D&D Campaign: The Forgotten King

In the late spring months of 2008, I decided it would be fun to host D&D online using the versatile Maptools program. Initially, I was expecting to run a group of 4-6 players, and I polled my local forums for interest. What I got in return was about fifteen people expressing interest. Feeling that I had come a long way as a Dungeon Master in the past two years, I decided to take them all on. Three groups split that initial number of interested layers, and each would get about 12 hours of play a week (or so was the plan). Each group would participate in the same adventure, with some areas where cross-overs could occur (this was a fun clash of worlds).

 

The groups, and their progress, to be written below.

 

GROUP A

Thagnar
Thagnar, Duergar Fighter

 

Celosos
Celosos, Aasimar Cleric

 

Everyn
Everyn, Gray Elf Wizard

 

Ainion
Ainion, Human Monk

 

Group A is made up of Dornan, Mazmo, Para and Ronja. Their characters are Thagnar, Celosos, Everyn, and Ainion, respectively.

 

In Group A I had three players that were, more or less, new to the world of D&D and it’s mechanics, and then one player who probably knows more about the core rules than I do. Their group make-up is pretty solid, though they may feel the burn from traps later due to the lack of a rogue. When Dornan and Mazmo wanted to play exotic races, I was at first skeptical but we’ve found a way to make it work, with Thagnar’s Duergar fitting into his RP perfectly, and Mazmo being teased about being a pretty-boy (May wanna cut back on that, it’s how Nualia wound up going crazy in another campaign!). I’m happy to say that, for the most part, Group A gets along with one another and has even more or less made an name for their coming together.

 

Thagnar, their tank, has the highest HP and AC out of any character across all three groups, but his penalties from armor are felt moreso than anyone else, as well. His crits do a massive amount of damage for his level, though he has to be careful around the majority of people in the setting due to his Evil alignment. He does a good job situated at the front of the marching order, but this puts him at risk of being caught in traps; he may want to focus on saving throws, since they will get him out of these situations. Oh, and a failed will save against mind control could potentially spell doom if his axe started chopping the other way.

 

Celosos is an Aasimar Cleric of Saurvold. As you’d expect from any Saurvoldian, he is more than ready to go out and smite some evil. He seems lenient in Thagnar’s case, which is refreshing since in any other group you may see a lot of inter-group conflict regarding alignment. But until the dwarf decides to do something really despicable, it seems as if he is content to cooperate. Celosos is a good backup melee combatant, but he should keep a very close eye on his spell list as some of those spells will be absolutely beneficial to the group if he utilizes them correctly. Celosos, being the only Cleric across the groups, deals with undead very easily. I am both happy and frustrated about this, considering he’s only going to get better at vaporizing undead.

 

Everyn was made the best possible wizard you can given current D&D mechanics, and combing that with Para’s intimate knowledge of the game means Group A is treated to a rare case where the wizard knows what he is doing. I’ll be blunt, however, in saying that Everyn is the worst melee combatant across the groups, sporting a low AC and HP. While he may be physically frail, he’s also the strongest arcane spellcaster and he knows which spells are best in any given situation. I am loathe to see what happens if he ever went through the Spell Compendium. Mage Armor is a good spell, but I’d definitely look into getting an item that boosts your health. Oh, and pick a damn familiar already!

 

Ronja is the group’s monk. Now, Zazen seems to believe Monks aren’t so great, but I beg to differ. Ronja may not fill the niche of heaviest damage dealer, but he’s got the biggest potential to control the battle field with his stuns and grapple ability. His flurry of blows adds to the fight just as much as any secondary melee member would, and his perfect save progression means he’s most likely to be the one picking up any pieces if the party goes tits up. Ronja specifically wanted to be fast, so I’d look into items that’ll get your base land speed into the insane realms, and then your spot as controller will really solidify.

 

Overall, Group A has been a treat DMing for. I am happy to have Para along to teach the others how to fill out character sheets and answer any questions when it comes to leveling up. While we may stutter on rule clarification more than the other groups, I am interested to see how the group does once they get some gold on their hands and traveling abroad becomes an option.

 

GROUP B

 

Kaed
Kaed, Human Fighter

 

Shade
Shade, Human Rogue

 

Borvo
Borvo, Human Barbarian

 

Thalos
Thalos, Human Cleric

 

Kevros
Kevros, Human fighter

 

Group B is made up of Cri, Kish, Tetsuro, and Craig. Their characters are Kaed, Shade, Borvo, and Thalos, respectively.

 

Group B took a little longer to set up than the others, and I feel their group make up is going to make for some very interesting sessions. Craig had been in one of Zazen’s campaigns for a short while, so he knew the basics on how to play. Tetsuro plays many times a week, so he’s more or less a guiding figure for the others. Cri and Kish take to the games very enthusiastically and I am glad to have them to teach how to play. Their characters haven’t really agreed to work together, more or less taking the job on as individuals and working loosely together. They haven’t had any major fights yet, but then they haven’t had much time to do anything besides fight for their livelihood. We’ll see how things pan out when teamwork is tested.

 

Kaed is the group’s main fighter, and is the first person I have DM’d for that has wanted to dual-wield bastard swords. While this is very possible, traditional D&D seems to frown on kickass weapon styles. Nonetheless, he’s got twice the chance to crit each attack and I think that makes up for the times when he misses. Thanks to his high CON and AC, Kaed can also function as the group’s main tank. This is an interesting blend considering the group also has a Barbarian.

