AWKWARD ZOMBIE

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed Apr 18, 2012 12:55 am 
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New plan. Who can initiate a controlled burn to prevent the flames from spreading further? Or an earth spell would be nice too. Basically anything that can take food from the fire.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed Apr 18, 2012 10:50 am 
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I cast 'Expeditious Retreat' and tell Krom no more stops till we get there. We must save our fuzzy companions!

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed Apr 18, 2012 11:50 am 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
Darn, I forgot you even had that. Time until you reach the Inn is now 4 rounds instead of 8. As you are running by, you see a giant burning black slime about to attack a group of children who can't outrun it.

"Wait, that gives me an idea. Come with me." He leads you down to the library, "I had a book on desert adventuring in here somewhere, which for some reason actually had a spell for creating more sand. Now help me look for it." The library is organized alphabetically, what letter(s) do you start at?

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed Apr 18, 2012 12:28 pm 
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Start with A, then move to D, then S.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed Apr 18, 2012 12:52 pm 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
You manage to find Adventures of the Desert, Desertion: a how-to guide, and Sands of Time. "Ah, yes, it's definitely one of these." He judges the books for a moment, studying their covers. He takes one. "Yes, Desertion was the one. Let's see, how to make more sand..." He starts writing on a scroll, but then decides to just tear the spell from the book. "Not like we'll need the spell again anyway. To the rooftop cannon!" This will take a while, climbing the stairs and all.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed Apr 18, 2012 12:54 pm 
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Take the three books just in case, stowing them in the backpack, and follow the wizard.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed Apr 18, 2012 1:14 pm 
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"Those are probably evil gnomes trying to stab us who ran into a slime! And not little possibly orphaned kids!"

((You sure know how to make someone feel bad Guyperson. Why did you have to bring in little kids? :cry: ))

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed Apr 18, 2012 2:44 pm 
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Location: over there *points*
(Dang it, Krom likes kids! I worked a little on his sheet, so his morality is a bit better in perspective, without the whole good/lawful/chaotic thing)

"Krom will save donkeys!" Krom then grabbed the bard and flung him. "You go save kiddies & slime!" Then he continued to run.

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Last edited by LordSeth on Wed Apr 18, 2012 2:58 pm, edited 1 time in total.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed Apr 18, 2012 2:49 pm 
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(Oh whoops, I kind of forgot to actually do anything, sorry)

Blanche checks the immediate surroundings for people in need. If he finds no one he heads out after Krom and Ayalea to see if they're doing okay.


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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed Apr 18, 2012 3:35 pm 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
Blanche: Nah, church is cool and all, you can follow after them. It'll be a few rounds until you catch up to the slime battle.
Shinsa: You stow the books away and follow him. It's gonna be a few rounds before anything interesting happens with you.
Ayalea: It's my job to make you feel bad, silly~. But Krom just threw you off, landing you near the kids and burning black slime.
Krom: You have successfully passed the second of the roadblock quartet to getting to your mules/donkeys on time, however as you are running down the street, two people are carrying a large pane of glass down the street are taking up the road!

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed Apr 18, 2012 3:40 pm 
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Location: over there *points*
Krom: "FALCON PUNCH!!"

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed Apr 18, 2012 4:18 pm 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
I'm guessing you do that as a charge attack so you don't stop running. Because glass on TV is just sugarglass, this is actually hard stuff you're hitting, but you just manage to break through it, sending a cascade of shards down on you. Unfortunately, your reflex save means you don't get your feet cut up and you only take half the damage from the falling shards. Phooey. The total after halving is 8 damage.
The inn is in sight, Krom, you can make it! But then you hear something, muffled by distance and the flames, but you do look in the direction it came from, and a fruit cart in the shape of a hurdle is heading directly in front of your path!

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed Apr 18, 2012 4:52 pm 
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((Welp looks like I'm in front of a flaming slime once again. I know what to do this time though.))

I grab the arm(s) of the nearest kid(s) and run like mad away from the slime. Probably with tears of fear streaming from my eyes. If I make it away from the ensuing explosion, I tell the kids to go help the others and go to the church, and then I try to catch up with Captain Krom.....Assuming we get away from the ball of fire, of course.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed Apr 18, 2012 5:51 pm 
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Krom, learn from mistake of plowing through things. This time, sidestep the cart, and grab a piece of fruit as you go.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed Apr 18, 2012 7:04 pm 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
Having expected you to jump over it, the cart raises it hurdle bar as you sidestep it. It shall not feast tonight. You take a blood orange, which is the most demonic sounding fruit I could think of. The stables doors await, the roof burning already.

I can't make my player's characters cry, it's my job to make the players themselves cry. I guess it's too torturous of me to let this charade go on, this is a different variety of slime. It will not blow up from just the fire. It is, however, still on fire. You start running with the kids making sure they don't fall or get caught, and direct them to the church.

Blanche, as you are running you see Aya running your way, a great ball of fire chasing her. I suppose now is a good time to mention that it is lraving a trail of fire behind it.

Shinsa, you have followed the wizard to the top room, where he stops for a second to tell another wizard he's preparing the cannon. They bolt for the rope to pull down the attic stairs, and then pull another hidden rope to the roof. You of course are following them. And there it is, the cannon. It's got all the fancy gold trim and spikes and angel wings you'd expect a fancy wizard cannon to have, it even has flames painted on the side! "It will take a moment to ready it, find a good target to start with." You are at the cannon's aiming seat.

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