Molric

Mukluk Muletender's page

1,441 posts. Alias of Painlord.


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Male Dwarf
Moose:
Appr+6,Arc +8, Heal +6, Geog +6, Local+9, Nat +8, Perc +11

Round 7

Mukluk waits to see if the caster will cast again, and will try to peg her with mule piss if she does.

Readied attack, Divine Mule Piss: 1d20 + 3 + 1 ⇒ (7) + 3 + 1 = 11 touch to hit;
1d4 + 1 ⇒ (2) + 1 = 3 divine fire

Muk Around, Find Out:

Melee:
[ dice=Trepanator]1d20+1[/dice] to hit;
[ dice=]1d6[/dice] cold iron piercing damage

Mule Bite:
[ dice=MuleBite]1d20+2[/dice] touch to hit;
[ dice=Divine]1d4[/dice] damage

Mule Kicks:
[ dice=MuleKicks]1d20+2[/dice] touch to hit;
[ dice=Force]1d4[/dice] damage

[ dice=Divine Mule Piss]1d20+3+1[/dice] touch to hit;
[ dice]1d4+1[/dice] divine fire

Adhesive Spittle -2 to attacks, -4 to dex for 2d4 ⇒ (3, 4) = 7 rounds. DC 16 Reflex to avoid being stuck to the ground DC16 str to break free.

AC: 12/12/10 + 1 w/shield
Fort/Ref/Will: +2/+3/+7
HP: 17/17

Focus: 0/3
Hero Points: 0/3
Speed: 20'
Luck? 0/1 used
Mule bites: 0/7 used


Male Dwarf
Moose:
Appr+6,Arc +8, Heal +6, Geog +6, Local+9, Nat +8, Perc +11

Round 6

Mukluk will move up and shoot some more divine mule piss at the other ogrekin.

1d20 + 3 + 1 ⇒ (12) + 3 + 1 = 16 touch to hit;
1d4 + 1 ⇒ (3) + 1 = 4 divine fire

Muk Around, Find Out:

Melee:
[ dice=Trepanator]1d20+1[/dice] to hit;
[ dice=]1d6[/dice] cold iron piercing damage

Mule Bite:
[ dice=MuleBite]1d20+2[/dice] touch to hit;
[ dice=Divine]1d4[/dice] damage

Mule Kicks:
[ dice=MuleKicks]1d20+2[/dice] touch to hit;
[ dice=Force]1d4[/dice] damage

Adhesive Spittle -2 to attacks, -4 to dex for 2d4 ⇒ (4, 2) = 6 rounds. DC 16 Reflex to avoid being stuck to the ground DC16 str to break free.

AC: 12/12/10 + 1 w/shield
Fort/Ref/Will: +2/+3/+7
HP: 17/17

Focus: 0/3
Hero Points: 0/3
Speed: 20'
Luck? 0/1 used
Mule bites: 0/7 used


Male Dwarf
Moose:
Appr+6,Arc +8, Heal +6, Geog +6, Local+9, Nat +8, Perc +11

Mukluk pauses a moment to see if Durgan can take out red.

”I wish Moose was here. He wouldn’t be takin’ no guff from no ogrekins, I’ll tell you that.”


Male Dwarf
Moose:
Appr+6,Arc +8, Heal +6, Geog +6, Local+9, Nat +8, Perc +11

Round 5

Mukluk will move up and shoot some divine mule piss at red:

1d20 + 2 + 1 ⇒ (12) + 2 + 1 = 15 touch to hit;
1d4 + 1 ⇒ (3) + 1 = 4 divine fire

Muk Around, Find Out:

Melee:
[ dice=Trepanator]1d20+1[/dice] to hit;
[ dice=]1d6[/dice] cold iron piercing damage

Mule Bite:
[ dice=MuleBite]1d20+2[/dice] touch to hit;
[ dice=Divine]1d4[/dice] damage

Mule Kicks:
[ dice=MuleKicks]1d20+2[/dice] touch to hit;
[ dice=Force]1d4[/dice] damage

Adhesive Spittle -2 to attacks, -4 to dex for 2d4 ⇒ (1, 2) = 3 rounds. DC 16 Reflex to avoid being stuck to the ground DC16 str to break free.

