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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: August 21st, 2010, 5:40 am 
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Lesson: Don't trust Dragon's reasoning. Follow Tank's random whims.

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: August 21st, 2010, 5:41 am 
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Hideyoshi wrote:
Lesson: Don't trust Dragon's reasoning. Follow Tank's random whims.

:weird:

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: August 21st, 2010, 5:51 am 
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AWESOME Session tonight!

Spoilers for the session: 
The encounter in the library was short, but fun, talking to the Dragon guarding the Slaying stone was also pretty fun -- I didn't expect to do so well on the skill challenge.
Then the mad dash to get back to Treona with the Slaying stone. Good god, that encounter was tough, but fair.

A ton of close calls there, but we prevailed.
Tyler did a ton of damage on the entire group, for which I payed him 15 gold out of respect to the damage he did.
Zac also came up huge as a cleric, keeping us all out of death.

Also, thanks to Dan for stepping in during the last fight, and just seeing the mini-adventure through to the end. :D

---
List of stuff Gained:
Zac - Holy Healer's Morning Star, 76.25 GP
Tyler - 91.25 GP
Justin - 60.25 GP Broadsword of Pinning +2 (level 7) 1d20+9 to hit, 1d10+9 to damage, Power (Daily): Free Action. Use this power when you hit an enemy with this weapon. That enemy is immobilized until you are no longer adjacent to it.
All: +1500 Experience (3950 total) (We're level 4 now -- I'll talk to you guys on skype about stuff for that.)
---

Last but not least: Rhogar, level 4.

~DC1

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: August 21st, 2010, 11:43 am 
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Waitwaitwait. Where are you scheduling all this? Both of the past sessions have had no warning about them on this tread.

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: August 21st, 2010, 11:45 am 
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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: August 21st, 2010, 2:57 pm 
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Sorry about that Tahu. We tried some late night stuff so that people with different schedules might have shots at playing. Unfortunately, these guys wound up skipping a good half the adventure. I forgot to make their final reward last night, and since they each got a magic weapon, I'll go ahead and give you choice of weapon type to make up for it (I picked for these guys, but since you have three characters, I can't really make that decision for you). Consider it payment for stepping in on that first encounter with wolves.

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: August 21st, 2010, 5:26 pm 
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Hopefully we have another random session tonight. *eyes Bluecoat*

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: August 22nd, 2010, 3:01 am 
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Tanksandguns wrote:
Hopefully we have another random session tonight. *eyes Bluecoat*

Not too likely, unless you guys want to go back and clear out everything you missed in Kiris Dahn at level 3 still.

Also, the next important session WILL be a day one. I don't want to do to alienate the people who aren't insomniacs.

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: August 22nd, 2010, 6:08 am 
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Would there be a possibility of an entirely different group (same characters, though) that could do different quests at night for fun? I think that'd be pretty sweet. That way, we could still do your campaign during the day, but us insomniacs with nothing to do could have some fun at night without messing everyone up, or pissing them off. The xp wouldn't carry across groups either, to answer that question.

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: August 23rd, 2010, 12:23 am 
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There's been some discussion of that already. Initially, people were against it, but with Pyro and potentially Rory playing it may be possible. Also, I'd like to have different characters for the groups to prevent confusion. The good news though is that I had a few options for a paralel campaigns when this was first brought up though. I'd just need a little while to work out the plot, since it was abandoned. Before anything absolute is decided though, we need a few more votes.

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: August 26th, 2010, 5:34 am 
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Fun session tonight.

Stuff got:

Gary: Shortsword of Retribution +2
Level: 7
Price: 2,600 gp
Weapon: Any melee
Enhancement: +2 attack rolls and damage rolls
Critical: +2d6 damage
Property: Whenever an enemy scores a critical hit against you, your next attack with this weapon against that enemy deals +1d6 damage per plus of this weapon. The effect ends at the end of your next turn. , 90 Gold


Kevin: Level: 7
Price: 2,600 gp
Weapon: Any
Enhancement: +2 attack rolls and damage rolls
Critical: +2d6 damage
Power (Daily): Free Action. Use this power when you hit with the weapon. Transfer a condition or ongoing damage effect that is affecting you to the target you hit. The condition or ongoing damage continues to run its course as normal on the target., 90 Gold

Rhogar: 90 gold,

Kanade: 90 gold

Mindartis: Bear Mount(?), 90 Gold, Robes
(Party): Two paintings to sell at a store in the Port Town of Rune
-----

Next session is during the day and will be plot specific.

