobles, where we are pressed into the Kings service, and told to go with the elves north, as numerous groups of elves are headed north. On our travels, we pass a 100 foot tall black spire, which is known as the Spine (but happens to also be the ancient and partially destroyed Tower of the High Mages). We climb on top, finding it to be protected with an invisible barrier of force. At the door, we try to get in. I have the “brilliant” (and I mean that as sarcastically as possible) idea of burning the door down with a burning hands, but the force of the spell is reflected back at me. We head back, stopping at the Hightower Inn again, and Sarah has some escapades with one of the stable boys, who is one of a set of twins. We get back to Gorinway, and the baron refuses to let his daughter go on with us in our business of stalking the elves on their passage north (their lands are at the south, the dwarves lands are at the north). Sarah escapes in the night, is accosted by robbers, manages to fight them off, and then rejoins us. In the north, we come across dead elven warbands. We make it to the base of the mountains where we are supposed to meet the elves, but they don’t show. We find evidence of dwarves and elves fighting, then an elf shows up and tells us we should leave. We head south, back to the King, to inform him. On our way back, we are accosted by a few goblins, quickly dispatched with a burning hands spell. Just outside of town, we encounter a dire badger, which knocks everyone unconscious, causes me to use every scroll I have, and is literally a handful of hit points from a TPK. Sarah: Female Human Aristocrat 2 CODM: Male Human Warrior 2 Me: Male Human Adept 2
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Sarosian Signature. Just here for a bit looking for a review of this one shot. October 2018 Last edited by CE2JRH; Mar 25th, 2010 at 11:13 PM. |
#7
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Session 3: The Tournament Part 1 We head to Glyeric, to tell him about the fighting between the elves and the dwarves, our getting in the King’s good books. Basically all we’ve learned. He sends us to Dorchester and the King to try to find evidence of the King’s alliance with the elves. Glyeric, to cement our loyalty, starts building us a keep in the northern section of world, near the dwarves. It’s actually useless foothills sort of area, but we were pleased, and broke out the Stronghold Builders Guidebook. We head to Dorchester, finding both the Hightower Inn and the are surrounding the High Tower of the Mages both crawling with elves. We get to Dorchester, playing on Glyerics side, ask the King what he would like us to do, and trying to gain information about the elves. The King glibly tells us he wants a tournament in 3 weeks; but we know it’s just a brush off, sort of “go do something that involves not bothering me command”. Regardless, we decide we’re going to do it, and organize the tournament over a couple days. That leaves us with some free time, so we go check out our lands, finding the Old North Watchtower. I transcribe the text on the inside of the watchtower, finding the following text; We do various other things lost to the winds of history before the tournament, including killing an elf, if I recall correctly. We meet up with Jim, who is playing a halfling thief/merchant. Sarah: Female Human Aristocrat 2--->3 CODM: Male Human Warrior 2--->3 Me: Male Human Adept 2 --->3 Jim: Halfling Human Expert 3
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Sarosian Signature. Just here for a bit looking for a review of this one shot. October 2018 Last edited by CE2JRH; Mar 25th, 2010 at 11:13 PM. |
#8
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Session 4: The Tournament Part 2.
Jim sells insurance to both tournament goers and combatants, an insurance that is basically worthless. The jousting competition has a prize of a cloak of resistance +1, and the other tournaments have random coin prizes. Archery, Caber Toss, Relay race with trees (not sure how that came up) more or less go off without a hitch. In the Mixed melee, Sarah and I both participate, and Zander shows up as well, as a grappler. (This where he is introduced). Zander wins the mixed melee, Sarah is knocked our reasonably early on, and my good healer adept gets killed. I quickly rejoin the campaign as an evilish mage that is polite and pretends to be civil until people get to know him. Instead of trying to help the world (As the last character did), this mage is just out to serve himself. This character has worked for the King in the past, and is a loremaster and crafter as well. Sarah: Female Human Aristocrat 3 CODM: Male Human Warrior 3 Me: Male Human Adept 3—> 2 Jim: Male Halfling Expert 3 Zander: Male Human Expert 2/Warrior 1--->Expert2/Warrior 2 (The DMs give out combat exp as well as RPXP, which is what caused the shifts. I lost a level by dying, since the standard rule is if you die, you come back a level lower). The tournament is a success, the king is surprised but pleased, we found the elves are very deliberately occupying the area around the High Tower of the Mages, putting up a semi-permanent encampment. Question; what other games/tournaments could be held at a tournament? We had mixed melee, jousting, Archery, Caber Toss, and a Relay race with people carrying things like cabers. Any other ideas? We also decide to put up posters, offering to give peasants small tracts of land and no taxes, trying to populate the northern reaches of the land (where our stronghold is).
