AWKWARD ZOMBIE

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed Apr 25, 2012 11:00 pm 
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Location: over there *points*
Krom, save the Shizno from suffocating.
Heroically as you please.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed Apr 25, 2012 11:17 pm 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
(19+4) You continue digging where OW left off after a successful climb check (18+3) to the other side. You feel something squishy while digging, and (1) as you try to pull it, you accidentally pull yourself in instead. If you don't mind never getting sand out of your eyes again, you can see Shinsa there with you.
This is turning out way better than I hoped.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed Apr 25, 2012 11:37 pm 
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Let's see if the sandpile will manage to perform a TPK.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Thu Apr 26, 2012 12:20 am 
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Blanche moves to the sandpile and asks Krom if he can grab Shinsa. If he can, Blanche tries to pull them both out.


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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Thu Apr 26, 2012 1:50 am 
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I attempt to keep digging them out. I rolled a ... 4. Man, we really suck at digging don't we?

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Thu Apr 26, 2012 1:53 am 
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The sand pile is obviously the most dangerous enemy yet. Tales will be sung of it for ages to come.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Thu Apr 26, 2012 2:03 am 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
I think I should mention this, in case it wasn't clear, you guys in the sand can try stuff, instead of resigning your fate to the outside world saving you. Penalties for being trapped in sand will make it hard, sure, but I don't want it to turn out you didn't do anything in the sand because you thought you couldn't.

Anyway, in order to continue digging for them, you have to go into the hole dug into the side. You get a little sand out, but can't feel them while digging.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Thu Apr 26, 2012 2:12 am 
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I thought that moving would make me have to roll a save again for breathing but okay.

Roll= 4. Apparently everyone sucks when it comes to sand!

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Thu Apr 26, 2012 2:38 am 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
That was only because of the nat1, normally you only need breath checks after you run low on breath.
I'm really just waiting for the next nat1, or an attempt at rescue that doesn't flub harder than Flubber, the magic-challenged narwhal. Speaking of which that 4 flubbed, so you wiggle I guess. I was considering whether it should have been enough to collapse the tunnel aya is in, but I figured that would be the next nat1.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Thu Apr 26, 2012 4:30 am 
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Well just rolled again then.

Roll = 14

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Thu Apr 26, 2012 8:54 am 
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Location: N...nowhere, really. Just passing through.
Still working to get them out...11

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Thu Apr 26, 2012 9:11 am 
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Rolling to defeat the mythical sand monster 6.


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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Thu Apr 26, 2012 5:28 pm 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
By your rolls combined, the two of them finally have an airway, and since they are technically not in danger of drowning anymore, and because I want to move on, I declare the encounter over.
You two will never truly be free of the sand pile, it will come back to haunt you one day. Oh believe me, it will come back to haunt you.

Anyway,
Guyperson wrote:
All threats have been eliminated from the city. The buildings will eventually burn out, and the children you saved will grow up to enjoy the rule of their future robot masters. In the days to follow, the wizards will spew out more sand, and use it to build a sand castle over their sunken tower. Houton sold off the magic items he was going to give to adventurers to deal with the people north of the city so he could pay for fire damage/etc. You may attend the auction if you wish.

Also, you gained good karma for saving children. You will level up upon exiting the city, with the following additions.
Fighters (none of you): Two extra attribute points, because there is bodaciously no point in being a fighter without some super bonus.
Barbarians: You get your damage reduction early, DR3.
Bards: I'm not sure, suggest to me something you think would be fitting and strong, but not too powerful.
Monks (none of you): Perfect slow fall while next to a wall, more stunning fist uses (x2)
Paladin: Early 2nd use of smite evil & celestial mount.
Ranger (none of you): Animal companion uses ranger level as equal druid level. camouflage early
Rogue: I dunno, I'm thinking choose your first rogue special ability from their list, or suggest something if you want
Wiz/Sorc (none of you): NOTHING YOU DON'T NEED IT
Cleric: I don't think you need anything but suggest something
Druid (none of you): Hahaha no
Even if I didn't say suggest something, you can try. Other than that level up as normal. I was going to save this for the rat thing later on but the sudden almost-failure to defeat a sand pile made me realize, if you don't level up now, you might not make it to 4.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Thu Apr 26, 2012 5:31 pm 
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Shinsa wishes to attend the auction of magical items.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Thu Apr 26, 2012 5:32 pm 
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If that's okay Blanche is coming with.


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