Tweiford Shenk

Timmon Gall's page

150 posts. Organized Play character for therealthom.


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Grand Lodge

Male Human Monk Percept 7, Sense Mot 3 //Init +2 // HP 10/10 // AC 15 ff 13 T 15 // F +4 R +4 W +5 (+2 v Illusion)

No day job for Timmon. I don't understand why unskilled labor is not a day job option.

Grand Lodge

Male Human Monk Percept 7, Sense Mot 3 //Init +2 // HP 10/10 // AC 15 ff 13 T 15 // F +4 R +4 W +5 (+2 v Illusion)

A thoughtful Timmon gathers up his scattered gear. He looks intently at the villagers and vanquished tengu. This is a good thing we have done. I must remember this.

Timmon finds each of this companions and bows low with his hands clasped in front of him. To Heveel he bows twice.

Thanks for making free with your wand. It would have been a much sadder story without you keeping us on our feet.

Later he helps Jinny contemplate with ale.

Victory is ours! Way to pull it together, guys. We had some big rolls there at the end to finish off the leader. Thanks to you all, especially GMG for running the game.

Grand Lodge

Male Human Monk Percept 7, Sense Mot 3 //Init +2 // HP 10/10 // AC 15 ff 13 T 15 // F +4 R +4 W +5 (+2 v Illusion)

Timmon steps back to avoid the bird's beak and tries to box its ears.

flurry, flank: 1d20 + 1 + 2 ⇒ (20) + 1 + 2 = 23... damage: 1d6 + 2 ⇒ (4) + 2 = 6
flurry, flank: 1d20 + 1 + 2 ⇒ (9) + 1 + 2 = 12... damage: 1d6 + 2 ⇒ (2) + 2 = 4
crit confirm: 1d20 + 1 ⇒ (19) + 1 = 20... damage: 1d6 + 2 ⇒ (1) + 2 = 3

Grand Lodge

Male Human Monk Percept 7, Sense Mot 3 //Init +2 // HP 10/10 // AC 15 ff 13 T 15 // F +4 R +4 W +5 (+2 v Illusion)

Timmon waves his arms. "Bird! You are free!"

Bump!

Grand Lodge

Male Human Monk Percept 7, Sense Mot 3 //Init +2 // HP 10/10 // AC 15 ff 13 T 15 // F +4 R +4 W +5 (+2 v Illusion)

Timmon notices the Tengu's weakness and changes tack. He strikes at the birdman hoping to knock him from his mount by sheer force.

flurry, DP, flank: 1d20 + 1 + 1 + 2 ⇒ (20) + 1 + 1 + 2 = 24 ... damage: 1d6 + 2 ⇒ (6) + 2 = 8

flurry, flank: 1d20 + 1 + 2 ⇒ (15) + 1 + 2 = 18 ... damage: 1d6 + 2 ⇒ (4) + 2 = 6

critical confirm: 1d20 + 4 ⇒ (10) + 4 = 14 ... damage: 1d6 + 2 ⇒ (6) + 2 = 8

Grand Lodge

Male Human Monk Percept 7, Sense Mot 3 //Init +2 // HP 10/10 // AC 15 ff 13 T 15 // F +4 R +4 W +5 (+2 v Illusion)

Timmon steps to his right so that the birdman must divide his attention between him and Jinny. He grabs at the Tenth, to pull him from his Mo.

can't control the map right now, but move to flank with Jinny. Improved grapple attempt. Add flanking bonus to the attempt if applicable.
grapple, improved , shaken: 1d20 + 2 + 2 - 2 ⇒ (1) + 2 + 2 - 2 = 3

Grand Lodge

Male Human Monk Percept 7, Sense Mot 3 //Init +2 // HP 10/10 // AC 15 ff 13 T 15 // F +4 R +4 W +5 (+2 v Illusion)

Sai v Regular Tengu, flurry, shaken: 1d20 + 1 - 2 ⇒ (3) + 1 - 2 = 2 ... damage: 1d6 + 2 ⇒ (4) + 2 = 6
Sai v Regular Tengu, flurry, shaken: 1d20 + 1 - 2 ⇒ (9) + 1 - 2 = 8 ... damage: 1d6 + 2 ⇒ (4) + 2 = 6

Hurt, discouraged and striking upward at the rider, Timmon's return attacks are feeble.

Burn a point for AC this round.

