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Evril Cooper's page
265 posts. Alias of Ferret.
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F: +2 R: +6 W: +3 Per: +10 Init: +3 HP: 18/21
ATK+Arch's Luck;DMG: 1d20 + 1 + 1 + 1 ⇒ (2) + 1 + 1 + 1 = 51d6 + 1 ⇒ (6) + 1 = 7
"..."
I have no words for my complete lack of competence as I flail feebly at my opponent.
F: +2 R: +6 W: +3 Per: +10 Init: +3 HP: 18/21
"Vault it all, you squiggly sons of squid!"
Initiative: 1d20 + 3 ⇒ (1) + 3 = 4
"I'll get you some day....."
F: +2 R: +6 W: +3 Per: +10 Init: +3 HP: 18/21
Perception: 1d20 + 10 ⇒ (18) + 10 = 28
F: +2 R: +6 W: +3 Per: +10 Init: +3 HP: 18/21
Fort: 1d20 + 2 + 1 ⇒ (13) + 2 + 1 = 16
CLW on me: 1d8 + 2 ⇒ (5) + 2 = 7 "Reple me."
"I am ready to go, unless someone needs more medical attention."
F: +2 R: +6 W: +3 Per: +10 Init: +3 HP: 18/21
My post from last night apparently didn't. Do we have any solid ground nearby? Do we want to try to retreat back topside, and recover a bit before continuing?
F: +2 R: +6 W: +3 Per: +10 Init: +3 HP: 18/21
"Chum!" I shout as I take hold of the unconscious paladin. "I can get Leu moving again, but is there anything you can do to keep the big guy from bleeding out?"
Swim: 1d20 + 3 ⇒ (10) + 3 = 13
"Non licet mori!"
Last Cure Light on Leu: 1d8 + 2 ⇒ (4) + 2 = 6
F: +2 R: +6 W: +3 Per: +10 Init: +3 HP: 18/21
DM Shisumo wrote: For the purposes of meta-strategy... Evril also has one CLW left. and we have a potion that we haven't identified, if we wanna risk putting it down someone's gullet.
F: +2 R: +6 W: +3 Per: +10 Init: +3 HP: 18/21
Swim: 1d20 + 3 ⇒ (10) + 3 = 13
I see the two men sink beneath the surface, and my brief feeling of karmic balance is replaced once more with rage.
"NO! You will not take these men! I will not allow it!" I shout, lashing out at the creature keeping me from helping my crewmates.
Atk; Dam: 1d20 + 4 ⇒ (12) + 4 = 161d6 + 1 ⇒ (6) + 1 = 7
F: +2 R: +6 W: +3 Per: +10 Init: +3 HP: 18/21
DM Shisumo wrote: "Dicebot" to the rest of us. BLASPHEMY! Such flippance will surely call down the further wrath of the Lord of Cyber-Determinism!!
Swim: 1d20 + 3 ⇒ (14) + 3 = 17
ATK; DAM: 1d20 + 4 ⇒ (15) + 4 = 191d6 + 1 ⇒ (1) + 1 = 2
Finally, fate seems to swing to my side, as my rapier finds tenuous purchase in my foe's slippery hide.
F: +2 R: +6 W: +3 Per: +10 Init: +3 HP: 18/21
Is there some sort of ledge nearby? I had the impression there was a cavern floor slopping out of the water
swim: 1d20 + 3 ⇒ (5) + 3 = 8
Atk; Dam: 1d20 + 4 ⇒ (9) + 4 = 131d6 + 1 ⇒ (4) + 1 = 5
A poorly-timed thrust just as Owlbear's thrashing kicks up a wave results in another lung full of sea water, and I once again find myself under water.
If it were just grindylows, I don't think we'd have trouble.. it's the RNG-damned situation modifiers that have been literally killing us.
F: +2 R: +6 W: +3 Per: +10 Init: +3 HP: 18/21
Swim: 1d20 + 3 ⇒ (9) + 3 = 12
Atk; Dam: 1d20 + 4 ⇒ (7) + 4 = 111d6 + 1 ⇒ (2) + 1 = 3
I manage to stay afloat as I lunge at my opponent, but the fatigue of swimming has dulled the force of my strike.
F: +2 R: +6 W: +3 Per: +10 Init: +3 HP: 18/21
Initiative: 1d20 + 3 ⇒ (6) + 3 = 9
Swim: 1d20 + 3 ⇒ (10) + 3 = 13
F: +2 R: +6 W: +3 Per: +10 Init: +3 HP: 18/21
Are there lines or wires connecting the corks to each other/something else? Like a trip wire?
F: +2 R: +6 W: +3 Per: +10 Init: +3 HP: 18/21
Perception: 1d20 + 9 ⇒ (6) + 9 = 15
I'll also take 10 on the Swim, if I can? Would be a 15 with Chum's Assist.
F: +2 R: +6 W: +3 Per: +10 Init: +3 HP: 18/21
Swim: 1d20 + 3 + 2 + 3 ⇒ (18) + 3 + 2 + 3 = 26
Not sure if I get both Aids or not, so listed them separately.
