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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: October 9th, 2010, 12:43 pm 
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Rocky wrote:
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.

We play at a lot of different times, so if you ever have any time, go ahead and let us know.

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: October 9th, 2010, 11:23 pm 
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So, we faced a bunny.
Wait, scratch that. Six. Give babies and one enormous level 1 monster souped up to level 7. The babies? Dead easily.

The papa? A different story. It could grab. In fact, its entire attacking style was grab a target, bite down, hop away, and hope to escape with prey to devour as it's helplessly immobile. Our solution? Grab back.

We spent an hour and a half trying to grab, re-grab, maintain grab, be grabbed, escape being grabbed, and climbing on backs to beat the thing 2/3 its way into death anyway. Muffin's rolls were actually useful, mine were for attacks but FAILED for basically everything grab related. Top and Monk had decent luck, Thyker was pretty much out of it and just holding onto a leg while a baby bunny held onto his leg.

Monk now has a baby bunny as a pet, I'm training it for something not discussed yet. Muffin stile the baby bunny clinging to Thyker, I've no clue what he'll do with it.

And there were a lot of obscene drawings made in boredom.

Never again. Never, ever again.

Oh, yeah. Everyone active now has magic weapons.

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: October 12th, 2010, 8:54 pm 
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So, I'd like to get a day session going so we can advance the plot a little. I'm not sure if I'll be available this weekend, but I'm free most afternoons other than tomorrow.

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: October 12th, 2010, 9:01 pm 
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Saturday is the only day I'm for sure free in the daytime. (11 to 3 Central work shift)

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: October 14th, 2010, 7:22 pm 
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I can be on Saturday at 4:30 or so EST. Friday's not good for me, though; I have work in the afternoon and LAN practice after that.

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: October 15th, 2010, 3:27 am 
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Play opened Thursday and runs through Saturday night. Busy weekend for me, sorry guys.

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: October 16th, 2010, 1:37 am 
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1:30/4:30 it is. Whoever's there is there, I really don't want to hold it up any longer.

Does anyone have a problem with this being a regular time weekly?

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: October 16th, 2010, 9:23 am 
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I'm working 'til 3:00 central time. That's 4:00 Eastern, so it works out with Tahu as well.

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: October 19th, 2010, 12:36 pm 
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We need to get the plot moving, especially when everyone is this close to levelling up. I'll be gone this weekend, so at some point before then I'd like to do some of the campaign. You guys are at like 4700 exp, so you'll probably hit level 5 in one night.

Anyway, after my schedule settles down, I'd like to try and do campaign sessions on the weekends and random dungeons during weekends. Both of these will be regardless of who is there, as long as at least 4 people are. Is there any problem with this?

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: October 19th, 2010, 7:54 pm 
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No problems at all. Now get on and let me interrogate some shop owners.

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: October 19th, 2010, 9:13 pm 
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As long as we can group suplex anything. (I'm busy all this week, so no for me).


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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: October 21st, 2010, 7:28 am 
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Saddly I don't have the time to join in as I would enjoy this being an old style roleplayer, 2nd edition dungeons and dragons. I do rp with my friends on saturdays in star wars saga, a 3rd edition D&D game and a 3.5 D&D campaign (Depends on who is available and when we can play.)

I have my own gaming world I am working on as well, just need to get off my butt and type it up so others can read it :P Just so darn busy.

I posted some youtube vids of a gaming group comic that you may enjoy here:
http://www.runevillage.com/ThePub/viewtopic.php?f=276&t=433618

here is a small taste of the funny antics of this gaming group:
[youtube]YTFODJ6nKpY[/youtube]

Enjoy, i do and they do have a comic book. (If you are interested I may post some of the info on my gaming world idea in a separate post)

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: October 25th, 2010, 2:02 am 
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First off: Go ahead and post the world, I'm definitely interested.

Second: As soon as there are four people in one place this week who can play, we're playing. I don't even care if it's the campaign or not, because I am at the point that I'm making serious progress into the next mission setup. I am never this far ahead, and it disturbs me.

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: October 25th, 2010, 11:00 am 
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Wednesday and Saturday seem to be my only days free from college and work together.

Except Wednesday you said you're almost never available, and Saturday's probably a trip to girlfriend's house.

Otherwise, I'm available after 8 on Tuesday, and after 6 on Friday.
Sucky week. >_>

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: October 25th, 2010, 11:56 am 
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After 8 on Tuesday and 6 on Friday work for me, hopefully they will for my connection as well.


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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: October 25th, 2010, 2:54 pm 
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Good news. I'm available Saturday.

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: October 27th, 2010, 2:51 am 
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May or may not have ended up in a battle against one of our own teammates over a weapon.

Also may or may not have ended in everyone being unconscious but our mage whom surprisingly had nothing to do with the quarrel even though he's usually the psychopath of the group.

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: October 27th, 2010, 3:33 am 
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TL;DR: I'm awesome and nuked the group.

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: October 27th, 2010, 10:39 am 
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Tanksandguns wrote:
TL;DR: I'm awesome and nuked the group.

Of course, that's not how we're remembering any of this. I'll have the summary up in the next couple of days.

Anyway, everyone gained a level. Contact me (or someone with the full character builder) over the next few days to get it straightened out, because I won't remember to remind everyone.

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: October 27th, 2010, 10:56 am 
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Leanan Sidhe wrote:
May or may not have ended up in a battle against one of our own teammates over a weapon.

Also may or may not have ended in everyone being unconscious but our mage whom surprisingly had nothing to do with the quarrel even though he's usually the psychopath of the group.


Actually, over a holy symbol that helps keep my character from being overpowered. If I recall right, you knocked Muffin unconscious when it started to burn his hand to a degree, and I knocked you unconscious for trying to subdue me for defending myself and my property. So I came out the victor. :awesome:

More accurate cliff notes version.

Sidequest

The mansion hosting the Duke, Butler, etc. was raided, a fight was started, and the place was set on fire on accident. With everyone important dead or nearly dead, we managed to steal ~12 paintings (great for selling), pretty much super-intimidate the Butler into never hiring anyone again, and leave on a "we're still alive" note. No word on if the Duke will want to exact revenge.
Our rewards are stored near the Tavern, and Makk's opened up his book of spells and rituals for us to ask him about.

Main Quest

Throughout the shenanigans, Muffin ripped the trident off the statue's hand, causing all five fingers to beak. This traded off the statue's physical smacking for spamming ice barrages, and causing a 15-foot pillar to raise up that probably would've killed Muffin. Zac, Tyler, and I pretty much did most of the combat damage otherwise.
Insert inter-party scuffle over my Holy Symbol here. Within this scuffle, Zac claimed the (magic) silver trident used by the statue. Psychokenetic, so he can throw it once a fight and it magically re-appear in his hand.
Muffin touched the luminescent rod first, failed his Endurance check and got knocked unconscious when he had visions of blood, dragons, and men with red skin, horns, and suits. We all woke up in what Tanks Dungeoneer'd to be a Goblin keep, Muffin's opened up a box containing some goods (which there are still two more boxes and about eight more barrels to sift through).
Oh, and upon waking up, Muffin had a torch that can turn into a Mace. I think I recall hearing from Bluecoat that only Zac and I can use it, out of who's in the party.

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