GM Captain Trips - Rise of the Greenskins! - Goblin Adventure Path

Game Master Chad Newman

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Female goblin mesmerist 3 | hp 18/18 | AC 16, T 14, FF 13 | Fort +1, Ref +6, Will +6 | Init +3 | Mesmerist tricks 5/5 | Perception +10

Oh yeah! I didn't notice it was on the north side of the city as well. Is that where we're starting from right now? Cuz that would be a lot easier than going through the entire city from the other end of the road. LOL


hp 80/80 | AC 25, t19, ff23 | F 6 (8 poison), R 13, W 4 | bab 6 Melee 9/13), ranged 13 | cmb 9, cmd 27 | init +7 | ki 7/7 | goblin ninja/8
skills:
acro 23, bluff 9, disable 18, disguise 11, escape 18, intim 12, know local 12, kn nobil 10, know rel 5, ling. 7, perc 12, perform dance 9, perform sing 9, prof cook 9, ride 11, sm 1, slt of hd 14, stealth 24 (26), umd 12

Mugmuff goes all stealthy mode and also coats his weapon with the greenblood poison.

stealth: 1d20 + 14 ⇒ (18) + 14 = 32


Female goblin mesmerist 3 | hp 18/18 | AC 16, T 14, FF 13 | Fort +1, Ref +6, Will +6 | Init +3 | Mesmerist tricks 5/5 | Perception +10

Gretcha gets stealthy too, as well as she can.
Stealth: 1d20 + 8 ⇒ (17) + 8 = 25


Male Goblin Alchemist (blazing torchbearer) 8 || HP 51/65 (65/65 non-lethal) || AC 20/16 Tch/16 FF || F+9 R+11 W+3 (+6 vs. poison) || CMB +4 CMD 19/17 FF || Init +4 || Perception +10, darkvision || Bombs: 8/11 remaining

Torch slips into stealth mode as well.

Stealth: 1d20 + 13 ⇒ (14) + 13 = 27


Gobbo!

Correct, your approach is from the north of the city, along the coast. Am I correct in assuming the party is going to try the sneaky sneak way in?


Female goblin mesmerist 3 | hp 18/18 | AC 16, T 14, FF 13 | Fort +1, Ref +6, Will +6 | Init +3 | Mesmerist tricks 5/5 | Perception +10

I think that's the consensus at this point.


Male Goblin Male goblin Ranger 1 | hp 12/12 | AC 18, T 15, FF 13 | Fort +4, Ref +7, Will +1 | Init +4 | Perception +4

All in for ghost mode.


Gobbo!

More Stealth Checks:

Lookers: 1d20 + 2 ⇒ (3) + 2 = 5

Nuz: 1d20 + 12 ⇒ (11) + 12 = 23
Bart: 1d20 + 16 ⇒ (9) + 16 = 25
Beeg: 1d20 + 8 ⇒ (13) + 8 = 21

The super-sneaky goblin squad quickly slips into town, the sounds of the crowds gathering around the temple square are heard not far to the south, while some townsfolk still mill about their homes, gathering children and the like before making their way to the festival. Ever so quietly the goblins sneak along the homes, occasionally darting behind a barrel or bale of hay to avoid being spotted.

In no time they find themselves near the base of Old Light, an impressive looking structure to be sure. At the base is a gap in the wall, surrounded by piles of boulders. The sides of Old Light themselves look climbable with the right gear, but doing so might be hard to conceal from wandering eyes.


Male Goblin Male goblin Ranger 1 | hp 12/12 | AC 18, T 15, FF 13 | Fort +4, Ref +7, Will +1 | Init +4 | Perception +4

Nuz looked up the length of Old Light and back to the other goblins. He knew they weren't good with climbing, but it might be the only thing to do if they couldn't get in another way.

Going to the gap in the wall, Nuz tested the rocks there to see if he could roll any away to extend the opening for everyone to slip in through.


Male Goblin Alchemist (blazing torchbearer) 8 || HP 51/65 (65/65 non-lethal) || AC 20/16 Tch/16 FF || F+9 R+11 W+3 (+6 vs. poison) || CMB +4 CMD 19/17 FF || Init +4 || Perception +10, darkvision || Bombs: 8/11 remaining

"What we do now?" Torch hisses. "Torch not a climber."


