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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: August 11th, 2010, 5:54 pm 
Sorceror of Saradomin
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pretty much wont be available until the 23rd. Will be very free after that though.


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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: August 11th, 2010, 6:36 pm 
Champion of Saradomin
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I'll be available all nights after 5:30 or so (but I'll have to take a break for dinner sometime between 7:00 and 8:00) until the end of August (all times EST). Once school starts up, nights won't be as free; Monday and Wednesday, I can't get on until 9:30, and Tuesday, not until 9:00. Thursday, I can get on as soon as 7:30 or 8:00, and Fridays are completely free at night. Weekends are also pretty open.

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: August 13th, 2010, 12:12 am 
Coolest Wizard Ever
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Bad news dawgs. Bossman wants me working 9-5 Monday to cover a shift. I'm working on getting the shift shortened by a couple hours, though. I'll know tomorrow it I'll be able to play then. If you guys can get four people to play a late night session or a morning session, I could do that.

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: August 13th, 2010, 12:13 am 
The Mage of Doom
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Yikes. I ought to be around regardless of time.

I should probably get around to hosting that pogfolder for you guys...

~DC1

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: August 13th, 2010, 4:21 am 
RV's Thespian
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Just let us know. If I'm on RV/Skype/FB it means I'm most likely available.

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: August 14th, 2010, 3:26 pm 
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Got my shift shortened to 9-3. I'll be an hour late, but we can start at 3:30/6:30, if that's cool with everybody.

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: August 14th, 2010, 5:04 pm 
The Mage of Doom
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Fine with me.

I need to upload that pog folder for you guys.
~DC1

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: August 15th, 2010, 10:17 am 
Champion of Saradomin
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So what's the final time EST?

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: August 15th, 2010, 11:03 am 
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Tahu 1000 wrote:
So what's the final time EST?

6:30 est 3:30 pac.

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: August 15th, 2010, 3:45 pm 
Champion of Saradomin
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Ok, sounds good to me.

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: August 19th, 2010, 4:43 am 
RV's Thespian
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Did this happen on Monday?

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: August 19th, 2010, 11:06 am 
The Mage of Doom
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no. You'd know this if you looked at skype once in awhile.

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: August 19th, 2010, 4:57 pm 
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:(

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: August 20th, 2010, 12:33 am 
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Well, boss man is trying to schedule me as many consecutive day as corporate will allow before I quit the 31st. Unfortunately, the sixth day of work happens to be Monday, so I can only play on Tuesday. As soon as I get 3 or more players in chat at one time though, I intend to start a session regardless of time.

Also, don't feel too bad Tanks. Thyker was MIA too.

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: August 20th, 2010, 4:29 am 
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Level 2 War Wizard:
http://iplay4e.appspot.com/characters/agdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj7go0CDA

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Level 3 War Wizard:
http://iplay4e.appspot.com/characters/agdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhiO05ACDA

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: August 20th, 2010, 5:23 am 
Coolest Wizard Ever
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As our heroes talked with Treona the next morning, it was decided that they would head to what was once the town of Kiris Dahn with all due speed. Upon arrival, they checked the deus ex map they were given to get a better understanding of their surroundings, what with the front gate being guarded by multiple goblin patrols. Led by the warlock's superior knowledge of the forest, it was decided that the woods might be their best route into town.

After repeatedly becoming lost, it was by mere chance that they stumbled upon (and fell into) the river surrounding the settlement. A group of kobolds who happened to be passing by were attracted by the noise, the adventurers waiting patiently on the other side of the river for the moment to strike. Before they could, another kobold arrived with frantic news. No one could hear him, so instead the group observed the patrol's expedient departure.

A short argument over where to begin the search ended with the decision to visit the town's temple. Inspection revealed it to be a monument to Sehanine, the goddess of the moon, autumn, love, and the patron of thieves. Inside they met Kiris Hoyt, a scraggly old man who had apparently spent the last 30 years wandering the town under the goblin's noses. Disgusted at the mention of Treona because of her association with Kiris Hoyt, his brother, he revealed that he had been abandoned and left for dead at the goblin's arrival. As our heroes questioned him as to why he didn't just simply leave, goblins led by Captain Triflik entered, prepared to kill all inside.

