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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Mon Feb 13, 2012 1:14 am 
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Location: over there *points*
"Yay! Battle!" Krom follows his vertically challenged barbarian buddy, leading his new mule with him.

OOC: I recommend splitting Kameks health potions with Otherwise and Koeqepp 2:3. Because Otherwise has a better AC, and you two need health potions since the bard doesn't have any healing spells. Maybe also give Kameks light shield to Otherwise. The +1 longsword is mostly up for grabs, I've got a two-hander, and it could always be kept as backup. and we can sell some of the redundant supplies. What do you guys want to do with it?

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Mon Feb 13, 2012 3:03 am 
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I follow our motley crew towards Mr. Noblepants.


OOC: I'm fine with that split up of items though I prolly won't use the longsword because I'm trying to stay in the light category. Also, for some reason I can't find potions in the players manual anywhere. Do I have an outdated copy or something or are they in another book?

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Mon Feb 13, 2012 6:11 am 
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Location: N...nowhere, really. Just passing through.
"Me? Engage in the disreputable practice of pilfering? Where would ye get an idea like that? An' if I was, ye'd think someone wouldn't go blurting it out like a morning herald...wait, wait, wait, wait. Hold on there, big guy. Why don't I keep the animals company outside, hm? Mules and the like don't really like stairs much, right? Ye don't want him getting a sprained ankle, do ye?"

OOC: There's probably some sort of penalty for a small character trying to use a medium-sized shield. I can't find anything on it right now, guess we'll see what the DM says. Potions cast the spell they are named after at minimum caster level unless specified otherwise, so I'm assuming his CLWs would heal the standard 1d8+1.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Mon Feb 13, 2012 2:54 pm 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
Now, I could say that you can use both hands to wield the medium shield and use it for cover bonuses, but let's just stick to assuming it's too big to hold.

Semli decides to take the mules outside, the doorman waving you goodbye "Don't meet the same fate as everyone else!" Though, you don't actually leave the front yard, and he just continues to wave you off like you were actually leaving. Is this what happens to those who don't sleep long enough? Maybe, but it's his fault for signing up for the job.

The rest of you make your way up the stairs and bust down the door. And by bust down I mean turn the handle. Behind the doors is of course the throne room, as all mansions have I am sure. Houtin IV is on said throne in the back of the room, with his two fan girls fanning him. I'll sum up what he says:
Payment is not in advance, you go out there, managed to throw a wrench in their plans, bring proof you've done so, and then you get my loot. Whose plans? What plans? Well, as for who, that would be a group that have managed to tame some of the magic creatures out of civilized lands. Plans, well for one they prevent expansion north because they keep killing/looting woodcutters/etc, and two there have been 2 attacks on the city already, once with slimes and once with strange beasts that burst into rats upon death. Needless to say we want those kinds of things to stop happening, at least in such ferocity as they are now. We know only they are a good distance north. Unless you have more questions, you may go.
He turns his swivel throne around and gazes out his windows to the back yard.
You are free to leave, ask questions, set fire to something, buy items in the store, leave town, etc.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Tue Feb 14, 2012 11:54 pm 
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Location: over there *points*
Krom: take potted plant on way out. Also sell some of that spare gear.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed Feb 15, 2012 12:59 pm 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
Selling items yields half their listed value, so just remove the items from your sheet and add gold accordingly.
You take the potted plant with you, though you have to hold it in your arms since your backpack/etc can't fit it. I don't know how much it weighs but if it does weigh enough you'd just put extra stuff onto the mule anyway to carry it.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed Feb 15, 2012 2:42 pm 
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Location: N...nowhere, really. Just passing through.
OOC: I'm going to pick up an extra quiver of arrows, having looked over the PHB and realized that rations for small characters also weigh 1/4th of that for medium ones. I don't have the greatest Gather Information but I'll see if I can scrounge up anything related to our errand, keeping an eye out for interesting "opportunities" as I go.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed Feb 15, 2012 4:33 pm 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
Your gather information check doesn't come out very well.
"I'm no wilderness expert, don't ask me what you need!"
"Sure you can help me. Just stay right there, don't move, I swear I'll be back" (he runs off)
"What are you doing in my house? Get out of here!"

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed Feb 15, 2012 8:18 pm 
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I don't have anything I need to do, so I guess I'll just walk around a bit until everyone else is ready.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed Feb 15, 2012 8:55 pm 
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I'll do a gather information check too. And maybe a bard performance for some cash if we have the time and aren't immediately leaving.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed Feb 15, 2012 9:13 pm 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
Gather information checks aren't given out automatically since they do take time. But since you are out strolling it only seems normal you'd just gather information along the way anyway. For future checks, looking for specific information get's bonuses to that area.
With your check Scoot, you know you'll want to stock up on food for the trip, because running out of food in the middle of a forest means you'll have to either A hunt B eat each other C start fasting.
You know the local wizard guild is studying the corpses of the monsters that attacked.
Quepp, you find out that all the Inns charge extra if you get the room after sunset.
You know the local wizard guild is notorious for its socially awkward neckbeardedness.
And you managed to learn this throughout your little performance that scored you 14 gold and two phone numbers. Luckily phones don't exist yet, as they were dropped off by less than desirables.

Sunset approacheth. The sky is already turning orange. Streets are less crowded now, even those rebel youths with their bass violins blasting at their loudest out of their carts are calling it a day. Shops are still open since most of their owners live in them and they don't have to go to bed early you're not their mom you can't bass them around anymore. The inns are still at daytime charges. The wizards are locked in their tower, as always.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Thu Feb 16, 2012 9:53 pm 
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Location: N...nowhere, really. Just passing through.
"Since it seems like no one's in a big huff to get movin' just yet, think we might as well make lodging at the inn for tonight. Beats setting out for...what, an hour or two tops."

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Fri Feb 17, 2012 2:18 pm 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
Just as they're about to jack up the prices, you throw 20 gold each at the inn owner (just deduct it from your sheets). Dinner is served in the lobby saving you that third of a ration from earlier. You can all rest for the night unless one of you wants to take watch or prowl the the streets or something, or if one of you wants to keep your gold and sleep outside the inn. But I seriously doubt anyone will, so moving on. The rooms have nothing stealable.

It's morning. They're serving breakfast, saving you that third of a ration still. All the options from last night are available: shopping, wizards, leaving, setting fires, etc.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Fri Feb 17, 2012 8:42 pm 
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I'd actually like to pay a little visit to these wizards. If they have magic creature corpses, I'd like to see them.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Sat Feb 18, 2012 2:38 pm 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
The wizards' tower isn't very tall for a wizard tower. It's just average. It's not the size of the tower it's the motion of the ocean, which would explain why everyone loves the wizards of the coast. I suppose the others will follow you when they wake up, likely Semli and Ayalea are sleeping in because of keeping watch the night before, and Krom had trouble sleeping with a potted plant in his bed.
Well, they have a door (locked), and some windows up high. What do?

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