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Old 10-01-2012, 03:08 PM   Top  -  End  -  #121
Dimers
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Default Re: The Colonization of Terenuri (OOC) - Part 2

Doesn't even have to be 'meta'. A complete muscular collapse with some drooling and snoring makes it clear that the li'l guy will be out of commission for a while. There's unconscious and then there's unconscious. We'll just assume Roman makes his visual Heal check to notice the difference.

Sorry I have to delay just a little while longer before acting. Gotta find recipe, shop, wash dishes, make dinner RIGHTNOW. So I'll post tonight.
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Old 10-02-2012, 01:42 AM   Top  -  End  -  #122
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Default Re: The Colonization of Terenuri (OOC) - Part 2

Dimers, what spaces are the thunderballs in? You may want to make those cells a different background colour so we can keep track. Otherwise, people will forget to use them.
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Old 10-02-2012, 07:23 AM   Top  -  End  -  #123
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Default Re: The Colonization of Terenuri (OOC) - Part 2

But I did m ... um ... *looks at map* I did mark them. I14 and J14, both text and background color.

I'd also changed the color when making my original Big Huge Turn post, but I had to undo that when I realized that I'd gone out of order And I must not have remembered to re-color when I reprised the Big Huge Turn a little later.
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Old 10-02-2012, 12:52 PM   Top  -  End  -  #124
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Default Re: The Colonization of Terenuri (OOC) - Part 2

I'll update when I take lunch in an hour or so. this fight is definitely winding down.
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Old 10-06-2012, 09:39 AM   Top  -  End  -  #125
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Default Re: The Colonization of Terenuri (OOC) - Part 2

WE'RE BACK! Ok, let me figure out where we are and then I'll get something together for IC post.
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Old 10-06-2012, 07:16 PM   Top  -  End  -  #126
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Default Re: The Colonization of Terenuri (OOC) - Part 2

Woo! We're back online!
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Old 10-07-2012, 01:51 PM   Top  -  End  -  #127
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Default Re: The Colonization of Terenuri (OOC) - Part 2

Alright, only the guard is left. Both Rockcallers have left the fight.

Throk and Rilingfall can try to knock out the last guard, but he's looking like he will run on his turn as well. Those Thunderballs did some serious intimidation.
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Old 10-09-2012, 07:44 PM   Top  -  End  -  #128
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Default Re: The Colonization of Terenuri (OOC) - Part 2

Alright guys, let's knock out a few more gnomes. I think storing them in that roll might be a good idea. Keep them safe until we can get them out.
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Old 10-10-2012, 01:01 AM   Top  -  End  -  #129
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Default Re: The Colonization of Terenuri (OOC) - Part 2

Sorry, a little confused. Where's the last gnome guard?
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Old 10-10-2012, 12:06 PM   Top  -  End  -  #130
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Default Re: The Colonization of Terenuri (OOC) - Part 2

Ack! I deleted him on accident. Let me put him back.

edit: he's back. In L16, next to Hallowhiem and Jirus.
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Last edited by Meltheim : 10-10-2012 at 12:07 PM.
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Old 10-10-2012, 12:20 PM   Top  -  End  -  #131
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Default Re: The Colonization of Terenuri (OOC) - Part 2

Is there any way that we can track the gnomes that walked through the walls?
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Old 10-10-2012, 12:43 PM   Top  -  End  -  #132
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Default Re: The Colonization of Terenuri (OOC) - Part 2

Both Rockcallers have walked throught the walls, and I can tell you that they're not coming back.

If we encounter more in the future I'll put a note "last seen at square A-22" if you'd like.
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Old 10-10-2012, 12:51 PM   Top  -  End  -  #133
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Default Re: The Colonization of Terenuri (OOC) - Part 2

I was just wondering if there was a way to follow them back to the source.
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Old 10-10-2012, 02:32 PM   Top  -  End  -  #134
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Default Re: The Colonization of Terenuri (OOC) - Part 2

Posting now. Sorry for delay.
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Old 10-10-2012, 02:47 PM   Top  -  End  -  #135
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Default Re: The Colonization of Terenuri (OOC) - Part 2

For crit, that will be

(2d6+16)[22] damage (and lol, I just noticed I rolled max damage in IC thread too) and property of chain knocks gnome prone.
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Old 10-10-2012, 03:04 PM   Top  -  End  -  #136
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Default Re: The Colonization of Terenuri (OOC) - Part 2

Very nice move.