~DC1

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: August 26th, 2010, 6:57 am 
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Level 7 magic weapons? Someone's being too free with the treasure.

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: August 26th, 2010, 4:21 pm 
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Somebody got level 7 magic weapon at the end of the mine-adventure, so I figured I may as well give out all of them like that. Also, there was no experience gained. The only point of that adventure was to provide those weapons, and I don't think anybody had doubled up on said weapons.

Also, the bear mount is a big "if", since it's incredibly damaged psychologically. The fact it's been fed nothing but bodies while it's been hogtied can't have helped anything. Tanks is going to have to pay the two rangers daily to work with the thing before it will be close to mountable, and then it will have to be added to the character builder as an item of the appropriate level. If Tanks can keep the thing with him that long, it will be his mount.

Because DC demands it, the summary of the end of the last adventure that I forgot about:

Having defeated the were-rat Kiris Hoyt, the adventurers took a long rest in the temple barricading the doors with bodies. A quick look outside revealed the goblins were mobilizing and heading south to the slums, for an unknown reason. Our heroes choose the library as their next destination.

Upon entering the library, the team keeps to the shadows and watch as a goblin named Rort rummages through books, his men lounging nearby. The gossip overheard includes rumors of guys in the slums branding kobolds with an eye accross their face. Having heard enough (and apparently not caring about any of it :glare:) the team attacks. Rort, shocked at the development, throws a spell aimlessly and blows up one of his own men. The rest of his minions don't mind, since they were slain before they noticed. Fleeing from bookshelf to bookshelf, Rort flung spells from the books as he went. As his minions died, he summoned oozes to do his dirty work as well. When he reached the top of the stairs, the Cleric scared him into a corner, where he surrendered. Revealing no new information about the stone, he was allowed to leave. Just as he grabbed his things off the table though, the Cleric killed him for the hell of it (a theme that will continue with most captives :glare:).

Searching the library, the team discovers a hidden alcove. The wall hiding it has been broken down, claw marks cover the walls, and yellow scales cover the floor. Whatever rested on the pedestal in the room was taken by a dragon.

An argument broke out between the fighter and the warlock as to their next destination. It was decided the warlock should choose, and he led them to the hot springs, where a massive hole in the ground was found. Peaking into the hole, they were spotted! A loud, hissing voice roared out at them. As the blast of rotting flesh that could only have been it's breath hit them, they could make out the words to be in common: "Oh deary me, do I have guests?" The team jumped in the hole to share some pleasant conversation and perhaps half a goat with Teristys the Brass Dragon.

Teristys was pleasant, reminding everyone of their grandmothers if their grandmothers were scaly, 20 feet long, and living in a hole that smelled like dead farm animals. The Fighter, being a dragonborn, asked her if she knew about the slaying stone. She showed interest in the topic, and asked the nice boys what it was and why they were searching for it. As the topic went on, she revealed she did in fact have it, but wasn't sure if she should turn it over to them. The team assured her that they meant her no harm, and she eventually agreed to part with it. She hadn't kept it with any intention of using it; she hadn't killed since she took her name and moved into her hole (she didn't like how people tasted anyway). Teristys had merely kept it so goblins wouldn't find it and slay her with it. The team thanked her and promised to visit her over a cattle dinner sometime, and left for Treona's tower.

As our heroes passed through farmlands, a team orcs lead by Vohx of the Severed Eyes stood blocking their way. They demanded the slaying stone for their employer. Refusing to hand it over, a final showdown ensued. The Warlock was immedietely bound by a chain, and an orc shaman summoned a spirit wolf that attacked the party. The team fought long and hard, but Vohx and his henchmen soon fell. Taking the 225 gold and magic weapon, the team returned to Treona to seek their reward. Looking downtrodden on the stairs stood Kiris Alkirk. When asked why he looked so sad, he responded only that he "...lost a bet... and 225 gold pieces." Restraining the Warlock, the team asked Treona where the nearest town was, and she responded that the mercenary town of Rune would provide them with work. The team thanked her, the Warlock slapped Alkirk on the butt (for no apparent reason), and departed.