Demoralize: You can use this skill to cause an opponent to become shaken for a number of rounds. The DC of this check is equal to 10 + the target's Hit Dice + the target's Wisdom modifier. If you are successful, the target is shaken for 1 round. This duration increases by 1 round for every 5 by which you beat the DC. You can only threaten an opponent in this way if they are within 30 feet and can clearly see and hear you. Using demoralize on the same creature only extends the duration; it does not create a stronger fear condition.

Timmon, 10 + 1 + 3 = 14

So Timmon is shaken for 2 rounds, yes?

Edit: Oh. You already told me that.

Shaken: A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked.

Grand Lodge

Male Human Monk Percept 7, Sense Mot 3 //Init +2 // HP 10/10 // AC 15 ff 13 T 15 // F +4 R +4 W +5 (+2 v Illusion)

"Take the one on the horse, first." Timmon leaps from the barricade. He snatches his last bullet from his pouch and feeds it into the sling. ZZZzzh! He whirls it overhead and lets it fly.

sling v Red: 1d20 + 2 ⇒ (14) + 2 = 16 ... damage: 1d4 + 2 ⇒ (4) + 2 = 6

Grand Lodge

Male Human Monk Percept 7, Sense Mot 3 //Init +2 // HP 10/10 // AC 15 ff 13 T 15 // F +4 R +4 W +5 (+2 v Illusion)

I'd like to double up on green with you, but I'm going to work on the bandit menacing Heveel.

Timmon let's the sling dangle from his wrist while he snatches his sais from his belt. He strikes left and right at his mounted foe.

Sai: 1d20 + 1 ⇒ (17) + 1 = 18 ... damage: 1d4 + 2 ⇒ (1) + 2 = 3
Sai: 1d20 + 1 ⇒ (12) + 1 = 13 ... damage: 1d4 + 2 ⇒ (4) + 2 = 6

Grand Lodge

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Male Human Monk Percept 7, Sense Mot 3 //Init +2 // HP 10/10 // AC 15 ff 13 T 15 // F +4 R +4 W +5 (+2 v Illusion)

Timmon pulls his penultimate sling bullet from its pouch. This one must work well. I must calm myself.

Deep breath. Seat the bullet in the pocket.

Deep breath. Whip the sling overhead in a quickening figure 8.

Deep breath. Hold, and release.

Sling v yellow, point blank: 1d20 + 2 + 1 ⇒ (20) + 2 + 1 = 23 ... damage: 1d4 + 2 + 1 ⇒ (1) + 2 + 1 = 4

Crit Confirm: 1d20 + 2 + 1 ⇒ (20) + 2 + 1 = 23 ... damage: 1d4 + 2 + 1 ⇒ (4) + 2 + 1 = 7

Grand Lodge

Male Human Monk Percept 7, Sense Mot 3 //Init +2 // HP 10/10 // AC 15 ff 13 T 15 // F +4 R +4 W +5 (+2 v Illusion)

Timmon winds up and delivers a slingstone toward red.

Sling v red, point blank: 1d20 + 2 + 1 ⇒ (6) + 2 + 1 = 9 ... damage: 1d4 + 2 + 1 ⇒ (3) + 2 + 1 = 6

Might as well be a 1.

Grand Lodge

Male Human Monk Percept 7, Sense Mot 3 //Init +2 // HP 10/10 // AC 15 ff 13 T 15 // F +4 R +4 W +5 (+2 v Illusion)

Timmon whips his sling overhead and delivers a fastball at the red tengu.

Sling v. Red, point blank: 1d20 + 2 + 1 ⇒ (3) + 2 + 1 = 6 ... damage: 1d4 + 2 + 1 ⇒ (4) + 2 + 1 = 7

GMG, you're going to run out of tengu colors.

Grand Lodge

Male Human Monk Percept 7, Sense Mot 3 //Init +2 // HP 10/10 // AC 15 ff 13 T 15 // F +4 R +4 W +5 (+2 v Illusion)

Nice shot, Chainmail.

Timmon steps north to avoid the fire. He slips the sai back into his belt and slips a stone into his sling.

Grand Lodge

Male Human Monk Percept 7, Sense Mot 3 //Init +2 // HP 10/10 // AC 15 ff 13 T 15 // F +4 R +4 W +5 (+2 v Illusion)

Timmon leaves his sling dangling from the loop around his wrist and vaults up the barricade at its center. He advances carefully along the top toward the tengu drawing his dagger-like sai.

Which tengu you ask? If Heveel's wind blast worked, then Timmon goes south toward green. If it didn't, then Timmon goes north toward blue. I am assuming that the barricade is 5' high. T steps north 5', climbs barricade for 20' and has 5' left to dance along the top.

