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    Barbarian in the Playground
     
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    Jan 2008
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    tongue Planar Madness!!! - (another) OOTS style comic

    Alright guys, I was really undecided about making this or not, but your encouragements and the precious help of Goats_o_Mjolnir (thanks pal, for everything) gave me enough motivation to start this project.
    This is NOT a comic about me, but a lot of what happens in the comic is inspired by events happened during actual gaming sessions.
    Goats_o_Mjolnir will give me an hand with grammars, typos and will try to make this thread a bit more interesting between the comic updates.

    I hope you like it.


    Updates twice a week or when the comic is ready.

    art and words by Caracol

    supervision and bonus jokes by Goats_o_Mjolnir


    A special thank to Richard Burlew for the inspiration and the great comics that he brings to us every time.


    THE COMIC IS ON HIATUS FOR A WHILE.


    Latest comic: 14

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    1# - (Un)necessary Backstory
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    2# - Was that a Bluff Check?
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    3# - Running away is always the best tactic
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    4# - The Beginning of a Good Friendship
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    5# - Arguing about effectiveness
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    6# - A nice place where to get your back stabbed
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    7# - Stools do sneak attack damage too
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    8# - That isn't going to be nice
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    9# - Planning Ahead
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    10# - Obvious reference is obvious
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    11# - Showdown at the Three Worlds End Inn, Part 1
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    12#- Showdown at the Three Worlds End Inn, Part 2
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    13#- Showdown at the Three Worlds End Inn, Part 3
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    #14- In the third panel, you can hear the sound of his mind snapping
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    Cast:
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    This section will be updated little by little, to avoid possible spoilers. Not everything about the same character will be posted at the same time.

    Caracol
    Race: Fire Genasi
    Age: 32
    Class: Barbarian/Sorceror
    Alignment: Chaotic Good

    Caracol is the son of Diojir, a member of the Guild of the Weavers. He was never interested in his father's occupation, but when the Sphere was stolen, he accepted to recover, although reluctantly. He is quite serious about his mission and tries costantly to focus the other characters on their common task.
    He will become the "leader" of the party, other than being the favourite target of the other member's mockery.
    He is a fire based elementalist, and knows almost only fire based spells.
    Although he tries to be logical and detached, he has an anger problem and quickly loses his patience, rushing mindlessly into fights and often raging at other people's remarks.
    Nicknames: Pointy Hair, Meat Shield, Ginger
    Background: unknown yet!

    Caracol's typical lines:
    - Ah ah. Funny.
    - Do you know a thief named Callad?
    - Geez.
    - What?
    - Where the HELL are we?
    - SHUT UP!
    - STOP THAT!
    - HELL NO!
    - GAAAHH!
    - FIREBALL!
    - Everything that could be said shouted in capital letters.
    - Everything that could be said while waving the arms around.


    Sthendal

    Race: Human
    Age: 29
    Class: Wizard (Necromancer)
    Alignment: Neutral Evil

    Sthendal was a powerful necromancer, a wandering wizard with no specific quest or purpose, until he met Caracol: now his personal mission is to make Caracol's life way more difficult, making fun of him and causing him massive headaches. He continuosly expresses his total disinterest about Caracol's quest, and he points out this at every occasion.
    He is the party's primary offensive spellcaster: his evil nature makes him be quite happy when it comes to killing stuff.
    An expert necromancer, Sthendal has a good and wide selection of spells, offensive or not. He considers necromancers (and expecially himself) to be superior to the other classes, and he has a self-centered and know-it-all attitude.
    He enjoys driking, killing and raising undeads, and mocking everything that is possible to mock, expecially Caracol. During fights, he always put himself in defended and unreachable positions and unleashes his "necromantic rage".
    Background: unknown yet!

    Sthendal's typical lines:
    - Besides...
    - Whatever, I don't care.
    - You're quite useless.
    - Loot time!!!
    - Yes!!! Die for my amusement!!!
    - Alright, who's next?


