AWKWARD ZOMBIE

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Fri Jun 08, 2012 4:57 am 
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(I've kind of lost track of where I'm supposed to be at this point, so tell me if I'm too far away to do this)

I'm going to use the alchemy sprayer, so I position myself so I can hit all the guards with it. I spray them with Acid (Ranged Touch Attack: nat1... Oh boy)


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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Sat Jun 09, 2012 10:42 pm 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
The sprayer malfunctions, acid melting down some of the components. You can't remove it from your arm in time to keep acid off of you, and take 3 damage before you can get it off.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Sun Jun 17, 2012 7:52 pm 
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*cough*


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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Mon Jun 18, 2012 2:59 am 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
Ah yes, I think I did say something about skipping people's turns if they took too long.
Let's see... The rat kings' turn. They gang up on Krom because why the hell not. The first misses, but the second hits for 9 damage.
This leads back around to Aya/semli's turn.
And I would've noticed the lack of thread activity sooner were it not for installing new carpets.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Mon Jun 18, 2012 11:52 pm 
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Location: over there *points*
(I am going to always assume you never added in DR, just for the sake of convenience.)

Krom: attack, attack, and, uh, let's see here...Attack!

Power attack 4.Roll 19. Crit. (No confirmations needed, right?)
Damage (2+3+6+7X2= 36)

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Last edited by LordSeth on Wed Jun 20, 2012 7:55 pm, edited 1 time in total.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Tue Jun 19, 2012 3:04 am 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
Well, a little late, but that's what time warps are for. Or moving your turn ahead in the turn order but I don't wanna do that SO time warp. Your attack blows up the one that missed you into a rat swarm. It blows up away from you though, so you aren't stuck in the swarm as of now.

Aya/Semli turn GO.

(And I never remember DR)

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Tue Jun 19, 2012 9:29 am 
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Location: N...nowhere, really. Just passing through.
I'm unsure if I'm in a position to sneak attack the guards approaching us from outside. If I am I will attack then make myself scarce, if not I'll spend my turn getting hidden and making active spot checks to try to see if we have any more surprises in store from outside.

Attack, if applicable: 2+9=11

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed Jun 20, 2012 1:08 pm 
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Location: Somewhere else
I believe I'll continue fascinating those rats if possible. I can't kill em so I may as well keep em out of the picture.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed Jun 20, 2012 4:50 pm 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
You manage to keep those two fascinated.

Semli, you cannot hit the guards from this position, so you head to the gate to look for reinforcements. Now, you aren't sure if it's on the enemies' side, but there is a wolf in the bushes waiting for the right time to run in and start eating people.

The guards' turn, they get no surprise attack on you guys since they are terrible hiders. They decide that since you jumped out in front of them and then started burning yourself with acid that you are not the biggest threat, Blanche, and go for the singing gnome instead. They shoot at you with their bows, the first hitting for 1 damage, the second shooting himself in the head and KOing himself, the third just missing. What a fun turn.
RK3 is still fascinated.

Shinsa/Blanche turn agogo.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed Jun 20, 2012 4:54 pm 
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I cast Cause Fear on whatever Rat King appears to be least damaged and not the fascinated one.


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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Thu Jun 21, 2012 6:25 pm 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
RK1 has burst into rats, RK3-4 are fascinated, leaving only RK2. It fails it's save, and immediately goes ballistic with fear. It'll have to wait it's turn to actually show it though.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Sat Jun 23, 2012 6:28 pm 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
Long enough I guess, let's move on.

RK4 fails it's check again and is still fascinated, so it's Krom's turn.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed Jun 27, 2012 11:00 pm 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
I didn't want it to come to this, but, with so little activity, whether it be boredom or having too much else or in life, I think I'll just end it here. It was a nice game while it lasted.

I suppose now we enter the post-game questioning. Ask anything about the campaign, whether it be about what has happened alreadt or what would have happened later.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed Jun 27, 2012 11:06 pm 
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Location: angstangstangstangst
......saving throw! Then I do a saving throw!

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Thu Jun 28, 2012 2:37 am 
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Location: over there *points*
shoot, and I was about to post too. I'm sorry, fun while it lasted.

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