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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: November 5th, 2010, 11:50 am 
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By "Tomorrow", since you posted so late at night, did you mean "Friday tomorrow after I sleep", or "Saturday tomorrow chronologically correct"? Also, 1 o'clock... Mountain time? >.>

If Friday, can't.

If Saturday, I should be free.

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: November 5th, 2010, 12:23 pm 
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I believe he meant Friday, Jeff.

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: November 5th, 2010, 1:48 pm 
Burning my Dread.
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Go figure. The one day of the week this week I'm 100% unable to participate.

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: November 5th, 2010, 4:19 pm 
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Even late tonight?

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: November 6th, 2010, 1:46 am 
Burning my Dread.
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Back at 2:43 in the morning, preparing to sleep within 15 minutes.
Don't think I can make it yesterday. >_>

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: November 6th, 2010, 7:58 pm 
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kikori kid wrote:
Back at 2:43 in the morning, preparing to sleep within 15 minutes.
Don't think I can make it yesterday. >_>

You didn't miss anything.

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: November 11th, 2010, 5:25 pm 
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So, I just realized that I haven't summarized anything since this adventure started, so this will cover pretty much everything after The Slaying Stone. I'm also going to include some basic info on Shyre's Torch, the artifact that was recovered.

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

The party, having decided to heed the advice of Treona, enter the town of Rune. Upon initial inspection the town is deserted save for stray voices coming from a tavern; even the blacksmith's shop was locked at noon.

While the group was at a loss for what to do, a party of miscreants attempted to enter [and were promptly ejected from] the tavern. The deva leader flew backwards, and a mouth appeared above the door: "THIS ESTABLISHMENT RESERVES THE RIGHT TO REFUSE SERVICE TO SERVENTS OF ASMODEUS. PERSIST AND YOU WILL DIE." The deva subsequently gave the order to burn down the tavern.
Springing into action, the group attacked the deva and his henchmen to save the town's lifeblood. The battle raged, and onlookers could be heard from inside. One particularly eager voice belonged to a man in a red robe, who stood at the door watching. The fighter agreed to pay him 25 gold to fight, at which point he unfolded his robe into massive wings, and destroyed the cleric with two quick swings of his blade. The battle ended not long after. Horus cleaned the scene, sealed the deva's soul with a ritual and a spear (evil devas reincarnate as backward handed demons called Rakshasha), and threw the survivor into the woods.

The party inquired into a castle on the hill above; they were informed that an old man lives up there, but that he only sees adventurers who impress him. Going north and "getting a magic item" should do the trick. With that, the group deposited their belongings and travelled north.

A few days of travel later the group entered a swamp thick with fog. Searching the path ahead revealed a trap pit that had already captured a goblin; before the group could save him they were attacked by lizardfolk. The lizardfolk stayed in hiding as often as possible, but were easily drawn out or killed outright when the bushes they hid in were set alight. None the less, several party members were almost dragged into the very trap they were avoiding. After setting aside some time to throw down a rope for the goblin, a new ally emerged from the pit who helped finish the battle in a timely fashion.

That night, one of the paladins looked up at the moon and announced his curse: He was a were-creature. He was able to stave back part of the transformation process, but none-the-less the group turned on him. He was hit over the head and bound by the rogue.

The group travelled the rest of the night, coming to a massive temple in the heart of the swamp. After an encounter with strange creatures baring tridents, the issue became getting into said temple. A fighter made several attempts to lift the bar on the door, but eventually someone noticed marks on the ground; the lock was a red herring.

Inside the temple immedietely changed into the very bar the group was hired in, albeit with a few more patrons. After a few arguments with the patrons (and a near scuffle), someone noticed that everyone had hands that were backwards; the only creature that could possibly have that was a Rakshasha, and they were warded against entry into the bar. The cleric managed to bully Horus, a feat that never would've ended well in reality. The reality disproven, the room transformed one more time into the temple's interior.

The room was massive, with balconies on either side and two frozen ponds in the middle. Growing out of the ponds were trees, one of which the fighter took an immediate disliking to, chopping it down. In the far back of the room was a pedestal with a rod in the middle, their most likely prize. In front of the pedestal blocking the path was a statue, which the group correctly assumed would be their foe. A quick glance of the room by the cleric revealed symbols of several gods, particularly Ioun (goddess of knowledge), Pelor (god of hope and the sun), and a strange symbol that resembeled both, but neither.

The statue came alive when the group attempted to go straight for the rod; it knocked them back with the side of a silvery trident, and blasted the group with ice. One of the rogues saw the strategy after being bludgeoned a few times, and decided to grab hold of the trident on one of the swings. After taking a full blast of ice, he managed to break off three of the fingers holding the trident, but watched in horror as a massive pillar rose from the spot the trident fell. He managed to avoid the rising pillar by rolling backwards; had it not been for the tree felled by the fighter, he would have drowned in frozen water regardless.