AC: 12/12/10 + 1 w/shield
Fort/Ref/Will:  +2/+3/+7
HP: 17/17

Focus: 0/3
Hero Points: 0/3
Speed: 20'
Luck? 0/1 used
Mule bites: 0/7 used


Male Dwarf
Moose:
Appr+6,Arc +8, Heal +6, Geog +6, Local+9, Nat +8, Perc +11

Mukluk thinks about what to do, but waits for Kisaiya to act before he does something foolish.


Male Dwarf
Moose:
Appr+6,Arc +8, Heal +6, Geog +6, Local+9, Nat +8, Perc +11

Round 4

Mukluk knows that Moose would find it really funny if his magics brought the foe off the ceiling and crashing to the ground, so he tries that.

Grease, Reflex DC16 vs. Trip.


Male Dwarf
Moose:
Appr+6,Arc +8, Heal +6, Geog +6, Local+9, Nat +8, Perc +11

Mukluk delays in hopes Stormy can identify where the caster is.


Male Dwarf
Moose:
Appr+6,Arc +8, Heal +6, Geog +6, Local+9, Nat +8, Perc +11

Round 3

Mukluk moves to guard the double doors, preventing them from being opened.


Male Dwarf
Moose:
Appr+6,Arc +8, Heal +6, Geog +6, Local+9, Nat +8, Perc +11

Round 2

Mukluk will tell people where the corby jerk is, and then try to move up to try to deliver a clean blow.

Melee:
Trepanator: 1d20 + 1 + 1 ⇒ (16) + 1 + 1 = 18 to hit;
1d6 ⇒ 5 cold iron piercing damage

Edit for if AoO:
Melee:
Trepanator: 1d20 + 1 + 1 ⇒ (6) + 1 + 1 = 8 to hit;
1d6 ⇒ 5 cold iron piercing damage

Muk Around, Find Out:

Melee:
[ dice=Trepanator]1d20+1[/dice] to hit;
[ dice=]1d6[/dice] cold iron piercing damage

Mule Bite:
[ dice=MuleBite]1d20+2[/dice] touch to hit;
[ dice=Divine]1d4[/dice] damage

Mule Kicks:
[ dice=MuleKicks]1d20+2[/dice] touch to hit;
[ dice=Force]1d4[/dice] damage

Adhesive Spittle -2 to attacks, -4 to dex for 2d4 ⇒ (3, 2) = 5 rounds. DC 16 Reflex to avoid being stuck to the ground DC16 str to break free.

AC: 12/12/10 + 1 w/shield
Fort/Ref/Will:  +2/+3/+7
HP: 17/17

Focus: 0/3
Hero Points: 0/3
Speed: 20'
Luck? 0/1 used
Mule bites: 0/7 used


Male Dwarf
Moose:
Appr+6,Arc +8, Heal +6, Geog +6, Local+9, Nat +8, Perc +11

Round 1

Mukluk moves in to offer a special delivery from Moose...a nice divine stream of mule piss.

1d20 + 3 + 1 ⇒ (16) + 3 + 1 = 20 touch to hit;
1d4 + 1 ⇒ (1) + 1 = 2 divine piss fire.

"Special delivery! HAW HAW HAW!"

Bless is still going: +1 to attacks and fear saves, you know the deal.

Muk Around, Find Out:

Melee:
[ dice=Trepanator]1d20+1[/dice] to hit;
[ dice=]1d6[/dice] cold iron piercing damage

Mule Bite:
[ dice=MuleBite]1d20+2[/dice] touch to hit;
[ dice=Divine]1d4[/dice] damage

Mule Kicks:
[ dice=MuleKicks]1d20+2[/dice] touch to hit;
[ dice=Force]1d4[/dice] damage

Adhesive Spittle -2 to attacks, -4 to dex for 2d4 ⇒ (3, 4) = 7 rounds. DC 16 Reflex to avoid being stuck to the ground DC16 str to break free.

