AWKWARD ZOMBIE

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Tue Apr 03, 2012 11:11 pm 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
"And just who-"
You hear the sound of a bonk on the head. The door opens and one of the wizards from before stands there. "What do you want?"

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Tue Apr 03, 2012 11:13 pm 
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Location: over there *points*
Krom should buy another Alchemist's Fire.
Should I just mark it off, or do you think there would be shenanigans ending with a burnt down store?

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Tue Apr 03, 2012 11:23 pm 
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How about Krom is banned from fire of any sort.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Tue Apr 03, 2012 11:26 pm 
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"I was wondering if you guys could tell me anything about that evil wizard."

((Well as far as I can tell everywhere Krom has been shenanigans have ensued. So I'd be willing to bet something would happen if he so much as asked for directions. As to what, I couldn't tell you.))

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Tue Apr 03, 2012 11:47 pm 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
"I'm sorry you'll have to be a little more specific."
As for Krom burning down the store, only should he attempt to RP going to the store. Just deducting gold and adding the item to your sheet will result in no fire, no roll to accidentally start a fire, no roll to see if you hit the shopkeep with fire, no roll to stop and drop, nothing.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed Apr 04, 2012 12:01 am 
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Location: N...nowhere, really. Just passing through.
I'll show the notes. "My companion is curious regarding your disgruntled colleague yesterday, since we had a hand in stopping him. We have been tasked with investigating the magical beast attacks recently and we'd like to know if there's any additional information you have on them other than what's contained here."

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed Apr 04, 2012 12:09 am 
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Location: over there *points*
Right then. Krom walks down to the market district. (Towns have those, right?) playing his oboe along the way. Performance check: 18-2= 16. not bad. though it might just attract some people to follow the musical half-orc?

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Last edited by LordSeth on Wed Apr 04, 2012 12:19 am, edited 1 time in total.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed Apr 04, 2012 12:10 am 
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"Sorry. Um, I believe he was kinda cleanshaven and hes probably been missing since yesterday's(?) little event. Maybe we could discuss our questions a bit easier if we could sit at a table inside."

*((You've gotta be using loaded dice (or programs) cuz Krom doesn't seem to be phased by anything. Even his own inadequacies. :lol: .... And when did you get an oboe?))*

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed Apr 04, 2012 12:20 am 
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Location: over there *points*
(This is what I use: http://www.random.org/ I just set the max number down to 20. And didn't I say near the start I was lucky?
As for the Oboe, that was another thing I looted from the Wizards tower.)

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed Apr 04, 2012 12:27 am 
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((Nah, I believe you its just, off the top of my head, I've only rolled a double digit once and that was when I facepalmed Semli.))

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed Apr 04, 2012 12:49 am 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
True, Krom never had to discuss his loot he got. I don't want players to be sucking up to others that their character would have no reason to suspect had anything good on them.
Anyway, the oboe sounds terrible. Not because of your roll, but because oboes all around are just pretty terrible. No wait, I'm thinking recorders. I guess the oboe sounds fine then. The oboe solo follows you down the street and you find yourself at a windowless shop. What kind of shop? Let's read the sig- oh, illiteracy, that's right. It does have a glass bottle with bubbly stuff in it on the sign, though.

"Oh right. Normally he only shaves when guests arrive, and then he proceeds to act all high and mighty while being one of the worst. Not the worst, that was Joey, but still they're both dead so whatever. We still have a slime left in the garbage chute. The rats all died in the gas leak, so we sold them to the hotdog vendor before they started stinking up the place. All I remember about the slimes was the video he made of blowing them up before he died. Maybe he'll be remembered by others for attempted murder, but I'll always have slime snuff."

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed Apr 04, 2012 1:06 am 
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Location: over there *points*
Sounds as good as any other store! Enter!

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed Apr 04, 2012 1:15 am 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
You enter the little shop. Inside it looks bigger than on the outside, but that's not ominous at all, probably just some engineering feat. There are shelves upon shelves of emptiness. You almost hit a low hanging light, but it's too nimble and dodges the attempt. A strange hooded figure approaches, "How may I help you today? We have everything you need, all your hearts desires..."

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed Apr 04, 2012 4:48 am 
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In the meanwhile, Blanche goes around town offering his healing services and spells for a fee.


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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed Apr 04, 2012 11:26 am 
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Location: over there *points*
"Krom looking for fire bomb. Krom used one and it made big boom. So now Krom need another."

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