On July 31 2014 05:05 Requizen wrote:
I thought it was "Best Shitlords BR"
Show nested quote +
On July 31 2014 04:57 mordek wrote:
This is our team name.
On July 31 2014 04:54 jcarlsoniv wrote:
faithless naysayers
On July 31 2014 04:48 TheYango wrote:
I'm pretty sure we wouldn't even be able to agree on the fundamentals (what ruleset to use, general playstyle of the campaign, etc.).
On July 31 2014 03:53 Requizen wrote:
You can't make a D&D party out of the people here, it would only end in tears.
On July 31 2014 03:52 WaveofShadow wrote:
Wasn't this supposed to happen like...last year?
On July 31 2014 03:49 AsmodeusXI wrote:
If you had the time would you ever do one for us? That sounds hella fun. <3
On July 31 2014 03:44 jcarlsoniv wrote:
I started a full write up of their original campaign, but I’ve gotten side tracked and busy. I might still follow through with it, but it gets a bit harder the longer I put it off.
We’ve only had one adventure since their TPK, but this adventure has already started off a LOT better. One of the players moved up to be my co-DM, and he’s really helping a lot with the story building aspect of it. Just having another person to bounce ideas off of is incredibly helpful. He’s moved more towards the story builder role with me proofing and editing things here and there; I’ve become the chief story teller while he handles some administrative stuff and keeps me on track while we play.
Before going into Campaign 1, I had nothing really established and I was making things up as I went along. This time around, the two of us found a site to generate a map, found one that somewhat matched up with the small segment of the continent I had already created, and expanded upon it. So now we’ve got an entire continent to work with and build around. I know I shared the map on my stream briefly a while ago, I can do the same here once I’m home (I can’t access dropbox on my work PC).
The new campaign starts off in the northern kingdom of the continent. Six months have passed since their TPK, and war has broken out in the land, initiated by the southern king who is suspected to be going mad in his older age. The rulers of each kingdom are brothers, and the brother in the north wants peace ASAPly.
The party has been described as the northern king’s Seal Team Six – he uses them as a strong, small force that can move quickly and quietly and get the job done. This time around, they’ve been tasked with intercepting and ending armament shipments to the southern kingdom (a cross-continental journey that will take a couple months). They’re told the quickest way to end shipments would be to cut off the head of his brother’s chief supporter – the lord of the providing city.
They began their journey, encountering some wolves (which crit and killed the horse of the barbarian). They came to the first town on the way, where the medicine woman was locked up and set to be executed for the murder of her son. She pleads with the party to go to her hut to clear her name, claiming some flying beasts came and ravaged her son. The party travels down, discovers a flock of harpies, and dispatches them very quickly (a combination of them rolling incredibly well, me rolling like ass, and forgetting to use the harpies’ charm ability made the fight a lot easier than I intended it to be). They save the old lady and she rewards them with some poultices.
This whole bit took up the time we had for the first adventure (although a lot more role playing went around what I described above). Having a world built out really allows me to give the players some immersion in the world. Traveling feels more real, there are environments and personalities in towns now; it is winter, which adds a bit more to what I can throw at them. I’m really excited for the full player’s handbook to come out in a couple weeks.
On July 31 2014 03:08 TheYango wrote:
What's your party up to now? You suddenly stopped posting about their escapades after the TPK.
On July 31 2014 00:10 jcarlsoniv wrote:
[quote]
Tomorrow is Midweek D&D Day
[quote]
Tomorrow is Midweek D&D Day
What's your party up to now? You suddenly stopped posting about their escapades after the TPK.
I started a full write up of their original campaign, but I’ve gotten side tracked and busy. I might still follow through with it, but it gets a bit harder the longer I put it off.
We’ve only had one adventure since their TPK, but this adventure has already started off a LOT better. One of the players moved up to be my co-DM, and he’s really helping a lot with the story building aspect of it. Just having another person to bounce ideas off of is incredibly helpful. He’s moved more towards the story builder role with me proofing and editing things here and there; I’ve become the chief story teller while he handles some administrative stuff and keeps me on track while we play.
Before going into Campaign 1, I had nothing really established and I was making things up as I went along. This time around, the two of us found a site to generate a map, found one that somewhat matched up with the small segment of the continent I had already created, and expanded upon it. So now we’ve got an entire continent to work with and build around. I know I shared the map on my stream briefly a while ago, I can do the same here once I’m home (I can’t access dropbox on my work PC).
The new campaign starts off in the northern kingdom of the continent. Six months have passed since their TPK, and war has broken out in the land, initiated by the southern king who is suspected to be going mad in his older age. The rulers of each kingdom are brothers, and the brother in the north wants peace ASAPly.
The party has been described as the northern king’s Seal Team Six – he uses them as a strong, small force that can move quickly and quietly and get the job done. This time around, they’ve been tasked with intercepting and ending armament shipments to the southern kingdom (a cross-continental journey that will take a couple months). They’re told the quickest way to end shipments would be to cut off the head of his brother’s chief supporter – the lord of the providing city.
They began their journey, encountering some wolves (which crit and killed the horse of the barbarian). They came to the first town on the way, where the medicine woman was locked up and set to be executed for the murder of her son. She pleads with the party to go to her hut to clear her name, claiming some flying beasts came and ravaged her son. The party travels down, discovers a flock of harpies, and dispatches them very quickly (a combination of them rolling incredibly well, me rolling like ass, and forgetting to use the harpies’ charm ability made the fight a lot easier than I intended it to be). They save the old lady and she rewards them with some poultices.
This whole bit took up the time we had for the first adventure (although a lot more role playing went around what I described above). Having a world built out really allows me to give the players some immersion in the world. Traveling feels more real, there are environments and personalities in towns now; it is winter, which adds a bit more to what I can throw at them. I’m really excited for the full player’s handbook to come out in a couple weeks.
If you had the time would you ever do one for us? That sounds hella fun. <3
Wasn't this supposed to happen like...last year?
You can't make a D&D party out of the people here, it would only end in tears.
I'm pretty sure we wouldn't even be able to agree on the fundamentals (what ruleset to use, general playstyle of the campaign, etc.).
faithless naysayers
This is our team name.
I thought it was "Best Shitlords BR"
this is why you're not invited to the party
