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Garkyn cautiously wandered about the warehouse, scanning the rafters, boxes, bales, and other contents, seeking this evil toy that had attacked the townsfolk.

 

OOC

Perception Check to try and Spot the Evil Toy

Name
Perception Check to try and Spot the Evil Toy
9
1d20+6 3
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kaylipost.jpg.d353b7c917a88f1e673b7ae6ef841410.jpg
 

 

Kayli followed Garkyn. It was best to stay in formation. Squort flew up about ten feet to try and get a better vantage.

Name
Kayli perception
16
1d20+6 10
Squirt perception
17
1d20+3 14
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Posted (edited)

toywarehouse2.jpg.d68f6aeec6066cc6caf403d623b0e25b.jpgGarkyn delved into the warehouse without fear. He knew somewhere in here was a deranged toy and it would need captured, at the least, before the squad could move on to either interview the mother and child, or head to see this Wilmop fellow. The rest of the team began to spread out and look around as well. Kayli was following in Garkyn's footsteps, a handful of paces behind him, when the beast made itself known.

 

"Kayli! I see it!" Squort cried, and Garkyn glanced quickly around himself. Though he didn't see it himself, he did notice a swinging flap of tarp covering a crate. That flapping saved him an eye as the thing suddenly stepped free from a shadowy crevice between two crates and slashed at his bearded face before slipping back amongst the crannies to run amok further. After that, all Hells broke loose.

OoC

Kayli
Garkyn

Xander

Raziel

Izzy

Toy

 

The toy is between the crates, as denoted. It had it's 'surprise' attack and now the melee is on! Anyone who goes before the toy can take a shot at it while it's uncovered at regular attacks. If you follow it, it will try to hide in cover, imparting DisAdvantage on the attack. It can Hide and Disengage as a Bonus Action on its turn.


 

Edited by RogetThesaurii (see edit history)
Name
Kayli
9
1d20+1 8
Garkyn
10
1d20+3 7
Xander
15
1d20+9 6
Raziel
20
1d20+4 16
Izzy
13
1d20+4 9
Toy
17
1d20+3 14
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Raziel was about to open a small curio when he heard the sprite. He turned to look as Garkyn was attacked by the toy. Raziel jumped into action, drawing his rapier and rushing over to the dwarf's side. His first thought was to subdue this mechanism so they could get a better look at it. He thrust his foil at it hoping he could hit it and remove it from it's hiding space. The small nature of the toy and the boxes made it difficult to hit, Raziel cursed under his breath.

 

OOC: Move and drawing his rapier to stand next to Garkyn.

Attack

Edited by Vexo (see edit history)
Name
Attack
11
1d20+7 4
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Posted (edited)

Raziel's quick strike was hampered by the tight spacing and the wily creature managed to avoid getting jabbed. It scrambled back in between the crates and tried to climb higher into the rafters, more than a dozen feet above. The beast left itself an opportunity to cut the tiefling and try and draw his blood. It slashed qith one of it's splintery wooden appendages before dashing deep between crates.

It managed to gouge a chunk from the tiefling's bare face, then nearly took an eye from Garkyn before it retreated higher and deeper into the warehouse's crates and barrels.

OoC

Creature will try to attack Raz and Garkyn both, then scuttles between the crates. Uses a Bonus Action to Disengage and moves to the ceiling, 15 feet above.

RazAttack

GarkynAttack

RazDamage

GarkynDamage

 

No new Map. Creature is now 15' higher, and still between crates/creating DisAdvantage on attacks. Next round if it gets clear, it will no longer be DisAdvantage bc it will be 'out in the open'. And Raz? 11 didn't miss by much, bud. Xander is up next. Bill had some dental work done yesterday so he might need a couple days to get to a post.


 

Edited by RogetThesaurii (see edit history)
Name
RazAttack
25
1d20+5 20
GarkynAttack
21
1d20+5 16
RazDamage
6
1d4+3 3
GarkynDamage
4
1d4+3 1
Critdie:1d4
4
1d6 4
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Posted (edited)

Xander saw the rest of the team filtering into the warehouse, but he hung back, just in case. Standing by the door, he didn't see the creature as it lashed at his friend Garkyn, but he certainly heard the commotion. Rushing around the stack of crates before him, Xander scanned the area for the nasty little creature plaguing the children of the area, and now his own companions. Drawing forth his crossbow, Xander planned to take a shot as soon as he saw the thing.

