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7/26/2016 2:15:32 AM
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Alright, here's act two of the same campaign where I was a bird rogue who was captured by slavers. Here's the party this time: [spoiler]-Me still, a tengu rogue who now owns a Colt Army revolver thanks to the disembowelment of one of the slavers. -That whale-dragon-man Mage from before. -The vigilante combat bard -A phantom who inhabits two swords when not playing (or avoiding trouble). He can also control the swords with a flute he carries. -a half half-elf, half half-Orc fighter, daughter of a character from a previous campaign on that setting. In a relationship with the Mage. -a cleric with a revolver shotgun working as a security officer for some reason or another. (He appears for the finale)[/spoiler] So shortly after freeing ourselves from the slavers, our heroes managed to find the mayor of the small town! Turns out he wasn't kidnapped (kinda), he just wanted to meet with his estranged father (who also wanted to meet with him), and he couldn't leave the office. The slavers were just meant to escort him there and ended up being a bit extreme in their methods. Eventually we convinced the family to get back together and starting going back to the town with them, only to find the entire town missing. The location was exact, but there was nothing there but the Hedge Wizard who lived in what I think was the only tree in the town (oh, and by hedge wizard I mean an an ancient wizard who's power apparently can rival some gods). The Hedge Wizard told us that the town was not only physically missing but apparently also missing on a planar level. Our Mage blamed himself (and the character played by the DM's wife, the town's toll-taker) for this because he was tricked into taking something from the Hedge Wizard's home, so he decided he'd help fix it. The rest of our party ended up having their own reasons to help with the finding the town, so a new quest began. The goal here was to find a large sum of mana cores so that the Hedge Wizard could use them to hopefully find the town and then move it back into place. The only large enough source was discovered by the party of a previous campaign in the universe, who were doing so for the survey-takers of Willforge (the flying city). So we went there, found out mana-cores like the color purple (that was the survey apparently), and had our best lead stolen out from under us by what may be the only existing example of a gender-bent Carmen Sandiego. Our bard also got insulted by either the Mage or the fighter and so stormed off to drink himself into a stupor. So after learning how many party members suffered from having dead family members/ loved ones thanks to things the bard did while drunk, we all had a night's ready and spent the next day chasing our only lead on the thief. At this point I'm going to end this post and start working on a part two.
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  • Edited by Rhynerd: 7/26/2016 2:44:17 AM
    PART [i]2[/i]: Gender-bent Carmen Sandiego is nowhere near as skilled as the original. We found him in a temple of Odin, where his crows gave riddles where solving them correctly would grant knowledge and incorrect would trap you in an alternate realm with mana core golems inside of it. We got the second riddle wrong (overthought the thing), and found the guy cowering away from the golems. After killing the golems (and looting them for mana cores we could endorn some of our stuff with), we found out the their was just looking for the town as well. We proceeded to convince him to hand over what he took from the survey-takers and then used it to find the place with the cores. Turns out it was in a quarry that we had to take a train for! So we visited the mayor and his dad's place, took some naps, and then took the hedge wizard with us for a train ride. The train part begun the longest session in the whole campaign. Our heroes started with some of their own rooms on a train riding through the desert that had cats as a security force. Not Catfolk, but just black cats that each wore this strange flintlock apparatus except for the chief who had a tiny helicopter with shotguns (and had yellow fur). There was also a Cleric in the security team. So after some causal chilling about, making small talk, possibly a bit of snogging for the Mage and fighter, and meeting mordrons (think of some simple 3-D shapes with creepy faces and spindly clockwork limbs, most of them are a hive mind) familiar and unfamiliar, the train started having a lockdown. We returned to our rooms momentarily until we began hearing gunfire. Pirate automatons were attacking the train. They each had a rifle and a flamethrower, and they were murdering cats and mordrons. Our party fought our way through them, only almost losing an NPC that was with us. (I forgot to mention that the market boss sold her secretary to slavery for falling for our trick, we freed her and the bard convinced her to join us because we wants to find love again. She's a razorgirl from Shadowrun, which makes her great for grappling a man and then stabbing him in the cheat with robot arms!) The human second in command of the Pirates ended up killing the engineer (and then dying to us after getting his ass kicked and trying to run), while the leader fled entirely. The cleric tried to speak to the soul of our killed pirate, and the Hedge Wizard ended up lending a hand by pulling the soul straight out of the corpse for the audience. Turns out they planned the attack because the train was heading to death trap anyways. Mana gore golems took over the mines in the town we were going to, and they are TOUGH. We later let the soul move on and the Mage took some of the corpses so he can make zombies once he levels up again. The grand finale (of act 2) I'll make a part 3 for.

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  • [b][i][u]PART 3:[/u][/i][/b] So our party heads into the mine, guns loaded, summons at the ready, the Hedge Wizard awake to help us, blades sharpened, instruments tuned, and a semi-solid plan in mind. Once we got deep enough anyone who could make a buffing field prepared one and be Mage summoned a hellhound or two to assist. Once we got in we found crystal golems of 10ft tall, 15 ft tall, a couple 20 or 30 ft tall ones as well, and none of these big enough to really work with. No, what our Hedge Wizard wanted was this king of them all waaaaaay in the back. I don't remember how big that thing was other than it dwarfed all of us and I think it took up a third of the screen's height (forgot to mention we were doing this online using Roll20) at the default mangnification or so. We were scared when it appeared in our LOS but to the wizard it was just an objective. Our goal was simple: fight crystal golems until the wizard drains all the magic out of the King Golem, ensuring none of them kill our wizard (if such a thing is possible). We mostly ended up trapped near the entrance fighting for our lives while he b-lined it for the biggun in the back. The bard had magically pulled out a tube that we was playing and using for sonic attacks at the same time, the Mage was flying about casting and spitting acid and all other things while his hellhound was trying to up them up, the razorgirl NPC was stabbing new holes into their chests, the fighter was smashing them with an axe, and the cleric and I tried to keep in perfect buffing zones while we fired our revolvers into the things. After a few golems were smashed this became something that was happening while the Hedge Wizard was having at first a battle of the beams against the monstrous King, but later just a pure suck-fest as he drained it of the magic that kept it alive. Our ranks began to falter when some of us tried to catch up with him, but by the time the situation really seemed sour the king was drained and everything proceeded to go white. The DM moments after explained to us that we were being transported to another plane and for now none us exist. Thus ended ACT 2 as our heroes found their objectives complete but their adventure about to make an even crazier turn.

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