View Full Version : Campaign Journal - Wasteland

Deth Muncher
2009-01-25, 06:28 PM
So, I've just started in a campaign with a few friends, and I've decided it might be funny for you guys to hear. Especially because of the retardedness that happens therein.

Campaign Teaser:
You and your friends (rest of current party) have been living in the town of Shropshire (town of 600, fortifications are a fairly strong perimeter made of petrified wood, the gates are leather with bone framework.) for several years. You have all been granted room and board (in Sand Dollar, tavern) in exchange for defending the town from ongoing Blood Moon goblins. The job hasn’t been hard since the goblins are very cowardly. However a new shaman has appeared in recent raids, bolstering the goblins courage and ferocity. Thirty of the villagers have fallen in combat, and 13 have gone missing. Charles (president) has informed you that he has recently hired the services of the Talon Company, the best mercenaries in the wastes, in hopes of better protecting his people. When the Company arrives you are given a room in Charles home while the Company (200 men) takes up the tavern and makes shacks around the gates. You have been asked to attend the meeting between Charles and the Company leader.

In Charles’ office you are offered a seat while you wait for the mercenary leader. After a short while four men are welcomed in by Charles. The tallest (6ft) introduces himself as the Head of the Shadowsand regiment, Wilkes. Wilkes introduces a man wearing the “in-style” combination of bowler cap and vertically striped suit, with awkward enhancements to make into some sort of “suit-armor”, as Flak, Shadowsand regiment historian. Wilkes then introduces a short ebony skinned man as Sandeyes, who is obviously some sort of magic user (his eyes glow green). Wilkes then introduces a clean cut fellow in a plain suit as Salt, the Shadowsand regiment physician. With the Talon Company Reps introduced it’s your turn to introduce yourself. Afterwards you will discuss how best to deal with the increasingly hostile Blood Moon goblins.
(NOTE: This may seem familiar to you folks, as I was asking for help on making a guy for this campaign)

The current party includes:
Myself, Human Sorceror Lv. 4, Viper Familiar, CN
Human Ranger Lv. 4, Camel AC, CN
Gnome Cleric Lv. 4, NE
Scabland Half Orc Barbarian Lv. 4, TN

Character Quirks of Note:

I (the sorceror) took the flaws Heirloom Item (http://www.dandwiki.com/wiki/Heirloom_%28DnD_Flaw%29) and Concieted (http://www.dandwiki.com/wiki/Conceited_%28DnD_Flaw%29). My heirloom item is my Silk Swath armor, which (via DM ruling), now has no ASF and provides me with the Eschew Materials feat. I also own a Dust Twister, giving me the fastest mount of the party.

The cleric is played by a guy who enjoys cheesing the hell out of things. Thankfully, this was mostly limited by the fact that we're only allowed to use the Core 3 DnD 3.5 books + Sandstorm, but he's still managed to do minor cheese via owning an arbitrarily large number of camels and not feeding them, so as to be able to...I think Death Knell is the spell? Gains extra HP, CL, etc etc. Quite an evil thing to do, and very in character.

The Barbarian is mute. He has a rape signal whistle in case of emergency, and only due to begging the DM has allowed him and I to have Sign Languages on our languages known, so I can at least get what he's trying to say in game. He's basically my muscle.

The ranger has Favored Enemy: Goblinoid, so he's pretty useful in our current situation.

The Layout of the World

The town of Shropshire is located in the desert, about 2-3 hours away from a mountain range. The desert in between isn't anything hazardous, and is fairly safe so far. That's about all we know at this point.

Session 1:

Day 1:

The Talon Company (read first spoilered material above for further explanation) tells the four of us that we need to go and scout out the mountains to the north to find out where the goblin lair is. They presume it's in the mountains because...well, they're goblins. Seems obvious, no? The ranger is given an odd green orb, which we are told is to allow the Talon Co. to observe our movements. This is not only to eliminate any discrepancy in our facts vs. what actually happened (aka they don't trust us yet), as well as allowing the Talon Co. to tell where we are in case of emergency.

