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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: September 25th, 2010, 1:46 am 
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I'll have to check once at work tomorrow.
Odds are I'm working 11 to 3-ish.
Unlikely odds are x to 8-ish.

EDIT: I hope nobody bet on the unlikely odds. I'm working 11 to 3. :3

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: September 26th, 2010, 1:20 am 
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I guess that makes 4 people then (I am aware DC isn't around), so tomorrow will probably work. I'm not entirely sure what time, but try to be free starting at 2 pac/5 est. Plan for around 3/4 hours, but if you guys want to keep playing I can adlib the adventure beyond that.

EDIT: Today is getting more and more hectic. I could be an hour late, but I'm not sure yet.

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Last edited by bluecoat on September 26th, 2010, 11:48 am, edited 1 time in total.
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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: September 26th, 2010, 8:59 am 
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Sounds good. I'll be there.

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: September 27th, 2010, 12:08 am 
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Sorry I was late, I won't go into the details.

Are there any other days that people could play? If you guys don't mind evenings, I think 7 pm works for me, but it would depend on Tanks' rehearsals and Kikori's work (I know he has Wednesday free). Otherwise, that leaves late nights and weekends.

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: September 27th, 2010, 10:19 am 
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I don't have Wednesdays free. I told you, my work schedule changes by the week. I have this Wednesday free, once school is done anyway.

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: September 27th, 2010, 12:23 pm 
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First off, sorry I missed it. Was stuck without a clock.
Anyway, Wednesdays aren't too good for me; I can't get on until 9:30 or so. My schedule hasn't changed since I posted it a while back.
Kikori, how variable is your work schedule? Are there times you know will definitely be free?

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: September 27th, 2010, 12:32 pm 
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Instead of having set days off, set times, and so on, every day of every week changes.

Saturdays and Sundays are USUALLY roughly 11:00 a.m. to 3:00 p.m. ish days.
My days off are never consistent.
It's never a for-sure thing that I'll work as soon as I'm available after college, or get like a 2 hour break between my earliest available point and my actual shift start.

There is no predictability unless I want to piss off higher-ups by requesting a specific day off for every week. And if I do that, I'll probably get my hours cut 'cause the manager is a sadistic, self-serving Fuzzy Bunny.

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: September 27th, 2010, 7:30 pm 
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Ouch. Sounds like a pain. Is there any set rule as to when you know your hours (as in, do you get them one week at a time, or the day before)?

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: September 27th, 2010, 10:03 pm 
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They come out every week on Friday after roughly 5:00 p.m. ish. Since I usually work 11 to 3, this means I have to get my schedules on Saturday nearly every week.

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: September 29th, 2010, 12:25 am 
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Current Progress Recap

So, having apparently saved a goblin from the hole and adding me to the party, we start off a night trek to the North due to a quest from the tavern. The moon's apparently full, which causes me to halfway-transform into a werebeast, the goblin to run away and vanish, and Muffin to sneak up behind me to try to knock me out so I can be dragged along. Kinda fails, just hands are bound.

Move northward, find a building with a door and a huge metal bar in front of it. As soon as we investigate, four monsters appear. Muffin and I attack two minions first and move onto a big beast A, the offensive-cleric and lucky mage move onto B. We hit late night and have to stop 'til tomorrow, when Top apparently joins us.
New run at the same session, very weakened A dies and I de-transform to basically human as B dies to not following Marked rules of engagement. :awesome:
Team Perceived the door, Athletics'd it open, and wound up in the tavern... except it was an illusion. Top, Muffin, and... Zac? Or Bluecoat playing the mage? Anyway, those three attack, Intimidate, and/or Diplomacy up a patron of the tavern who's acting zombie-ish, I cut his hand off, and the big boss of the tavern is Intimidated into something not safe for work.
We wind up back inside the door we previously teamwork pushed open.

Totally have to gloat that I can properly claim credit for the killing strikes against ALL FOUR monsters outside and de-handing the beast-patron inside the fake pub.