Now, what do we do?
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Old 10-10-2012, 04:51 PM   Top  -  End  -  #137
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Default Re: The Colonization of Terenuri (OOC) - Part 2

End of combat! 3 unconscious gnomes to do with as you please.
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Last edited by Meltheim : 10-10-2012 at 04:52 PM.
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Old 10-10-2012, 08:36 PM   Top  -  End  -  #138
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Default Re: The Colonization of Terenuri (OOC) - Part 2

Hal spends 2 surges to get up to 38 HP, and Jirus is up to 21 HP. He has 7 more surges today.

Hal is not getting in the middle of things again.

Readying to post IC. Hope we run into someone that can do a lot of damage that doesn't want to kill us sometime soon.
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Old 10-10-2012, 08:46 PM   Top  -  End  -  #139
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Default Re: The Colonization of Terenuri (OOC) - Part 2

Heh, Hircine and I are working a little behind the scenes RP to bring Lo-Kag into the game.
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Old 10-11-2012, 12:58 AM   Top  -  End  -  #140
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Default Re: The Colonization of Terenuri (OOC) - Part 2

It would also appear that Ravian has disappeared, so we may need a replacement for Rilingfall.
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Old 10-11-2012, 12:15 PM   Top  -  End  -  #141
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Default Re: The Colonization of Terenuri (OOC) - Part 2

Hmm, I see that Ravian was last on the forums about an hour ago, so I'll ping him with a PM to see if he's still interested in playing.
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Old 10-11-2012, 05:14 PM   Top  -  End  -  #142
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Default Re: The Colonization of Terenuri (OOC) - Part 2

I'll be out of town from Friday to Sunday, but I'll check in when I get the chance.
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Old 10-11-2012, 11:11 PM   Top  -  End  -  #143
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Default Re: The Colonization of Terenuri (OOC) - Part 2

Aaauugh. I've been up for eighteen hours, working or in transit the whole time except for a couple meal breaks. Man, this kind of thing is enough to make me miss my insomnia. How else am I supposed to get any playing done?

Gonna see what I can cobble together for an IC post before my brain's last gasp for the day.

EDIT: Melt, are the fungi here flammable? And what does Roman think of Hal's question -- any guess we might be able to use them?
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Last edited by Dimers : 10-11-2012 at 11:13 PM.
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Old 10-12-2012, 03:56 PM   Top  -  End  -  #144
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Default Re: The Colonization of Terenuri (OOC) - Part 2

All the fungi are flammable, and roman can definitely do some nature/arcana action to gather some materials for a potion or two
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Old 10-16-2012, 11:38 PM   Top  -  End  -  #145
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Default Re: The Colonization of Terenuri (OOC) - Part 2

I feel bad. Five days since my last post. It's nice to have more responsibility at my workplace, and not worrying about keeping a roof over my head is great for my off-hours, but man ... this work is seriously time-consuming.

Stats on explosives, please?
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Last edited by Dimers : 10-16-2012 at 11:47 PM.
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Old 10-17-2012, 05:38 PM   Top  -  End  -  #146
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Default Re: The Colonization of Terenuri (OOC) - Part 2

I'm going to have to look up the explosives. Feel free to carry on in the meantime :)

The explosives will have a similar effect as the mushroom attacks (daze/stun/unconscious)
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Old 10-17-2012, 09:11 PM   Top  -  End  -  #147
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Default Re: The Colonization of Terenuri (OOC) - Part 2

Oh! I was thinking of the firey effect you warned about in the foyer. Can we do that instead?
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Old 10-17-2012, 09:45 PM   Top  -  End  -  #148
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Default Re: The Colonization of Terenuri (OOC) - Part 2

sure. My credit card got stolen so I had to wait on my new card before I could reactivate my DDI account :)
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Old 10-17-2012, 11:10 PM   Top  -  End  -  #149
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Default Re: The Colonization of Terenuri (OOC) - Part 2

Ouch. If it makes you feel any better, I had some bad fish for lunch, and spent the rest of the day with it exiting every way it could.
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Old 10-17-2012, 11:35 PM   Top  -  End  -  #150
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Default Re: The Colonization of Terenuri (OOC) - Part 2

Agh! That's awful! I suffer from a lack of schadefreude ... when I hear how someone's in a suckier place than I am, it makes me feel worse out of sympathy, rather than better because hey-at-least-I'm-not-pooping-fish-and-lacking-credit-cards. Sorry to hear it, guys.

Meltheim, I take it from your grammar that you do now have DDI back? If not, I'd happily give you my login info to use for the time being. And Tegu, my offer still stands for you, too, if you wanna try out the Character Builder.
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