OoC

After several days of waiting I am taking Xander's turn for him. Sorry Bill. I know the dental stuff has had you under the weather. Feel better bud!
Perception DC is 14 atm
Did not see it, so the attack never occurs. Sorry.


Attack

Damage

Edited by RogetThesaurii (see edit history)
Name
Perception
12
1d20+7 5
Attack
23
1d20+7 16
Damage
9
1d6+4 5
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Posted (edited)

Izzy saw the carnage the little menace could pull off and knew this wasn't a creature they should mess with lightly. It harmed children! Seizing her bow as the thing scrambled out of easy reach, she took careful aim at her quarry. Even dodging in and out of the warehouse's shadows, nooks and hidden corners couldn't shake her trailing gaze. As soon as it stopped to check itself, she let fly. Another was on the way even before she'd released another breath. Both were meant to topple it from it's perch above and drop it to the floor, where Garkyn's hammer would do for it quickly.

Her first shot missed as it snagged a coil of looped rope instead. But the shot startled the creature, just a hair away, jerked right into the line of fire for her second shot. It rung the creature's bell and nearly knocked the creature off it's perch.

OoC

Izzy's been tied up with real World stuff, like w ell-deserved vacation, so I'm plopping in an action to jumpstart us again.
Izzy will draw her bow and fire twice, using her Kensei Shot as a Bonus Action. Her SharpShooter feat allows her to ignore the cover so she is not at DisAdvantage to hit.
Perception

Bow Shot #1

Damage 1
Bow Shot #2

Damage #2

DC 14 on Perception to sight it.
Additional Damage
 

Edited by RogetThesaurii (see edit history)
Name
Perception
17
1d20+7 10
Bow Shot #1
9
1d20+8 1
Damage 1
13
1d8+5 8
Bow Shot #2
16
1d20+8 8
Damage #2
10
1d8+5 5
Additional Damage
1
1d4 1
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Garkyn followed the trajectory of where Izzy's arrow went and realized it was time to change up tactics. One who was accustomed to laying down the Thump on criminals, he determined it was time to bring out his trusty bow and skewery the evil toy that had terrorized the town children in the area.

Dropping his hammer, he drew his bow and knocked an arrow. Linining his sight along the shaft, he spotted his target quickly and let the arrow soar!

 

OOC

Drop Maul as a free action!

Draw Bow as a Move Action!

Loose Arrow at Evil Toy as a Standard Action!

Garkyn's Bow Attack on Evil Toy

Possible Damage to Evil Toy

Second Bow Attack on Evil Toy

Possible Damage to Evil Toy

*Please add +3 damage to the first attack

Edited by Dorgyn (see edit history)
Name
Garkyn's Bow Attack on Evil Toy
26
1d20+8 18
Possible Damage to Evil Toy
5
1d8 5
Second Bow Attack on Evil Toy
16
1d20+8 8
Possible Damage to Evil Toy
8
1d8+3 5
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Posted (edited)

Izzy's shot had left the tiny wooden toy stung, but it was still in flight. To everyone's surprise, Garkyn dropped his hammer, pulled forth a bow, and sighted in on the creature above in the rafters. With quick and easy grace, the dwarf popped off his own pair of shots. But where Izzy's shots had been partially deflected by random movement and timing, Garkyn's first shot stunned the creature and his second spun it right off the rafter it was using as a perch and sent it crashing to the floor of the warehouse below.

The toy did not move or stir and it seemd broken into at least three pieces. This would require further investigation.

OoC

Nice Shot(s) Garkyn! It goes down under the second shot. Feel free to investigate (and Investigate) the scene and the warehouse; if you want to continue questioning the urchin who had it, he's fled the scene but he might be tracked down if you need him;; the toy store is behind you and the (reported) victim is ahead of you. Let me know thoughts and feel free to make appropriate skill rolls/free post RP.

Edited by RogetThesaurii (see edit history)
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kaylipost.jpg.d353b7c917a88f1e673b7ae6ef841410.jpg
 

Kayli examined the toy and looked around the warehouse. They didn’t know whether or not the owner of this warehouse was culpable or just a victim of happenstance.

 

Squort flew outside to just above the door, to see if anyone was a bit too curious.