Sai v. Tengu: 1d20 + 2 ⇒ (13) + 2 = 15 ... damage: 1d4 + 2 ⇒ (1) + 2 = 3

And he's looking like a target up there. Spending a defense point for AC, gets him to 16.

Grand Lodge

Male Human Monk Percept 7, Sense Mot 3 //Init +2 // HP 10/10 // AC 15 ff 13 T 15 // F +4 R +4 W +5 (+2 v Illusion)

Seeing the bandits so close, Timmon drops his crossbow again and loads his sling. He whips it above his head and sends a stone flying toward the leftmost bandit.

Sling v Blue: 1d20 + 2 ⇒ (14) + 2 = 16 .. damage: 1d4 + 2 ⇒ (1) + 2 = 3

Grand Lodge

Male Human Monk Percept 7, Sense Mot 3 //Init +2 // HP 10/10 // AC 15 ff 13 T 15 // F +4 R +4 W +5 (+2 v Illusion)

Timmon sends a bolt of his own after Jinny's arrow.

Pretty sure, they're in my first increment.

Heavy crossbow v blue: 1d20 + 2 ⇒ (18) + 2 = 20 ... damage: 1d10 ⇒ 3

Grand Lodge

Male Human Monk Percept 7, Sense Mot 3 //Init +2 // HP 10/10 // AC 15 ff 13 T 15 // F +4 R +4 W +5 (+2 v Illusion)

Dem heavy crossbow. Dey suck worse dan I 'member.

Crouched behind the barricade, Timmon cranks his crossbow and slips a quarrel into the track.

Grand Lodge

Male Human Monk Percept 7, Sense Mot 3 //Init +2 // HP 10/10 // AC 15 ff 13 T 15 // F +4 R +4 W +5 (+2 v Illusion)

Timmon slides to safety behind the barricade. He grabs his crossbow.

Heavy Crossbow is a full round to load and fire. Can I half cock it this round, and be able to fire and move next round?

Grand Lodge

Male Human Monk Percept 7, Sense Mot 3 //Init +2 // HP 10/10 // AC 15 ff 13 T 15 // F +4 R +4 W +5 (+2 v Illusion)

Still standing on the barricade, Timmon shakes loose his sling, loads it, whirls it overhead and let's fly at the red bandit.

Sling: 1d20 + 2 ⇒ (14) + 2 = 16 ... damage: 1d4 + 2 ⇒ (3) + 2 = 5

Grand Lodge

Male Human Monk Percept 7, Sense Mot 3 //Init +2 // HP 10/10 // AC 15 ff 13 T 15 // F +4 R +4 W +5 (+2 v Illusion)

Timmon lay aside his crossbow, snatches up his quarterstaff and vaults to the top of the barricade. The smashes his staff down at the bandit's head.

Drop staff. Move and draw weapon. Climb modifier +6.

Qstaff v purple, flurry: 1d20 + 1 ⇒ (16) + 1 = 17 ... damage: 1d6 + 2 ⇒ (4) + 2 = 6
Qstaff v purple, flurry: 1d20 + 1 ⇒ (15) + 1 = 16 ... damage: 1d6 + 2 ⇒ (3) + 2 = 5

Do defense points spent on AC last the entire round or are they good against a single attack?

Grand Lodge

Male Human Monk Percept 7, Sense Mot 3 //Init +2 // HP 10/10 // AC 15 ff 13 T 15 // F +4 R +4 W +5 (+2 v Illusion)

Nice, Heveel. BOth the comment and the tangle.

Timmon reloads and levels his crossbow at the incoming rider.

Crossbow v Purple: 1d20 + 2 ⇒ (2) + 2 = 4 .... Damage: 1d10 ⇒ 7

Back to form.

Grand Lodge

Male Human Monk Percept 7, Sense Mot 3 //Init +2 // HP 10/10 // AC 15 ff 13 T 15 // F +4 R +4 W +5 (+2 v Illusion)

what about the village people? I can't seem to edit the map. T will take the south end of the barricade across the road.