ADVENTURE CLEARED! A+ for time, B+ for encounters, D for finding secrets. The majority of the adventure was speed run thanks to Tank's random whims.

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Last edited by bluecoat on August 27th, 2010, 8:28 am, edited 2 times in total.
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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: August 26th, 2010, 4:21 pm 
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---------------------------------------------------------------------------------------------

Random Dungeon I

Before departing, the team asked Treona if their might be anyone in need of assistance on the way. In fact, there was one such town, and it was just north of Rune. Something about it being repeatedly razed, but she couldn't quite remember everything. The adventurers thanked her and left for this unknown town.

On the way, a wizard was spotted lying on the ground. Upon closer inspection the team noticed he had a halberd, and suspecting a trap, decided to take the halberd. Before they could manage it, a dagger flew through the air, and our heroes prepared for combat. The Warlock's keen eye immedietely noticed the two bandits in the bushes, and could hear movement to his left and right. He lit the bush to his left on fire, revealing an old mage woman. Before anything could be done about the warrior to his right, a berzerker charged him, swinging his axe wildly. The warlock fled, focusing his ranged attacks on the mage.

Meanwhile, the fighter determine it may be wise to simply subdue the guard posing as a wizard. Knocking him unconcious, he shifted his attention to the bandit and mage. The Ranger finished off the berzerker, while the Warlock focused on helping the Fighter. The battle was won, and finding no immediate rewards, the team left the lone guard [ironically] knocked out in the middle of the road, this time with allies dead in the bushes.

The team arrived in an unknown village, and sure enough, every other hut seemed to be burned down. The welcome sign was defaced and defacated on, and a single guard walked out of the hut and "greeted" the heroes. When asked what the major problem in town was, he said that a dragon had been burning down parts of the town everynight for the last several nights, and somebody stupid needed to kill it. Announcing that they were in fact stupid, the team went north to find the source of the problem.

The adventurers came to a door in the mountain side, with dragon tracks leading up to it. Knocking on the door, a little slit opened up. "Yes?" Our heroes announced that they were there to slay a dragon. The voice inside laughed, and slammed the slit on them. The Fighter kicked the door, a large cracking sound being made, and the slit opened again. "WHAT do you WANT?" Stating again their intended goal, the guard decided to send "George" out to deal with the problem. Ten minutes later, a large bear with a nametag reading "George" met them with two goblins holding his chains.

The fight was shifted early on in the adventurer's favor, as the Warlock suddenly remembered the sounds of a bear in heat. Immitating the groaning as best as he could, he created those sounds as best as he could behind the real bear. Turning around in hopes of some good bear lovin', it was completely open to attack (as was one goblin, who recognized the sounds only as potential death). The goblins were slain while the Warlock marched over to the door one last time, attempting to slam it shut with magical hand. A bolt whizzed by his head, and he became angry. Failing to kick the door down, he then burned it down with absolutely no regard for his own safety. Turning his attention back to the fight, he saw an opportunity: If the bear could be subdued, perhaps he could make it his mount! It was already somewhat accustomed to people, and it's will and ego were absolutely shattered from the fight! Demanding that his allies merely knock out the bear, the Cleric agreed only on the grounds that he could take one of the goblins as his slave. Sure enough, the warlock stunned the last goblin with an electrical blast. The bear was soon to follow.

The bear was chained to the ground, and the goblin was bound in the most degrading knots imaginable and taken in-tow. The team entered the mountainside through the newly burned down door.

What greeted the team was not the fortress they imagined, but rather a massive game room. To the left was the passage George and the goblins had taken to fight them, while there were two other chambers on either side of the room. Seeing cart tracks to the left, the storage room was raided. Deeming it time to face their fears, they then moved onto the second room.

