Page 550 - Smoke and Mirror-Selves

31st Jan 2015, 6:00 AM
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Smoke and Mirror-Selves
Average Rating: 5 (3 votes)
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Author Notes:

Newbiespud 31st Jan 2015, 6:00 AM edit delete
Thus ends a glorious week of using images to cop out of writing words.

Speaking of not doing work, I'd like to announce that I'm opening submissions for guest comics once again. There's gonna be another small break at the end of this arc, because I kinda need a real one at this point, but that's not for another month, so there's plenty of warning this time. I don't have a set length for the break this time either, so I'll just work with whatever I get, no pressure.

No Fallout is Dragons this week, but I got a new headset, so we should be having a new session this weekend!


Raxon 31st Jan 2015, 6:08 AM edit delete reply
Story time is good time, yes? Tell story about good plans that took long time to enact.
Quin 31st Jan 2015, 7:31 AM edit delete reply
Good plan that took a while to use...
I would have to fall back on my mage campaign.

Simple plan which involved moving a portal artifact to our house/base. The portal was linked to an artifact which could move, open, and close the portal, but the artifact had to be moved manually so no quick shortcuts.

My plan was to simply rent a moving truck and move the portal inside it. Drive slowly and bring it back to the house so we could keep the empty pocket dimension that it lead to... Well more like a room with a pool of water. (Great place to store things/prisoners since it had fancy spells cloaking it's presence.)

So we bought the truck and moved it over the sewer manhole (Yes that was where it was stored)

Then after fiddling around with the controller we managed to move it up into the back of the truck.... after slicing off a section of the road as it fell through the portal.

My character had to pull his only specialized talking skill BS and convince the public gathering we were doing a movie. Bluff worked and we drove out of there.

The next step was moving the portal with the truck to make sure the truck didn't leave the portal behind.

When we got to the house the problem became having to move the portal into the house and avoiding not only the neighbor, but also one of the mages in charge of the area.(We found magic portal so we claim looting rights!)

Thus another BS pull to the neighbor who was woundering what had happened at the house a few nights ago... (Vampire attack and ramming tactics with cars)

While our social mage tried to convince our superior that we weren't doing anything illegal and the purpose of the moving truck was to help move some items of our newer residents. (Difference between mine and the social mage is that her's had social skills while mine just had bluff. Nothing on negation, sympathy, or all those other emotions.)

Talking finished we moved the portal into the house taking a few pieces of a door or two and moved it into the basement where we then closed the portal and went to focus on repairing the house.

It was long and annoying but that portal was one of our favorite trophies and was used a lot for interrogations, hiding people, and storing certain items when guests visited.
Digo 31st Jan 2015, 8:01 AM edit delete reply
I can one-up that! Plans that ended up killing the campaign.

Our little D&D party needed to break into a wooden fort in order to grab some plans the the bad guys had on their various slave trade routes. Bonus was we could free a few slaves held at this fort. Exp and good karma for all!

So we sneak in from the nearby river toward the fort and begin a discussion on how to break into the fort. My plan was to take out the two guards along the west side by the river. The barbarian wanted to just charge in through the north gate. The archer thinks setting the wooden fort on fire first is the way to go. The paladin suggested we sneak in posing as another caravan of slave traders here to do business.

Two real hours later we still could not settle on a plan, constantly going over options and changing ideas. Eventually it broke down into arguments because the archer and paladin wanted their plan to be the right one. After the shouting match the GM walked away without trying to calm down group, leaving me to try and be the voice of reason. Instead the group disbanded and never came back together.

And that is how my very last experience with D&D was. Haven't played in a few years since, though I tried getting a new group together.
Winged Cat 31st Jan 2015, 12:38 PM edit delete reply
Good plans that wound up killing a campaign? Well...if "ending" counts as a type of killing...

I once ran a Final Fantasy RP wherein the PCs were tasked with restoring elemental balance to the world, by defeating and imprisoning the sentient embodiments of the primal elements. (Fire, Ice, Lightning, Earth, Wind, Water, Bio, Holy, and Shadow. Yes, Ice and Water were separate elements: that's how the system we were using listed them.) In this they were guided by Grav: the spirit of gravity, not one of the nine elements.

Naturally, Grav turned out to be the big villain: trying to weaken local magic so as to let the planet's physics come under the sway of gravity, electromagnetism, and the nuclear forces. The party did not realize this until most of the way through the campaign. The final chapter involved assaulting a moon that Grav had brought across the stars to be its base of operations, from the alien civilization that had awakened Grav in an attempt to escape their dying world.

This had been the plan since the beginning. While there had been slight changes to the plot in reaction to the party's actions, and a couple players joining mid-game (so we had 8 players at once, one of whom was playing two characters), the overall plot came out as planned. It took about two and a half years in real life for the party to finally reach the moon, and another half year to resolve the assault and its aftermath.

This was all on IRC, and the logs are still out there if you want to read them. Search on "electric chocobo storagebin" and you'll find them.
JSchunx 31st Jan 2015, 3:38 PM edit delete reply
Are we talking in-game long time or out-of-game long time?

If it's the former, there's the one time our group spent about a year of game time working their professions to am