AWKWARD ZOMBIE

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Mon Apr 23, 2012 6:11 pm 
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Blanche casts Cure Moderate Wounds twice on Krom (5+4=9 and 5+4=9). "Hope you've had your share of explosions now buddy."


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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Mon Apr 23, 2012 6:49 pm 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
Remember when we had that little discussion on having used all your spells yesterday?

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Mon Apr 23, 2012 7:16 pm 
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I had those left, I only used Cure Light Wounds and Lesser Restoration yesterday, and Resistance this night. One of those Cure Moderate Wounds is a spontaneous cast, the other is from my Domain spell slot.


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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Mon Apr 23, 2012 7:33 pm 
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Stomp the slime. This'd still count as a melee attack right?

Roll: 2+6=8

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Mon Apr 23, 2012 7:44 pm 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
You miss the little slime. Fun fact, a natural 1 would have had it start consuming your leg.

Alright, I guess you can heal him then. If you really want to.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Mon Apr 23, 2012 8:19 pm 
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Stomp again!

Roll: 15+6=21

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Mon Apr 23, 2012 9:44 pm 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
The slime pops with an oily pop. There just wasn't enough left to split right.

At this point, not counting time paradoxes caused by when the others taking their actions (aya/OW), the main slime has made it over the sand pile, and Krom has returned to 18 hp.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Mon Apr 23, 2012 9:48 pm 
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How far is the slime from Blanche and Krom?


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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Mon Apr 23, 2012 9:52 pm 
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Shinsa chases the slime. Unlimited Bladeworks awaits it when she gets over the sand.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Mon Apr 23, 2012 10:10 pm 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
You run over to the sand pile, and you (3+2) flub the climb roll.

During the slimes 2 attempts to get over the pile, it dumped sand, making it 4 dumps already, halfway back to full speed. It dumps some more as it slides down to the firey side of the pile, and heads towards a flaming building. You two are 3 rounds away from it unless you run, but running incurs penalties in combat.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Mon Apr 23, 2012 10:32 pm 
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Attempt to get over the sand pile again.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Mon Apr 23, 2012 11:19 pm 
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Location: over there *points*
As Krom wakes up: "Never enough. Now what, Blank?"

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Mon Apr 23, 2012 11:24 pm 
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"That's a good question. Way I see it, we got 3 options: keep running from it and shoot at it until it turns into a porcupine, run in and try to smash it to bits, or, we bury it under a ton of stuff. Maybe if we could get something to collapse on top of it..."


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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed Apr 25, 2012 12:01 am 
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If you want to go with timey-wimey-warpy stuff then I'll have Ayalea shoot the oranges for the three turns.
Damage rolls: 4, 5, 3.
And if you don't/After the slime climbs over, I'll try and climb the sand pile too and keep shooting it once I get up there.

For future reference though, it might be easier and less confusing for everyone if we just keep going like I did nothing. Maybe Ayalea suffers from spontaneous and very short bursts of narcolepsy or something. And in the event that you're all waiting for me to do something and I don't get back soon enough, relatively, I give you guys permission to take control till I get back. As long as it isn't something completely out of character I'll just roll with it.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed Apr 25, 2012 12:40 am 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
Attack rolls, silly, not damage rolls. But I guess being a narc is fine too. But after rolling attack rolls for you, only one hit, but the orange that exploded, I am not making this up, did the equivalent of those 3 rolls you made, 12. It's now the same size as the slime as the one Shinsa squished. AC 11. The oranges have absorbed enough sand when trying to germinate within it that is now completely sand free, in conjunction with it's dumps. It can move enough to touch a flaming building and attempt to rush Blanche, who smoothly dodges it. And to think I was 1 point away from hitting.
Aya, you manage to make it to the top.

Shinsa, you rolled a 1 on the climb check, so you somehow get suck in the sand pile. Like, dead center of the pile stuck, not that wimpy head in arms flailing stuck. You still have some air if you hold your breath, which your concentration check/fort save lets you do without a hitch, for now.
Sadly for me, OW was right there and able to see him slip into the pile.

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