AWKWARD ZOMBIE

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed Apr 11, 2012 8:48 am 
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Location: N...nowhere, really. Just passing through.
"Oh, it was quite the riot indeed. 'tis pleasant to find that ye retained yer research but, ye see, we're performing a public service. With this in mind perhaps ye might consider lending its benefit for something more reasonable, say 225 gold?"

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed Apr 11, 2012 12:35 pm 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
He pulls out another notebook, casts the magical equivalent of xerox on them, and hands you the freshly printed copy. "A pleasure doing business with you." Deduct 225 gold from your sheet.

It has data on all the dangers of the forest he's collected. Skipping the plant and fungus sections, you find the slime and rat kings, at last.

Slime, threat level: mid-low
Immune to most physical harm, but as a sac of liquid, just throw something like starch to thicken it to the point of immobility, or salt to watch it shrivvle up like a slug, or lye to react with its acidic body, really there's so much that can be done to it, even dirt has a slight effect muddying it up. Strangely they are still flammable.
Recommended course of action: use fire or science, otherwise avoid

Rat King, threat level: mid
Composed of rat swarm that glued itself together then established a mental link, how this happened I have no idea. If one has already formed, then the chance of others forming increases. Upon death will revert to a normal rat swarm, fully alive.
Recommended course of action: use fire, keep disease treatment handy

There are other entries but nothing stands out except some poisonous plants and fungi, but it doesn't even describe how to identify them so it's pointless.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed Apr 11, 2012 1:13 pm 
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Location: N...nowhere, really. Just passing through.
"Splendid. This'll certainly be put to good use." Semli will probably browse what he has in the shop, but in the interests of trying to move along that'll probably be it. Afterwards he'll spend some time looking for somewhere to get his stuff ID'ed, get it ID'ed - at a discount if possible - then head back to the inn to regroup and distribute the new information to the rest of the party.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed Apr 11, 2012 5:40 pm 
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Location: over there *points*
Krom: Get tired of waiting. Throw something, like the salt shaker, at another patron and blame it on the next guy over.
If that fails to incite any real reaction. wait a moment, then repeat.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Thu Apr 12, 2012 1:08 am 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
I'm gonna be completely honest here, when I brought you first into the town, I was just hoping you'd loot the mansion and get out to the forest unprepared. Now look at you, all info'd up and magic item ready. It almost makes me sad what will happen because you spent so long in the city...
Anyway, the IDing of your loot. I'll PM the cost and ID results.
Krom, you throw an empty mug at the burliest patron in the bar. "Ooooh~ hurt me more, you big strong man~"

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Thu Apr 12, 2012 1:32 am 
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Location: over there *points*
:?
Pretend it wasn't you. Wait a moment then throw something at someone else.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Thu Apr 12, 2012 2:41 am 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
You hit an equally burly man. "Oh my, you're a feisty one~" "Hey I saw him first" It devolves into a catfi- no wait that's women a cockfight. This is turning into a sticky situation.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Sat Apr 14, 2012 3:41 am 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
You guys want to just skip to the event at night or do you really have stuff to do in the town? Because I'd like to mush out of the city by now.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Sat Apr 14, 2012 5:14 am 
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I don't have anything else to do in the city.


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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Sat Apr 14, 2012 7:30 am 
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Location: N...nowhere, really. Just passing through.
Mush on, I say.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Sat Apr 14, 2012 7:17 pm 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
Alright, time for fun (for me at least)
First, it's night, free room and food at the church, yay.
In the dead of the night, assuming you were sleeping, you start to notice it's a little warm, and bright. Deciding that's not just how churches are compared to inns, you look outside. It's a nice, peaceful, ordinary night where the town is on fire. The church is not currently burning down. What do you do?

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Sat Apr 14, 2012 7:23 pm 
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"I don't suppose any of you have some sort of magical hose?"

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Sat Apr 14, 2012 7:47 pm 
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Location: over there *points*
"KROM NOT DO IT!"

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Sun Apr 15, 2012 4:34 am 
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Is the church made out of stone? Does it look like it could survive the town burning down?

If so, Blanche suggests they open the church doors and try to guide people inside.

(I don't suppose my spell slots are refreshed?)


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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Sun Apr 15, 2012 10:45 am 
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Location: Somewhere else
I yell, "Oh Gods! The packmules!" and go try to find them.

((I'm sorry for kinda disappearing in the middle of a chat with a wizard, life kinda hit me.))

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