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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Tue May 22, 2012 8:17 am 
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Location: N...nowhere, really. Just passing through.
I'll take a shot at the swarm from my nice cozy hidey-hole. I'm assuming sneak attack damage doesn't work but I'll throw it in there separately just in case.

Attack: 20+9=29, 20+9=29 confirm, 5+9=14 to confirm again. Not even joking.
Damage: 4+2=6 for crit, 8+3=11 if double crit, plus 4 if sneak attack.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Tue May 22, 2012 10:49 am 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
You know what I just said about arrows not being very effective? You managed to shoot a shot that hit the first rat in the head, then ricocheted off to hit the next rat's head, and so on and so on until you hit every daisies rat. In fact it was so good, the fire goes out at just the right time to leave all the rats perfectly cooked and not dangerous to eat. The arrow even survives the impact with it's final target, so it can be picked up and used again.
But, though I never revealed it, your hide check was a nat20, so no one will ever know it was you who made that shot.

And with that combat is over. There are how many guards dead/dying? The front gate guard has sword/shield/studded armor, while the wall guards had longbows/bucklers/studded. The slime bodies and rat bodies are where they were left. I've described the layout of the fort already when Semli was on the wall.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Tue May 22, 2012 11:29 am 
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I go to where I stashed my gear, remove the guard disguise and put it back on. I suggest we loot everything and put it on the mules so we can sell it.


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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Tue May 22, 2012 9:37 pm 
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Location: N...nowhere, really. Just passing through.
Thank God that came along to finish off a low-level group of vermin at the end of a successful battle because it will never happen again.

Those are all the guards? Do the number of dead/dying guards match up with what I saw when I was on the wall? If so, first place I'm headed - sneakily, as I get close - is the building that had lit torches outside. I'll run a search to check for any hidden nasties then sneakily sneak my way inside.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed May 23, 2012 1:11 am 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
That was all the guards that saw you guys, but not all you saw. There were the two guards in front of some of the back building, and 8 others on the wall, guarding the other sides of the fort.
Anyway, Blanche comes back from being disguised as a guard back as his normal self again. They died/went unconscious not knowing whether Sugar Jr. would be safe or not. I guess now is a good time to say your total roll on Aya's disguise was somewhere over 20.
I suppose you can salt the rat bodies to preserve them for future rations, a weeks worth for each of you. Some of the ooze/membrane can be picked up if you have something to carry them in. The dead and/or unconscious guards are stripped down to nudity. I suppose it's never too early to resort to cannibalism, but unless you specify it the bodies stay intact.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed May 23, 2012 7:57 am 
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Location: N...nowhere, really. Just passing through.
In that case I'll make sure to relay all that info to the rest of the group and I'll grab the horn that the elf was trying to use so no surprises come along and do it for him. I'll stick with them and get into a position to ambush whichever guards they decide to go after first.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Thu May 24, 2012 8:32 pm 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
You relay to them the info: 4 buildings in the back, a pen for housing the slimes, the 8 wall guards, the 2 back building guards, the building you guys are standing in front of right now, and the meaningless archery practice range. None of the buildings have windows. The horn has negligible weight.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Thu May 31, 2012 9:12 pm 
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Location: N...nowhere, really. Just passing through.
So. Yeah. Them guards. They sure is evil an' stuff.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Thu May 31, 2012 10:33 pm 
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Location: over there *points*
krom: Charge inside, sword at ready and when inside give off a battle roar!

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Sat Jun 02, 2012 12:26 pm 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
THANK YOU. I was beginning to think this had died.

When you say rush inside, I'm assuming you mean the now unguarded center building. Semli wished to get a good ambush position on the next guards you go after, so he is in a good spot to snipe at whatever is inside. You bash open the doors and give off your most intimidating battle roar in front of 3 rat kings. You manage to scare two of them into not acting for a bit. Initiative: Krom, RK1, RK2, Aya, Semli, ???1, RK3, Shinsa, Blanche, ???2.
The two intimidated were RK1 and 2, and do not act this round.
If someone doesn't make their turn, someone else take it or just skip/delay action.
Krom, Aya, and Semli's move.

As for a description inside the building, it seems pretty empty aside from the ratkings. You do look up, though, and notice that ???2 on the initiative was a 4th ratking, hiding in the rafters.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Mon Jun 04, 2012 11:52 pm 
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Location: over there *points*
ATTACK!
POWER ATTACK 4
ROLL: 4
...

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Thu Jun 07, 2012 4:29 am 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
It misses, although it wasn't so spectacularly bad to make the ratkings stop cowering. Their turn goes by with them getting over it, ending their turn and starting aya/semli.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Thu Jun 07, 2012 3:55 pm 
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((Hello everybody I'm back. And not much happened here apparently.))

Since I've had horrible attempts to fight stuff I'm gonna try being an actual bard this time. Can I use my bardic music to try and fascinate all the Rat Kings kinda like the Pied Piper? If not I'll use Inspire courage on us so that we can kill stuff better.

'I pull out my masterwork violin and bow and perform a facemelting solo of awesomeness.'

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Thu Jun 07, 2012 5:53 pm 
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Location: N...nowhere, really. Just passing through.
Welcome back, Qepp. Hope your trip was enjoyable.

I'll shoot at a Rat King that hasn't acted yet, if there still are any; if not then the RK closest to Krom. I'll try to hide outside the door after.

14+9=23. 3+1=4, +5=9 for the sneak attack if it hasn't acted yet.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Fri Jun 08, 2012 2:09 am 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
Rather than following the normal rules for fascination, in which any combat near them would break it, I think it would be more fitting to have it only when they are attacked themselves. LET'S ROLL THOSE DICE! The first one rolled higher than you but your perform bonus let you win, so it's gonna just sit there for a while. The other 1 rolled a nat1 for it's will save, so the music moves it so much it is overwhelmed by goosebumps and falls off the rafters for 12 damage. It is overcome by music and goosbumps and the damage does not snap it out of it. You can only affect two at your level if I read right.
Semli, as attacking the ones Aya fascinated is not your MO (I presume), you manage to sneak attack the one Krom was after, as it technically hasn't acted yet or noticed you. It reels and looks for its assailant, but those low spot checks man, those low spot checks...

It is ???1's turn, which as a spot check from those in back reveals, it is a group of guards that heard commotion of hear when Krom started to intimidate the Ratkings. They appear to be trying to be stealthy, 3 of them. They used their turn up making it to you guys.

RK 3 and 4 are fascinated by the sparkly music, so Shinsa/Blanche/Krom are up.

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