AWKWARD ZOMBIE

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Fri Apr 20, 2012 3:56 am 
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Location: over there *points*
(I had edited it for rage, guess it didn't save. whoops, redone.)
Power attack 2! roll 16+9-2=23.
Damage: 5+2+6=13

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Fri Apr 20, 2012 12:49 pm 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
Actually, come to think of it, doesn't STR and power attack bonus work different for light weapons? Regardless, I think even if I changed the damage from the first attack you did and this one to fit, it would still exceed 15 hp. So I'll ignore the rules for now. You stab the knife through his heart hard enough to push it out of his body on the other side. Not only did you stop the mugging, you did it all before the ceiling collapsed, saving your mules and loot from an untimely fate. The elves were wearing chain shirts, longswords, and bucklers, but since they were wielding them two handed they couldn't use the buckler's defense. You gonna try looting them?

Shinsa, the tower has not yet tipped, but that does actually remind me of something that has no effect here right now. Anyway, you've gotten a good sand barrier up to keep the southern and western sides safe, is there any particular place you'd like to try to extinguish first?

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Fri Apr 20, 2012 1:36 pm 
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+4 to defense
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Can we start heading to the inn to team up with Krom again, or is our path blocked by the sand+slime?


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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Fri Apr 20, 2012 1:52 pm 
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Location: over there *points*
Throw that on the mule packs. Quaff a healing potion. get the heck out of dodge.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Fri Apr 20, 2012 2:03 pm 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
The slime is possibly stuck forever at this point, only to come out if it gets helped. And I don't know anyone who would purposely help it out. Which actually brings me to what happens now. You fail your spot checks, so you don't see the demonic fruit cart coming. Luckily you are not in the way, the slime is though. The cart attempts to turn, but skids out of control and starts skidding and flipping, giving it just the right angle to dislodge the slime from its hole when it rams into it. The slime is currently not on fire, and is slow and thick as mud right now. The oranges from the fruit cart adorn its side. It starts heading towards you at a speed where even after double movement it doesn't reach you.
AC 15 Touch 7 No Fort No Will Reflex 0. It had lost dex from absorbing all the sand, which is why it's at 7 touch instead of 8 now, but its also made it harder to actually slice/crush. You suspect you can run from it safely due to its speed.

You throw the elf not stuck in the window on your mule. Roll healing potion yourself I'm too lazy to look up what to roll. You, Krak, and Alexander all run out of the door, as the inn collapses. Well, it was set to fall a little later, but you left so it doesn't matter anymore.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Fri Apr 20, 2012 2:15 pm 
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+4 to defense
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I move back, loading my crossbow at the same time, then I turn around and shoot it. (rolled an 8+3)


Last edited by Syobon on Fri Apr 20, 2012 4:02 pm, edited 1 time in total.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Fri Apr 20, 2012 2:34 pm 
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Location: over there *points*
(well, I meant throw the loot on the mule, but that works too.)
The potion heals 6 Hp. Krom's rage ends while he heads back, adjusting sheet for fatigue.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Fri Apr 20, 2012 3:37 pm 
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Probably a good thing I didn't aim for the inn like I thought of first. Getting a party member killed is probably one of those "lose your power" things for paladins.

Also if the rest of the city is safe from the fire, cease shooting the cannon and let the rest burn out.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Fri Apr 20, 2012 3:50 pm 
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I help out Blanche with the slime by doing the same thing. Moving back, loading the crossbow and shooting.
Attack Roll, 10 (10 + 5AB = 15).
Damage, I rolled ... a 1. great. (1 + 5 AB = 6).

Also, can I see Krom and the mules from here? And did he get all of em out?

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Fri Apr 20, 2012 5:57 pm 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
Your bolts do nothing to the slime. It starts heading towards the current fires past the sand line, slowly leaving a trail of sand behind it, and gaining speed.

Krom is off in the distance, you can't really shout to him from here, but he has the mules.

Buildings on the west and south sides burst into flames, far from the current fires. You cannot see what is causing it from all of your current positions.

You guys still in the church, what seems to be a bunch of killer gnomes run in, but on closer inspection it's just children. As this happens, a Goblin bursts in through the stained glass window. It is critically wounded from the glass damage and passes out. Well, that was the shortest fight I've seen.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Fri Apr 20, 2012 6:07 pm 
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Shoot the burning buildings and prepare to do something only a gambler would even think about. Hop onto the cannon and use the stream of sand to launch over there quickly. I have absolutely no idea what sort of modifiers or skills are used in this so I'll just roll normally and you tell me what to add/substract.

HEART OF THE CARDS COME ON!

Roll: 20 http://i.imgur.com/fgpH3.jpg

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Fri Apr 20, 2012 7:20 pm 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
That would be your tumble check for landing and not dying from being launched out of a sand cannon. You got a 20 so you land safely (performance roll 9+2) after doing a flip midair. You see a Human, with some flasks of oil, wicks burning on them. He almost drops one but catches it in time, your Performance roll not high enough for a complete drop. "W-what the hell?" Your initiative makes you go first.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Fri Apr 20, 2012 8:20 pm 
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"Hey there," says Shinsa with a grin.

I'm pretty much going to be Detect Evil'ing everyone from here on out since it's an at-will thing, so can you include whether or not it goes off in the descriptions?

Also, attack. Trying to swing for center of mass, maybe break a couple flasks so the guy burns and Shinsa's sword gains a fire bonus if that's a thing. Roll12+7 = 19. Damage: 8+3=11

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Fri Apr 20, 2012 8:39 pm 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
You detect evil from him. Your attack is high enough to hit the bottles he was holding, lighting him on fire in addition to the damage you did. He takes 14 damage total. His turn comes around, and being covered in flames he takes 1 damage, and he's now at 0 hp. In a fearful last ditch attack, he quickdraws his knife for an attack! (1) it shatters against your armor, sending the shards back at him, sending him off to unconsciousness.

The slime continues to dump sand and gain speed, almost reaching the sand barrier, and almost gained enough maneuverability to make it over it.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Fri Apr 20, 2012 8:44 pm 
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Evil? Bad luck for him. Coup de grace his booty. From what d20srd says, that's an automatic hit and critical against a helpless opponent.

Damage: 2(6+3)=18

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