AWKWARD ZOMBIE

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Mon Feb 27, 2012 1:00 pm 
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Location: over there *points*
Krom: Be the ultimate distraction and sing to the guy at the door!

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Mon Feb 27, 2012 2:21 pm 
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Awesome, I'll put that fig in my pocket.

While Otherwise searches this room, I'll try to find a way to go deeper in the tower.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Tue Feb 28, 2012 1:12 am 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
Krom, with the door still open (it never closed), you easily sing to the guard an orcish ballad. Unfortunately you rolled a 1 on singing and break the upper window. He is startled by the sudden shattering and kind of just put your singing out of mind, so he doesn't even realize that's what broke it. He heads up stairs hoping to find a stone he can plant fingerprints on and frame those health inspectors trying to sneak and and prove he's poisoning the water hole WHAT I DO IN THIS TOWER IS NONE OF YOUR BUSINESS. He said all that incriminating stuff out loud.

Cade, you head down the next set of stairs. They seem longer than the last few. Eventually you reach a new room, much larger than the previous circular plant room, yet only a quarter circle in shape. This is neither the monster study room nor the battlebot room, so it poses no interest to you. It is, however, a library. Curse your illiteracy! Shelves upon shelves taunt you with knowledge, but judging by the covers you wouldn't like them anyway. There is an actual wizard in here, the first you've seen all day. His beard crawls over his entire neck, his ponytail glistening in oil. With your quick sneaking skills he does not notice you. Wait no, you aren't the rogue, these bonuses are all wrong! He sees you! But he doesn't care and ignores you (though he does glance and stare every few seconds)! There's a door on each wedge side of the quarter circle room, for two doors total.

You other two hear a sudden shrieking noise and the glass breaks in the room. Did the buzzkillgus escape and kill someone? Is this a recurring incident? These questions race through your lacerated heads as the glass did 1 damage. I expected to roll higher on that. Actually I didn't expect to roll anything since I didn't expect Krom to roll a one on his distractions. No reflex save since halving one and rounding up is one.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Tue Feb 28, 2012 2:44 am 
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IC: I wait for the guard to get up here and tell him "I just saw a health inspector say something about poison and a well and jump out that window and run back to town! Hurry up and go get him! Now!"


OOC: I'd like to say that I find it rather humorous that the guy best suited for the 'smash-in-the-door' style is the only one who has yet to enter the building and instead is standing outside singing.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Tue Feb 28, 2012 9:32 am 
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Location: over there *points*
OOC: Blame Cade for sneaking in. And presumably training Krom to be his distraction in these situations.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Tue Feb 28, 2012 6:11 pm 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
Actually, since Krom has looted more than the rest of you (the potted plant > a plant journal and some tiny figs) AND he broke some windows, he's actually doing better than you guys at this point, both in the fiscal sense and in the smashing sense. I guess OW beat the kobold so he's tied for first place.
Quepp, the guard ran to check the upstairs window, and you are downstairs. In fact, aside from the ramblings you hear above, you only know that the window in the plant room has broken.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Tue Feb 28, 2012 7:28 pm 
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Location: N...nowhere, really. Just passing through.
OOC: Evasion for no damage, maybe? I thought I had said that I start searching where Cade hadn't, but okay.

...wait a minute. We came in on ground level and went downstairs. They have windows underground?

IC: "Quick thinking anyway, miss...all the same perhaps we'd best head down from here before he figures out which room it came from."

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Tue Feb 28, 2012 7:53 pm 
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Otherwise wrote:
OOC: Evasion for no damage, maybe? I thought I had said that I start searching where Cade hadn't, but okay.

...wait a minute. We came in on ground level and went downstairs. They have windows underground?

IC: "Quick thinking anyway, miss...all the same perhaps we'd best head down from here before he figures out which room it came from."

OOC: Yeah see, that messed me up too. I forgot we went downstairs and since we got hit by the window I thought we went upstairs and got lacerated there. Oh well, maybe the neckbeards really do have underground windows looking at dirt.

IC: "I'm with you on that. Let's get a move on."

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Tue Feb 28, 2012 8:50 pm 
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Krom: Take advantage of the lack of a guard and steal something. Like the first thing you see.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Tue Feb 28, 2012 11:51 pm 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
You know those small little windows that some basements have up near the very top of them? That was the window that broke on you.

I forgot you have evasion, OW, so rolling now. >1 It still hits you. I swear I'm not making all these low rolls up. You also found the plant research journal when searching earlier, which not only lists all the current data on the plants they have in the tower, but I'll say this now: Since normally you need a rank in knowledge: nature to know anything beyond common knowledge when making a check, this book allows you to know more when you get a good roll. I say this because the only knowledge skill any of you have is History.

Krom, there is the rocking chair the guard was in, a rug, a coat/hat hangar (old unkempt hat and cloak on it) and a crate. There is also the fireplace, with the fire the guard was so focused on sitting in front of and watching until the windows broke. There is an iron pot next to the fire next to the poker and some pinecones.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed Feb 29, 2012 12:22 am 
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Krom: put log in fire in pot. Put the pot on the rocking chair. Steal the chair. Eat pine-cones while doing this.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed Feb 29, 2012 12:50 am 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
Do you escape upstairs, downstairs, or out the door?

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed Feb 29, 2012 1:36 pm 
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Location: over there *points*
Through the door of course!

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed Feb 29, 2012 6:08 pm 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
The fire has no logs, only pine cones. You scoop some up with the pot, and place them on the chair, which you then abscond with. Your items were left at the inn so I presume you go there with these, to add to the hoard.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed Feb 29, 2012 8:17 pm 
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I'm going to try my luck with the door on the left.

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