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  1. - Top - End - #151
    Troll in the Playground
     
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    Default Re: The World's Pinkest Dungeon (IC)

    Kallond waves his hand dismissively. "As you wish. Which doorway are we going to use? I seem to remember there being two of them." Turning his back to the trapped hallway, Kallond makes ready to follow the others back to the other doorways.
    I didn't actually intend to kill EVERYONE. It just sort of happened.

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  2. - Top - End - #152
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    Default Re: The World's Pinkest Dungeon (IC)

    I suppose we keep doing what we have been, and follow the left wall. So, past the Orcs, and south from the room we entered." Teebeay heads in that direction, determined to come back this way eventually.

  3. - Top - End - #153
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    Default Re: The World's Pinkest Dungeon (IC)

    Deciding to play it safe until you find your bounty, the party returns to the room with the orcs. As you enter it seems quieter than it did before. You quickly realize that the orcs are not making a sound at all now. Not even a cough.

    Zil
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    Looking into the corner where the orcs sat, the lighting seems incredibly dim, shadowy and dark, even to your eyes. You can barely make out what you think are the three figures of the orcs sitting in the corner.


    Last edited by Pink; 2009-03-12 at 12:16 AM.
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  4. - Top - End - #154
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    Default Re: The World's Pinkest Dungeon (IC)

    Zil halted abruptly, examining the darkness and whispering to his teammates.

    Stop. Now.

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    Since he can't pierce it with darkvision, Zil's assuming it's magical.
    Spellcraft: (1d20+8)[19]
    Knowledge (arcana): (1d20+8)[10]
    Spot: (1d20+3)[18]
    Listen: (1d20+3)[21]
    Search: (1d20+4)[9]
    Last edited by Gnorman; 2009-03-12 at 01:05 AM.

  5. - Top - End - #155
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    Default Re: The World's Pinkest Dungeon (IC)

    Base, sword and shield STILL at the ready, stands ina defensive stance in front of the others, reayd to protect! "What is it, companion Zil? I sense no obvious danger."

  6. - Top - End - #156
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    Default Re: The World's Pinkest Dungeon (IC)

    ((Please be making note of your positions on the map if you could.))

    Zil
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    If it is magical, you cannot identify what makes this effect. You think that one of the Orcs head's appears to be much enlarged, though it is hard to tell from the dimness of the shadows. Your ears sense nothing though.
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  7. - Top - End - #157
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    Default Re: The World's Pinkest Dungeon (IC)

    Teebeay comes to a stop behind Base and Zil. "The orcs, it must be the orcs. But I don't hear them any more. Guess the sick one got over whatever was making him cough?"

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    One letter higher than Base, will be Teebeay's location.
    Last edited by Dreamshifter; 2009-03-12 at 01:33 AM.

  8. - Top - End - #158
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    Default Re: The World's Pinkest Dungeon (IC)

    There's unnatural darkness over by where our orcish friends once were. Three shapes in the shadow. Not sure what they are, but they could be dangerous. That umbral blot defies my own darkvision. Might be nothing. Might be battle. It might be a trick of the shadow, but one of the orcs' head looks... engorged. Swollen.

    I'm not taking any chances. Those of you with aspirations of martial prowess, move into the darkness after I cast this spell. With any luck, we'll be on clean up duty.



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    OOC: Standing about two squares behind Base, wherever he might be.

    Casting Sleep on U2, the corner of U-V 1-2, whatever gets me the whole corner in the spell's effect. DC: 16 (10 [base] + 4 [Intelligence] + 1 [spell level] + 1 [spell focus]).

    Sleight of hand check to disguise the casting: 20

    And an initiative roll if this brings us into combat: 22

    Last edited by Gnorman; 2009-03-12 at 06:57 AM.

  9. - Top - End - #159
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    Default Re: The World's Pinkest Dungeon (IC)

    Svante stops, he pulls his sleeves up, letting the chains slowly out of his sleeves without a noise.

    This is going to be interesting...

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    Readied Action: Mortalbane eldritch blast on the first living thing he sees that is not summoned by the party and not a member of the party.

    [roll=vsTouch]1d20+3
    damage - (2d6)[8] Half damage if foe is living.
    initiative - (1d20+1)[16] If a fight is started.

