INACTIVE - GAME DIED
Leng leaps and lets out a "HEP!" sound as the flaming kusarigama spins in a rapid circle, the fires roaring as it attains speeds that the party hasn't seen before. 1. Kusarigama flurry perfect strike, haste: 1d20 + 7 + 1 ⇒ (2) + 7 + 1 = 10
2. Kusarigama flurry perfect strike, haste: 1d20 + 7 + 1 ⇒ (2) + 7 + 1 = 10
3. Kusarigama flurry haste bonus attack perfect strike, haste: 1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 14
1. Kusarigama damage, flaming: 1d6 + 5 + 1d6 ⇒ (6) + 5 + (1) = 12
INACTIVE - GAME DIED
1. Kusarigama flurry: 1d20 + 7 ⇒ (17) + 7 = 24
Leng turns and gives the other monster the full brunt of his attacks. 1. Kusarigama damage: 1d6 + 5 + 1d6 ⇒ (4) + 5 + (1) = 10
Bludgeoning end of the kusarigama does 1d6 damage, not 1d3.
INACTIVE - GAME DIED
Leng shakes his head comically to clear the combination of confusion and disorientation from being bopped. Then he sets his whirling, flaming, howling chain back into motion. With his lips pressed grimly together he exhales hard through his nostrils with each whipping attack. 1. Kusarigama flurry: 1d20 + 7 ⇒ (6) + 7 = 13
Should've just left me fascinated!
INACTIVE - GAME DIED
"I doubt that the cloistered residents here opened this portal. It is not our way to study sorcery and dark magic such as this. But it is possible. Corrupted monks are... not unknown. Regardless, with this black key we must find the place where this... thing... has entered our world, and destroy it or push it back, and find a way to close this portal," says Leng smoothly. He tucks the key into his robes and adjusts his straw hat, then says, "Shall we continue? Mortality has come and gone here, so it is only right that we come and go, too."
INACTIVE - GAME DIED
"Something has been allowed in here, something that should never have been given access," says Leng smoothly. "We must find and destroy it." The monk kneels down and traces a finger in the dusty remains. "Now this burden becomes ours. The wise man walks with his head bowed, humble..." He rubs his fingers together to let the ashy remains fall away. "... like the dust."
INACTIVE - GAME DIED
Leng steps quietly into the chamber and pauses before the kneeling figure of Irori. He moves closer and extends one hand, gently placing it on the statue's head. Then he removes his hat and rubs his own bald head with a sheepish grin. "This is a holy place," he says. "Where one meditates to become more... oneself."
INACTIVE - GAME DIED
Same here, isolated and working from home, waiting for the wife to get back from where she was sheltering at a friend's house for the last couple weeks. (Hopefully neither of us are carrying it.) But my co-workers are not very mindful of work hours and tend to call with questions at all hours of the day, demanding videoconferencing, which means I can be pulled away at any time.
INACTIVE - GAME DIED
Leng circles to take advantage of having spitter on the far side of the wraith as the whirling kusarigama makes a roaring noise, flames jumping and sputtering from it. 1. Kusarigama flurry, flanking, good hope: 1d20 + 7 + 2 + 2 ⇒ (18) + 7 + 2 + 2 = 29
1. Kusarigama damage, good hope, flaming: 1d6 + 5 + 2 + 1d6 ⇒ (4) + 5 + 2 + (5) = 16
INACTIVE - GAME DIED
Leng lets out a sudden shout as he spins and twirls like a dancer, sending his flaming kusarigama whirling and lashing past the wraith. Spending 1 ki point for an extra attack while making a flurry of blows. Using Perfect Strike on first attack. Ascetic Style allows me to use Perfect Strike with the kusarigama. 1. Kusarigama flurry attack, good hope, perfect strike: 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27
2. Kusarigama flurry attack, good hope: 1d20 + 7 + 2 ⇒ (5) + 7 + 2 = 14 3. Kusarigama flurry ki bonus attack, good hope: 1d20 + 7 + 2 ⇒ (17) + 7 + 2 = 26 Presumably that 14 for the second attack misses, but I will roll damage for all of 'em just in case. 1. Kusarigama damage, good hope, flaming: 1d6 + 5 + 2 + 1d6 ⇒ (2) + 5 + 2 + (4) = 13
INACTIVE - GAME DIED
The speed of Leng's chain suddenly increases and it makes a roaring noise as the flames whip through the air before smashing into the threatening wight. Kusarigama flurry: 1d20 + 7 ⇒ (9) + 7 = 16
Kusarigama damage, flaming: 1d6 + 5 + 1d6 ⇒ (2) + 5 + (4) = 11
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