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Sarosian Signature. Just here for a bit looking for a review of this one shot. October 2018 Last edited by CE2JRH; Mar 25th, 2010 at 11:38 PM. |
#9
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Session 5: The Halls of Knowledge (I was absent, so much of this is hearsay)
In the forests south of our Keep (Korad Keep), the group finds rumours of a library. Searching the forests, they encounter a Dire Bear. One of Sarah’s followers runs away. Inside the Library (which we later learn is the Halls of Knowledge) are many bugbears and traps, and secret doors that are exceedingly difficult to find. Getting deeper into the Ancient halls, the group discovers a statue, which attacks them. They manage to trap the statue, and Zander comes close to chopping it’s arm off with an axe when it abruptly changes into a person — Elizabeth. Elizabeth doesn't speak our language and can't communicate --- yet. Zander and Elizabeth duel, with Jim taking bets, back in Glyeric when we go to report in (Glyeric is the one that sent us to the halls of knowledge to begin with) Sarah: Female Human Aristocrat 3—>4 CODM: Male Human Warrior 3—>4 — At this point, he leaves to administrate Korad Keep and becomes the Co-DM rather than a player. Me: Male Human Adept 2 (Absent) Jim: Male Halfling Expert 3 —> 4 Zander: Male Human Expert2/Warrior 2/Bard1 Elizabeth: Female Human Warrior 3
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Sarosian Signature. Just here for a bit looking for a review of this one shot. October 2018 Last edited by CE2JRH; Mar 25th, 2010 at 11:38 PM. |
#10
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Session 6: Assassination
Throughout this adventure, we work on teaching Elizabeth the modern tongue. She improves quickly. Glyeric wants us to assassinate a competitor, Severin, and have the blame fall on Worsley, one of the King’s close allies and in line to gain power if the King goes down. I craft a ring with Worsley’s signet on it. We procure tickets to a party Worsley is having (and have to kill him before the party? Or feel like we should?) We briefly discuss poisoning everyone, or finding a way to slip poison into his drink. We watch him go into his house, and decide to set the house on fire and just kill him on his way out. We also kill servants that look approximately like Sarah and Elizabeth, so we can disguise them as the dead servants. We watch Severin go into the house, throw burning oil flasks on roof, and watch people run out. Surprisingly, Severin does not run out, and we run into the house with water, to “help” put out the fire. Searching for Severin, he’s nowhere to be found though I pick up what I think to be a cube of force, and a Cloak of Resistance +2. Jim the halfling also loots all the family jewels and things like that. The fire is put out and Severin is nowhere to be seen, so we come back the next day, getting contracted as roofers. While we thatch the roof, we also search the house. We find a secret passage, but as we go in, I say “Secret passage.” Immediately there is a fierce ringing, and the cube of force turns out to be a stone of alarm (with the key word secrets, which caused it to attach to something in my bag, at which point I moved, shaking my bag, and setting the stone of alarm off). We have a long drawn out fight with soldiers in this dark escape tunnel, and eventually make it out. We find that Severin is hiding in an inn named the Wet Halfling. Severin eventually goes back to the house with his remaining guards. Sarah, as the servant, tells Severin that there is a messenger from Worsley outside. Severin comes down, and we kill him, planting the signet ring on his corpse. Sarah: Female Human Aristocrat 4 Me: Male Human Adept 3—>4 Jim: Male Halfling Expert 4 Zander: Male Human Expert2/Warrior 2/Bard1 Elizabeth: Female Human Warrior 3—>4
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Sarosian Signature. Just here for a bit looking for a review of this one shot. October 2018 Last edited by CE2JRH; Mar 25th, 2010 at 11:38 PM. |
#11
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Session 7: Pirates!
In Severin (the city, not the guy we killed) we find out that one of Severin’s (the man) guards saw us assassinate him. He tries to blackmail us, sending 2 friends away before the conversation starts. We start a bar fight, killing him and his friend in the chaos. After arguing outside for a bit, we decide not to go after his two friends, which turns out to be a mistake. Everyone but Sarah skips town; Sarah stays to plant rumours. The two friends of the guard we killed report us, forcing us all to change our appearances. We head to Glyeric, who isn’t impressed, to say the least, hoping we’d do a better job. Glyeric wants us to go to an island to retrieve some information in some ruins, but doesn’t specify what. We have 4 weeks. Sarah seduces Glyeric’s son and is building a long term relationship with him. We ask him to let us borrow one of her ships. We head to the island, getting attacked by pirates on the way. We fight off the pirates in a fierce battle, stealing their ship and capturing some of their crew while losing much of ours. We move to land slowly. Pirates hold has 20000 copper coins and a single periapt of wisdom +2. In the night, the party argues about trying and killing Zander for mutiny, a position presented by Jim and backed by Elizabeth. Sarah seems neutral, and I argue for Zander. The reasons: 1) Zander is a grappler, and fights in a “dirty style” 2) Jim had been stealing from Zander. Zander turned around and beat Jim up, dragging him to an inn and demanding an apology 3) Zander wanted to try to keep our cover to the soldiers trying to blackmail us, and tackled me to do so. After my defence of Zanders actions, the party agrees to wait and judge for a short while longer. Sarah: Female Human Aristocrat 4 Me: Male Human Adept 4 Jim: Male Halfling Expert 4/Rogue 1 Zander: Male Human Warrior Expert2/Warrior 2/Bard1 Elizabeth: Female Human Warrior 4
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Sarosian Signature. Just here for a bit looking for a review of this one shot. October 2018 Last edited by CE2JRH; Mar 25th, 2010 at 11:39 PM. |
#12
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Quote:
Anyways this is all really interesting so far, sounds like quite an interesting game.