Thankful for the assistance, I head towards the partially submerged cavern entrance.
F: +2 R: +6 W: +3 Per: +10 Init: +3 HP: 18/21
Swim: 1d20 + 3 ⇒ (1) + 3 = 4
"Your plan *cough* seems to *sputter* rely *gasp* on us *...* not *...* drowning. "*blub*
F: +2 R: +6 W: +3 Per: +10 Init: +3 HP: 18/21
"Whether we're headed for low tide or high, I think our best option is still the open tunnel. Let's get in there before we lose our opening."
F: +2 R: +6 W: +3 Per: +10 Init: +3 HP: 18/21
Before throwing happens..
I take one of the spears and wrap an oiled rag just below the tip. After checking it for balance and setting it alight, I join my mates in tormenting the stirges.
Thrown: 1d20 + 1 ⇒ (16) + 1 = 17
F: +2 R: +6 W: +3 Per: +10 Init: +3 HP: 18/21
Grabbing a couple packets of pepper, as well.
Pro(Sailor): 1d20 + 6 ⇒ (10) + 6 = 16
Perception: 1d20 + 10 ⇒ (9) + 10 = 19
"I would suggest either roping ourselves together or at the very least climbing down individually with a safety line."
F: +2 R: +6 W: +3 Per: +10 Init: +3 HP: 18/21
"I suggest we leave the bulky items behind, and pick them up on upon our return. These spears, however..."
Is the pepper packaged in smaller bags, or is it one large bag? Also, are the barrels salvageable, if we get the spoiled food cleaned out? Because, barrels.
F: +2 R: +6 W: +3 Per: +10 Init: +3 HP: 18/21
Perception: 1d20 + 10 ⇒ (10) + 10 = 20
It's them! erm. Well, not them. I mean, it's the vermin that kidnapped Sandara. And Cogsworth," I add, noticing my omission.
F: +2 R: +6 W: +3 Per: +10 Init: +3 HP: 18/21
Perception for potion: 1d20 + 10 ⇒ (6) + 10 = 16
"Either of you know what this does?" I ask Chum and Leu, offering the ring to them.
F: +2 R: +6 W: +3 Per: +10 Init: +3 HP: 18/21
Evril Cooper wrote: Perception: 1d20 + 10 ⇒ (19) + 10 = 29 I pull the ring out from it's hiding place, and present it to the others.
"A fitting present for our Besmaran friend to celebrate her rescue, don't you think?"
Looking over all the items we've uncovered, I call upon my second sight to see if any of them are extra special.
"Magica es?" - detect magic
F: +2 R: +6 W: +3 Per: +10 Init: +3 HP: 18/21
Perception: 1d20 + 10 ⇒ (19) + 10 = 29
I will come back to respond to this later
F: +2 R: +6 W: +3 Per: +10 Init: +3 HP: 18/21
"Hold still a moment, Captain."
Heal: 1d20 + 6 ⇒ (17) + 6 = 23
"How about you, Master Reis?"
Heal: 1d20 + 6 ⇒ (19) + 6 = 25
F: +2 R: +6 W: +3 Per: +10 Init: +3 HP: 18/21
Fortitude: 1d20 + 2 ⇒ (16) + 2 = 18
AlcFire rnd 2: 1d6 ⇒ 2
I take a step back, calling on my inner reserve to regain my strength.
"Morsus evanescant"
Attempting to step out of the swarm, and casting one of the CLWs I found that I have after leveling.
CLW: 1d8 + 3 ⇒ (6) + 3 = 9
F: +2 R: +6 W: +3 Per: +10 Init: +3 HP: 18/21
Do I know what the hanging thing is?
Bardic Knowledge: 1d20 + 5 ⇒ (2) + 5 = 7
... guessing not
Initiative: 1d20 + 3 ⇒ (20) + 3 = 23
Wishing to get this rescue mission over with before I need rescuing, I lob one of Crimson's fire jars at the swarm.
Atk; Dmg; Drift: 1d20 + 5 ⇒ (10) + 5 = 151d6 ⇒ 31d8 ⇒ 6
F: +2 R: +6 W: +3 Per: +10 Init: +3 HP: 18/21
"NOW we're going to be cautious?"
F: +2 R: +6 W: +3 Per: +10 Init: +3 HP: 18/21
Sorry for my lag-play over the last couple of months. Deadline is past, the mod was fairly well received, and now I have a wee bit of a breather before crush-time on the deadline for the mod releasing at GenCon.
F: +2 R: +6 W: +3 Per: +10 Init: +3 HP: 18/21
I gather as much air into my lungs as my fractured ribs will allow, and mumble into the dirt. "mmbrde...'sa"
Cure Light: 1d8 + 2 ⇒ (4) + 2 = 6
F: +2 R: +6 W: +3 Per: +10 Init: +3 HP: 18/21
Initiative: 1d20 + 3 ⇒ (4) + 3 = 7
Choker has me beat on Init Mod
F: +2 R: +6 W: +3 Per: +10 Init: +3 HP: 18/21
Bardic Knowledge: 1d20 + 3 ⇒ (3) + 3 = 6
If it's at all like everything else we've encountered since I awoke into this nightmare at sea, it wants to eat us.