Name
kayli Investigate
21
1d20+4 17
squort perception
10
1d20+3 7
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Kayli's thorough investigation of the warehouse found it to be empty, although she did find a Notice of Lading, indicating the warehouse was controlled by the Teamsters, one of dozens, if not hundreds, the powerful guild controlled as part of their services. The fact that it was 'known' the Teamsters were deeply in bed with the BLM did not make the information any less suspect, but it was a normal enough occurrence.

Outside, Squort found nothing amiss, and the boy who had the toy to begin with was long gone, disappeared into the crowds and empty alleys. The toy itself was shattered and clearly would no longer be a menace. That did not excuse the toy maker, however. The question still remained: investigate this toy maker first, or take the statement from the first reported victim, a young child and the child's mother.

Xander had taken to the roof, looking all throughout the rafters of the building, but no further toys were hidden above, and the warehouse itself held neither contraband nor suspicious articles. It looked as if the toy had simply entered the first open building it could reach.

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Looking at the finely crafted bow in his hands, the dwarven ranger grunted in self satisfaction before slinging it over his shoulder once more.  “Guess I still have what it takes!” he mumbled to himself as he picked his maul up and gazed down at the remains of the slain toy menace laying in bits upon the floor.

 

With the discovery of the document tying the warehouse to the BLM, Garkyn was immediately suspicious of what the toy’s true intent had been.  “Should we move our investigation to the store where the reported Victim currently is?” he asked, before scanning the rafters from Xander.  It always amazed him how fleet of foot his friend was, as he watched him dart from one board to the next with trained ease.

 

OOC

If there are no objections by our leader, shall we move on to the Store?

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Posted (edited)

Garkyn made good points, and with few clues to help in the warehouse, Kayli's team was at an impasse. They could go and interview the victim and mother, or they could confront the toymaker personally. The victim and mother were nearby, true, but their incident was in the past and would be an interview to get details. However, knowing that the recently destroyed toy came from the toymaker in the opposite direction, it made sense to head to him and possibly neuter the problem at its source. What was this toymaker doing?

Deciding that it would be best to prevent more toys from making it onto the street, Kayli and the Blue Line headed back the way they'd come. It was merely a couple blocks and they could always return to the victim and mother for the post-incident interview. The toymaker, one Wilmop Wobblebelt, kept a small shop on the boulevard, with a hanging sign depicting a wooden knight atop a wooden horse battling a wooden dragon. The art work was well-done if faded, and identified the shop as Wilmop's Wonders. The shop was neat and tidy and the business seemed very well-run. At the door, though, this image all changed.

The floor of the shop was covered in debris and broken glass. A wild-haired gnome with a broom was actively chasing and swatting at a wooden bull, charging around and shattering objects at floor level. Another, a flying monstrosity that resembled a miniature dragon with a stinging tail, was swooping and jabbing at the gnome as he tried to thwart the bull's antics. "Officers!! Help! They've all gone insane!"

OoC

The orange WV is a wyvern flying around and jabbing at the gnome. The little orange b is the bull, and the W is Wilmop. The X is Xander, the K is Kayli, the I is Izzy and the G is Garkyn. I'm giving the officers a 'surprise round' to deal with the toys. The entire shop is littered with debris so it's difficult terrain. The gnome is 'armed' with a broom.

Initiatives:
Wilmop
Toy(s)
Kayli
Garkyn
Xander
Izzy

In a surprise round, the Surprised people (the toys and Wilmop in this case) get neither Actions(including Bonus ones) nor reactions. They can still move (and will) on their turn. The PCs get full actions, reactions etc. I am giving two days for someone to post their actions, or to at least alert me to their intended posting date (which should also be within another 2 days ideally). If you cannot post your actions for more than 4 days, let me know asap, and what you'd like your character to do, and I will take those actions and post for you. It's only during combat that I am enforcing this timeline. I think that 2 days (with notice) is fair to throw up a simple mid-combat post. If you disagree, I am open to other interpretations. I get it. We all have IRL stuff that complicates this.
spacer.png
 

Raziel

 

Edited by RogetThesaurii (see edit history)
Name
Wilmop
5
1d20+1 4
Toy(s)
4
1d20+3 1
Kayli
7
1d20+1 6
Garkyn
19
1d20+3 16
Xander
16
1d20+9 7
Izzy
21
1d20+4 17
Raziel
8
1d20+4 4
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They heard the sounds of shattering glass and overturned tables as they approached. Cold Case already had her bladed bow in hand before she reached the door and she was working on regulating her breathing. What were they going to find on the other side?