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"Dovie'andi se tovya sagain." It's time to toss the dice. Last edited by idilippy; Mar 25th, 2010 at 09:49 PM. |
#13
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Ah, we had games for peasants (the log race, caber toss, archery to an extent) and the mixed melee and calvery would have been more noble.
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Sarosian Signature. Just here for a bit looking for a review of this one shot. October 2018 |
#14
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This update is longer, partially because lots happen. Partially because I am better able to remember what happened.
Sarah: Female Human Noble 4—> Swashbuckler 1 Me: Male Human Adept 4 Jim: Male Halfling Expert 4/Rogue 1 —> Rogue 2 Zander: Male Human Expert2/Warrior 2/Bard 1---->Bard 2 Elizabeth: Female Human Warrior 4—>Fighter 1
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Sarosian Signature. Just here for a bit looking for a review of this one shot. October 2018 Last edited by CE2JRH; Mar 26th, 2010 at 03:22 AM. |
#15
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Session 9: Back home, the old north watchtower.
From the ruins of the watchtower we head back to Strongdale, and take the ship down the coast to the small merchant town because Jim wants to see about setting up trade relations. When we get there, the town is being attacked by Kythons, everywhere. Some of us jump into action, attempting to aid the townsfolk. Jim starts looking for places to loot. The townsfolk decide to leave, since we inform them that Kythons will now be rampaging this island (apparently they jumped in the river under the broken bridge and let the current drag them out — smart and nasty). They buy the two pirate ships we captured to help their evacuation, and we guard them as they load everything salvageable onto the ship. Jim gets trapped in a burning jewellery shop, and we rescue him, discovering that a ring he found DM’s know where is actually a ring of nine lives with 3 lives left. We sail home, and inform Glyeric that Kythons killed everyone at the worksite. We try to ascertain if he is evil, and determine that he wants to use Kythons to wage war with the King. We start to wonder if maybe we’re working for the wrong side. He sends us to the watchtower located on our lands, near Korad Keep. We head to that watchtower, getting in using our 5 gemstones. Near the entrance, we find two freshly preserved corpses and a collapsed wall of rock. We use the ring of nine lives and some improvisational magic to revive one of the men long enough to talk to him (totally ad-hoc house rule, but the man didn’t tell us much other than “Use the magic black dust you already looted off my corpse.”) The dust shrunk us, allowing us to get through the rocks. We travel through a dungeon shrunk, allowing us to bypass a trap that shoots gemstones that explode. We encounter Kythons, which miraculously do not notice us, or do not care due to our size. We travel through the dungeon, which has an identical layout to the previous watch-tower. When we get to the secret room under the final circular room, on the table is a wax version of the tower, appropriate for our size. We go through the dungeon again, which is filled with wax kythons that attack us, but are highly vulnerable to fire, so we group them then melt them. When we get to the final room, there is another tower, but we can’t get in. I discover a map of the tower, and that the shrinking dust magic we took was permanent. The map shows a secret room off the final circular room. When we go in there is a wax kython queen and kython eggs everywhere, which we destroy. The room has some sort of complex anti-magic/reaving dispel effect, and as soon as we go into in the real world version (not the wax version), we return to full size. All the kythons are dead, looking as if they’d been melted by powerful magic. In the queen room is a pair of gloves with an aura of evil and hooks on them. They’re clearly meant for Zander, but everyone is reluctant to put them on, so I carry them in my pack until we can get more information. We head to Glyeric and level with him. We killed the Kythons and do not think they can be controlled. He is angry and tells us to leave, confirming his evil. At the start of the next session, I put on the gloves, without telling the rest of the party. They hook into my hands, causing excruciating pain. They provide a +4 bonus to strength based checks and skill checks, including grapple, and increase unarmed damage to 1d6. The downside is that anything I grab I have to kill, otherwise the gloves will drain my life from me. To make matters worse, it is impossible to take them off. Knowing this, Zander would not have wanted the gloves, but my frail mage was happy to have something to allow him to make climb and jump checks. Sarah: Female Human Noble 4/Swashbuckler 1 Me: Male Human Adept 4—>Cleric 1 Jim: Male Halfling Expert 4/Rogue 2 Zander: Male Human Expert2/Warrior 2/Bard 2 Elizabeth: Female Human Warrior 4/Fighter 1
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Sarosian Signature. Just here for a bit looking for a review of this one shot. October 2018 Last edited by CE2JRH; Mar 26th, 2010 at 10:03 PM. |
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