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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Sun Apr 22, 2012 12:52 pm 
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Location: over there *points*
Well he kind of just had something explode in his face. not sure if his brain is-
no, wait, that was never in an ok state.

anyways, rolling for stability...60% shoot, Krom loses a hit point.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Sun Apr 22, 2012 9:38 pm 
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Location: Somewhere else
I load another bolt and fire at another orange... Woo I rolled an 18! Taste the wrath of vitamin C you giant ball of mud!

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Mon Apr 23, 2012 12:02 am 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
Oh hey, I refresh the page and see you haven't responded yet, and when I'm making my post, there you are! I was about to put you into a time bubble because I am impatient and want things going. But you're here, and the orange does 11 damage. The continued damage has caused it to lose enough mass to shrink to large. It dumps more oranges to increase the orange AC to 18 (due to size). It tries to climb the slope in its small sandy state, but slides down the sand, unable to make it over yet.

Krom, just roll all remaining stabilization checks now, so I don't need to keep asking.
Ayalea, the hit won't change from this point, so just give me a bunch of attack rolls if that's all you're doing.
Shinsa/Blanche will arrive in a few rounds so they won't be doing anything until these rolls come out of the dice oven.
Then I'll roll the slime's climb checks, and edit the order this all happened to fit into chronological order.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Mon Apr 23, 2012 12:51 am 
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Location: N...nowhere, really. Just passing through.
I'll hurry down the tower and over to where I saw Krom to get a potion down his gullet.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Mon Apr 23, 2012 10:27 am 
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Location: over there *points*
All the stabilization rolls and HP at that point.

Round 2 46% -3
Round 3 67% -4
Round 4 50% -5
Round 5 27% -6
Round 6 64% -7
Round 7 54% -8
Round 8 7% -9
Round 9 87% Dead.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Mon Apr 23, 2012 11:27 am 
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Location: N...nowhere, really. Just passing through.
...any chance one of us can get there inside 9 rounds? Full movement and all that...

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Mon Apr 23, 2012 1:06 pm 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
Blanche, as you are about to circle a building to get to Krom, you see that the door was left open on your side, and on the side the street Krom is laying in is. Sometimes, dice rolls are good like that. If that was worded poorly, you can move through the burning building to get to Krom.

OW, you make it to the ground floor, which is now the guard's room. The window is closed, but can easily be opened.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Mon Apr 23, 2012 1:24 pm 
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Location: N...nowhere, really. Just passing through.
Assuming nothing jumps out and grabs me I get my little legs out the window and over to Krom as fast as they will scurry.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Mon Apr 23, 2012 3:10 pm 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
You open the window and leap out, but stumble a bit on the sunken earth surrounding the tower. Shinsa has made it back to the tower by now, and you can make it to the slime in a turn.

Also, I decided to roll the slime's climb checks now, and he made it after two more sand dumps/climb checks. So I think that leaves time for three bolts to the oranges (which may stop it a bit), 2 rounds of Shinsa/OW/Slime interaction, and more than enough time for Blanche to get to Krom before the slime gets near him if he takes the building path.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Mon Apr 23, 2012 3:24 pm 
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+4 to defense
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Blanche checks if the building looks stable (ie. the floor, walls or ceiling won't collapse on him) and if it does he sprints through as fast as he can.


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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Mon Apr 23, 2012 4:17 pm 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
I don't think you need ranks in Know:architecture or anything like that to tell that burning buildings aren't safe to be, but as for whether you see anything, you do not SEE anything. You rush through and reflex saved against a falling support beam, really it was only there to trap you so I won't even bother with damage. You make it out to the other side, and there Krom is, covered in soot, little pieces of glass, and elf.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Mon Apr 23, 2012 4:23 pm 
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Shinsa moves towards the slime and then attacks it from behind.

Roll: 8+6=14
Damage: 6+3=9

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Mon Apr 23, 2012 4:36 pm 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
The slash removes a chunk from the slime, forming a small slimelet. It begins to wander off.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Mon Apr 23, 2012 4:40 pm 
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How small? Small enough to try stomping on?

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Mon Apr 23, 2012 5:52 pm 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
It is just within stomp range, just barely.

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