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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Sun Apr 15, 2012 11:24 am 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
Exactly the response I was waiting for Quepp. As I'm pretty sure most churches don't have stables, your pack mules are still at the inn stables. You know, in the the burning city. From the entrance of the church, the Inn is East, not terribly far, maybe a minute of running with no interruptions for a 30 ft movement. And I am not so harsh a DM I'd kill your sweet rides without even a chance to save them, however hard it is to obtain.
As for other people, if you find anyone, it is possible to direct them to a stone building. And even if your SS were refreshed (they aren't) then you'd still need an hour of meditation to set your spells.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Sun Apr 15, 2012 11:43 am 
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Location: N...nowhere, really. Just passing through.
Semli readies his bow. "Krom, go with her! None of us should be going out alone if we can help it, an' keep your eyes open! However this started it makes a fine distraction; someone might be looking to take advantage of it. Shinsa, want t' come see about gettin' us a magical hose? By which I mean a tower of wizards."

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Sun Apr 15, 2012 12:04 pm 
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((...Hehe I just had an idea, If I ride piggyback on Krom will we get there sooner as he's faster than me?))

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Sun Apr 15, 2012 1:17 pm 
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"Sounds like fun!" said Shinsa, strapping on her armor and gear.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Sun Apr 15, 2012 3:59 pm 
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Location: over there *points*
considering I doubt even Krom would sleep with everything on. (armor fatigue penalty and what not.) Krom should pick up Quepp and run to the mules (as he would be light enough to not really slow him down.)

"Krak! Alexander! Daddy is a-coming!"

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Mon Apr 16, 2012 12:01 am 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
I am too tired to check, so I'm just going to assume that your weight doesn't encumber Krom. Whether you are using him as a mount or are added to his inventory I don't care, you start heading to the Inn.
OW and Mad, the wizard tower is actually just across the street. How lucky. I was considering just skipping this part because it would just take time, but hell, if you manage to put out the inn too fast then Krom's journey will be meaningless. You are about to knock/open/bust down the tower door when you hear a familiar "What'ya want?" from the guard, as he opens up the peep hole/view port/whatever you call it.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Mon Apr 16, 2012 12:37 am 
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Shinsa gives a nice grin to the guard and says, "Hi! The town's burning and I'm pretty sure they'd appreciate any wizards to help put out the fire. Whaddya say?"

((High CHA and Negotiator feat don't fail me now!))

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Tue Apr 17, 2012 12:58 am 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
I feel so bad whenever a player gets a bad roll, it makes me feel guilty, like if they rolled it instead of me they wouldn't have failed. Fortunately you just barely made it. "Well, I guess the city is on fire. I'll make an exception just this once." He unlocks the door, and it opens. The floor you are on is empty except for the guard, who now stands since he lost his chair.

Krom, as you are running down the street you notice an elf guy trapped beneath a broken support beam, unable to get away from the fire.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Tue Apr 17, 2012 10:33 am 
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Location: over there *points*
Krom: Drop your team mate and lift up the beam. (Roll STR? 17+4=21!)
Now pick up your team mate and your new best friend before going back for Krak and Alexander Donkey.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Tue Apr 17, 2012 6:12 pm 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
You successfully lift the beam. It seemed really light. But, you pick him up and um... whichever other party member you took with you (I forgot) and mush on. "You know, it's funny how no one ever questions what a support beam is doing in the middle of the street." As he says that, he drives a knife into you for 9 damage.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Tue Apr 17, 2012 6:38 pm 
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Location: over there *points*
(must be a strong guy, or a big knife!)
Krom: drop the guy on the ground. If the knife is still in you, pull it out and put it in a pocket. Then scold him. (roll intimidate...17! +3 = 20!) "Bad man! That not how you treat Krom!!"

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Tue Apr 17, 2012 8:18 pm 
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Shinsa looks for the wizards and attempts to fast-talk them into moving out to save the town, preferably while they're still sleepy. The fire will wake them up.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Tue Apr 17, 2012 10:30 pm 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
You successfully dislodge the knife, granting you an unidentified knife covered in half-orc blood. Your intimidate roll is enough to send him flying, interpret that as you wish. You are currently 8 rounds of running away, and this little side trip for the elf used two rounds of precious running time. Looting the support beam will take an extra two rounds due to its size, should you so choose.

Shinsa, upstairs or downstairs?

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Tue Apr 17, 2012 11:43 pm 
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Downstairs.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed Apr 18, 2012 12:42 am 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
An excellent choice, the head-beard is there. You explain to him you need magic to water the flames away. "Yeah, see, there's one problem... We recently had a gas leak, and if any of that mixed into the water here, we could easily be poisoning the town. We haven't actually tested it, but all our lab rats were killed, and I don't think the cactus would look any different if it died."

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