    I will be beside Zil.

  10. - Top - End - #160
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    Default Re: The World's Pinkest Dungeon (IC)

    Seeing his comrades agitation over the orc's silence and this "mysterious" darkness (everything was darkness to Kallond), Kallond draws his longsword. Expecting a confrontation it seems, he moves up to behind Teebeay, where he will hopefully at least be able to see what's going on.

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    Initiative:(1d20+0)[7]
    Listen:(1d20+4)[9]
    Spot:(1d20+4)[20]

    Move:Draw longsword
    Standard:Move to the square directly "behind" (i.e West) of Teebeay, or as close as he can manage with 20' movement.
    I didn't actually intend to kill EVERYONE. It just sort of happened.

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  11. - Top - End - #161
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    Default Re: The World's Pinkest Dungeon (IC)

    As Zil casts his spell, he's able to see glimmers of movement in the darkness. In the area near the ceiling of the darkness to be more precise. Kallond and Svante are able to see them too in the din as they approach. As one comes into view, a horrible tentacled thing, not unlike a squid, that seems to swim through the air rather than fly approaches at a rapid speed, now coming into the party's visible Light. Svante's chains shoot forth a beam of energy as it hits the creature...Only to dissipate and not slow it down at all. The creature stops it's flight 15' above the party and is suddenly shrouded in darkness...a darkness which the party is suddenly covered with as you hear something like a pebble dropping in your midst.

    Only able to see shadowy forms, the party is barely able to observe the appearance and attack of a second creature, which Base can feel try to slam into it. But fortunately the warforged seems to be more metal than the creature anticipated, and is able to fend off the attack.

    Surprise round over. 20% miss chance in effect. Low is bad on percentile.


    *: 15' above ground.

    Round 1
    23= Teebeay
    22= Zil
    18= Base
    16= Nkruma
    16= Enemies
    16= Svante
    7= Kallond
    Last edited by Pink; 2009-03-12 at 03:16 PM.
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  12. - Top - End - #162
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    Default Re: The World's Pinkest Dungeon (IC)

    Teebeay's shock at being attacked abruptly lasts only a second or two. Seeing the creature floating above, he designates that his primary target, pulls out a pair of his shuriken, and sends them at the flying... thing.

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    Flurry of Blows, with ranged weapons!
    (1d20+2)[6] attack one, for (1d2+3)[5] damage, miss chance [roll 1d100[/roll]
    (1d20+2)[9] attack two, for (1d2+3)[4] damage, miss chance [roll 1d100[/roll]

    Not totally clear on ranged weapon attacks (what? I don't usually use them!), so given their 10' range increment, they may or may not get an extra penalty.

    Oops, messed up my miss chance rolls, not that it matters...
    Last edited by Dreamshifter; 2009-03-12 at 02:59 PM.

  13. - Top - End - #163
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    Default Re: The World's Pinkest Dungeon (IC)

    Dammit, I said sleep.

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    Determining what these things might be:
    Knowledge (nature): (1d20+4)[19]
    Knowledge (arcana): (1d20+8)[24]

    And casting sleep on J-K 2-4, about ten feet up. (or whatever area creates a 10 ft burst that gets both the creatures but not Base).

    EDIT: Wait Base is immune to sleep. Aiming guidelines still stand, I'm not too good with bursts and cones just yet.

    Sleight of Hand: (1d20+7)[20]
    Spell Resistance Check: (1d20+1)[21]

    Last edited by Gnorman; 2009-03-12 at 05:12 PM.

  14. - Top - End - #164
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    Default Re: The World's Pinkest Dungeon (IC)

    Unfortunately it seems the sudden Darkness is too much for Teebeay, as both his shurikens fly into the darkness without hitting their target.

    Zil's spell however proves more effective. The creature wobbles in it's flight and with a sound not unlike a limp fish hitting the ground, the creature connects with the hard dungeon floor. With a high-pitch screech however, it begins to wriggle once again.



    *:Now on the ground

    Round 1
    23= Teebeay (Action taken)
    22= Zil (Action taken)
    18= Base
    16= Nkruma
    16= Enemies
    16= Svante
    7= Kallond
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  15. - Top - End - #165
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    Default Re: The World's Pinkest Dungeon (IC)

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    OOC: I apologize for my lack of posting- I've been fighting the boards like crazy. Has anyone else been having problems with the forums lately?


