Author Topic: Campaign Thread VIII: In Which we learn MMIII has shitty balance issues...  (Read 173889 times)

Offline Risada

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Re: Campaign Thread VIII: In Which we learn MMIII has shitty balance issues...
« Reply #340 on: August 08, 2016, 12:57:25 PM »
Kulgan is looking around, ready for the worst. However, things are going smoothly.... So far.

Offline bhu

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Re: Campaign Thread VIII: In Which we learn MMIII has shitty balance issues...
« Reply #341 on: August 08, 2016, 04:18:37 PM »
The Mindflayer sighs "Look, thanks for coming, but we have all of the security we need.  Nothing can get into this place.  Hell, the poison gasses that seep out of this place could put down a Pit Fiend.  Nothing can break into this place."


"ALERT!  ALERT!  GEEGAW THE WORLD DEVOURER HAS ESCAPED!  WE REPEAT GEEGAW THE WORLD DEVOURER HAS ESCAPED!! ALL PERSONNEL REPORT IMMEDIATELY!"  EEeeeOOoooooEEeeeOOooooo

"God damn it..."

Offline ketaro

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Re: Campaign Thread VIII: In Which we learn MMIII has shitty balance issues...
« Reply #342 on: August 08, 2016, 06:19:11 PM »
"Sounds like break outs are still a problem though..."

Offline Risada

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Re: Campaign Thread VIII: In Which we learn MMIII has shitty balance issues...
« Reply #343 on: August 08, 2016, 06:25:21 PM »
"At the very least our product has a better alarm than this..."

Offline RobbyPants

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Re: Campaign Thread VIII: In Which we learn MMIII has shitty balance issues...
« Reply #344 on: August 08, 2016, 10:06:55 PM »
"Yeah, maybe we can help you, in the mean time."
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Offline bhu

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Re: Campaign Thread VIII: In Which we learn MMIII has shitty balance issues...
« Reply #345 on: August 09, 2016, 12:01:51 AM »
"Sigh.  The recent earthquake has caused some cave-ins that have created issues.  You have the option of coming with us or going back where you came.  Gotta warn you though, if Geegaw is loose shit could go sideways fast."

Offline RobbyPants

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Re: Campaign Thread VIII: In Which we learn MMIII has shitty balance issues...
« Reply #346 on: August 09, 2016, 08:51:29 AM »
Mustache looks at the group, making sure they're ready. He follows the mind flayers.
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Offline bhu

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Re: Campaign Thread VIII: In Which we learn MMIII has shitty balance issues...
« Reply #347 on: August 09, 2016, 10:56:04 PM »
The gate opens to a gigantic free for all involving dozens of flayers, golems, and prisoners of all types.

"Y'all step inside so we can activate the gas under the bridge,  anything not a Golem or Illithid is fair game.  Stay close to us, we're the only ones who know you aren't prisoners."

It is a clusterfock of epic proportions.

nishutives plz :D

Offline ketaro

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Re: Campaign Thread VIII: In Which we learn MMIII has shitty balance issues...
« Reply #348 on: August 10, 2016, 12:52:28 AM »
Rolled 1d20+2 : 9 + 2, total 11

Offline Vladeshi

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Re: Campaign Thread VIII: In Which we learn MMIII has shitty balance issues...
« Reply #349 on: August 10, 2016, 02:14:57 AM »
Initiative roll:
Rolled 1d20+11 : 13 + 11, total 24
The following explanation has been removed due to time constraints, character limits on posts, and the DC 30 Spellcraft checks to understand large portions of it.

Offline bhu

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Re: Campaign Thread VIII: In Which we learn MMIII has shitty balance issues...
« Reply #350 on: August 11, 2016, 04:25:45 PM »
rolli for oz

Rolled 1d20+3 : 15 + 3, total 18


skellies 
Rolled 1d20+7 : 3 + 7, total 10


big skelly
Rolled 1d20+4 : 11 + 4, total 15

Offline RobbyPants

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Re: Campaign Thread VIII: In Which we learn MMIII has shitty balance issues...
« Reply #351 on: August 14, 2016, 06:42:21 PM »
Rolled 1d20+4 : 8 + 4, total 12


Can we see the guy we're looking for? If he can, Mustave telepathically asks Morte to telepathically have one of the group go invisible to find the guy.
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Offline Risada

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Re: Campaign Thread VIII: In Which we learn MMIII has shitty balance issues...
« Reply #352 on: August 15, 2016, 08:23:18 AM »
Init check 1d20-1 : 20 - 1, total 19


Kulgan will drink an antitoxin, just in case shit happens.

Offline bhu

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Re: Campaign Thread VIII: In Which we learn MMIII has shitty balance issues...
« Reply #353 on: August 15, 2016, 05:20:27 PM »
This dice roll has been tampered with!
Rolled 1d20+4 : 8 + 4, total 12

Can we see the guy we're looking for? If he can, Mustave telepathically asks Morte to telepathically have one of the group go invisible to find the guy.

gimme a spot check

Offline RobbyPants

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Re: Campaign Thread VIII: In Which we learn MMIII has shitty balance issues...
« Reply #354 on: August 16, 2016, 09:49:32 PM »
gimme a spot check
Uh oh. I feel like someone more qualified should be doing this. :p

Spot = 1d20-1
Rolled 1d20-1 : 17 - 1, total 16
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Offline bhu

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Re: Campaign Thread VIII: In Which we learn MMIII has shitty balance issues...
« Reply #355 on: August 17, 2016, 02:40:38 AM »
Thats prolly a good idea, cause you cant see much in the crowded melee

Round 1
24 Vladeshi
19 Risada
18 Oslecamo
16 The Horde
15 Big Skelly
12 Robby, Ketaro
10 Lil Skellies

Vlad, you see before you a heaving sea of flailing limbs, weapons and less identifiable bits punctuated by the occasional blast of actual power.  There are no empty squares, and any area effects have a risk of hitting the guy you were sent to save until you can identify where he is.

Also there is a weirded out Gnoll staring at you while slowly repeating "meat..."

Offline Vladeshi

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Re: Campaign Thread VIII: In Which we learn MMIII has shitty balance issues...
« Reply #356 on: August 17, 2016, 10:45:22 AM »
How high is the ceiling?
The following explanation has been removed due to time constraints, character limits on posts, and the DC 30 Spellcraft checks to understand large portions of it.

Offline bhu

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Re: Campaign Thread VIII: In Which we learn MMIII has shitty balance issues...
« Reply #357 on: August 17, 2016, 05:52:50 PM »
about 20 ft.

Offline Risada

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Re: Campaign Thread VIII: In Which we learn MMIII has shitty balance issues...
« Reply #358 on: August 18, 2016, 06:40:43 AM »
What's the ground made of?

Offline Vladeshi

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Re: Campaign Thread VIII: In Which we learn MMIII has shitty balance issues...
« Reply #359 on: August 18, 2016, 05:49:56 PM »
Pat will be floating up to the roof then.
Swift action to enter Milky Way stance.
Casts Mass Whelm on the nearest nine prisoner looking guys.
Will Save DC 17 negates
Rolled 9d6 : 3, 4, 3, 6, 1, 3, 6, 5, 5, total 36

Nonlethal damage.
The following explanation has been removed due to time constraints, character limits on posts, and the DC 30 Spellcraft checks to understand large portions of it.