We wait until nightfall, then set out into the desert to scout. We don't come across any random encounters on the way. When we get closer to the mountaints, we observe a light over at the Frankenstein place off in the distance, thanks to Ducky the Mute Barbarian's Spyglass. As we get closer, we start bickering about what to do, which draws the attention of two goblin sentries. As they start coming towards us, our ranger gains the title Mr. Boom-Headshot, as he slaughters the first one at range, and the second one point-plank. Our cleric, in a moment of bright-thinking, realizes we should not extinguish this torch they had (which was the light we saw in the distance) because there is another similar light not too far off, which we deduce to be another similar pair of goblin sentries, and the lack of their pal's light might cause them to come attack us. As the party decides we should go slaughter the rest of the goblins, the DM makes us all roll an Int check. I, being the only one who passed, remembers the fact that we're supposed to scout, and engage enemy only if necesary. I eventually convince the party of this, and we split into two groups, each circling around the mountaing to find other entrances (NOTE: It should be noted that the mountains are in what the DM calls "Mountain-Blobs": that is, it's a mountain, then some space, then more mountain, then space, etc etc. Kind of like how the Mines are in WoW, as you'll have a mountain with an entrance, then space, then more mountain, etc etc.) The cleric and his "farm" as we've taken to calling it, go to set up a place to keep the animals while we scout, when the DM says that one of the sickly camels falls over and dies. The cleric says "Eh, I guess I kinda have to feed them..." and asks the DM if they'd eat horse feed (he apparently also bought a war pony). The DM says "Yes. They'll eat anything." Cleric asks "Even the dead camel?" DM sighs, facepalms, and says "Yes, even the dead camel." So we now have a farm of cannibal camels. We scout around and find two more similar entrances. We meet back up, and the party tries to say we should go in and kill the other goblins. I, being the self-proclaimed party leader, tell them no, we should go back to the Talon Co. They eventually relent, and I, being done with them, hop on my Dust Twister and zoom back to town to speak with the Talon Co. The others get back, we all rest, and prepare for Day Two.

Day Two

The Talon Co. wakes us up and tells us that they're going to storm the goblin sronghold today. What will happen is that they're taking 3/4 of the entrances, leaving us to take the other. We agree. We move out, and decide to take the right entrance into the keep. We enter into a very small hallway. As another point of interest, I should point out that I am not playing an optimised character at all, and took the feats Scorpion's Resolve (or whatever the first one in the series is) and Scorpion's Sense. As we're walking, the Cleric casts Detect Magic, and a large source of magic pings on his radar. I ask the DM if my Scorpion Sense picks up anything, and he says yes, lots of things. The cleric and I relay our info to the rest of the party, and the cleric casts Summon Monster to get out a Lemure. The Lemure, now at point, engages a goblin. The Barbarian got hit with a net trap, and had to be cut out of it. Eventually, the entire party gets into the room, which consists of something like 7 goblins. It's a goblin clusterfrak, as there's basically no other room. The barbarian starts killing things, the lemure proceeds to kill even more things, and the ranger has a fantastic critical in which he caves in one goblin's sinuses. All in all, most things that get into combat are killing what they fight. Which leaves me, right? The thing that pinged on the magic-dar turns out to be a goblin with some sort of flying contraption rigged to him, flying around and screeching. It tries to cast Cause Fear on the Barbarian and fails, as the Barb rolled something like a 21 for his Will save. I see this, and decide it's time to break out the big guns: that is, Scorching Ray. I end up only hitting once, and did abysmal damage to it. Next rounds starts, everybody kills more stuff. Then out of nowhere, DM says "roll a Fort save." I fail, and end up taking 4 Dessication damage, 1 Con damage, and become dehydrated. He tells me to make a spellcraft check. I pass it beautifully, and he says that the bat that just bit me and did all of this happens to be a familiar. I get angry. I let loose another Scorching Ray, first targeting the familiar. One shot kill. The other plows into the Goblin Sorceror, and finishes him off too. That round, every goblin dies. I stuff the bat into my Handy Haversack (the DM I could use it as a spell component to boost a spell later on), and loot the Sorceror: Ring of Protection +1 for me, thankyouverymuch.