Timmon cranks his crossbow, drops a quarrel in, and levels it at the lead rider. "Shoot the leader."

crossbow v leader,range: 1d20 + 2 - 2 ⇒ (3) + 2 - 2 = 3 ... damage: 1d10 ⇒ 10

Grand Lodge

Male Human Monk Percept 7, Sense Mot 3 //Init +2 // HP 10/10 // AC 15 ff 13 T 15 // F +4 R +4 W +5 (+2 v Illusion)

Craft, bolts, untrained: 1d20 ⇒ 12

Grand Lodge

Male Human Monk Percept 7, Sense Mot 3 //Init +2 // HP 10/10 // AC 15 ff 13 T 15 // F +4 R +4 W +5 (+2 v Illusion)

Heveel is 2nd level! He can combat train too. Jinny takes Turtle; Belina and Heveel take Crane and Hare.

Timmon tries bolts again with Dragon.

Ox??

OR throw everyone at the barricades?

What do you guys think?

Grand Lodge

Male Human Monk Percept 7, Sense Mot 3 //Init +2 // HP 10/10 // AC 15 ff 13 T 15 // F +4 R +4 W +5 (+2 v Illusion)

Good.

And thanks, GMG.

Grand Lodge

Male Human Monk Percept 7, Sense Mot 3 //Init +2 // HP 10/10 // AC 15 ff 13 T 15 // F +4 R +4 W +5 (+2 v Illusion)

Looks good.

Grand Lodge

Male Human Monk Percept 7, Sense Mot 3 //Init +2 // HP 10/10 // AC 15 ff 13 T 15 // F +4 R +4 W +5 (+2 v Illusion)

The plan looks good, as long as Timmon can:

  • do bolts without any skills.
  • supervise three groups.

I'm happy to follow it. If Timmon can't do both of those things then we should put Dragon, Turtle, and Ox on barricades for day 7.

Grand Lodge

Male Human Monk Percept 7, Sense Mot 3 //Init +2 // HP 10/10 // AC 15 ff 13 T 15 // F +4 R +4 W +5 (+2 v Illusion)

Since you got the base covered I'll roll to try for big numbers.

Perception: 1d20 + 7 ⇒ (18) + 7 = 25

Grand Lodge

Male Human Monk Percept 7, Sense Mot 3 //Init +2 // HP 10/10 // AC 15 ff 13 T 15 // F +4 R +4 W +5 (+2 v Illusion)

Belina was switching to melee training.

Grand Lodge

Male Human Monk Percept 7, Sense Mot 3 //Init +2 // HP 10/10 // AC 15 ff 13 T 15 // F +4 R +4 W +5 (+2 v Illusion)

It's too bad that making more bolts is beyond us. And we can't really help with barricades. I suggest we gamble a little and melee train 2 groups while the other 3 work the barricades. Maybe Timmon has underestimated the time until the attack. He and Heveel can scout.

Grand Lodge

Male Human Monk Percept 7, Sense Mot 3 //Init +2 // HP 10/10 // AC 15 ff 13 T 15 // F +4 R +4 W +5 (+2 v Illusion)

I don't think we have anyone qualified to make crossbow bolts. We could put OX on it unsupervised .

Grand Lodge

Male Human Monk Percept 7, Sense Mot 3 //Init +2 // HP 10/10 // AC 15 ff 13 T 15 // F +4 R +4 W +5 (+2 v Illusion)

I see you have the same spellcheck/autocompleter as me.

and it only makes sense for Belina to finish round 2 with Dragon.

Heveel to flooding with two teams.

Timmon scouting.

What to do with the fifth team? Barricades? Bolts? Scout?

Can I take 10 on scouting?

perception: 1d20 + 7 ⇒ (15) + 7 = 22

Grand Lodge

Male Human Monk Percept 7, Sense Mot 3 //Init +2 // HP 10/10 // AC 15 ff 13 T 15 // F +4 R +4 W +5 (+2 v Illusion)

OK. Looks like Belina's training dragon. Jinny's training hare. Heveel's got Ox, Turtle, and Crane on flooding. Timmon is scouting.

perception: 1d20 + 7 ⇒ (7) + 7 = 14

Grand Lodge

Male Human Monk Percept 7, Sense Mot 3 //Init +2 // HP 10/10 // AC 15 ff 13 T 15 // F +4 R +4 W +5 (+2 v Illusion)

If we can't help with flooding, I think it's really important to use 4 teams to flood the fields. Once we get them flooded, Belina can train Dragon some more or help Jinny with melee training. Can Heveel use know(nature) to help with flooding? Maybe he realizes that the banks between paddies are held together with a flammable plant and burning them will weaken the banks and make it easier to break them down. Or that there's a slip layer between clay strata in the banks and that pouring water over them would erode them faster than digging. That would leave 2 or 3 PCs scouting in round 4. IS it more important to flood the fields faster or take a risk, flood slower, and combat train another team?