AC: 12/12/10 + 1 w/shield
Fort/Ref/Will: +2/+3/+7
HP: 17/17

Focus: 0/3
Hero Points: 0/3
Speed: 20'
Luck? 0/1 used
Mule bites: 0/7 used


Male Dwarf
Moose:
Appr+6,Arc +8, Heal +6, Geog +6, Local+9, Nat +8, Perc +11
Kisaiya Shiraishi wrote:
”I’m sorry, Rory. It just doesn’t work for some reason. Maybe I’m doing it wrong.”

Mukluk listens in, but declines to offer anything lest he get murdert. Oysters. Fresh river oysters. That’ll fix that problem. That’s what ma’dad used to do.

Mukluk follows after Rory, thinking the double doors are the way to go.


Male Dwarf
Moose:
Appr+6,Arc +8, Heal +6, Geog +6, Local+9, Nat +8, Perc +11

Mukluk will do the smart thing, and drive his pick into the heads of the foes that might only be bleeding out, not dead.

”In case they get back up. We don’t want them back up,” he mutters as he checks each for anything of interest.

4d6 ⇒ (6, 1, 3, 6) = 16 coup d’jerk
4d6 ⇒ (3, 2, 1, 2) = 8 coup d’jerk


Male Dwarf
Moose:
Appr+6,Arc +8, Heal +6, Geog +6, Local+9, Nat +8, Perc +11

Round 7

Mukluk delays for Rory/Storm, and then attacks orange (hopefully tripped). He will then step back in case Durgan wants to engage.

Melee:
Trepanator: 1d20 + 1 + 1 ⇒ (19) + 1 + 1 = 21 to hit (bless);
1d6 ⇒ 6 cold iron piercing damage

Muk Around, Find Out:

Melee:
[ dice=Trepanator]1d20+1[/dice] to hit;
[ dice=]1d6[/dice] cold iron piercing damage

Mule Bite:
[ dice=MuleBite]1d20+2[/dice] touch to hit;
[ dice=Divine]1d4[/dice] damage

Mule Kicks:
[ dice=MuleKicks]1d20+2[/dice] touch to hit;
[ dice=Force]1d4[/dice] damage

Adhesive Spittle -2 to attacks, -4 to dex for 2d4 ⇒ (2, 1) = 3 rounds. DC 16 Reflex to avoid being stuck to the ground DC16 str to break free.

AC: 12/12/10 + 1 w/shield
Fort/Ref/Will: +2/+3/+7
HP: 17/17

Focus: 0/3
Hero Points: 0/3
Speed: 20'
Luck? 0/1 used
Mule bites: 0/7 used


Male Dwarf
Moose:
Appr+6,Arc +8, Heal +6, Geog +6, Local+9, Nat +8, Perc +11

Round 6

Mukluk delays for Rory/Storm, and then attacks green (hopefully tripped).

Melee:
Trepanator: 1d20 + 1 + 1 + 4 ⇒ (5) + 1 + 1 + 4 = 11 to hit (bless);
1d6 ⇒ 2 cold iron piercing damage;

”I’ll get you sometime! Just hold still, you bastard!”

Muk Around, Find Out:

Melee:
[ dice=Trepanator]1d20+1[/dice] to hit;
[ dice=]1d6[/dice] cold iron piercing damage

Mule Bite:
[ dice=MuleBite]1d20+2[/dice] touch to hit;
[ dice=Divine]1d4[/dice] damage

Mule Kicks:
[ dice=MuleKicks]1d20+2[/dice] touch to hit;
[ dice=Force]1d4[/dice] damage

Adhesive Spittle -2 to attacks, -4 to dex for 2d4 ⇒ (1, 4) = 5 rounds. DC 16 Reflex to avoid being stuck to the ground DC16 str to break free.