Having a pillar erupt in front of the statue weakened it's defences. From here, the warlock sent an acidic arrow onto it, and whittled the rest of the statue away. With one of it's last efforts it managed to strike the paladin, who then transformed into a feresome were-cat and destroyed it, clearing way for one of the most awesome puns in Dungeons and Dragons history (I believe I can get away with this completely out-of-character reference because I would be shocked if anyone is actually reading through this mammoth summary at this time).

As the were-cat cornered and prepared to kill the weakened rogue, a pulse of light issued from the rod. The were-cat transformed back into a paladin. The rogue was instinctively drawn to the rod (for the last time, this is how we're remembering these events) and reached out and drew it from it's rest. It was a torch, and it's will forced him to pass out while the rest of the party stood helpless. Unbeknownst to them, he was inundated with visions of bloody skies, two felled dragons (one with five heads, and another in great metallic scales), and a man with red skin in a suit standing triumphant in a glittering palace.

The rogue awoke, and the room shifted and spun into a small storage closet littered with defiled works of art. For a brief instant, a strange young man in silvery armor leaned in the corner. He looked around with a look of approval, and disappeared.

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: November 11th, 2010, 5:26 pm 
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After searching the nearby crates, an argument arose over who should carry the torch. It seemed to transform into a fiery shortsword for the other rogue, so he was the one who carried it. As the argument resolved, a familiar face entered the room; the goblin the group had rescued. He turned around and seemed to shoo away someone, and greeted the party with shock and information. He presented them with the worst map of anything ever, warned them that they were in the goblin fortress of Harrick-Yarz, and left to avoid drawing attention to them. After a suitable amount of time passed, the group headed out as well.

Trying to decipher the map, the group headed toward what they would later find out was the back of the fortress. Scouting ahead, the lesser of the two rogues heard screams and took cover as a wall crumbled. He heard a creature slither toward him, but luckily it was summoned back by it's master. Heading back to the group, the rogue simply assured everyone to head the other direction.

It wasn't much farther of travel before everyone started to here screams of agony following them and hear the voices of goblin soldiers mobilizing. Taking cover in the nearest room, it turned out they had entered the closest thing to a library, and were greeted with none other than Rirk the goblin once more. He seemed to be reading the only piece of material in the library that wasn't lurid; it was a book on the divine. After having a brief discussion concerning his past in the goblin town of Gorriz-Badd, it's horrific destruction, the death of his brother Rort in a library, and the strange crimes of the unknown perpetrators, the door of the room exploded forward with enough force to destroy some of the bookshelves.

In came a demon named Gellis and his pet grell Grick. Gellis introduced himself as a demon of simple pleasures, who was there on official business of Asmodeus. His goals were as simple as his pleasures; kill a holy goblin and fetch a magical torch for his master.

Our heroes sprang into action, but were immediately held back by a painful stench issuing from the demon. Strikes from the torch seemed to keep the stench at bay as the battle raged on. Fear began to take over Gellis, and he issued his final command to Grick to kill the holy ones first. This proved to be in vein, as Gellis was slain.

[THIS PARAGRAPH HAS EDITTED FOR CONTENT]Grick was cornered but wouldn't back down; he continued his attempts at devouring party members. A well aimed strike caused it to issue a cry of pain in a language not unfamiliar to one of the rogues; the two became fast friends. As the conversation continued, it turned out the cleric had not only been listening in, but called Grick over to discuss matters of importence. As Grick left, the team saw their chance to strike, with the rogue delivering the final blow before Grick could reach his new friend.

Searching the ash pile of Gellis yielded only one thing: A holy symbol of Asmodeus in the shape of a single ring. Having the most knowledge of such things, the cleric took the symbol. The group took what rituals they could find in the library, and said their farewells to Rirk.

The party was approaching the exit fast, but heard a group of soldiers marching down the hallway once more. They took cover in the nearest room, which turned out to be the brewery. The door was locked (much to the soldier's chagrin), and the group made plans to make away with at least one barrel of alcohol. They left the room with a dolly just as the soldiers came back, and took cover in a nearby broom closet. Listening in on the conversation, they overheard multiple voices ordering the soldiers to find the scoundrels who stole the dolly, and bring them to him. The soldiers left, and the rogue stumbled out of the closet as a tall goblin was leading an older goblin away in a wheel-chair. As chance would have it he was noticed just as the cleric stumbled out of the closet with the missing dolly as well.

The rogue and the cleric were led at sword point to a secret room while their allies followed. They discovered that the goblin in the wheel-chair was none other than the leader of the goblin forces, who offered the two a drink. Both accepted (so as not to be killed), and were poored a chunky black liquid and ordered to drink. A toast from the rogue emptied his share into the glass of the cleric, who was instantly hammered. The two told the goblin leader what they knew of the disturbance earlier, and were given his thanks (upon confirmation). They were given safe passage out of the fortress, and ordered to never return.