Grand Lodge

Male Human Monk Percept 7, Sense Mot 3 //Init +2 // HP 10/10 // AC 15 ff 13 T 15 // F +4 R +4 W +5 (+2 v Illusion)

I agree, prioritize flooding over barricades and load it up with 4 village teams. Let Jinny continue combat training with Crane or Hare. Belina and Timmon to help with flooding. Heveel to flood or scout. I don't think a single untrained PC will help much with flooding.

Floods and Barricades, text from campaign link:

Constructing the Barricades: Controlling possible attack routes is key to not being overwhelmed. Constructing barricades from wood and bamboo aids in this endeavor. Incorporating the landscape and the existing structures of the village into this barricade allows the defenders to contain attackers to several choke points. Construction was already underway before the party arrived in Nesting Swallow; by continuing to assign workers to it or overseeing construction, You can assist in making it sturdier and more effective. It will take 3 units several days to complete the barricades. Assinging more units to the task will speed up the work. You can help by directing the workers (Knowledge Engineering or Profession Woodcutter). If a PC oversees construction each and every day he can incorporate traps in the construction (Craft Traps or Disable Device)

Flooding the Fields: This can only take place after the harvest is completed. The crop fields are low-lying and designed to be irrigated by the stream. With work, they can be turned into a virtual moat by adjusting the flow of water, causing them to flood. This limits the routes the bandits can attack from, giving significant tactical advantage to the defenders. It will take 20 villagers (two units) multiple days to accomplish this, although proper supervision (Knowledge Engineering) will speed up the work.

Grand Lodge

Male Human Monk Percept 7, Sense Mot 3 //Init +2 // HP 10/10 // AC 15 ff 13 T 15 // F +4 R +4 W +5 (+2 v Illusion)

I guess making quarrels is another option for us too. If I recall correctly, Dragon is not eligible for melee training.

Grand Lodge

Male Human Monk Percept 7, Sense Mot 3 //Init +2 // HP 10/10 // AC 15 ff 13 T 15 // F +4 R +4 W +5 (+2 v Illusion)

Timmon returns in the evening. "They are out there. Gathering their forces. We might have three days. Can we get the fields flooded in time?"

What if Belina and Jinny combat train the last two teams? Heveel and Timmon can work barricades or flooding. Or Timmon could scout if we need a better estimated attack date. Key question is whether we can finish flooding before the attack. GMT does flooding offer incremental defense or do we have to complete it to get a benefit?

Grand Lodge

Male Human Monk Percept 7, Sense Mot 3 //Init +2 // HP 10/10 // AC 15 ff 13 T 15 // F +4 R +4 W +5 (+2 v Illusion)

1d20 + 7 ⇒ (19) + 7 = 26

Timmon hikes out from the village and walks a wide arc around the rice fields.

Grand Lodge

Male Human Monk Percept 7, Sense Mot 3 //Init +2 // HP 10/10 // AC 15 ff 13 T 15 // F +4 R +4 W +5 (+2 v Illusion)

Timmon goes to sleep quite tired. His back hurts from stooping to harvest the rice.

Happy to harvest and let Jinny combat train Ox. It is too bad about the crossbow ammunition shortage. How badly would it affect their crossbow effectiveness? Should we switch to combat training one of the other teams and put Dragon to work on barricades or the harvest? Or do we finish crossbow training for Dragon?

Grand Lodge

Male Human Monk Percept 7, Sense Mot 3 //Init +2 // HP 10/10 // AC 15 ff 13 T 15 // F +4 R +4 W +5 (+2 v Illusion)

"I know their simple weapons. I can work with the peasants on self defense."

Looks like Belina on crossbows, Heveel and Jinhong on harvest. That leaves Timmon on combat training. Day 1 becomes Belina & Dragon -- crossbow. Timmon & Ox -- combat. Heveel, Jinhong, Crane,Turtle, Hare -- harvest. That accelerates the harvest which will help us get the fields flooded. Sounds good for now.

Grand Lodge

Male Human Monk Percept 7, Sense Mot 3 //Init +2 // HP 10/10 // AC 15 ff 13 T 15 // F +4 R +4 W +5 (+2 v Illusion)

Timmon cocks his head. " The bandits may be watching even now. They may attack as soon as the harvest is finished."

We could be working against a fixed clock. Or, if the scenario is evil, against a clock of ( harvest + x ) days. A moat would be handy. Extra fighting would be handy. Scouting may be lowest priority. Does anyone have useful skills?

