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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: November 19th, 2010, 7:48 am 
Champion of Saradomin
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Sorry, not a good time for me. I have work in the afternoon and I'm participating in CSL tonight.

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1243 Skill Total - 198 Quest Points - 83 Combat - 64 Attack - 62 Strength - 68 Defense - 56 Prayer
77 Fishing - 60 Mining - 60 Woodcutting - 58 Cooking - 55 Firemaking -51 Crafting - 51 Agility - 50 Thieving

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: November 19th, 2010, 8:11 pm 
The Mage of Doom
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Got to the King's castle, learned the King has a bad history health wise. We promised his advisor to cure him - in addition to our motive to locate the philactory.
In some snooping around, Jesus (Muffin) had found that the Advisor had some of the kings Jewels and a ring of the royal family. Knowing this, the party tried to learn the Advisor's motive, and found he has something to hide from us.
After going to the apothecary in town to find a possible cure for the King, we had been given some dust to help him improve. We then took the perscription back to the King's court and presented our findings to them, the Advisor had first jumped on the opportunity to give the King the dosage, but the party quickly picked up on his motives and decided the more sincere Jester was best suited to do so.
At night, Jesus (muffin) used a camouflage clothing set to disguise himself as a guard to keep watch on the King at night to make sure nothing happened to him. As the night progressed, the Jester administered the dosage, and (as far as we know) sought to the kings health through the night. The following morning, we checked on the King to learn that he has improved -- that being, he was up and walking around a bit. This stunned the Advisor.
In helping the King's health a bit, we earned the trust of the Court and now can freely walk around the castle.

=== Experience Gain ===
+150 experience for miscellaneous skill checks.

Total experience: 7,150.
Level six is at 7,500 experience.

~DC1

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: November 23rd, 2010, 10:49 pm 
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So I've had insomnia pretty bad the last few nights, and that means I've got most of the next adventure mapped out and access to a few different versions of The Tomb of Horrors in case anyone wants to do a random dungeon. I may or may not have work this break, so I'm going to be free quite a bit if we want to plan out our sessions.

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: December 4th, 2010, 4:17 pm 
Coolest Wizard Ever
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Planning a game for today. I'm free at anytime now since my other group cancelled today.

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: December 4th, 2010, 4:34 pm 
The Mage of Doom
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CURRENT twinArmageddons RIGHT NOW responded to memo.

CTA: 2ound2 good two me

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: December 5th, 2010, 12:35 am 
The Mage of Doom
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More shenanigans ensue.
Start to interrogate the Jester, turns out he was behind the rituals and is apparently the lich.
When he was found out, he crumbled to dust, and sent some goons after us.
The group went to the Pub where the king had thrown a party in our honor, we partied until everyone left, then were attacked by some cloaks.
They were quickly dispatched and attacked by some Assassin named Utua. He quickly darkened the room and jumped up on to the Pub's rafters.
On the fighter's action, he lit a sunrod and exposed Utua's location, and allowed the Ranger to attack him. On the next round of combat, the fighter impaled Utua in the knee on the rafters, forcing him to teleport away and thusly fall on to the ground.
From there the group started wailing on him until he ran away.
He telepathically gave us information about the philactory's location, form, and that the jester has some scouts looking out for us, making us need to leave in the middle of the next night (not done yet.)

Experience gained: 650.
Total experience: 8,350.

===Level 7 is at 10,000 experience===

Rhogar's Wishlist:
Cloak of Resistance +2
(Level 7)
Properties: +2 Fort, Reflex, Will
Power (Daily): Minor Action. Gain resist 5 all damage until the start of your next turn.

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: December 5th, 2010, 5:21 pm 
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Guys, I'm gonna try a different way of giving out magic items (for those of you who didn't hear it last night).

Make a wishlist of either a magic item you would like that you have seen in the adventure builder, what you would like out of a magic item, or what sort of slot you would like a magic item in. It might turn up in treasure at some point.

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: December 6th, 2010, 1:43 am 
Sorceror of Saradomin
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Summary of tonights session:

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: December 6th, 2010, 3:12 am 
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Grrr this internet... should be able to make sessions for the next while at least soon though. I miss anything else?


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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: December 6th, 2010, 3:14 am 
Burning my Dread.
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Donor: Guardian (2009)
:33 < after awakening in the town, the party proc33ded to move north to the deserted town and island that the jester used to play at. we stayed for the day to recover in an old g33zers shack befur he helped us get into the island where the philactory was created. muffins b33r sensing magic item showed us a trick door in a mountain that we pried and crowbared into purrfectly easily, letting us into a small cave with a bell sound trap. rory kept hitting it which made a ghoul or something get furryously impatient and hang thr33 buckets of acid over the trap area to kill whatever he thought was hitting the trap. the party got the buckets down and kio got the idea to reverse the trap so it was placed at the enemys door. the bucket splashed two enemies as kio threw the second bucket of acid in their faces, so the fight started off easy. there were thr33 undead minions and two stronger things, a grave digger and an adept with undead

:33 < *ac k33ps trying to recount* just befur the fight finished a demon guardian with asmodeus (or however its spelled) symbol of the second circle of hell showed up and refused to help the enemies kill our party. we won and the guardian furst suggested a trade, the philactory for the torch, but s33med to think just giving it to us was a better idea cause he threw it on the floor and it got shattered tremendously. a crow talked to kanade and asked if we had succ33ded befur it flew away


Experience gained: 765.
Total experience: 9,115.