We decided to end the game there for the day, as all of the previous material happened in one session.

2009-01-25, 07:37 PM
Sounds like fun.
What is Dessication damage exactly? And why do u get to keep the ring exactly, shouldnt the party decide who gets it? thats just me maybe though. How big is the keep?

Deth Muncher
2009-02-15, 08:57 PM
First, apologies for the lack of response to this. For some reason, my computer doesn't like GitP forums anymore.

Sounds like fun.
What is Dessication damage exactly? And why do u get to keep the ring exactly, shouldnt the party decide who gets it? thats just me maybe though. How big is the keep?

Dessication damage is a form of damage in the Necromancy school that deals with dehydration and Constitution damage. It also bumps up the damage die when you're dealing with water/plant subtype creatures. For more info, check out Sandstorm, or the MIC Weapon Enhancers Desiccating and Desiccating Burst.

As to why I've still got the ring, nobody really saw me pick up the thing, and we've kinda been operating on a "keep what you kill" basis thus far. Plus, it's not really unbalancing, as I'm the squishiest guy on the team, so they're all about making me not die. Plus, y'know, my guy thinks he's better than all the other non-humans everywhere, so why should I share? Although, more on that later.

Session 2

Day Two cont.'d

Whilst the barb and I loot (the cleric player didn't show up, so I ran his guy), the ranger snuck ahead and got attacked by some gobbo clergymen. By the time we'd gotten there to back him up, he'd dispatched them. The room into which we walked was a large ceremonial chamber, with the bodies of the villagers we were supposed to find nailed up on the walls. DM tells me to make a K:Rel check from the cleric, which failed. I ask if I can make an untrained K:Rel check, which he, after thinking for a sec, allowed. I passed brilliantly, and received a note from him which said that the goblin clergy were actually Blood Magi, which were a sect of mages which hadn't been seen since ancient times. The ritual that the mages had been doing was supposed to be performed under what was called "The Blood Moon." I chose not to reveal this information to my team at the moment.

We continued on into the cave, came upon another goblin group, and slaughtered them. Ranger and I see a room full of phat lwetz, but we both agree it's probably trapped. We call for the barbarian to come over, since he's the only one with Trap Sense (or anything else trap related). The DM says to him, "You walk into the room. Nothing happens. You get first pick of treasure." We grumble, but then agree it's best for the ranger and I to shovel the loot into our H^3s to divvy up later. After getting every last gp into the bags, we head on and on further in. We don't encounter any more goblins, but we do find a room and a tunnel. Barb goes and checks out the tunnel, and finds it to be a way out. Ranger checks the room, and finds out it's a bedroom. He searches, but doesn't find anything much other than a box with some GP in it.

As we're about to leave, the DM rolls the d%, looks at me, and says "Hang on. You smell magic." I look at him with a "WTF?" expression on my face. He says "You smell magic coming from the room." I look at him again, and he clarifies "Well, I just rolled to see if I was going to let this happen, and here we are. I've decided that sorcerors can smell magic." The group laughs. I say "Okay. Hang on guys, I smell magic in that room ranger just came from." I walk into the room, and ask the DM "Okay, so, should I Detect Magic? Or sniff it out?" He responds "It'd be a hell of a lot funnier if you sniff it out." I agree, and proceed to find a trapdoor under where the ranger had searched, and in it, there is a large sapphire, but it's a wee bit different than normal. The best way I can describe it to you all is like if you take out the middle part of a Bacteriophage. Like, still has the faceted face and legs, but no torso. If that makes sense to you guys. Anyway, I make a spellcraft check, and find out it's a (most likely) Artifact-Level spell focus.I put it in my H^3.

