AWKWARD ZOMBIE

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed May 16, 2012 6:48 pm 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
The slime dies, leaving behind only the slimy membrane and slimy slime that filled it. Slime 1 gives not even a slime-glance to its brother or sister's death. I think now was the Rat King's turn, who continues to try hitting Krom, but once again rolls too low to even matter, so it's everyone-but-Shinsa's turn now. Krom, Semli, Aya, and Blanche, whatever order.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Wed May 16, 2012 10:01 pm 
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Lets try hitting Mr. Mouse again.

Roll: 7+6 = 13 ... Swing and a miss!
Roll: 10+6 = 16 Woo! Hit!
Damage: ... I got a 1.
I rerolled to see if I could get something else and rolled a 1 again. Yeah! Go me!

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Thu May 17, 2012 9:03 am 
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I trust in my allies ability to handle this, and I move back to the woods to pick up my gear as fast as I can. I cast Cure Moderate Wounds on myself (I was thinking about doing this in a previous turn, so it's already marked on my character sheet since I forgot to remove it. I forgot what I rolled but I'm at 18 HP now).


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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Thu May 17, 2012 10:09 am 
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Location: N...nowhere, really. Just passing through.
I'll take off the ring and attack the Rat King before getting back to Rogue-y stuff.

7+9=16, 1+10+1=12 assuming it can be sneak attacked

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Thu May 17, 2012 6:23 pm 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
The rat king goes down with that sneak attack, and the bindings that formed it break, returning it to its former state as an ill-tempered rat swarm. As Krom's last action left him next to it, and it has now spread out into a swarm, Krom is sucked in, taking 5 damage while avoiding both disease and nausea.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Sat May 19, 2012 11:15 am 
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Location: over there *points*
Krom: Throw Alchemist Fire at the swarm!
Attack: 19+6=25 (vs. touch)
Damage:5.
(Though is it a big enough swarm to get hit multiple times? Krom is hit by splash, but it doesn't matter (DR), and did the swarm take DR into account last turn?)

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Sat May 19, 2012 12:48 pm 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
Ya know, I keep forgetting about DR, adjust the damage for that.
First, you take splash damage of 1 fire because there is no space within the swarm you can avoid splash damage. Second, the swarm squeals and burns up a lot of its members, compounded by the splash affecting even more, although luckily for the swarm it is still intact.
It is now the slime's turn as it continues its relentless assault against Shinsa, an assault only made more pathetic by a miss.
Shinsa's turn, then rats, then everyone else again, then slime.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Sat May 19, 2012 1:23 pm 
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((I'm going to be leaving on a trip to see some family friends for bout 2 weeks so I'm probably not going to be able to check/update this adventure. But I don't wanna leave you guys hanging that long so my previous statement still stands and you can take the reigns till I get back. Hell, maybe you guys'll be luckier than me and actually manage to hit something, heh. But I'm still here till the end of the weekend so I can still not know hot to aim a crossbow till then.))

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Sat May 19, 2012 1:28 pm 
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Stab slime.

Roll: 17+8=25
Damage: 7+3=10

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Sat May 19, 2012 2:43 pm 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
It becomes a pile on the ground like the last slime, joining its kinsslime in that big vat in the sklyme.
The rats, on fire of course, take more damage, and are unable to unlight themselves. They run around furiously, a little swarm of flaming diseased rodents, and end up at Shinsa's location, dealing 3 swarm damage, 6 fire damage, and make you nauseous. Luckily for you, things on fire tend not to support pathogen life, so you don't contract filth fever.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Sat May 19, 2012 2:46 pm 
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Also paladins are immune to disease.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Sun May 20, 2012 6:19 am 
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Is it our turn now? I run towards the trees as fast as I can to pick up my stuff.


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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Sun May 20, 2012 3:43 pm 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
Yes, it is you guys' turn. Guess I forgot to mention that.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Sun May 20, 2012 4:29 pm 
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I guess I take another a potshot at a swarm of rats and then get out of their way.

Attack: 12+6=18
Damage: 2

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Mon May 21, 2012 11:13 am 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
The rat swarm seems not very affected. But, it's hard to tell whether it's not affected very much seeing as it's on fire.

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