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: September 29th, 2010, 7:13 am 
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Not to mention me sensing the motive of, intimidating and finally attacking and slaying a tree inside.

And attacking the patron was totally my idea.

You cut out the funniest part of the whole adventure man :X

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: September 29th, 2010, 9:54 am 
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Forgive me if I didn't want to say it due to remembering all the jokes about the wood you obtained. DX
Also, I couldn't remember who initiated what about the patron.

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: September 29th, 2010, 10:32 am 
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I sensed his motive and mostly failed, tried to intimidate him into giving me his seat and failed, instead getting bitch-slapped, then I rolled for initiative and swept his seat out from under him and attempted to interrogate him. Failing in this, I asked for assistance from Hey-Zeus and gave him a coin, suddenly everyone was around trying to interrogate him and you cut his hand off.

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: September 29th, 2010, 11:35 am 
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I only did so after you guys found out his hand was backwards, which was a specific monster trait. *Nods*

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: September 29th, 2010, 1:37 pm 
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Stupid netowrk connection, sounds like I missed a great time. :(


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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: October 1st, 2010, 5:10 am 
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I got impatient because you idiots couldn't get anything out of the guy and used diplomacy. Then he tried to shake my hand and then Kikori sliced it off and then we spent a large chuck of time making sexual innuendos of the new scenery until I finally got bored and religion'd the room which started a battle.

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: October 1st, 2010, 9:07 am 
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I'm fairly certain it was examining the wooden staff behind the statue that got the battle going.

And if you participated in Top's fight-the-tree shenanigans, you can't blame anyone for taking too long for your liking. :p

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: October 1st, 2010, 10:27 am 
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Leanan Sidhe wrote:
I got impatient because you idiots couldn't get anything out of the guy and used diplomacy. Then he tried to shake my hand and then Kikori sliced it off and then we spent a large chuck of time making sexual innuendos of the new scenery until I finally got bored and religion'd the room which started a battle.

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kikori kid wrote:
I'm fairly certain it was examining the wooden staff behind the statue that got the battle going.

And if you participated in Top's fight-the-tree shenanigans, you can't blame anyone for taking too long for your liking. :p

I'm fairly certain it was two people walking past a statue obviously guarding something that triggered the knocking-the-crap-out-of of the aforementioned two.

Anyway, I'm still working on the post battle half of the adventure. I can probably have it done tonight, and I'll be able to get you guys going on it either Saturday (depending on when I work) or Sunday (depending on what time I'm home). I'd like to play during the day, if possible.

EDIT: I finished the initial stuff faster than I thought. At this point, I'm making encounters and gametable maps, and preparing for the next adventure. If you guys finish this next adventure too fast, you could in theory get a good jump on the next one depending on my laziness.

Also, I'll have the full summary of the last session up at some point before then.

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: October 8th, 2010, 10:40 pm 
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Sidequest intermission.

Bar-time antics as usual until a dwarf leading three little thugs came walking up. An enchantment threw the dwarf back a LONG ways, and an insult led to the start of a fight. I tanked, everyone pretty much got good rolls the entire way through, and I got KO'd from tanking a bit too long. One half-orc dead, one fled, human thug captured, dwarf leader fled with TERRIBLE stealth checks that let us pursue him after milking the thug for no info whatsoever.

The tracks we followed stopped very suddenly, and a few perception type checks and stealth shiftings around later, Dwarf comes out and gets greeted by me and Muffin at pretty much the same time. Once again, good rolls led to a pretty easy kill (though Swifty got hit hard), knocked him out, and we got a magic sword for Muffin out of it. A terribly slow interrogation later, we have the name of the tavern he was hired from (Hole In Wall tavern), and he's been released to run through the woods naked with his hands tied behind his back.

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: October 9th, 2010, 2:50 am 
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After reading through this entire thread, I really wish I had the time to actually participate in this D&D campaign.

Y'all are the best.

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