As we're leaving. I reveal the bit about the Blood Magi. We leave the cave, and come upon a party of sorts as the rest of the Talon Co. has finished clearing the cave, and are celebrating. While we wander around, we encounter the DMPC, Goose. Goose is a ranger of some sort, to the best of our knowledge. (We find out later, OOG, that he's a Factotum.) We head off to divvy the spoils of our mission, and end up with something like 800 GP each, plus nifty non-magic jewelery. After we get all that taken care of, I tell them I'm ready to go back to town so as to talk to Sandeyes to figure out what the hell this spell-focus is. Goose comes over and tells us the Talon Co is ready to go too. I jump on my Sand Twister, now dubbed Sandy, and zip off. I only barely beat Goose back to town, somehow. He runs FAST.

I talk to Wilkes and Sandeyes and the rest of them, and tell them what we saw in it's entirety. When I get to the part about the focus, I hand it over to Sandeyes. He looks at it for a sec, then tells me most of what I'd already gleaned, but also, "...it is used on high-level magics to filter the magic, and have it not need such expensive material components." (My thought: Free True Res anyone?) I think him, stow it back in my bag, as he says I can probably get it examined at a big city. Wilkes tells me to be sure to get the rest of the group and have them at the inn by 9PM. I head outside, find them, and tell them this. We fast forward to 9PM. We walk into the bar, and it is filled with the Talon Co. We get invited to walk up on stage, where we are not only presented with our reward cash for finishing the assignment, as well as being offered more cash if we join with the Talon Co and become mercenaries. We all agree, of course. We are then told that our first assignment will be going to Tradegate, a large town on the river to the southeast. We hit the hay.

Day 3

We awake, and get ready to ship out. At this point, the barb player tells us we have to go, which left us with myself and the ranger. Ranger takes over the cleric, I take over the barbarian, and we go about our day. As we get about an hour into the journey, the caravan stops. As I was up near the front on Dusty, I see Wilkes talking to someone from a trade caravan. He motions me over, and tells me that this caravan needs to be escorted to the dwarven city up north, and would be willing to pay us. I ask how we'd be able to meet up with Talon Co. at Tradegate, and he says for us to take Goose with us. I go back, make sure al of this is cool with the ranger, and we set on our way. We get about halfway there before it starts to get dark. Off in the distance, I notice some ruins, to which I inquire about to the traders. They say nobody really goes to them, but that there's a legend that it's populated with Marruspawn. Not wanting to metagame, I ask what those are, and am told basically what the Monster Entry says on them.

I, having not used any spells, and remembering that Dust Twisters can float 5ft per round in the air, and not really trusting those ruins, keep an eye in that direction from the air, while everyone else looks around in other areas.It goes pretty uneventfully, until DM makes me make a spot with the barb. I pass, and he notices some dark figures under the carts, trying to cut into them. He blows his [S]rape signal whistle, and goes on the attack.This alerts everyone else. Goose goes to check the other cart, and finds more guys. The barbarian goes and grabs one of them from under the cart by him: an Asherati. He then beats the Asherati against the ground. The Dm was kind of confused, but just tells me to make an attack roll. I roll something like an 18. He says "Alright...he's not looking that hot." Meanwhile, I've floated back to the ground, and thanks to my Scorpion Sense (henceforth referred to as Scradar), I pick up on three more bodies under the sand, which I yell out just before they pop up and engage the traders. A vicious battle ensues, including such hilarity as the barb trying to throw the asherati in his hand at another, failing, but ending up launching him at a card-table. Goose ends up chasing after one asherati that gets away while the rest of us tend to our (and the trader's) wounds. Goose comes back a while later with the asherati tied up. I ask him "So, can we interrogate him? Figure out what the hell that was about?" He says "Nah, this guy's a client now." Again, WTF face. He says "Well, he offered me 3kGP to get him safely to the dwarf city." I ask "Well...how're we going to keep him from stealing? Doesn't that violate our contract with the traders?" He says "Nah, I'll keep an eye on him."