Female goblin mesmerist 3 | hp 18/18 | AC 16, T 14, FF 13 | Fort +1, Ref +6, Will +6 | Init +3 | Mesmerist tricks 5/5 | Perception +10

"We goes in hole there? Climbing not be best idea, Gretcha thinks. We prepare to kill many longshanks inside!" Gretcha whispers to the group.

Gretcha will touch both Mugmuff and Nuz, giving them each a charge of false flanker that they can use in the next minute. She'll also use mesmeric mirror on herself, allowing her to create a mirror image of herself if she attacked in the next minute.


hp 80/80 | AC 25, t19, ff23 | F 6 (8 poison), R 13, W 4 | bab 6 Melee 9/13), ranged 13 | cmb 9, cmd 27 | init +7 | ki 7/7 | goblin ninja/8
skills:
acro 23, bluff 9, disable 18, disguise 11, escape 18, intim 12, know local 12, kn nobil 10, know rel 5, ling. 7, perc 12, perform dance 9, perform sing 9, prof cook 9, ride 11, sm 1, slt of hd 14, stealth 24 (26), umd 12

"Mugmuff not a climber either... Didn't Gretcha takes climby rope and hook from dead longshanks? Mebbe that helps us?"


Female goblin mesmerist 3 | hp 18/18 | AC 16, T 14, FF 13 | Fort +1, Ref +6, Will +6 | Init +3 | Mesmerist tricks 5/5 | Perception +10

"We no need to climb, numb-heads! We go in that hole!" Gretcha points to the hole which is at the base of the tower.

From the GM's description it sounds to me like there's a hole there that is NOT blocked, and is just surrounded by piles of rubble, probably from something digging the hole. Am I not correct in that?


Male Goblin Male goblin Ranger 1 | hp 12/12 | AC 18, T 15, FF 13 | Fort +4, Ref +7, Will +1 | Init +4 | Perception +4

That was how I took it as well, but thought some of the boulders might be blocking it. Best case, we can move some and then grease up Bart's giant melon to allow him to get through also.


Gobbo!

There's an opening, with plenty of room for a medium sized creature to enter. It does appear excavated. There is so very little info available on Old Light I'm taking a lot of liberal turns with its structure. :)


Gobbo!

It sounds like the call is to enter, not climb from the outside. Driving on!

The goblins creep up towards the opening and quickly shuffle inside, eager to get out of the daylight and prying eyes of the longshanks. Once inside they find themselves in a large open space, with walls of stone on all sides. Old furniture and tools litter the space, with several desks and tables holding lanterns, paper, and other instruments. Obviously with the amount of paper and writing in this room this is some sort of longshanks torture chamber, where souls can be ripped out of a victim's body using writing.

Several ladders in the room lead upward, stopping on scaffolding platforms at various heights. Far above there is an obvious opening in the roof of the tower, where a beam of sunlight cuts through the shadows of the structure and highlights the dust in the air as it circles slowly through the chamber.

Up above, the sounds of talking can be heard in the common tongue, but the voices are muted and too quiet to hear from this distance.


Male Goblin Male goblin Ranger 1 | hp 12/12 | AC 18, T 15, FF 13 | Fort +4, Ref +7, Will +1 | Init +4 | Perception +4

Perception: 1d20 + 4 ⇒ (11) + 4 = 15
Stealth: 1d20 + 14 ⇒ (11) + 14 = 25

Moving through the debris in the room scanning for anything that might be of better usage in his hands than the longshanks, examining the lanterns Nuz motions to Torch.

"You make these go boom?"

{After room is searched}

Putting the bow away, Nuz started up the ladder trying to be as silent as possible.

climb: 1d20 + 5 ⇒ (18) + 5 = 23


Female goblin mesmerist 3 | hp 18/18 | AC 16, T 14, FF 13 | Fort +1, Ref +6, Will +6 | Init +3 | Mesmerist tricks 5/5 | Perception +10

Gretcha whispers to the others "Thems is longshanks up there. Yous fighty-types go first, use Gretcha's mind-powers if you needs them. Gretcha follows, makes them fight each other if she can."

Gretcha will then follow up the ladders, also trying to be quiet.

I think a ladder is a DC 0 climb check? So as long as none of us roll horribly, we should be able to do it relatively silently.

climb: 1d20 - 2 ⇒ (20) - 2 = 18
Stealth: 1d20 + 8 ⇒ (11) + 8 = 19

Gretcha practically glides up the ladder after her goblinly companions.