AC: 12/12/10 + 1 w/shield
Fort/Ref/Will: +2/+3/+7
HP: 17/17

Focus: 0/3
Hero Points: 0/3
Speed: 20'
Luck? 0/1 used
Mule bites: 0/7 used


Male Dwarf
Moose:
Appr+6,Arc +8, Heal +6, Geog +6, Local+9, Nat +8, Perc +11

Round 5

”Oh Moose is gunna love this when I tell him about this! HAW! HAW! HAW!“ Mukluk guffaws joyously. ”That’s good Durgan. You stand back and regain your breath. I’ll get in there and show them how it’s done.”

Mukluk moves up to attack green.

Melee:
Trepanator: 1d20 + 1 + 1 ⇒ (2) + 1 + 1 = 4 to hit (bless);
1d6 ⇒ 6 cold iron piercing damage

Muk Around, Find Out:

Melee:
[ dice=Trepanator]1d20+1[/dice] to hit;
[ dice=]1d6[/dice] cold iron piercing damage

Mule Bite:
[ dice=MuleBite]1d20+2[/dice] touch to hit;
[ dice=Divine]1d4[/dice] damage

Mule Kicks:
[ dice=MuleKicks]1d20+2[/dice] touch to hit;
[ dice=Force]1d4[/dice] damage

Adhesive Spittle -2 to attacks, -4 to dex for 2d4 ⇒ (3, 1) = 4 rounds. DC 16 Reflex to avoid being stuck to the ground DC16 str to break free.

AC: 12/12/10 + 1 w/shield
Fort/Ref/Will: +2/+3/+7
HP: 17/17

Focus: 0/3
Hero Points: 0/3
Speed: 20'
Luck? 0/1 used
Mule bites: 0/7 used


Male Dwarf
Moose:
Appr+6,Arc +8, Heal +6, Geog +6, Local+9, Nat +8, Perc +11

Round 4

Mukluk declines to move up and attack this round, instead tries to offer Kisaiya a reprieve from the corby gang.

He does one of Moose’s finest jokes, greasing the ground under the empty square and green. DC 16 reflex vs. Grease.

Muk Around, Find Out:

Melee:
[ dice=Trepanator]1d20+1[/dice] to hit;
[ dice=]1d6[/dice] cold iron piercing damage

Mule Bite:
[ dice=MuleBite]1d20+2[/dice] touch to hit;
[ dice=Divine]1d4[/dice] damage

Mule Kicks:
[ dice=MuleKicks]1d20+2[/dice] touch to hit;
[ dice=Force]1d4[/dice] damage

Adhesive Spittle -2 to attacks, -4 to dex for 2d4 ⇒ (2, 2) = 4 rounds. DC 16 Reflex to avoid being stuck to the ground DC16 str to break free.

AC: 12/12/10 + 1 w/shield
Fort/Ref/Will: +2/+3/+7
HP: 17/17

Focus: 0/3
Hero Points: 0/3
Speed: 20'
Luck? 0/1 used
Mule bites: 0/7 used


Male Dwarf
Moose:
Appr+6,Arc +8, Heal +6, Geog +6, Local+9, Nat +8, Perc +11

Round 3

Mukluk looks for an opening that he can reach, and, unable to find one, he moves up a bit and readies a spell if another foe shows up.

Move and ready spell.


Male Dwarf
Moose:
Appr+6,Arc +8, Heal +6, Geog +6, Local+9, Nat +8, Perc +11

Round 2

Mukluk casts Bless and moves back a bit.

"Okay now and y'all, keep Moose in mind as we fight these big birdies! Moose believes in you! Moose knows you can do it!" Mukluk offers encouragingly.

+1 to attacks and fear saves, you know the deal.

”You all should move back a bit. If it moves up it might squawk up a storm. Best to make it really move up, I tells you.” Get out of fireball formation peeps.


Male Dwarf
Moose:
Appr+6,Arc +8, Heal +6, Geog +6, Local+9, Nat +8, Perc +11

1d20 + 9 ⇒ (18) + 9 = 27 Know (Arcana) - DRs? Special attacks? Fly speed?