The floor of the shop was covered in debris and broken glass. A wild-haired gnome with a broom was actively chasing and swatting at a wooden bull, charging around and shattering objects at floor level. Another, a flying monstrosity that resembled a miniature dragon with a stinging tail, was swooping and jabbing at the gnome as he tried to thwart the bull's antics. 

Well, she wasn't expecting to find more toys tearing the place up.

"Officers!! Help! They've all gone insane!" the shop keep wailed while valiantly defending himself with the broom of choice.

"Aw hells!" Izzy said as she rushed into the shop and to the right, immediately dancing around one of the matching tables that flanked the entry. She had an arrow on the string and drew back to her ear, sighting the draconic toy as she maneuvered around the table.

"Clear!" She said and took the shot.

Cold Case kept her feet moving to set up another shot. The white-fletched missile buried itself into...


OoCAction: Taking the Attack action to fire two arrows at WV.

Bonus: Using Kensei Shot to get the additional damage buff!

Movement: Moves 10' SE and takes the first shot. Moves 5' E and takes the second shot. Moves 10' E and uses the table as a guard for the bull.


CSHP: 37/37 [B]Hit Dice: 5/5[/B]
Ki Points: 5/5
AC: 18/20 (+4 dex, +4 Unarmored defense, +2 Agile parry)
Initiative:  +4
Speed:  40
Languages: Lisezian (Common), Lai-Nu

Saves:
Str  +5
Dex[ +9
Con +2
Int +1
Wis +4
Cha +1

Skills:
Athletics +5
Acrobatics +7
Stealth +7
Perception +7
Insight +7
Handle Animal +7
Investigate +4
Survival +4

Magic Items:
Orb of the Dryad (Uncommon Wondrous Item, must be attuned by a Monk or Druid):[spoiler=Orb of the Dryad] While attuned to this object you can have it float in any place in a 5' radius around you. You can command it to shed light. This provides Bright light in a 20' radius and dim light for an additional 20'. As an Action you can make the orb float in a straight line to a creature within 100'. The orb becomes ethereal and heals every creature it passes through and the target for 1d4+1. When it arrives at your chosen target it stays and heals the target for 1d4+1 for the following 3 rounds. Afterward it returns to you if you are within 100'; otherwise it will stop hovering and drop. You can use this feature 1/day. When ethereal the orb can penetrate most barriers but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead or 3 feet of wood or dirt.
Thorn of the North +1 bow (damage and to hit) and recharges 1d6+2 charges/day.  Add +1d4 Thorn damage for barbed shots at the cost of 1 charge. [8/8]
Twin Bolo-Tie This narrow blue necktie is worn around the throat. It gives the wearer the ability to use the Invoke Duplicity ability of the Trickery Domain Channel Divinity Feature twice per day, but not in the same encounter.


Special Abilities:
Unarmored Defense Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.[/spoiler]
Martial Arts At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property.
You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:
You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.

Ki Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.
You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.
When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.
Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

[B]Ki save DC = 8 + your proficiency bonus + your Wisdom modifier = 14[/B]
[B]Flurry of Blows.[/B] Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.

[B]Patient Defense.[/B] You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

[B]Step of the Wind.[/B] You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.[/spoiler]  Ki Save DC 14

Unarmored Movement Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.

Ki-Fueled Attack Also at 3rd level, if you spend 1 ki point or more as part of your action on your turn, you can make one attack with an unarmed strike or a monk weapon as a bonus action before the end of the turn.

Slow Fall Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.

Quickened Healing Also at 4th level, as an action, you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled plus your proficiency bonus.

Agile Parry If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated.

Kensei's Shot You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly. When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of the weapon’s type. You retain this benefit until the end of the current turn.