    Jorg

    Race: Dwarf
    Age: 53
    Class: Rogue
    Alignment: Lawful Neutral

    Jorg is an expert rogue, hired by Caracol to explore the Den of Misfortunes. He already visited the dungeon, and knows were is it, so he becomes the primary guide and scout of the party. He's interested and dedicated to Caracol's quest, trying to do his best.
    Jorg is not too talkative: he rather stays silent unless it's time to come up with plans and strategies. He's introverted, solitary and sometimes unconfortable with direct questions, although he likes the people of his new party and helps them with pleasure.
    He's a planner and prefers tactics istead of rushing mindlessly into the action, so he has to keep the rest of the party quiet almost costantly.
    In fights, he's sneaky and agile, although prefers to avoid direct confrontations if not extremely necessary. He doesn't shout "SNEAK ATTACK" while sneak attacking. He is NOT afraid of trees.
    Background: unknown yet!

    Jorg's typical lines:
    - Better stay quiet now.
    - I think it's better if we do this istead...
    - Umhhhh.... Let me think about this.
    - ...


    Setting:
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    A Journeymans Guide To The Planes


    Hello all, and welcome to another edition of the Journeysmans guide to the planes, published by GreasySlaad Inc. Here you will find relevent and valuable information to help you survive even the most nastiest of confrontations, so open to a page and prepare to be educated.

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    1# - Planar Mercenaries



    Did you know?

    - originally created for defending the city of Maran, they became useless once the peace was established.
    - a colonel took command of the army, killing the other officers. As a tradition, the ranks are now obtained by killing someone with a higher rank.
    - once hired, the army travels in mass to the plane where it is supposed to fight. When not fighting, the soldiers just hang around wherever they want bullying and stealing from incautious adventurers.
    - the army just goes for the best offer, often betraying their original masters for a better reward.
    - the army has the same uniform, but almost every race can be found in its ranks. There is an estimate number of 10,000 people in the army.
    - Many captured criminals can beg for mercy to avoid death or prison in exchange of their promise to fight in the army for the rest of their lives. Other criminals just join the army to have some change to loot, raid and steal all around the planes.
    - Mix all the previous stuff and you'll have a buttload of jerks that hangs around being pretentiously arrogant.


    ~GreasySlaad Inc.


    Perhaps one of the most interesting notes of the outer planes is that one should always be aware of the location of thier battles as well as potential enemies. Thus with the recent death of one of our top chroniclers at GreasySlaad Inc., Leopold Thistledown, we present to you critical information on the pillars, a rarely seen sight, but with this knowledge you will hopefully not attain the same fate as our dear Leopold.

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    2#- The Pillars



    Did You Know?

    - Gravity, time flow, magic, alignment, links with other planes... as everybody knows every plane has its own special characteristic. These parameters depends on the "flow".
    - The "flow" is a source of supernatural energy, of unknown origins, that sustain the plane and gives them their particular shape and features. Each flow is different.
    - Like water in a stream, this supernatural source can be altered by magical powers.
    - The Hall of Pillars, built in a demiplane by unknown beings, are the places where the flows of every known plane manifest. The access to this demiplane is guarded by the Guild of Weavers. Only the highest members of the Guild can enter.
    - The Pillars look like regular columns, but they are actually more like huge tubes, filled with mechanisms and magic items that can control, change or smooth the natural variations of the flow, setting the paramaters for every plane. None of these devices can be activated without special master items that can be used in the small control chamber inside every pillar.
    - Altering or intercepting the flows can result in unexpected but usually detrimental effects.
    - Some people say that the Pillars Hall is not the only place where the flow manifests, but other locations are not known at the moment.



    In Memory of Leopold Thistledown, a Half-Orc among men.

    ~GreasySlaad Inc.




    Banners:


    Contests
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    We are feauturing contests!!! We want to involve your readers too, so we will make small (and rather easy) contests to win stuff like:
    - Cameos in the comic;
    - Custom avatars and signatures;
    - Personal banners;
    - Other silly stuff.

    So stay tuned and prepare your ninja skills.

    Contest winners

    Featured in cameos:
    - Sampi
    - Shades of Gray
    - memnarch
    - Doihaveaname?
    - Bloodyredcommie
    - SoD
    - Abardam
    - MrEdwardNigma.
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    - TheCountAlucard
    - Lyinginbedmon
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    Avatar winners:
    -TDKfirefly
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    Fanart
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    Jorg by Abardam


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    Comments, suggestions, critics and expecially cookies are very much accepted.
    Last edited by Caracol; 2008-06-20 at 05:34 AM.