| Tervola GM |
This old wooden pier has partially collapsed into the swamp, and the portion remaining above water looks ready to follow the rest at the slightest touch.
Coach: 1d20 + 6 ⇒ (6) + 6 = 12
Teach: 1d20 + 5 ⇒ (6) + 5 = 11
Dozer: 1d20 + 3 ⇒ (6) + 3 = 9
Jo: 1d20 + 4 ⇒ (12) + 4 = 16
Wispy: 1d20 + 9 - 1 ⇒ (13) + 9 - 1 = 21
Gave it a small penalty as you were going for the Kramer opening for suprise. It still did great, so going to have it on delay. Anyone can act. It will jump in sometime, when things look interesting. The water here is 3' deep.
| Jo Yarborough |
engaging murderhobo setting.
"Looks like thing to kill. Rawr. Make weapon stronger."
Jo pulls out the bastard sword and then twists the familiar dials and attempts to engage the overdrive before smashing monsters.
◆ Draw weapon
◆ Overdrive, DC16: 1d20 + 8 ⇒ (6) + 8 = 14 fail
◆ Stride have zero idea which slide we're on... so if someone could move me closer to the enemy, that'd be cool with me
| Coach Malk |
"You won't catch us off guard, you petulant candle. We already killed your cousins inside."
1. Bon mot
2. Intimidate (using versatile performance)
3. Inspire courage
bon mot: 1d20 + 8 ⇒ (14) + 8 = 22
demoralize: 1d20 + 9 ⇒ (12) + 9 = 21