Stunning Strike Starting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Feats:
Sharpshooter You master fighting with two weapons, gaining the following benefits:
• Attacking at long range doesn’t impose disadvantage on your ranged weapon attack rolls..
• Your ranged weapon attacks ignore half cover and three-quarters cover..
• Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage
Magic Initiate Choose a class: Druid  You get two cantrips and 1 first level spell.  Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
• Cantrips:  Thunderclap and Guidance
• 1st Level:  Faerie Fire
Child of the Green Increase your Constitution or Wisdom by 1, to a maximum of 20. You are a member of the Green Brethren, led by the Druid Keepers of the Garden District.
You gain proficiency in Handle Animal. If you are already proficient, your proficiency bonus is doubled.
You have advantage on Charisma Skill checks and Saves vs Fey and Fey-cast spells and effects in the City of Cordoba. 
You can draw upon the vitality of the city to heal 1 HD as an action. You may use this ability again after a long rest, and no more than once per 24 hours. You may instead use this ability to confirm one death save as a non-action.



Attacks:
Thorn of the North Ranged 150'/600' +8 1d8+5 piercing +1d6 cold
Melee +8 1d6+5 slashing +1d6 cold
Bola 20'/60' +7 1d4+2 blunt  + grappled condition dc 10 strength to break out or 5 damage caused
Dart +7 1d4+4 piercing
Martial Arts +7 1d6+4 blunt
Sharpshooter -5 to hit/+10 damage
Kensei's Shot +1d4 damage to ranged attacks

Reactions:
Deflect Missiles Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with a range of 20/60 using the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.

Spells:
Cantrips:  Thunderclap, Guidance 
1st Level:  Faerie Fire 1/1

Gear:
1,200 gp (Deposited in Twine Street account)
25gp (in pouch)
(15) Arrows (3) Blunt Arrows
Bladed Bow "Thorn of the North - [I]+1 Longbow with a flexible vine and barbed payload.[/I] Upgraded with Mithril Blades
x1 Blue Heal Potion
x1 Potion of Greater Healing
x1 Green Acid Bomb
x10 Darts
Short Sword
Explorer's Pack
Bolas
x4 Manacles
Manacles
Torch 
Horn 
BLM Uniform (Blue and white Skirt and blouse, no armor)
Expensive blue dress w/ jewelry accents (Between Noble and Royal Quality) 
Forearm Guard
Gloves 
Makeup 
Hair Ties
Standard issue BLM Uniform and Boots

 

image.png

Edited by Jarlaxle91 (see edit history)
Name
Roll
13
1d20+8 5
Roll
21
1d20+8 13
Roll
15
1d8+5+1d6+1d4 6,2,2
Roll
13
1d8+5+1d6+1d4 3,1,4
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Posted (edited)

Cold Case wasn't messing around with these toys any more. They had proven dangerous time and again. If she counted correctly, this was at least the fourth such creature, counting the incident that had brought them to investigate in the first place, the attack on mother and child. As she danced carefully through the room, she angled to get both clear shots on the winged menace, as well as to shut off an avenue of escape for the wooden bull. At closer range, it appeared to have a scales covering it, rather than the smooth hide of a natural bull.

Cold Case's shots were on target and even as the winged toy was banking for a swoop at the gnome, her first arrow blew it off course. Her second, bare seconds later, nailed the creature to the wall. It flapped its wings uselessly for a moment, then twitched a last time and stopped moving as its neck and tail slumped downwards. Only the bull, or whatever bull-like creature this was, remained as a threat.

Garkyn saw Izzy's approach and circled behind the gnome and the bull. He barged through the debris to close the gap and force the bull into a corner. Or up against the quite formidable Cold Case. "Sending 'im to you, Iz!" the dwarf hollered. He brushed past the gnome and shoved the shopkeeper behind him. THe gnome leaned around his broad form to wave his broom menacingly at the bull. "Shoo! Go on!"

OoC
Both of Izzy's shots hit and the second kills the wyvern. As I explained to Dorgyn, with corner movement, sometimes you can't move diagonally, like through a door or around certain equipment/furnishings. Because this is all difficult terrain, Izzy can't just move diagonally SE. She has to go through the door and around the furniture. However, with a ki point she would have the extra movement so I'm 'spending' one for her.
The 'bull' is really a gorgon, but I'm not sure you all would know the difference. And its a toy, so no BW or anything to worry about here. Just the bull remaining, though.
Garkyn moves as discussed with GM and gets to just where Wilmop is. He will slide the gnome out of his space and Wilmop s now 1 square west on the map (he'll actually move there himself on his turn, after Kayli and before the toy.

Xander is up in the initiative.

wilmops2.jpg

Edited by RogetThesaurii (see edit history)
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