AWKWARD ZOMBIE

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Tue May 01, 2012 1:27 am 
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Location: N...nowhere, really. Just passing through.
I'm quite aware that when 1's get rolled, bad things happen. I just wanted to see if it was clear, when it matters more than a chuckle at someone's expense, that there was a difference between "I flubbed that so bad. This is gonna hurt..." and "Gimme a minute, I'm too busy trying out for Chaotic Stupid".

I did mean from where we were to the walls, yes. Can I tell how heavily the guards and sentries are armed/armored?

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Tue May 01, 2012 12:06 pm 
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Location: over there *points*
"Krom have plan. It called: Kill them all! We can go now."

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Tue May 01, 2012 12:09 pm 
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"I think we should at least scout out the area a bit more, so that we know what we're getting in to."


Last edited by Syobon on Tue May 01, 2012 12:12 pm, edited 1 time in total.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Tue May 01, 2012 12:12 pm 
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Location: over there *points*
"A fight! Even Krom know that." Krom said blankly.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Tue May 01, 2012 5:11 pm 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
The guards are wearing studded leather, the ones on the ground are wielding swords and shields, and the ones on the walls bows. The slime is unarmored, and has no arms.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Tue May 01, 2012 5:16 pm 
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Any of them evil? I'm always going to ask that.

"Much as I like the idea of rushing the place, if they can get the fortress doors closed then that'd keep us out. And unless Krom can chuck us over the walls, we'd be sitting ducks for the archers."

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Tue May 01, 2012 5:26 pm 
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"You know, the place is made out of wood, and I do have a flamethrower..."


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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Tue May 01, 2012 5:30 pm 
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"Uh, let's leave that as the last resort. Fire would let us in, but it would also destroy everything else. Any documents, assets, etc. that could be used for expenses. Like rations, running a bit low on those."

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Tue May 01, 2012 7:11 pm 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
Running low on rations, you say? Oh, I can't wait for the fun.
Anyway, yes, they're evil.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Tue May 01, 2012 7:21 pm 
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Is the gate currently open or closed?


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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Tue May 01, 2012 8:42 pm 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
The gate is currently closed. It is a large wooden double door, big enough for more than a cart. A metal portcullis hangs above.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Tue May 01, 2012 8:50 pm 
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Location: over there *points*
"Krom not know what you talk about. Krom can share Ham-sandwich Krom found under rock yesterday."

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Tue May 01, 2012 9:07 pm 
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"That's a squirrel and two pieces of wood."

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Tue May 01, 2012 9:14 pm 
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Location: over there *points*
"...Soooo...Krom not share?"

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed May 02, 2012 2:46 am 
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"Alright boys, I've concocted a rudimentary plan. We lure the guards out front to here in the bushes somehow, and then subdue them without the lookouts noticing. Some of us disguise themselves as the guards then, and subsequently try and get the lookouts to open the gate somehow."


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