AWKWARD ZOMBIE

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed Apr 25, 2012 12:47 am 
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So it would appear as though I have pure luck when doing something stupid and horrific luck when trying something mundane. Good to know!

Now can someone please get me out of the sand?

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed Apr 25, 2012 1:01 am 
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Blanche attempts to smash the slime with his morningstar (18+4=22 to hit, 3 damage).


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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed Apr 25, 2012 1:11 am 
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((Wow, launch out of a giant canon, A-ok. Try to climb a pile of sand, get buried alive. How do people survive in this place if such simple things can kill you? :psyduck: Like that one D&D thing I read where this guy had to roll to pick his nose and crit failed and ended up decapitating himself.))

Upon noticing my comrade somehow vanish into the depths of the sand pit I try to dig her out... With a roll of 5 I probably fail at doing so.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed Apr 25, 2012 2:05 am 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
This is a world in which house cats are stronger than humans. Logic has no place here unless I'm using it in a trap.

Anyway, I don't know what skill you were using with that 5 but a 5 isn't enough under any circumstances, except balance checks, and even then only sometimes.

The force of your morningstar manages to damage the slime it seems, and not just because morningstars are my favorite D&D weapon.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed Apr 25, 2012 7:35 am 
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Location: N...nowhere, really. Just passing through.
I'll raise shout as I get over to the sand pile to try to give Aya a hand getting Shinsa out of the sand pile.

"Oi, Krom! Our Paladin's havin' a little too much fun in th' sand box, help us get her out!"

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed Apr 25, 2012 8:43 am 
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Location: over there *points*
"YES!" Krom walks over. (too fatigued to run) and attempts aid another?

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed Apr 25, 2012 8:44 am 
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Blanche continues hacking away at the slime with his morningstar (19+4=23, 2 for damage).


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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed Apr 25, 2012 6:29 pm 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
The slime's turn comes around again before your attack, Blanche. However, since you get an attack to stop it's attempted grapple this turn, you smack it. An AoO consumes this round's attack, so now next round, it attempts another grapple. If you fail the AoO, the grapple roll is 16. It has a lower modifier than you a tie would mean you aren't grappled.

Krom, your aid another roll was a 2, and I don't think you have any skill with a +8 modifier, so aid another fails.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed Apr 25, 2012 6:34 pm 
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I swear this is hilarious how first Shinsa fails to climb a hill of sand and then everyone trying fails at trying to help her out of the sand.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed Apr 25, 2012 6:44 pm 
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I rolled a 6+4=10 to attack, and the AC was 11 right? So that fails and I roll a natural 20 on the grapple check.


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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed Apr 25, 2012 6:55 pm 
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Location: N...nowhere, really. Just passing through.
Guyperson wrote:
An AoO consumes this round's attack, so now next round, it attempts another grapple.

Just pointing out: unless you're house-ruling, AoO's don't take the place of an attack that would've been made normally. By default every character gets one AoO per round in addition to whatever actions they would take on their turn.

I have no idea what I'm rolling to try to get Shinsa out, by the way. I rolled a 19 on a flat d20, dunno if it's supposed to be adding Strength or Dex or a skill or whatnot.

Madican wrote:
I swear this is hilarious how first Shinsa fails to climb a hill of sand and then everyone trying fails at trying to help her out of the sand.

I find it more confusing how trying to climb up some sand landed you so badly buried that you're in danger of suffocating, but eh.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed Apr 25, 2012 7:08 pm 
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Natural 1's and 20's pretty much bend the universal laws in DnD.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed Apr 25, 2012 7:41 pm 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
I don't really know which way AoO go, but I thought it worked the way I mentioned. I guess your way makes some more sense, so sure, Blanche, you can make an attack this turn, and one to make up for not attacking last turn.

I guess 19 is pretty good, and if you're letting me choose, I'd probably start doing like a STR based digging action of some sort. In fact that's such a good idea I'll do that. And since smaller creatures are normally the ones to live in burrows, like bunnies/etc, and hobbits live in burrows, I'll raise that 19 to a non-natural 20 (size modifier). You manage to get over a foot of sand out of the way without a cave in or avalanche or anything like that to ruin your progress.

Madi, do you remember that one story about the guy who kept getting nat20s on bluff checks and erased a king from existence? That is my inspiration for how nat20s/1s work.
Btw that was merely an example you cannot actually try bluffing people out of existence. You can cause an emotional crisis telling them they don't exist though.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed Apr 25, 2012 8:49 pm 
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Okay, so I roll 2 more attacks:
2+4 =6 miss
17+4 =21 1 damage


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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed Apr 25, 2012 10:32 pm 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
It has finally run out of energy, and collapses. It's still on fire, though.

All threats have been eliminated from the city. The buildings will eventually burn out, and the children you saved will grow up to enjoy the rule of their future robot masters. In the days to follow, the wizards will spew out more sand, and use it to build a sand castle over their sunken tower. Houton sold off the magic items he was going to give to adventurers to deal with the people north of the city so he could pay for fire damage/etc. You may attend the auction if you wish.
This, of course, will all be after you deal with saving Shinsa from suffocating. I just wanted to get all that out of the way now.

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