Goblins attacked from the south, the doors to the north were sundered, and Triflik charged through a side hall as Hoyt revealed himself to be a were-rat. Attacking friend and foe alike, he was deemed too much of a threat to live by the adventurers. The warlock blew away goblin after goblin as the others focused their efforts on Triflik and Hoyt, who seemed to show fear at the silvery blade in the captain's hand. Triflik eventually fell as his grunts did, and his dagger fell with him. The warlock quickly snatched the blade before Hoyt could react, blasting him as he looked on in horror. Apparently too preoccupied with standing to walk, the warlock presented the fighter with the newly acquired weapon.

The adventurers began to heal as Hoyt was backed into a corner, and was slain by Triflik's last archer. The cleric convinced the him to surrender, and watched with laughter as he was slain before he knew he had been betrayed. The bodies were searched and used to barricade the entrances, as our heroes remembered what Hoyt had said of the slaying stones: He knew of one that was held in the library, but after searching the ruins, he found the place had been ransacked. Whoever had done so had left large, yellow scales in his wake.

------------------------------------------

Experience earned: 1350 xp. Turns out I made a pretty big error, though. I've been forgetting to divide the experience total between players, and have been giving each about 4 times as much as they needed. Consider yourselves level 3 even, but from now on, levelling is much slower. My apologies for the inconvenience.

Also, since premade characters seemed to go over well last night, I'll be making a few more. If you've never played and aren't sure if you want to make a character, I will have a number of characters set up and conveniently color coded. Just tell us what you want to do, and you'll be set up to play.

The following can be played:

Black- Shadar-kai Avenger. Avengers spend their time killing things as fast as they can, as effectively as they can. They tend to be very, very good at it. Black actually gets harder to kill as she kills more enemies.

Blue- Deva Cleric. My favorite build, clerics are healers/anti-undead. They're basically priests whose attacks grant bonuses to party members. This particular one also happens to be a Deva, a race who are basically immortal, since they can remember thousands of incarnations of themselves. If Blue doesn't like the way something turned out, he can literally choose to do better.

Green- Gnome Bard. Bards are in a similar vein as clerics, only their songs tend to focus more on helping allies kill things. They can perform basic magic tricks, and as a gnome, Green can turn invisible. She knows a lot about the streets and people in general, and can talk her way out of many situations.

Grey- Elf Ranger with a bear. This is your typical ranger. Knows a lot about nature, and that sort of thing. EXCEPT GREY HAS A BEAR. The bear is currently nameless, but is slow and strong.

Silver- Dragonborn Paladin, because they are so awesome. This is your typical paladin. He fights, he kills, he heals. He talks real good like. Also, he's a dragon, and can hurl his breath, which is of unusual size. It's cold breath, for those who are wondering.

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Last edited by bluecoat on August 21st, 2010, 1:32 am, edited 2 times in total.
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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: August 20th, 2010, 5:36 am 
The Mage of Doom
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Was a really fun session. :D

Falling in the water was not my intent, but meh, I did a sweet jump over the creek anyway. 8)

As far as the experience goes, I thought something was wrong there. Oh well, no harm no foul.

Rhogar, level 3.

Also acquired 200 arrows for Gary upon his return, which was taken off the goblin archer's corpses.

...Those scales are worrysome, though.

~DC1

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: August 21st, 2010, 5:29 am 
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Sherpa Mindartis Squanto comes through in the clutch, and leads us right where we needed to go. Slaying Stone destroyed, Mini-campaign complete. Justin can never lead again.

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: August 21st, 2010, 5:35 am 
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Tanksandguns wrote:
Sherpa Mindartis Squanto comes through in the clutch, and leads us right where we needed to go. Slaying Stone destroyed, Mini-campaign complete. Justin can never lead again.

You three literally wandered into the end of the adventure. :spite:

Anyway, I'll get to work on the next adventure. I'll also summarize the ending tomorrow.

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: August 21st, 2010, 5:37 am 
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Wandered? Nay! My keen tracking skills and intuition told me the Hot Springs was the place to check. And to think, Justin wanted to go to the Stables! HAW HAW HAW HAW HAW!

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