”Oh, that sound like a mo’bat! Much different than a less bat, I’ll tell you what,” Mukluk mutters as s!&* starts to get real. ”Ayep, he’s what I know…”


Male Dwarf
Moose:
Appr+6,Arc +8, Heal +6, Geog +6, Local+9, Nat +8, Perc +11

Round 1

Mukluk stays hidden and out of line of sight. He takes total defense.


Male Dwarf
Moose:
Appr+6,Arc +8, Heal +6, Geog +6, Local+9, Nat +8, Perc +11

Mukluk switches his defensive positioning, hiding behind the tower, which may or may not be crenelated.


Male Dwarf
Moose:
Appr+6,Arc +8, Heal +6, Geog +6, Local+9, Nat +8, Perc +11

1d20 + 9 ⇒ (19) + 9 = 28 Know (Local) - Special attacks? Weaknesses?

Mukluk knows a surprisingly lot about ogrekin, and when it seems safe will explain what he thinks about them, and how they might be handled.

Mukluk doesn't want to attract all 5 foes at once, and hopes to find a way around the potential combatants.

He's happy with the plan to draw them to the party, and thinks about good things he might do if he's ready for them.

"If we can keep the ogrekin on the ladders, then we can probably pare down the corbies so we're not whelmed, or even overwhelmed."

Mukluk moves to take up a defensive position.


Male Dwarf
Moose:
Appr+6,Arc +8, Heal +6, Geog +6, Local+9, Nat +8, Perc +11

As the goon squad moves towards the double doors, Mukluk will follow, trying to keep his good stew pot from banging too much.

Take 10 Stealth = 11.

He will peek over the side to see what they might be avoiding the notice of.

1d20 + 11 ⇒ (1) + 11 = 12 Perception


Male Dwarf
Moose:
Appr+6,Arc +8, Heal +6, Geog +6, Local+9, Nat +8, Perc +11

Mukluk nods at the party, wondering they think they should hit the double doors or move back to the base and check out things that way.

Moose would tell us to go to them double doors. They are mule-wide doors, and Moose likes that. Not having to squeeze. He's a good mule, Moose is.


Male Dwarf
Moose:
Appr+6,Arc +8, Heal +6, Geog +6, Local+9, Nat +8, Perc +11

Mukluk moves to support Kisaiya, ready for the door to be opened.


Male Dwarf
Moose:
Appr+6,Arc +8, Heal +6, Geog +6, Local+9, Nat +8, Perc +11

Mukluk will follow the goon squad up the ladder.

Moved on map, but following others.


Male Dwarf
Moose:
Appr+6,Arc +8, Heal +6, Geog +6, Local+9, Nat +8, Perc +11

If and when Durgan reports on what he sees, Mukluk is happy to follow the team up the ladder.


Male Dwarf
Moose:
Appr+6,Arc +8, Heal +6, Geog +6, Local+9, Nat +8, Perc +11

Mukluk moves over to support Durgan and his plan to go up the ladders.

”He makes sense.”


Male Dwarf
Moose:
Appr+6,Arc +8, Heal +6, Geog +6, Local+9, Nat +8, Perc +11

1d20 + 11 ⇒ (3) + 11 = 14 Perception

Mukluk glances around while he waits for others to heal, then will keep watch at the ladder and what might come out of the castle.


Male Dwarf
Moose:
Appr+6,Arc +8, Heal +6, Geog +6, Local+9, Nat +8, Perc +11

Mukluk stops the chase, moving to end the corby before it gets back up. He plants his pick into it’s head, then moves to get other one, just in case.

coup d’jerk: 4d6 ⇒ (2, 3, 5, 3) = 13 piercing cold iron damage
coup d’jerk: 4d6 ⇒ (3, 4, 3, 1) = 11 piercing cold iron damage

”Alright, let’s get settled. There are probably more of them,” Mukluk says, looking around the area where the corbies were hanging out. Anything of interest?


Male Dwarf
Moose:
Appr+6,Arc +8, Heal +6, Geog +6, Local+9, Nat +8, Perc +11

Round 4

Mukluk moves up to shoot a spray of divine Moose piss at the retreating foe.

1d20 + 2 ⇒ (13) + 2 = 15 touch to hit;
1d4 + 1 ⇒ (1) + 1 = 2 damage.