I suggest:

Day 1. Dragon -- crossbow. Ox,hare -- combat. Crane,turtle -- harvest.

Day 2. D -- crossbow. O,H -- harvest. C,T -- combat.

Day 3. D -- harvest. O,H -- combat. C,T -- harvest.

We keep up a similar rotation. Hopefully we get some indication that training has worked and we can drop crossbow and combat training for barricading.

Grand Lodge

Male Human Monk Percept 7, Sense Mot 3 //Init +2 // HP 10/10 // AC 15 ff 13 T 15 // F +4 R +4 W +5 (+2 v Illusion)

Timmon has none of the skills required to help with several of the tasks. I am open to suggestions, but it seems he'd be best used training crossbowmen, or scouting.

Grand Lodge

Male Human Monk Percept 7, Sense Mot 3 //Init +2 // HP 10/10 // AC 15 ff 13 T 15 // F +4 R +4 W +5 (+2 v Illusion)

Timmon bows before speaking up. "We would be honored, Je Tsuin. It is felicitous that our needs align to the profit and honor of all concerned."

Back from vacation. Hey, shouldn't there be 7 of us for this job?

Grand Lodge

Male Human Monk Percept 7, Sense Mot 3 //Init +2 // HP 10/10 // AC 15 ff 13 T 15 // F +4 R +4 W +5 (+2 v Illusion)

Timmon wheels around like a drunk and strikes at the horsed tengu with his last strength, then falls.

Delay til after the eagle strikes to give it a flank, then attack.
Q-staff v blue: 1d20 + 2 ⇒ (6) + 2 = 8 .... damage: 1d6 + 3 ⇒ (3) + 3 = 6

HP -1/10

Cogitatus, you've got the Dashing Swordsman routine down!

Grand Lodge

Male Human Monk Percept 7, Sense Mot 3 //Init +2 // HP 10/10 // AC 15 ff 13 T 15 // F +4 R +4 W +5 (+2 v Illusion)

Timmon staggers under the blow. Fear galvanizes him to throw everything into a single blow with his staff.

Q-staff v blue: 1d20 + 2 ⇒ (7) + 2 = 9 .... damage: 1d6 + 3 ⇒ (1) + 3 = 4

Sorry for the delay. I saw nine points of damage. Saw GMG listed my hitpoiints as 1/8 and figured he'd forgotten the negative sign. It was just this morning that I realized Timmon's got 10 hp because of COn. So he is at +1. Anyway -- here's his action. At least I stopped the horseman from interrupting Heveel before he could finish his summons.

Grand Lodge

Male Human Monk Percept 7, Sense Mot 3 //Init +2 // HP 10/10 // AC 15 ff 13 T 15 // F +4 R +4 W +5 (+2 v Illusion)

"Stick together. Stay behind me." Timmon advances and snaps off a shot at the nearest tengu.

H Crossbow v red, point blank: 1d20 + 3 ⇒ (3) + 3 = 6 ... damage: 1d10 + 1 ⇒ (8) + 1 = 9

Grand Lodge

Male Human Monk Percept 7, Sense Mot 3 //Init +2 // HP 10/10 // AC 15 ff 13 T 15 // F +4 R +4 W +5 (+2 v Illusion)

"He means that he'll kill or hurt the man if the man doesn't give him coins."

Timmon eyes the distance to the bandits.

Grand Lodge

Male Human Monk Percept 7, Sense Mot 3 //Init +2 // HP 10/10 // AC 15 ff 13 T 15 // F +4 R +4 W +5 (+2 v Illusion)

No stat change.

"They're bandits." Timmon hisses behind Jinny. He steps to his left and unslings his crossbow.

Grand Lodge

Male Human Monk Percept 7, Sense Mot 3 //Init +2 // HP 10/10 // AC 15 ff 13 T 15 // F +4 R +4 W +5 (+2 v Illusion)

Thanks, GMG. It was a fun game.

I'm looking forward to part 3.

Grand Lodge

Male Human Monk Percept 7, Sense Mot 3 //Init +2 // HP 10/10 // AC 15 ff 13 T 15 // F +4 R +4 W +5 (+2 v Illusion)

Timmon turns to the last foe.

Staff v Green?, flurry, flank : 1d20 + 1 + 2 ⇒ (19) + 1 + 2 = 22 ... Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Staff v Green?, flurry, flank : 1d20 + 1 + 2 ⇒ (19) + 1 + 2 = 22 ... Damage: 1d6 + 2 ⇒ (5) + 2 = 7

Synchronicity!

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