Gobbo!

Yea, as long as we don't get any negatives on any end rolls there won't be a problem climbing the ladders.


hp 80/80 | AC 25, t19, ff23 | F 6 (8 poison), R 13, W 4 | bab 6 Melee 9/13), ranged 13 | cmb 9, cmd 27 | init +7 | ki 7/7 | goblin ninja/8
skills:
acro 23, bluff 9, disable 18, disguise 11, escape 18, intim 12, know local 12, kn nobil 10, know rel 5, ling. 7, perc 12, perform dance 9, perform sing 9, prof cook 9, ride 11, sm 1, slt of hd 14, stealth 24 (26), umd 12

Mugmuff climbs up after Nuz but before Gretcha.

climb, take 10: 10 + 1 = 11


HP 49/67 (F: 22/22) | AC 22 T 12 FF 21 | Fort +11 Ref +10 Will +8 | CMD 21 | Init +4 | Darkvision - Perc -2 (10ft aura, -4 fear saves & no immunity, -2 other saves, )
Woofy Defense Block:
AC 13, touch 11, flat-footed 12 | hp 30/30 (4d10+4) Fort +6, Ref +5, Will +1 vulnerable to cold, immune to fire

Bart continues with the group, barely managing to avoid banging his head on the ladder.

Stealth: 1d20 + 16 ⇒ (8) + 16 = 24


Male Goblin Alchemist (blazing torchbearer) 8 || HP 51/65 (65/65 non-lethal) || AC 20/16 Tch/16 FF || F+9 R+11 W+3 (+6 vs. poison) || CMB +4 CMD 19/17 FF || Init +4 || Perception +10, darkvision || Bombs: 8/11 remaining

"Whoosh!" Torch whispers excitedly. Gathering the papers into a pile in the center of the room, he puts the whole to light. Then, he follows the others up the ladder.

Climb: 1d20 + 3 ⇒ (4) + 3 = 7
Stealth: 1d20 + 13 ⇒ (12) + 13 = 25


Male Goblin Male goblin Ranger 1 | hp 12/12 | AC 18, T 15, FF 13 | Fort +4, Ref +7, Will +1 | Init +4 | Perception +4

As Torch set the papers alfame, Nuz was happy that he brought along the grappling hook and rope from the Bird Cruncher killers.

~With fire below and bugbear boom above, we have to use rope to get down quick.~

Wondering how the longshanks would react to the outbreak of a fire, Nuz climbed even faster up the ladder.


hp 80/80 | AC 25, t19, ff23 | F 6 (8 poison), R 13, W 4 | bab 6 Melee 9/13), ranged 13 | cmb 9, cmd 27 | init +7 | ki 7/7 | goblin ninja/8
skills:
acro 23, bluff 9, disable 18, disguise 11, escape 18, intim 12, know local 12, kn nobil 10, know rel 5, ling. 7, perc 12, perform dance 9, perform sing 9, prof cook 9, ride 11, sm 1, slt of hd 14, stealth 24 (26), umd 12

i thought Gretcha took the grappling hook and rope from the bird cruncher killers.


Female goblin mesmerist 3 | hp 18/18 | AC 16, T 14, FF 13 | Fort +1, Ref +6, Will +6 | Init +3 | Mesmerist tricks 5/5 | Perception +10

There were two. Gretcha took the second set of grappling hook and rope. :)


Male Goblin Gunslinger 1 | HP 18/18 | AC 16 T 16 FF 11 | Fort 4, Ref 7, Will 1 | Init +6 | Perception +7 | Grit 2/2

Climb!: 1d20 - 1 ⇒ (17) - 1 = 16

Beeg follows the others into the tower and up the ladder, not liking these enclosed spaces.


Gobbo!

As Torch sets the piles of paperwork ablaze, the group starts up the ladders, climbing from one scaffold to the next until they emerge on a larger platform. Several benches have been set up here as well as a pair of tables. More tools and paper litter the surfaces and some are displayed across the walls. On the far side of the platform, about 30 feet away, there are three men working on something on the stone wall.

Group Stealth: 1d20 + 10 ⇒ (13) + 10 = 23
Perception: 1d20 + 2 ⇒ (10) + 2 = 12

So far your movements have gone completely unnoticed, however, there are wisps of smoke beginning to rise from below.