===Level 7 is at 10,000 experience===

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: December 7th, 2010, 12:35 am 
The Mage of Doom
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... Zac won everything.
In two actions.


Everything.

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: December 7th, 2010, 12:42 am 
RV's Thespian
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tl;dr

He solo'ed the Lich.

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: December 7th, 2010, 1:45 am 
It's tough, but I play.
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Two actions, one turn.

I out-juggled the Lich in the worlds most intense juggling competition and then heal-damaged him for about 98% of his health. He'd already lost health from getting stabbed by the knives he was juggling SOOOO...

I'm awesome.

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: December 7th, 2010, 1:49 am 
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I demand you change your RV name to The Lich Killer.

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: December 7th, 2010, 2:32 am 
Burning my Dread.
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:33 < long story super short but not without details, we approached the lich and dodged all his traps. kanade proc33ded to challenge the jester lich to a juggle off and kio used one sight one mind to telepathically link efurryone together. that helped kanade get up to +24 bonuses on all her athletics and endurance and intimidate checks for the contest, so she won and the lich was hurt to start with. befur the first round of combat alone was done with, kanade walked up to the lich and made him spend two divine healing surges, which took out the rest of his health because bluecoat found an explicit healing surge value to go by that was furryously high. we won and got tons of loot for a one turn kill X33

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: December 7th, 2010, 6:21 am 
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That was the most anti-climactic boss ever :facepalm:

Anyway, I'll have a summary up at some point in the next few days. I'll also post some of the non-copyrighted monsters in a separate post, as per DC's request. Unfortunately the Lich doesn't fall into this category, but the Stone Sahuagin, Sirens, and The Great Bunny do.

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: December 7th, 2010, 2:32 pm 
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Sounds like I missed out again, dammit.

At least this will no longer happen.

Did we ding level 7?


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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: December 7th, 2010, 5:16 pm 
The Mage of Doom
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Monk Basher wrote:
Sounds like I missed out again, dammit.

At least this will no longer happen.

Did we ding level 7?


Yeah.

Current Experience: 10,000
===Level 8 is at 13,000 experience===

~tA

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: December 8th, 2010, 2:18 pm 
Burning my Dread.
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:33 < hehe, nobody wanted to post a recap??

:33 < after a rest, we were set out to a kingdom in the east at war with itself over who should be the propurr king, with thr33 factions at odds with each other. the furst we saw were the kings men, a bunch of assassins who claimed to have the rightful heir to the throne. they seemed to enjoy jesus but hate kio, paladin worshiping bahamut, and mindartis, a wizard. we were let through to m33t their leader, and left under the orders to infiltrate the other two factions.

:33 < the order of the enlightened was a bunch of wizards who were trying to make magics and horde magic creates, like a purrple dragon and an ice monster that kanade wound up fr33ing. both creatures purrty much died and nearly killed the order, as well as fr33d three fire beasts that probably finished the job. ulua the slink, the same assassin that we fought in our last arc of this campaign, was hired by the order, but his contract kinda got broke. the draconic knights turned him away violently, so he flew away as we started moving up to m33t the knights.

:33 < the knights had b33n explained by the other two factions as hording the castle and magics to themselves, but s33med to be the most honorable of the thr33 factions and actually propurrly suppurrted bahamut. we had kinda expected they pawsibly worshiped tiamut instead, but were proved wrong. as we met a knight who started speaking to us about the situation, ten assassins appeared and started trying to kill him, thinking we were still allies. we fought, essentially dominated, and the reinforcements came in as soon as the only survivor fled. sw33t victory!!

:33 < i wasnt around for anything that happened afterwards, so i might be missing a few details but we got some gold out of it and 650 experience. were at 10650 out of 13000 for level 8!!!

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: December 8th, 2010, 3:59 pm 
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To recap the stuff that happened afterward, Jesus and a few others followed the assassin that was chased out a window to a house. Inside you guys found his body and a wizard with the Order. Can't remember what was pick pocketed from him; probably another holy symbol for Kanade's collection. Anyway, right afterward, Kanade's symbol of Asmodeus beckoned her to bring Shyre's Torch to a watch tower at midnight. None of the other characters are aware of this fact, but she has been asking Ian for it.

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