Muk Around, Find Out:

Melee:
[ dice=Trepanator]1d20+1[/dice] to hit;
[ dice=]1d6[/dice] cold iron piercing damage

Mule Bite:
[ dice=MuleBite]1d20+2[/dice] touch to hit;
[ dice=Divine]1d4[/dice] damage

Mule Kicks:
[ dice=MuleKicks]1d20+2[/dice] touch to hit;
[ dice=Force]1d4[/dice] damage

Adhesive Spittle -2 to attacks, -4 to dex for 2d4 ⇒ (4, 4) = 8 rounds. DC 16 Reflex to avoid being stuck to the ground DC16 str to break free.

AC: 12/12/10 + 1 w/shield
Fort/Ref/Will: +2/+3/+7
HP: 17/17

Focus: 0/3
Hero Points: 0/3
Speed: 20'
Luck? 0/1 used
Mule bites: 0/7 used


Male Dwarf
Moose:
Appr+6,Arc +8, Heal +6, Geog +6, Local+9, Nat +8, Perc +11

Round 3

Mukluk strikes time at the red corby.

1d20 + 1 - 4 ⇒ (18) + 1 - 4 = 15 to hit;
1d6 ⇒ 5 piercing damage

Muk Around, Find Out:

Melee:
[ dice=Trepanator]1d20+1[/dice] to hit;
[ dice=]1d6[/dice] cold iron piercing damage

Mule Bite:
[ dice=MuleBite]1d20+2[/dice] touch to hit;
[ dice=Divine]1d4[/dice] damage

Mule Kicks:
[ dice=MuleKicks]1d20+2[/dice] touch to hit;
[ dice=Force]1d4[/dice] damage

Adhesive Spittle -2 to attacks, -4 to dex for 2d4 ⇒ (4, 1) = 5 rounds. DC 16 Reflex to avoid being stuck to the ground DC16 str to break free.

AC: 12/12/10 + 1 w/shield
Fort/Ref/Will: +2/+3/+7
HP: 17/17

Focus: 0/3
Hero Points: 0/3
Speed: 20'
Luck? 0/1 used
Mule bites: 0/7 used


Male Dwarf
Moose:
Appr+6,Arc +8, Heal +6, Geog +6, Local+9, Nat +8, Perc +11

Round 2

Mukluk huzzahs as he strikes the castle stone that was in his way. That’ll learn it to be in my way. He strikes again, this time at the corby.

1d20 + 1 - 4 ⇒ (12) + 1 - 4 = 9 to hit;
1d6 ⇒ 1 piercing damage

Muk Around, Find Out:

Melee:
[ dice=Trepanator]1d20+1[/dice] to hit;
[ dice=]1d6[/dice] cold iron piercing damage

Mule Bite:
[ dice=MuleBite]1d20+2[/dice] touch to hit;
[ dice=Divine]1d4[/dice] damage

Mule Kicks:
[ dice=MuleKicks]1d20+2[/dice] touch to hit;
[ dice=Force]1d4[/dice] damage

Adhesive Spittle -2 to attacks, -4 to dex for 2d4 ⇒ (2, 1) = 3 rounds. DC 16 Reflex to avoid being stuck to the ground DC16 str to break free.

AC: 12/12/10 + 1 w/shield
Fort/Ref/Will: +2/+3/+7
HP: 17/17

Focus: 0/3
Hero Points: 0/3
Speed: 20'
Luck? 0/1 used
Mule bites: 0/7 used


Male Dwarf
Moose:
Appr+6,Arc +8, Heal +6, Geog +6, Local+9, Nat +8, Perc +11

Round 1

Mukluk moves to attack the corby.

