AWKWARD ZOMBIE

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed Apr 18, 2012 7:17 pm 
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How big is the slime? How fast is it and how far is it behind Ayalea and the kids? Does it appear to be affect by the fire?


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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed Apr 18, 2012 7:35 pm 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
It's Huge in size, so it can be a good target. As for the chase, they're a few feet too far to roast marshmallows, but it is slowly catching up. And is the slime hurt by the fire? Well, it's leaving a trail of fire behind it, but you don't really know much about slime anatomy or if that's normal.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed Apr 18, 2012 7:50 pm 
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Can I see the giant slime? If so I take aim at it.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed Apr 18, 2012 8:23 pm 
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I take a flask of oil out of my backpack and throw it at the slime.


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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed Apr 18, 2012 10:54 pm 
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Location: over there *points*
Krom: Burst through the doors in a dramatic motion.
Reunite with loving mule and mule.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Thu Apr 19, 2012 1:39 am 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
Blanche, you successfully throw the oil into the slime. What exactly does this accomplish? It is already on fire. Or am I missing something?

Krom you open the door to see that not only are your mules still safe from the fire, but also that the muggers have yet to mug them. Your mules are backed into the corner by two elves with scimitars. They turn to see you've bust on in. "Who are you?"
Both elves: AC 15
I think I'll just keep HP to myself from now on unless I think it's really necessary. And you have no Save attacks so I don't feel like writing them out.

Shinsa, the wizards finish their spell and tell you to fire. Ranged touch attack with -6 penalty against the 8 touch AC slime.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Thu Apr 19, 2012 1:44 am 
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Wait so I roll? Okay looks like 18 - 6 + 4 = 16

Used the online DnD dice roller.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Thu Apr 19, 2012 1:49 am 
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(Idk, didn't have any good ideas so just tried something. Thought it might increase the fire, interact with the slime somehow or do absolutely nothing.)

Blanche looks around to see if there's something he can throw in the path of the slime to halt or slow it's advance.


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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Thu Apr 19, 2012 2:58 am 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
You start the sand cannon, hitting the slime with a big stream of sand. It soon gets completely covered. Any particular place you want to fire at next? Oh, and the tower has sunk a little after firing.

You guys down below, Shinsa's aiming skills prevented him from accidentally burying you. Now the slime is buried and all is well with the world. The kids run off, safe, and not actually killer gnomes, towards the church. The buried mound begins to crumble, as it is mostly absorbed by the now unlit slime. It is now a big, slow, dense mudball. It accidentally ate a hole into the ground where it was though when absorbing the sand, and is still partially buried. It won't be moving for a while.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Thu Apr 19, 2012 3:02 am 
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Sweep the sand in a line in front of the fire, attempting to either bury or destroy the unlit buildings before the fire can reach them. If that succeeds in creating an effective barrier, aim for the base of the largest flames.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Thu Apr 19, 2012 9:45 am 
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Location: over there *points*
Krom: pull out the knife and yell "Get away from Krak and Alexander!" Roll to intimidate: 17+3=20.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Thu Apr 19, 2012 5:37 pm 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
One of them failed to make their counter-roll against that, and jumps out the burning window. But being an elf, he just can't muster the strength to bust through completely, and is killed by the shards mid-window. His corpse now hangs there, telling the other that escape is impossible, now is the time all your training in elf camp was for! He moves up for the attack. (19) His two-handed power attack crits, for 19 damage total.

As you spray sand across the town, you notice the tower slowly sinking more and more.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Thu Apr 19, 2012 10:58 pm 
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Location: over there *points*
Krom: Enter rage!
All power! Power Attack 3! 8+9-3=15! *phew*
Damage...whatever that knife rolls +9

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Fri Apr 20, 2012 3:10 am 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
Well, it's a d6 knife. Let's see how boned you are/aren't. HEART OF THE DICE! 5! A total of 14 damage, but he still stands. He's stunned for a second, and realizes he's still not dead yet even after that crushing blow. It's all riding on this one last hit! (8+2) And you manage to do- wait. Rage lowers AC by 2! IT DIDN'T WHIFF! YOUR GOOD LUCK STREAK DIES HERE!... or not since it only does 7 damage. Goddaisies it, I was hoping for the first player kill. Like, I really got my hopes up there.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Fri Apr 20, 2012 3:18 am 
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Shinsa keeps spraying, keeping note of the angle of the tower. If it starts to tilt she'll stop shooting sand.

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