Day 4

We get to the dwarf city, and end the session there.

Edit: Oh, let's just go on.

Day 4, cont.'d

Goose drops of the asherati with the guards at the gate. We're still down one cleric-player, so I'm running him again.We get in, and see a huge trade area built into the side of the mountains. We all scatter, trying to figure out what we can get. Mostly, this session was us trying to find random items we wanted, and selling off those trinkets left over from the gobbos. We found out, unfortunately, that as per Dwarf rule, the only dwarves that can talk to outsiders are trade dwarves, and outsiders aren't allowed into the city. I was the one who found this out, after trying to get into the city, failing my Will Save against being Conceited, and pissing off the guards.

After we finished our business in town, we decide to go back to the ruins. We get there, and find an entrance into the lower levels. Apparently, this was a city-esque area that had just been swallowed by the waste a while back. As well, I was sure to ask Goose about the Marruspawn. As it turned out, Marruspawn aren't native to the area, so there would be no reason for them to be there. As the barb and ranger walk up to the portcullis, they fails their saves and fall into a pit trap. Now, back in the city, I had picked up some jugs of Shapesand, and was able to fashion a grappling hook out of it, and got them back up safely. Meanwhile, Goose had disarmed all the traps on the door, and had taken the arrows and put them in his bag. We proceed into a room, with some faded frescoes on the walls (Why were there frescoes on the wall? I don't know.), and as we walk in, we notice Monstrous Scorpions. Barb charges in, and as he's about to attack, asks the DM, "Look, I don't know if my guy would know this, but I know that scorpion's tails can only attack straight on. Is there any way I could maybe walk around the side and try to sever the tail?" Dm says "Well, I mean, I guess it would be a called shot." Barb agrees, and goes for it. He swings. It comes up an 18. We're all sad. Until, that is, we realize his weapon has a crit-range of 18-20. He doesn't confirm the crit, but it definitely hits. The stinger of the scorpion falls off with a minty thud (his weapon has the Frost enhancement). From there, Goose wades in, as well as the ranger. Cleric and I stay back. Cleric casts Summon, and gets a Viper. At one point, I get fed up, and charge in. Fail to hit. However, totally make use of my familiar (also a viper) and have it charge as well. It missed, and landed on the scorpion's back. (Sidenote: I didn't mention it earlier, but in one of the confrontations with the goblins, I actually used the viper effectively: after Color Spraying some gobbos, I had it CDG at least one of them via bite + poison.) We ended up killing the scorpions, and got some gems off of them. I asked the party to let me hang onto them to see if I could use them for magic later, and they agreed. As well, I tried to get some poison out of the stingers, but didn't roll well enough on my Craft: Alchemy check. Also, the DM didn't make me get poisoned from that, so I count it as a win.

Session ended there.

2009-02-15, 11:11 PM
Well the dreaded DMPC has showed up.

2009-02-17, 08:04 AM
we notice Monstrous Scorpions. Barb charges in, and as he's about to attack, asks the DM, "Look, I don't know if my guy would know this, but I know that scorpion's tails can only attack straight on. Is there any way I could maybe walk around the side and try to sever the tail?" Dm says "Well, I mean, I guess it would be a called shot." Barb agrees, and goes for it. He swings. It comes up an 18. We're all sad. Until, that is, we realize his weapon has a crit-range of 18-20. He doesn't confirm the crit, but it definitely hits.

emphasis mine.

You do realise that no matter the crit range only a 20 is an automatic hit? So if you roll a 18 to hit but miss you won't crit and if it was a hit and it wasn't confirmed then the extra thread range wasn't helpful at all.

edit:good story BTW:smallbiggrin:.