It was in this second room that they saw three goblins and a young blue dragon chained to the wall. The beefier of the three goblins yelled something about "messing up our fun", and then watched as the Warlock froze his two friends to death. Running headlong for the dragon, he unchained it. The fighter asked the dragon if it would turn on it's master, and it only had one response: "I. Hate. Everyone." It did in fact turn on it's stunned master, but then took flight and attacked the group as well. Weighing his options, the lone goblin fought alongside the adventurers to slay the dragon.

The fight was long and the goblin useless, but in it's final moments, the dragon was actually showing fear of the Fighter. It eventually fell to the victorious heroes. Preparing to kill the goblin, he begged them to spare his life in exchange for the treasure propping up the pool table. The team agreed, and then the Warlock killed him :glare:. Taking the slave, bear, gold, and two paintings back to town, they were rewarded with all the gold the guard had, who seemed utterly shocked at their survival. Our heroes then set out for Rune, where their real adventure would begin.

ADVENTURE COMPLETE! A+ for time, A+ for combat, C for finding things. The bandits that were left in the middle of nowhere had a hoard, and you guys had a captive to lead you to it. There was no experience gained from this, but there were high level magic items to be had, as well as gold. Also, Pyro now has a goblin slave (who has been degraded just about as much as the bear), and Tanks of course has the psychologically destroyed cave bear.

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

As stated, the next adventure WILL be during the day, and it WILL be story centered. My bosses are trying to get the most out of me in my final week of work, but I'll be almost completely free starting the 1st. Lets shoot for the 3rd, if that works for everyone.

Also, Toshio has joined the team. Last night he took over for Thyker, using a ranger I made who has a LEGITIMATE pet bear.

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: August 26th, 2010, 4:26 pm 
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Experience or not, the level on the magic weapon is supposed to be close to the level of the wielder. They're level 3.

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: August 26th, 2010, 4:35 pm 
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They're actually only three levels off from it, so I figure it's not too bad. Anyway, I'm going to be making encounters harder to compensate.

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: August 26th, 2010, 5:58 pm 
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bluecoat wrote:
---------------------------------------------------------------------------------------------

Immitating the groaning as best as he could, he created those sounds as best as he could behind the real bear. Turning around in hopes of some good bear lovin', it was completely open to attack (as was one goblin, who recognized the sounds only as potential death).

The goblins were slain while the Warlock marched over to the door one last time, attempting to slam it shut with magical hand. A bolt whizzed by his head, and he became angry.

The fight was shifted early on in the adventurer's favor, as the Warlock suddenly remembered the sounds of a bear in heat. Failing to kick the door down, he then burned it down with absolutely no regard for his own safety. Turning his attention back to the fight, he saw an opportunity: If the bear could be subdued, perhaps he could make it his mount!

Demanding that his allies merely knock out the bear, the Cleric agreed only on the grounds that he could take one of the goblins as his slave. Sure enough, the warlock stunned the last goblin with an electrical blast. The bear was soon to follow.

Preparing to kill the goblin, he begged them to spare his life in exchange for the treasure propping up the pool table. The team agreed, and then the Warlock killed him :glare:.


There's the TL;DR version. :awesome:

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: August 27th, 2010, 5:37 am 
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Was actually the Cleric that slaughtered Rort. The Warlock told me to do it, though.

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: August 27th, 2010, 8:27 am 
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Hideyoshi wrote:
Was actually the Cleric that slaughtered Rort. The Warlock told me to do it, though.

My apologies. Also, I'm shocked you actually read enough of that summary to pick that up.

UPDATE: I was reading through the DM Guide 2, and it had some advice for arranging encounters for larger groups. I'd like to do some encounters late at night for no xp and no gold/items to try some of this out. From the looks of things, we're gonna have a pretty good sized day group, and I want things to be good and exciting for everyone.

DOES THIS FRIDAY AT 2:30/5:30 WORK FOR EVERYONE?

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: September 1st, 2010, 11:29 am 
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bluecoat wrote:
DOES THIS FRIDAY AT 2:30Pacific/5:30Eastern WORK FOR EVERYONE?


Does for me.

Quoting this so others see it.

~DC1

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