    ::As the creature attacks, Nkruma curses a string of obscenities best left to the imagination before letting his missile fly, hoping to help eliminate it before it proves deadly.::

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    Attack roll: (1d20+5)[12]
    (crit) (1d20+5)[23]
    Damage: (1d4+1)[5]
    Miss chance: (1d100)[28]
    Last edited by keilyn; 2009-03-13 at 10:30 AM.
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  16. - Top - End - #166
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    Having discovered the apparent difficulties the second creature experiences when trying to hurt Base, Base decides to turn his attention to the flying...tentacle thing that caused the darkness. He swings, trusting himself to prevail for his cause!

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    Ok, Myth-weavers is DOWN right now Luckily, I remember Base's attack bonus.

    Vanguard Strike on enemy #1 (the prone one. I did NOT add the +4 on my attack for it being prone. I figure you'd do that Pink)! If Base hits, all allies have a +4 on attacks vs the target until Base's next turn. Also, thanks to Base's stance, Base will choose to have Nkruma heal 2 hp!
    Attack roll: (1d20+5)[20]
    Damage: (1d8+3)[6]
    Last edited by Frosty; 2009-03-14 at 12:17 PM.

  17. - Top - End - #167
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    Default Re: The World's Pinkest Dungeon (IC)

    Nkruma's attack goes wide, missing the creature entirely.

    Meanwhile, Base quickly recovers his battle stance within the darkness, and sensing the enemy dropping to the ground beside him, attacks without hesitation, striking true in the darkness.

    (1) One of the creature stops moving, accepting it's spot on the ground. However the one in front of Base attacks again, hoping to find a hold with it's grasping tentacles. Unfortunately they`re not designed to attach onto metal.


    *Fallen


    Round 1
    23= Teebeay (Action taken)
    22= Zil (Action taken)
    18= Base (Action Taken)
    16= Nkruma (Action taken)
    16= Enemies (Action taken)
    16= Svante
    7= Kallond
    Last edited by Pink; 2009-03-14 at 11:47 PM.
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  18. - Top - End - #168
    Firbolg in the Playground
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    Default Re: The World's Pinkest Dungeon (IC)

    Seeing the downed creature, Svante takes action. He summons a swarm of spiders over the fallen creature (1).

    swarmdamage - (1d6)[4].

    OOC: Summoning them in the prone Darmantle's space. DC 11 fort save or nausea. If it takes damage it will take 1 damage per round.

  19. - Top - End - #169
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    Default Re: The World's Pinkest Dungeon (IC)

    Unable to see the threat clearly in the sudden gloom, Kallond flails at the fallen beast with his longsword, hoping one of his blows will connect.

    Standard:Attacking Darkmantle 1
    To-Hit:(1d20+8)[5](13) (included the +4 due to prone)
    Damage:(1d8+2)[7]

    If Darkmantle 1 is already dead, or dies on Kallond's attack
    Move:Moving to K2 by way of J3 & I3

    If #1 is already dead before Kallond goes, Kallond will instead attack #2, and just subtract 4 from the attack roll posted above.
    I didn't actually intend to kill EVERYONE. It just sort of happened.

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  20. - Top - End - #170
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    Default Re: The World's Pinkest Dungeon (IC)

    Seeing a foe drop, Svante quickly summons his fierce but oddly celestial looking spiders to ravage it's body. A smell of brimstone begins to permeate the area as the dig into the flesh of the unconscious creature.

    Kallond decides that this monster of the abyss must meet it's maker and gives a mighty swing of his longsword, blood splashing out to cover his forearms as he delivers a foul blow to it. All of a sudden the darkness around the party dissipates and you are able to see clearly, both the monster that still attacks you and the hideous corpse of the one you have felled, which the spiders look to be getting dissatisfied chewing upon. Braving the swarm of spiders that try to bite at him through his armour, Kallond moves over to position himself against the living threat.