1d20 + 1 - 4 ⇒ (1) + 1 - 4 = -2 to hit;
1d6 ⇒ 2 piercing damage

Muk Around, Find Out:

Melee:
[ dice=Trepanator]1d20+1[/dice] to hit;
[ dice=]1d6[/dice] cold iron piercing damage

Mule Bite:
[ dice=MuleBite]1d20+2[/dice] touch to hit;
[ dice=Divine]1d4[/dice] damage

Mule Kicks:
[ dice=MuleKicks]1d20+2[/dice] touch to hit;
[ dice=Force]1d4[/dice] damage

Adhesive Spittle -2 to attacks, -4 to dex for 2d4 ⇒ (2, 4) = 6 rounds. DC 16 Reflex to avoid being stuck to the ground DC16 str to break free.

AC: 12/12/10 + 1 w/shield
Fort/Ref/Will: +2/+3/+7
HP: 17/17

Focus: 0/3
Hero Points: 0/3
Speed: 20'
Luck? 0/1 used
Mule bites: 0/7 used


Male Dwarf
Moose:
Appr+6,Arc +8, Heal +6, Geog +6, Local+9, Nat +8, Perc +11

Mukluk lumbers up to join Rory at the gates. He nods and understand the situation, and knows the gate must be opened.


Male Dwarf
Moose:
Appr+6,Arc +8, Heal +6, Geog +6, Local+9, Nat +8, Perc +11

Mukluk readies to follow Rory and does so when it seems safe. He will Rory space to do his thing, but also look for ways to safely move up.


Male Dwarf
Moose:
Appr+6,Arc +8, Heal +6, Geog +6, Local+9, Nat +8, Perc +11

Mukluk waits to see how he might guide the party into the Castle. He waits patiently.


Male Dwarf
Moose:
Appr+6,Arc +8, Heal +6, Geog +6, Local+9, Nat +8, Perc +11

Mucky Ducky 3:

+5 hp
+1 BAB

+feat: Craft Wondrous Crap (Item)

+4 mad skills
========
+1 Perception
+1 Spellcraft
+1 Know (Arcana)
+1 Know (Local)

+2 obscure skills
========
+1 Know (Geography)
+1 Appraise


Male Dwarf
Moose:
Appr+6,Arc +8, Heal +6, Geog +6, Local+9, Nat +8, Perc +11
GM Euan - Jade wrote:
”Oooh, undead! You should take some holy water.”

Mukluk grins back. "Why thank you! Don't mind if I do," Mukluk scrounges for some empty potion bottles or wineskins to take 2 (or 3?) holy water flask equivalents.

"Seems like this might come in handy. Thank you, and may the Great Dreamer know of your generosity. I'll certainly tell Moose, that's for sure," Mukluk will claim (and offer around) the holy water and then be ready to move on.

Happy to go to castle or the other side of the bay. Lead on, someone.


Male Dwarf
Moose:
Appr+6,Arc +8, Heal +6, Geog +6, Local+9, Nat +8, Perc +11

Mukluk snaps his fingers.

”Oh! We should ask if Ameiko’s sickness is related to the castle!? Or if we can find Ameiko’s cure within the castle! That would be helpful, wouldn’t it?” Mukluk looks to his friends for confirmation, knowing Moose would agree already.


Male Dwarf
Moose:
Appr+6,Arc +8, Heal +6, Geog +6, Local+9, Nat +8, Perc +11

Mukluk looks over to the castle, then looks back to Spivey.

"Nice to meet you, Spivey. I'm Mukluk, and if you see a very good mule around, that's Moose. He's a friend, but he should be back with our caravan watching over Ameiko, so you tell him to get back and do that, okay?" Mukluk explains things to Spivey.

Mukluk waits for the answer to Rory's question and then will follow up with his own.

"You've been quite kind to us, Spivey. Is there anything we can do to repay you?" he asks.


Male Dwarf
Moose:
Appr+6,Arc +8, Heal +6, Geog +6, Local+9, Nat +8, Perc +11

1d20 + 8 ⇒ (15) + 8 = 23 Know (Nature) DRs? Special attacks?

"Oh yeah, them be corbies, the dire kind, not the kind that are kind, you see?" Mukluk says, thinking about what the not-fae has told them. "They are nasty things, black feathers, hunters with big old beaks. But Moose isn't afraid of them and neither am I. But they are nasty buggers, for sure." He will answer other questions if people have them.

