Zaks continues to keep the rope taught.
Walks With The Wind tries tying the rope to the beam. She manages to do so but the rope is now much lower to the beam and her companions now have a more awkward time holding on (same balance bonus but larger attack penalty while holding on and trying to use both hands. She equips her bow but doesnÔÇÖt have time to fire this round.
Laughs Creepily attacks the spider thatÔÇÖs attacking him. He manages to strike it hard scaring it back for a moment.
Forges for Food attacks the spider attacking
Tells Bad Jokes. He manages to reach down far enough to hit it, doing light damage to it and getting its attention away from tells.
Tells Bad Jokes tries freeing himself. He manages to free his other arm and cut loose some of the strands. He is now only
Entangled
A spider attacks
Laughs Creepily. It does no damage but knocks his footing loose. He manages to recover it thanks to his extra balance but it was a close call.
Forges for Food is also attacked but manages to block it while staying firmly planted on the beam.
Combat Status
Spider 1: Heavily wounded ÔÇô on web ÔÇô temporarily scared off
Spider 2: Lightly wounded ÔÇô on web ÔÇô attacking Tells Bad Jokes
Spider 3: Lightly wounded ÔÇô on web ÔÇô attacking Laughs Creepily
@everyone, sorry it took so long. There was a back-up that prevented me from working on several projects, which then all had to be completed in a very short amount of time. Combined with getting sick, I had no time or energy to put towards this.
@Walks, there is no bonus to aiming, but you still didnÔÇÖt have time as securing the rope took too long.
@Badge, I didnÔÇÖt get an action from you so you just held onto the rope.
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.[tabs: Nolandking]Name: Tells Bad Jokes
Color:#804000
Gender: Male
HP: 5/5
Def: 2 (+1 vs animals)
Atk: 2
Special: Mudhoney curse - if he drinks or touches mudhoney he will turn into a badger until the curse is removed.
Status: Entangled: inhibited movement, +20% miss chance, +20% shield miss
Face: Crystal Mask (stealth bonus in natural environments)
Body: Leather Armor (+1def)
Back: Druids Cloak (+1 def vs animals)
Rings: Ring of sanctuary (If you haven't attacked in a current combat, you have a 50% chance to avoid enemy aggression as long as other opponents are available)
Main Hand: Dagger (+1 atk, 1 handed)
- Harpoon (2H, +1 atk, additional +1 atk if attacking something in the water)
- Backpack
- 50ft Rope
- pen and ink
- biscuits
- water flask
- 2 alchemist fire bottles.(1 use only +4 Attack)
- Red Sphere Ioun Stone (+2 Dex)
- Torch
- Satchel
*Special note: BCotB (note to myself, I know what it means)
[tabs: spiderwrangler]Name: Laughs Creepily
Color:#004040
Gender: Male
HP: 4/5
Def: 3
Atk: 4
Status: Drunken Master Inebriation +15 to balance check, +10% miss chance, + 20% dodge chance for 10 turns.
Face: Skull Mask
Head/Body/Legs/Feet: Ninja outfit (+2 def)
Both Hands: Lance of Terror (+3 Atk, 2H. A lance of such terrifying appearance it cannot be looked at without causing all those around to quake in fear of the bearer. This lance is intimidating and may cause weaker enemies to flee.)
- Preserved Human Ear Necklace (broken)
- Fake Beard
- 2x Healing Salve (+2d3 Hp)
- Samurai Sword (2H, +3 Attack) (on loan)
- 1x Throwing Axe (1h, +1 atk, posion coated, lasts 2 attacks, 30% chance to poison for 2 turns, 1 damage per turn)
- 1x Throwing Axe (1h, +1 atk)
- 1x Spider venom sack
- 10x spider legs
- 8x mangled spider legs
- 1x spider front half
- 2x mangled spider front half
- 1x spider back half
- 2x mangled spider back half
- Drunken masterÔÇÖs brew: +15 to balance check, +10% miss chance, + 20% dodge chance, lasts 12 turns (1 swig, too much at once may cause detrimental effects (same as any other alcoholic beverage))
[tabs: patdragon]Name: Forges for Food
Color:#FFFF00
Highlight: #000000
Gender: Male
HP: 3/6
Def: 4
Atk: 3
Head: Circlet of Accuracy (improved accuracy with ranged weapons)
Body: Leather Jerkin (+1 Def)
Back: A sharp looking Man-purse (backpack)
Rings: Gold Ruby Ring (minor fire resistance)
Main Hand: Mace (1h, +2 atk)
Off Hand: Iron shield (+2 def)
- Bejeweled dagger (+1 atk, additional +2 frost atk vs fire creatures, ignores return damage from attacking fire creatures)
- Rope
- Human bones
- Preserved Human Ear Necklace
- 1 healing potion
- 2 important looking letters
- Black Wand of Mischievous Consequences (Chance for victim to temporarily become: blind, deaf, silenced, confused, asleep, berserk, etc. Effects last 1d2 turns.
- 2 books of Evil Badness
- Damaged Trap Tool Kit
- Torch
- 3 Elixir of Brittleskin (-3 Def on a hit, -1 on a splash/save, -1 Def permanently if crit)
- Potion of Recovery,
- Human finger bone with two amethysts (Description can be found HERE)
- Elixir of Healing (recovers 1d6+3 HP)
- Bone dice
- Satchel
- Mouse ChefÔÇÖs Grand Restorative Potion of some sort that should be decent
[tabs: gathersingredients]Name: Walks With The Wind
Color:#008000
Gender: Female
HP: 5/6
Def: 2
Atk: 2
Back: Wolfskin Cloak: +1 DEF. Very fine quality, provides protection against the cold.
Neck: Silver Necklace (+1 Hp)
Waist: Leather Tie Cord
Rings: Ring of Deathshielding - (25% to protect wearer from Deathblow)
Main Hand: Shortbow (ranged)
Off Hand: Arrows
- Knock-Back Axe (+2 atk, 1h, Chance to knock an enemy prone (must spend a move to stand back up)
- Iron Shield (1h, +2 DEF)
- Arrows (x10, +1 ATT)
- Torch: +1 ATT if used as weapon; 5% chance of setting an enemy on fire; 10% chance of breaking. (lit, wedged)
- Skull
- Length of Rope
- Bandage (Heals 2 - 3 HP)
- Trap Tool Kit
- Cloth Sack
- Skull
- Potion from Mouse Chef (waiting on TL for specifics)
- 1x small vial of healing potion (+2hp)
[tabs: badgeaddict]Name: Zaks (Dark Seed)
Color: #80BF00
Gender: Male
HP: 4/5
Def: 3
Atk: 4
Body: Bark Armor (+2 Def, Vulnerable to fire)
Both hands: Samurai Sword (2H, +3 Atk) (on loan from spider)
- Double tipped Spear (2h, +2atk)
- Simple axe (1h, +1atk)
- Drunken masterÔÇÖs brew: +15 to balance check, +10% miss chance, + 20% dodge chance, lasts 12 turns (2 swigs, too much at once may cause detrimental effects (same as any other alcoholic beverage))[/tabs]