AWKWARD ZOMBIE

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Fri Apr 20, 2012 8:46 pm 
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There's not by any chance a big salt silo or anything next to the slime is there? If not I have really no idea what to do to a giant mudball trying to set itself on fire other than chuck all the nearby sand i can find into it and try and slow it down.

wait, I take aim at the demonic fruit stuck in it. Fruit has some sciencey stuff in it right? I can't remember what but what the hey.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Fri Apr 20, 2012 9:12 pm 
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Location: N...nowhere, really. Just passing through.
Sorry about the absence, it's been a busy week.

I'm assuming I would've followed along to the top of the tower, so how much of this can I see going on?

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Fri Apr 20, 2012 9:27 pm 
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I'd assume you can see all that Shinsa could see before she launched herself out of the cannon, which would be everyone and our insane antics I think. You would be standing on the tower after all.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Fri Apr 20, 2012 9:30 pm 
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I regret nothing. I mean how awesome would that look to launch out of a cannon, do a front flip, land without a scratch, cut down a surprised enemy in one blow while setting him on fire, break his dagger from impact with your armor, and then delivering the coup de grace?

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Fri Apr 20, 2012 9:31 pm 
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Location: N...nowhere, really. Just passing through.
It was pretty impressive to read. I was fairly sure we'd be cleaning up a Shinsa-sized splotch on the ground until I saw you rolled the 20.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Fri Apr 20, 2012 9:52 pm 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
Coup de Grace: Successful. He won't be coming back for vengeance.

Well, it is evil fruit, I suppose bursting one on it would do something. I suppose I'll roll hit for you (18) well alright then. It takes 7 damage from the orange, and the opened fruit attempts to grow in the slime filled with fertile earth. Unfortunately the bud doesn't survive long, but it does absorb some health from it, the exact amount known only to the oranges. It attempts to stop dumping sand and start dumping fruit. With less sand outgoing, it cannot currently make it over the hump. It dumps enough to raise the AC of the remaining fruit to 14.

I suppose its alright for you to be on the tower. Any use of the cannon is now at -8 hit from being lowered an entire story already.

Is Krom doing anything since saving the mules?

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Fri Apr 20, 2012 10:20 pm 
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Shinsa frisks the corpse and also checks if any of the bottles of oil are still whole. If so, extinguish the wick and take them.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Fri Apr 20, 2012 10:39 pm 
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Location: over there *points*
I wasn't sure there was anything to do besides head back.
And snap the guy's neck to make sure he's dead.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Fri Apr 20, 2012 11:52 pm 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
The bottles all broke upon death. As for looting the corpse, you kick it around to put out the remaining fire on him, then see he only had the knife that shattered on him and a breastplate.

Alright, just making sure. You are a bit away from the sand bar, where you can see the top of the slime poking behind. The elf's head is now backwards, and it bobbles a bit as the mules walk along.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Sat Apr 21, 2012 12:10 am 
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Location: over there *points*
"Slime! Krom know what do!" Krom went and retrieved what he had gotten from that shop. A special item just for dealin with slimes.
The dynamite.
Krom shouted "Kowabunga!" and chucked it.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Sat Apr 21, 2012 12:27 am 
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Does this guy have any pouches or backpacks to take? More pocketspace is always good. If not then look around for any more would-be firestarters using Detect Evil.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Sat Apr 21, 2012 12:52 am 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
Do you light it first, or are you hoping for a comical situation in which it finally makes it to the fire and then blows up from the dynamite? Also, attack roll vs 7 touch AC and a -8 penalty for range increment.

You search the man for more, yet all you find are more knife shards. I would say clothes too, but I don't think it's a necessary piece of loot. You switch on your Ev'o'vision, but nothing in range.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Sat Apr 21, 2012 1:03 am 
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"Maybe I should have waited for the cleric," said Shinsa. "Oh well, guess I'm not Talking to Dead."

Using wizard tower as guidance, start making way back to the church.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Sat Apr 21, 2012 5:51 am 
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Hearing Krom shout Kowabunga, and being familiar with his previous antics with slime, I duck for cover, pulling Ayalea with me. I also cast Resistance on her (+1 to saving throws).


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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Sat Apr 21, 2012 10:47 am 
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Location: over there *points*
Well, I had planned to hope the FIRE slime would lite it, but...might as well lite it then.
roll: Nat. 1...
I believe in this situation it gets flung in a random direction?

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