He nods to the not-fae.

"Well, we mean to go in there to help our not-mule friend, Ameiko. Is there anything else you can tell us about who or what is in there? Or goes in and out of there?"


Male Dwarf
Moose:
Appr+6,Arc +8, Heal +6, Geog +6, Local+9, Nat +8, Perc +11

"Ameiko isn't the mule. That's Moose, I was trying to talk about Moose here. And we're just passing through to the Castle. Don't suppose you want to tell me what's in there, do you?" Mukluk asks.


Male Dwarf
Moose:
Appr+6,Arc +8, Heal +6, Geog +6, Local+9, Nat +8, Perc +11

Mukluk is about to tick off the reasons that Moose might be the best mule ever, but then holds off on those important facts until the nice fae can answer Rory’s questions.


Male Dwarf
Moose:
Appr+6,Arc +8, Heal +6, Geog +6, Local+9, Nat +8, Perc +11

Mukluk rubs the back of his neck and starts to explain.

"Well, last time I was passing through here, my best mule, Moose, found a really good patch of frollicking ivy, I think it was over yonder that way," Mukluk points to where he thinks the good patch was. "You probably know it well, but that's not the important thing. The important thing is that Moose is a good mule who enjoys a good frollick..."

Mukluk continues the story, rambling until stopped.

"...and so me and Moose started selling more and more of the Stew of Three Sisters, which is pretty good. It's made of corn and squash and beans, it's powerful good, you see? And we're trading up and down the coast of Varisia..."

Mukluk continues the story, rambling until stopped.

"...and Moose was pretty annoyed that went for a second hunt in the swamp, but I fed him a bunch of nuts and that seemed to pacify him a bit and so I only got bit a few times. Still a good mule, you see? And then we went back to Sandpoint..."

Mukluk continues the story, rambling until stopped.


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Male Dwarf
Moose:
Appr+6,Arc +8, Heal +6, Geog +6, Local+9, Nat +8, Perc +11

”Oh hey, that isn’t Moose! I think it’s a different type of friend,” Mukluk points over to the tombstone where he definitely possibly maybe saw something.

1d20 - 1 ⇒ (19) - 1 = 18 Diplomacy

”Hey, we’re not going to hurt you. We’re Desna friends,” Mukluk offers to the thing he saw, surprising in its gentleness and tenderness. ”Me and Moose have always been kind to the Desnans, and they have been kind to us. Heck we even share our fires and stews with our friends. We’re just passing through and don’t mean to bother you if you don’t want to talk.”


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Male Dwarf
Moose:
Appr+6,Arc +8, Heal +6, Geog +6, Local+9, Nat +8, Perc +11
Durgan Far-Walker wrote:
"That's Desna, Rory."

Mukluk looks around for Desna, and is thankful not to see her because he's pretty sure that Moose would have a hard time pulling off a trick like that.

"Ceci n'est pas une pipe," Mukluk responds in dwarven.

dwarven:
"Oh, it's just an altar to Desna."


Male Dwarf
Moose:
Appr+6,Arc +8, Heal +6, Geog +6, Local+9, Nat +8, Perc +11

"Whatcha all doing? You find Moose yet?" Mulkuk looks around. "I bet he's here someplace."

1d20 + 10 ⇒ (16) + 10 = 26 Perception


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Male Dwarf
Moose:
Appr+6,Arc +8, Heal +6, Geog +6, Local+9, Nat +8, Perc +11

Mukluk waits for Moose to come out, braying with delight at the very good joke.


Male Dwarf
Moose:
Appr+6,Arc +8, Heal +6, Geog +6, Local+9, Nat +8, Perc +11
Kisaiya Shiraishi wrote:
”Footprints. Tiny. With boots.”

Mukluk begins to laugh. "Oh, that could be Moose. Moose loves a good prank! HAW! HAW! HAW!!" He looks around. "Moose? You out there?! You got her good, you done did! Good job Moosey! This was a good one! HAW HAW HAW!!"

Mukluk waits for Moose to reveal himself, the jackass.


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