    *: Spider Swarm

    Round 2
    23= Teebeay
    22= Zil
    18= Base
    16= Nkruma
    16= Enemies
    16= Svante
    7= Kallond
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  21. - Top - End - #171
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    Default Re: The World's Pinkest Dungeon (IC)

    Eyeing the spiders, Teebeay decides that disturbing them would likely be painful, and instead skirts around the swarm and Kallond, lining up to attack the remaining creature from behind, if such a beast indeed has a behind.

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    Movement: H2, H3, I4, J4, K3, L2, K1, total 45', which requires a double move as a Move action, I believe.

    Attack: (1d20+2)[16], +2 more for flanking.
    Damage: (1d6+2)[8]
    Critical rolls (on the off chance they are needed): (1d20+2)[22], (1d6+2)[3]

    Oh, sure. The crit confirm roll is the 20... *rolls eyes*
    Last edited by Dreamshifter; 2009-03-18 at 07:05 PM.

  22. - Top - End - #172
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    Default Re: The World's Pinkest Dungeon (IC)

    Seeing the first enemy go down boosts Base's confidence and will to fight, and he intended to share his confidence with the others. "To battle, valued companions! Base will not let you fall!" He makes a solid swing at the remaining enemy that Teebeay is flanking with him, and will bolster his allies' resolve at the same time!

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    Crusader Strike. If hits, then the 2 hp healing from the stance will go to one ally and the 1d6+1 from the maneuver will go to a different ally. Trying to get everyone healed up to full.

    Attack: (1d20+7)[20]
    Damage: (1d8+3)[9]
    Healing: (1d6+1)[6]
    Last edited by Frosty; 2009-03-18 at 09:59 PM.

  23. - Top - End - #173
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    Default Re: The World's Pinkest Dungeon (IC)

    With some reluctance, Zil draws his dagger and adopts a defensive stance.

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    Total Defense, +4 dodge AC for a total of 21.


  24. - Top - End - #174
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    Default Re: The World's Pinkest Dungeon (IC)

    Base's attack connects completely with the creature, and with a twitch, a screech and the splatter of it's black blood, it falls to the ground in a pile, writhing slightly. The smell of brimstone increases in the area of the corpse.

    <Combat Over>

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  25. - Top - End - #175
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    Default Re: The World's Pinkest Dungeon (IC)

    Teebeay looks disappointed that he failed to do much of anything in the fight, but says nothing about it. Instead, he pokes the creatures with his torch, to make sure they are really dead.

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    Teebeay has taken 2 non-lethal damage, and a similar amount of Con damage, but is otherwise alright.

  26. - Top - End - #176
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    Default Re: The World's Pinkest Dungeon (IC)

    The first beast is well and truly dead, looking quite gnawed over by spiders what wasn't slashed apart by Kallond. The second however is still technically alive, and moves reflectively but still unconsciously from the pokes.

    The darkness that you know the creatures can cause, still hangs over the corner where the orcs had their make-shift camp.
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  27. - Top - End - #177
    Firbolg in the Playground
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    Default Re: The World's Pinkest Dungeon (IC)

    Svante dismisses the swarm. The swarm seems to be vacuumed into his chain.

    Those were the second most annoying squid monster that I've ever fought. He looks down at the still sort of living darkmantle. Anyone want to do the honours, or can I just feed him to the rats?

  28. - Top - End - #178
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    Default Re: The World's Pinkest Dungeon (IC)

    I'll take care of it.

    Zil walks over and plunges his dagger deep into the creature's head, hoping to hit its primitive brain. Unsatisfied with the initial results, he continues stabbing it until the creature stops writhing and is truly dead.

    So, who's for calamari, then?

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    I guess Zil's Coup de grace'ing the damn thing. Hooray for the rare opportunity I get to stab something!


  29. - Top - End - #179
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    Default Re: The World's Pinkest Dungeon (IC)

    Base keeps his blade at the ready, and only after Zil disposes of the remaining squid monster does he start cleaning his blade. He still does not sheath it, however, as there are other possible enemies in the room. "Base does not eat. However, if you are in desperate need of afood, it might be possible to cook the corpse. Base does not recommend it however."

  30. - Top - End - #180
    Firbolg in the Playground
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    Default Re: The World's Pinkest Dungeon (IC)

    We have rations. I think we don't need to resort to squid eating. Svante says, looking at the squid.

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