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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Mon May 07, 2012 9:53 pm 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
The two guards at the gate decide not to send their slime to investigate (not wanting to damage potential loot), and decide Guard 2 will investigate.
He enters the woods, uneasy, as if he knows he's gonna be killed by the halfling in the bushes he is unaware of. He takes a quick look at the bushes, and sees only that they are bushes. He sees you, Aya, "What's someone like you doing all the way out in the forest with all that stuff on your mule? If I'm rescuing you, I think I deserve a piece of loot. Maybe lighten your load to make your travels easier." Flat footed AC 13

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Mon May 07, 2012 9:58 pm 
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Shinsa has her sword pointed up in her hiding place. She raises it just slightly, enough to trigger the enchantment, aimed at the guard remaining at the gate.

Roll: 16+2=18

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Mon May 07, 2012 10:39 pm 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
Lucky for you, the lightning appears just below the top-of-the-wall guards' line of sight, and then knocks the remaining guard out. Without interference he will eventually stabilize at round 4 after being knocked out, should anyone care.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Mon May 07, 2012 11:32 pm 
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Not once I get to him he won't. Later though, after Guard 1 is taken down.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Tue May 08, 2012 4:50 am 
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Blanche is going to wait for the rogue to do his sneak attack or whatever, but prepares the action of smashing the guards skull in with a morningstar if the sneak attack would fail to take the guard out (or if the guard somehow notices us before the rogue can attack).


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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Tue May 08, 2012 9:13 am 
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Location: N...nowhere, really. Just passing through.
In that case I'll make sure I'm within 30 feet - doing a little sneaky sneaky to get there if not - and fire my shot.

Attack: 5+9 = 14 x.x Damage = 3+9+1 = 13

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Tue May 08, 2012 11:08 am 
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In case he's still alive I shoot him with my crossbow nat20, 2+4=6 to confirm, 3*2=6 damage. Otherwise I do nothing for the moment.


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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Tue May 08, 2012 5:17 pm 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
First, Semli's attack knocks the guard unconscious. As he is still technically alive, Blanche still chooses to attack, killing the downed elf. You manage to take all things to help with the disguise, all the way down to the lace underwear.
Aside from the armor/weapon/clothing, there is nothing of value on him. You can always add the body itself to the loot pile if you want to do anything with it.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed May 09, 2012 10:55 am 
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Location: N...nowhere, really. Just passing through.
"Right, then. See ye on the other side. I'll try n' make sure gates and things get opened even if this doesn' work."

I'll attach my rope to a grappling hook, leave an Invisibility Potion for anyone that wants to use one, then make my way around to the side with shadows extending furthest from the trees towards the fort. I'll sneak my way out until I'm roughly five feet from the extent of the shade then quaff an Invisibility Potion for myself and head quietly for the walls. Should last for five minutes or until I directly cause damage to another character.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed May 09, 2012 11:42 am 
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In the meantime I disguise myself as a guard, I hope someone else will roll an Aid Another check because we'll probably need it. I also use the disguise kit for the ears and such.


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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed May 09, 2012 11:55 am 
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Location: N...nowhere, really. Just passing through.
I think we were letting Aya handle the disguising since she had all the experience doing makeup work and it'd probably be easier than trying to disguise yourself, but maybe that's understood.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed May 09, 2012 12:03 pm 
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Yeah that would probably work better. Oh also can we use the disguise kit to fake some injuries? And is everyone ok with me trying to open the gate by saying "there's an armed caravan loaded with riches outside, quickly open the gates, if we all rush them we'll get loaded!"?


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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed May 09, 2012 12:28 pm 
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That sounds way too obvious as a trap. Maybe say you found some stuff in the woods, since the sentries noticed one person walking over there and expect one person to walk back.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed May 09, 2012 12:30 pm 
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Location: over there *points*
"Krom bored. Can Krom attack now?"

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed May 09, 2012 12:56 pm 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
Blanche, with Aya's expert disguise skills, even you don't recognize yourself. You may add fake scuffs and bloodstains and etc if you wish, any specific wounds you want?
OW, you solid snake your way to the wall, where I assume you are going to use that grappling hook, so let's roll for climb! Wow, the DC for climbing a rope with a wall to brace against is really low. That said, you start the ascent successfully.
Krom, there is nothing stopping you from attempting to storm the gate.

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