Once outside, they were greeted by none other than Hu-Jat, the goblin commander who was formerly in charge of Gorriz-Badd. Angry at losing his position and being tortured, he challenged the group to a one-on-one duel to the death to allow them their freedom, and ordered the guards to kill them if there was any cheating. The paladin was chosen to fight him.

The battle lasted but a few seconds before the paladin slew the drake on which Hu-Jat fought. The goblin commander called to the guards to aid him, but they refused on the grounds of higher orders. Hu-Jat took a few more blows and surrendered to the group.

Our heroes immedietely started carving up the drake, only to find that Hu-Jat was still angry; a swing and a miss upon the cleric sealed his fate. He was bound covered in acid to teach him a lesson. With that, the party left to report back to Horus and Makk.

A few days of travel later and the party was back in Rune. Horus demonstrated that under no circumstances could the torch be bought or sold, and congratulated them on a job well done. A few business deals later, and the group was ready to head to the castle on the hill to meet the old man they had heard so much about.

MISSION COMPLETE!

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: November 11th, 2010, 5:30 pm 
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Last, this is some basic stuff about Shyre's Torch. The torch is an artifact, meaning it has a will of it's own. It's powers are subject to change depending on it's opinion of the group, which at the moment isn't too bad. It may also want to change hands within the group depending on who it thinks is most worthy. I'm not going to tell you guys much about it's opinion except in general terms when it changes. At the moment, here are it's basic stats.

Shyre's Torch
Magic Weapon +2
Torch

Bonus +2 to knowledge checks and to checks for the lowest skill.
Power (At-will) Focusing Strike. Hit: 1w + Charisma Mod damage, and you or one ally within 5 squares of you can make a saving throw.
Power (at-will) Part the Fog. Hit 1w + Charisma mod. One ally adjacent to you or the target gains a +2 power bonus to attack rolls against the target until the start of your next turn.
Minor action (encounter) You can spend a healing surge.
At will: May change from torch into +2 Magic weapon as a minor action.

I may also add onto this later on. NOW LEAVE ME ALONE, I'M CAUGHT UP WITH ALL THIS CRAP.

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: November 11th, 2010, 5:37 pm 
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Thanks for the summary, Dan!
can't wait to come back.

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: November 11th, 2010, 8:25 pm 
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I can't recall that "most awesome pun in D&D history" to be honest.

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: November 12th, 2010, 1:36 am 
It's tough, but I play.
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I like the parts where I seduced Grick and then stumbled around with a dolly full of liquor and then got hammered.

Like the part where I got stabbed in the hand a bit less.

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: November 12th, 2010, 2:41 am 
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Leanan Sidhe wrote:
Like the part where I got stabbed in the hand a bit less.

Don't know what that first part you were talking about was, but your "stabbed-in-the-hand" condition has temporarily been transferred to Ian Dunbar for story purposes.

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: November 14th, 2010, 11:46 pm 
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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: November 15th, 2010, 2:39 am 
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Robe of Eyes +2
Cloth
+2 AC
You cannot be blinded and gain an item bonus to perception checks equal to the enhancement bonus


Armor of sudden recovery +2
Cloth, leather
+2 AC
You gain +2 item bonus to saving throws against ongoing damage.
Power (daily, healing): Minor. You can use this power when you're taking ongoing damage. The ongoing damage ends, and you gain regen equal to the amount of ongoing damage until the end of the encounter.

3 Sculptures

As far as I remember, we never did anything with those.
Within our most recent adventures, we have come into possession of, for sure...

A bow that deals Fire damage, needs to be ritual'd to keep from turning to a standard bow
Arrows
Four javelins
Chainmail
Chainmail that I don't remember the name of, helps deal with disguising bluff checks
Great Axe x 2
Numerous amounts of survival gear (tents, canteens, camo clothing, etc)
One minotaur horn
More random equipment from the skeleton minions that I can't remember
A bag of something valuable to Justin
An everlasting torch that's on its last legs
A cow and a flatbed cart
One head of a Siren

While a lot of this is gonna get sold, I also want to be able to factor in grinding up useless magic items / non-equipment stuff into ritual material to attempt and make things for people. I already need to spend ~280 to stabilize Monk's new bow and who-knows-how-much to make musical siren head.

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: November 16th, 2010, 8:30 am 
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The party now has a bag of holding. (whoop whoop.)

Other than that, we killed some undead stuff, lit a shop and our cart on fire, and then learned we need to mess with a Lich.

Yay.

Edit: Also for those of you that haven't been around recently, we're at 7,000 experience.

Level 6 is at 7,500 experience.

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: November 18th, 2010, 11:23 pm 
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So, I totally have time tomorrow morning-afternoon. More specifically, 9 pac/12 east - 6 pac/9 east. We should get a game going in that 9 hour window.

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: November 18th, 2010, 11:27 pm 
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Yes. 400%

~DC1

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: November 19th, 2010, 12:03 am 
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I'll probably be available then Image


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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: November 19th, 2010, 6:03 am 
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If I'm online, I'm available. Justin will probably text me anyway, so this is kinda moot.

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