F: +2 R: +6 W: +3 Per: +10 Init: +3 HP: 18/21
"I still have one casting left, just in case."
F: +2 R: +6 W: +3 Per: +10 Init: +3 HP: 18/21
Fort: 1d20 + 1 ⇒ (7) + 1 = 8 ... o_o
"Medicus sanet," I intoned over Chum, hoping to bring him closer to feeling whole.
Cure Light Wounds: 1d8 + 2 ⇒ (6) + 2 = 8
F: +2 R: +6 W: +3 Per: +10 Init: +3 HP: 18/21
Fort x 2: 1d20 + 1 ⇒ (7) + 1 = 81d20 + 1 ⇒ (6) + 1 = 7
Curse you all for being hale and whole.
When sleep isn't possible due to biting flies, I keep my eye out for the third crab, in case it tries to return to finish off the druid.
F: +2 R: +6 W: +3 Per: +10 Init: +3 HP: 18/21
"Put. Him. Down. You. Damned. Soup. Bowl." I say, taking up a position opposite the paladin.
Attack (flank); Damage: 1d20 + 5 ⇒ (10) + 5 = 151d6 + 1 ⇒ (5) + 1 = 6
F: +2 R: +6 W: +3 Per: +10 Init: +3 HP: 18/21
Charge; Damage: 1d20 + 5 ⇒ (20) + 5 = 251d6 + 1 ⇒ (2) + 1 = 3
Confirm; Damage: 1d20 + 5 ⇒ (4) + 5 = 91d6 + 1 ⇒ (6) + 1 = 7
F: +2 R: +6 W: +3 Per: +10 Init: +3 HP: 18/21
Seeing the druid fall unconscious, I redouble my efforts to bring down the creature.
Attack, Damage: 1d20 + 3 ⇒ (10) + 3 = 131d6 + 1 ⇒ (6) + 1 = 7
F: +2 R: +6 W: +3 Per: +10 Init: +3 HP: 18/21
Attack; Damage: 1d20 + 3 ⇒ (15) + 3 = 181d6 + 1 ⇒ (3) + 1 = 4
F: +2 R: +6 W: +3 Per: +10 Init: +3 HP: 18/21
I feel like the RNG knows what I have planned for this character, and is actively working to keep it from happening.
F: +2 R: +6 W: +3 Per: +10 Init: +3 HP: 18/21
Attack; Damage: 1d20 + 3 ⇒ (5) + 3 = 81d6 + 1 ⇒ (5) + 1 = 6
No. No I don't.
F: +2 R: +6 W: +3 Per: +10 Init: +3 HP: 18/21
As Artevious and Owlbear set to freeing the bard, I seek to do the same for Chum.
Attack; Damage: 1d20 + 3 ⇒ (19) + 3 = 221d6 + 1 ⇒ (1) + 1 = 2
Confirm; Damage: 1d20 + 3 ⇒ (8) + 3 = 111d6 + 1 ⇒ (1) + 1 = 2
F: +2 R: +6 W: +3 Per: +10 Init: +3 HP: 18/21
Initiative: 1d20 + 3 ⇒ (18) + 3 = 21
I very quickly ready myself to attack lunch, as soon as it draws close enough.
F: +2 R: +6 W: +3 Per: +10 Init: +3 HP: 18/21
"Not to over-state the obvious, but I don't see any grindylows or our friends between here and what appears to be some sort of orchard, Master Reis."
F: +2 R: +6 W: +3 Per: +10 Init: +3 HP: 18/21
"I'm afraid that I am just about tapped out, Master Seaborn... in several ways."
F: +2 R: +6 W: +3 Per: +10 Init: +3 HP: 18/21
Oh. Hit points. Right.
As the rush of combat adrenaline fades, I realize that I've lost quite a bit more blood than I had thought. Once we break through the tree line back onto the beach, I pause.
Perhaps we could rest here a moment, gentlemen?
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F: +2 R: +6 W: +3 Per: +10 Init: +3 HP: 18/21
Appraise+ArchLuck: 1d20 + 3 ⇒ (20) + 3 = 23
Evril Cooper, Master of Barrels, at your service.
F: +2 R: +6 W: +3 Per: +10 Init: +3 HP: 18/21
I'm not sure if the perfume is worth coming back for, but we *may* be able to use the barrels for carrying water. Either way, I suggest setting them to drain. If nothing else, it will make our return here a bit easier on the nose."
F: +2 R: +6 W: +3 Per: +10 Init: +3 HP: 18/21
*stabs Leu, on principle*
F: +2 R: +6 W: +3 Per: +10 Init: +3 HP: 18/21
Evril targets the undead elf, for reasons.
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