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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed Mar 21, 2012 9:38 am 
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Location: N...nowhere, really. Just passing through.
No no, see, precision is being able to hit in the same spot consistently, accuracy is being able to hit where you want.

Seeing as how, according to the notes, I've probably got nothing that'll do anything to the slime at the moment I'll run over and try to get the shrieking shack to help us out.

"Sir, ye need to calm down. Ye've got at least two dangerous escaped subjects in here and probably more elsewhere in the tower. We're going to need yer help getting them contained before more people get hurt, else yer occupants need to be evacuated quick."

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed Mar 21, 2012 3:26 pm 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
"I kept saying we should study new spells formulas, but noooo, he kept insisting we study these rare deadly species. Do you mind standing back a second?" He begins to cast a spell, and he doesn't actually wait for you to get out of the way. He shoots some sort of ray from his hand, and the mushroom falls over defeated. He then asks, "Can you take care of whatever else is loose? All I have left are mind affecting spells."
The other wizards for one reason or another don't join in on helping. "Oh god there's blood everywhere!", "I have nothing useful prepared", etc.

But now it's the slime's turn, and as for being engulfed in flames, he only takes 2 damage. Also, a certain check I need to make for the slime (19) oh lordy lord, time for fun.
The fire causes a chain reaction in the slimes poison and chemical laced body. For dramatic effect, the slime starts to shake and have little bumps poke out of it, before finally bursting. Now Krom was lucky enough to have stood back before throwing the fire so I no explosion damage. I don't know how far the slime was from Ayalea, but if it was close enough she took damage from the alc. fire's splash, then she probably got caught in the explosion for 11 damage. Meanwhile, a gas cloud has formed and spread throughout the lower levels thanks to the explosion. Now I need to roll everyone's fortitude save here.
Name-total roll-pass
Krom-25-pass
Cade-22-pass
Ayalea-3-fail
Semli-7-fail
Evil Wizard-16-fail
DM-natural 20-pass
Other wizards-20-pass
Buzzkillgus-11-fail
The wizard that was being eaten by the mushroom-20-pass
All but Krom/Cade/the normal wizards have fallen unconscious. The gas is at waist height, for medium folks anyway. You can still see through it and its purple haze.
You have enough time for another action before the next save, at which point the gas will fade away.
I swear I didn't expect Krom to make the slime explode when I started this encounter.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed Mar 21, 2012 4:48 pm 
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...

I have 13 HP. -1 from Krom's singing, -1 from the alchemical fire, -11 from slime explosion = 0 HP. And I'm unconscious from a slime fart.

.
. .
. . .
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If this is our first fight, I do believe we are in for quite some interesting times ahead. If we live through this anyway.

If you guys need me I'll be crumpled in a heap on the floor.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed Mar 21, 2012 8:04 pm 
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Location: over there *points*
I can't stop laughing! I've killed Koeqepp :lol: WHOOPS! :pseudo: (well, you need to go down to -10 HP first.)
Also, making stuff explode is what I'm here for! :science:

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed Mar 21, 2012 10:01 pm 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
Now now, she's not necessarily dead yet. I mean, the guy who got slashed by the buzzkillgus is still technically alive, and may even make a full recovery maybe one day!
Anyway, before the gas subsides, there's still time to prepare for the next save against it. The wizards have climbed up on their table to avoid the gas as much as possible. The rotund one can't climb up though, he's too fat. There is another table in the library with room for two.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed Mar 21, 2012 10:04 pm 
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Location: over there *points*
Well, if combat is over Krom should take the opportunity to says oops.
Then lift his fallen comrades and drop them on the table.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Thu Mar 22, 2012 7:35 pm 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
Cade-fail
Krom-pass (I find it funny how the one who caused the leak is the most likely to resist it)
Semli-pass
Ayalea-pass
DM and other wizards who made it on to table-pass
Wizard who couldn't make it on table-fail
Wizard why hasn't he died yet omg what is this guy-pass
Evil Wizard-fail
Buzzkillgus-fail
So only the crazy guy and the mushroom received a double dose, and die immediately. As their constitution became 0, they turn into ash, despite it not making sense that poison would turn them to ash. Not that you can see the wizard turn to ash but I don't want you spending days searching for him. Cade only received one dose, he's in the same boat as Semli and Ayalea for now.
Anyway, in about a minute the poison will kick in and deal 7 con damage to you three. Lucky rolls, huh. The rotund wizard also barely survived, but he's really skinny now, as lower con demands. At least con damage isn't permanent. Also, you three passed the save for the mercury, so you won't go crazy either. Also also, you have temporary resistance to werewolf bites, high altitude breathing, and potato blight, not that it matters since it'll wear off in a few days and there are no causes for any of those diseases here, but good to know.

But anyway, you three aren't conscious yet, but Krom can handle not poisoning you guys again, right? Oh wait, yeah, lower con means hp damage, Ayalea is in the negatives. Let's see, -3 right? Yeah, Random.org stopped working so I can't start rolling your possible demise, and I don't think Krom has medicine. Wait... yeah, he has potions. Or he could grab one of yours if you have any.
Also, where is Krom keeping the wizard loot anyway? Is it in sight of the wizards?

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Thu Mar 22, 2012 7:41 pm 
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Location: over there *points*
He's wearing most of it. Yes, that includes the lights.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Thu Mar 22, 2012 9:12 pm 
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After reading this thread I'm actually interested in playing if that's possible. However I've never played a roleplaying or pen and paper game before, so I'm the noobiest. Can I find the resources I need to wisen up online? I would also understand if you'd prefer not to play with one as inexperienced as me.


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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Thu Mar 22, 2012 9:57 pm 
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Ditto to Syobon's inquiry.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Fri Mar 23, 2012 12:13 am 
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A little beginner's guide I found online that looks useful.
And the online d20 System Reference Database. (At least I think that's what SRD stands for).

The SRD is essentially the 3 core books (Player's Handbook, Dungeon Master's Guide, Monster Manual 1), all rolled up into one easy to use website.

The SRD also has an online dice roller, as well as a few other goodies under the "Extras" section.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Fri Mar 23, 2012 12:24 am 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
LordSeth wrote:
He's wearing most of it. Yes, that includes the lights.

Well, the wizards are a little too preoccupied with making sure they're okay from the gas leak, and besides, that can't possibly be their stuff you stole. I mean, who would steal stuff and then wear it in the place they stole it? And who would steal christmas decor?
But yeah, you got 3 unconscious friends, one dying, and you don't know enough about poison to know if they'll recover or not.

Also you other two, just post your character sheet in the thread when you manage to make it. No druids.
Also, didn't someone want to make a thri-keen rogue? There was someone who wanted to do that.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Fri Mar 23, 2012 12:28 am 
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I have no clue what a thri-keen is. Also I'd like to ask what the point system is for stats. Rolling or buying?

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Fri Mar 23, 2012 12:31 am 
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That was Creaky.

I guess he bailed.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Fri Mar 23, 2012 12:39 am 
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I remembered I once was due to join a game years ago, but it got dropped. Looked up the old sheet, can anyone tell me what I should be changing for this game?

http://www.myth-weavers.com/sheetview.php?sheetid=46381

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