 

Shade is the only rogue across the groups, and already his sneak attack has proven to be a fun and interesting addition to damage. His weapon, a Kukri, doesn’t do much damage on it’s own, but combining it with the sneak attack damage and the increased crit chance means he fits the role of main blaster just fine. His ability to pick locks and disable traps will come in handy in later levels, and until then he remains a little terror when combat starts. Taking improved initiative was an interesting choice, and it means he gets to go first in most any battle.

 

Borvo is an interesting mix that I had always wanted to see done, a Bard-barian. His inspiring songs are unique across the groups, though I do not know if he will be taking more levels in the bard class. He serves as the group’s leader, or he will when the group decides to come together and elect a person to speak on their behalf. Strangely eloquent for a barbarian, his AC isn’t as high as it could be but that’s not taking into account that he can rage a certain number a day. I’ll sit back and watch amusingly as he progresses through the levels, because there’s so many ways he could go.

 

Thalos is another first for me, a cleric that eventually wants to be an Ur-Priest. Ur-Priest’s are individuals that despise the gods, seeking to siphon their powers away from them without their knowledge or say in the matter. For now, he is a cleric that worships his own way of life, drawing powers from those ideals. He will play an important role in a group of three other melee combatants, allowing them access to healing spells as well as their only source of divine spells and all of the neat stuff associated with having that level of control.

 

I feel that the adventures at hand will strengthen the bonds between the members in Group B, and they will someday soon become a melee force to be reckoned with. Given some more tactical planning in their battles, Group B wont be missing the arcane spellcaster from their group, and indeed may be able to slaughter similar groups with one present. Knowing is half the battle. Kicking the crap out of things is the other.

 

GROUP C

 

Armin
Armin, Human Paladin

 

Pierre
Pierre, Human Rogue / Wizard

 

Thalos
Thalos, Human Monk

 

Skoll
Skoll, Human Druid

 

Thar
Thar, Human Factotum

 

Group C is made up of Arken, Sulu, Terisu, and Zazen. Their characters are Armin, Pierre, Thalos, and Thar, respectively.

 

Group C brings me two veterans of D&D to the sessions, both Zazen and Arken. Sulu has been fascinated with magic for as long as I have known him, and acts as an RPA, but he’s never had a chance to play D&D so I am eager to show him the curious world that is D&D spellcasting. Thalos is a very eager addition to the group and I am happy to have him in the group with the others. As much as it makes it easier to DM, I think a group full of veterans would be kind of dreary!

 

Armin is a paladin dedicated to Ord, god of war. He fits the bill accordingly as the group’s main tank, having a very unique method of killing things by means of the Brutal Throw feat combined with a nasty looking Chakram. That, and his Scimitar, add a level of new content that I enjoy; you get tired of seeing things chopped up with shortswords after awhile. While he is not a straight up Cleric, he will eventually be able to turn undead, which should come in quite handy. His altered healing and aura abilities will be fun to see in action in later levels, and I am eager to see a Judicator done right.

 

Pierre is a roguish type, attributing spellcasting to his suite of powers just as much as the crossbow slung across his back. I suggest he look into taking a level or two or rogue to really enforce that RP stance, the eventual goal being the Arcane Trickster class. Still, RPing a roguish wizard is fine by me and I absolutely love the idea we came up for his familiar. While his stats are not overwhelmingly focused on the spellcasting portion of wizards, he is going to enjoy more HP and AC thanks to good rolls in CON and DEX. In later levels, you’ll see his access to the higher spell lists really come in handy.

 

Thalos, much like Ronja in Group A, has the potential to control the battle field thanks to his grapple and stunning fist maneuvers. Working in tandem with the Factotum will allow Group C to essentially beat combat scenarios through superior tactics. Taking up a bow may be a good idea, for situations when ranged combat is required; shurikens can be used with flurry of blows, so that may be a good route to take as well. He wanted to focus on treating wounds instead of straight up martial arts and thanks to his healing belt, Thalos has eased the burden of spell casting that Armin would have otherwise had to compensate for.

 

Thar is another example of Zazen trying out new and unusual classes. Being a factotum is a lot like a Final Fantasy Red Mage; he is a jack of all trades, and a master of none. With the ability to cast spells, pick locks, disable traps, turn undead, cast healing spells, and all sorts of other goodies involving his high INT score, Thar is going to be able to at least do something in any given situation. While this level of coverage is great, it also leaves him feeling the burn in later levels when some of that does not progress as fast. The ability to sneak attack, however, will essentially put Thar in the position of any Rogue, as the group’s primary blaster. Still, such a risky character means you need to always have a back up plan. Look into saving throw equipment or situational items to help throw in that added chaos factor into any given battle.

 

Group C already works well together, with little to no bickering. They haven’t agreed on a formal group, but I feel it will come very soon. Unlike other groups which have a designated leader, Group C just seems to mesh well and agree on actions with little argument. Zazen may be worried about their efficiency, but I attribute it to poor rolls. Like the other groups, Group C is very well rounded and perhaps the best to handle any given situation, with no one member serving as a weak link.

 

 

I think all of the groups are doing great given their rosters. There is still room for one member on any given team, and while obvious choices exist to fill gaps in group roles, I think each group is balanced and will be covered in all scenarios. No matter who you find, I am sure they will just serve to make the group progress easier. Besides, as Group B has shown, sometimes stacking the same roles can work out with hilarious and bloody results.



Post a reply