Female goblin mesmerist 3 | hp 18/18 | AC 16, T 14, FF 13 | Fort +1, Ref +6, Will +6 | Init +3 | Mesmerist tricks 5/5 | Perception +10

Are all three men within a few feet of each other? Cuz if so, Gretcha will put up a hand to tell the other gobs to wait, and she'll sneak up and cast color spray on all of them. But only if she can hit all three.


Gobbo!

Yes, they would all be almost shoulder to shoulder, so it shouldn't be a problem getting them into a 15' cone effect at the moment.


Male Goblin Gunslinger 1 | HP 18/18 | AC 16 T 16 FF 11 | Fort 4, Ref 7, Will 1 | Init +6 | Perception +7 | Grit 2/2

Beeg watches and waits as Crazygooglies starts to go towards the longshanks by herself, shrugs. Maybe she is going to seduce them. Just in case, he draws Da Boom! and prepares it to fire.


Gobbo!

Gretcha creeps up as quietly as possible, tip toeing her way towards the men gathered at the far edge of the platform. As she makes her way across the room she steps on a banana peel, carelessly left on the floor, and nearly slips and falls because of it. Instead, she performs an amazing goblin form of the splits, then bounces back up from the floor to her feet. Stunned at the maneuver, she looks up to see the three men staring back at her, a shocked look on their face as they see the tiny goblin army arrayed against them.

Initiative

Gretcha: 1d20 + 3 ⇒ (8) + 3 = 11
Nuz: 1d20 + 4 ⇒ (15) + 4 = 19
Beeg: 1d20 + 6 ⇒ (18) + 6 = 24
Bart: 1d20 + 4 ⇒ (7) + 4 = 11
Mugmuff: 1d20 + 3 ⇒ (12) + 3 = 15
Torch: 1d20 + 3 ⇒ (13) + 3 = 16

Bewildered Men: 1d20 + 1 ⇒ (4) + 1 = 5

The group of men simply stand there in shock as the goblins begin to run amok in the room. Gretcha, her plan already in motion, crosses the remaining distance and calls forth a spray of wildly maddening colors, giving the stunned men the grand opportunity to taste the rainbow. Two of the men fall to the ground with a thud, the brilliant display of colors being too much for their senses. The third man, however, appears to be unaffected by such tricks.

The goblins, except for Gretcha, are up. The remaining man is roughly 30 feet away.

Some dice scattering across the table:

Sneaky Sneaky: 1d20 + 8 ⇒ (10) + 8 = 18
Perception: 1d20 + 2 ⇒ (20) + 2 = 22
Reflex: 1d20 + 6 ⇒ (7) + 6 = 13

Will Save: 1d20 + 2 ⇒ (3) + 2 = 5
Will Save: 1d20 + 5 ⇒ (12) + 5 = 17
Will Save: 1d20 + 1 ⇒ (8) + 1 = 9
Sleepy times: 2d4 ⇒ (4, 4) = 8


Male Goblin Alchemist (blazing torchbearer) 8 || HP 51/65 (65/65 non-lethal) || AC 20/16 Tch/16 FF || F+9 R+11 W+3 (+6 vs. poison) || CMB +4 CMD 19/17 FF || Init +4 || Perception +10, darkvision || Bombs: 8/11 remaining

Torch tosses a bomb at the one remaining standing, trying not to engulf his companions in the blast radius.

Torch vs. Longshanks: 1d20 + 6 ⇒ (13) + 6 = 19
BOOM!: 1d6 + 3 ⇒ (4) + 3 = 7 (fire damage)


Female goblin mesmerist 3 | hp 18/18 | AC 16, T 14, FF 13 | Fort +1, Ref +6, Will +6 | Init +3 | Mesmerist tricks 5/5 | Perception +10

"Ha! You take that longshanks numb-heads! Gretcha powerful color-mancer!"

Gretcha literally jumps for joy at the effectiveness of her spell. She is goblin-giddy with excitement!


Male Goblin Male goblin Ranger 1 | hp 12/12 | AC 18, T 15, FF 13 | Fort +4, Ref +7, Will +1 | Init +4 | Perception +4

Twang!: 1d20 + 8 ⇒ (18) + 8 = 26
pain: 1d4 + 2 ⇒ (4) + 2 = 6

Drawing his bow and taking a couple steps forward as well the moment Crazy Eyes moved towards the longshanks, Nuz looked away when she hit the longshanks with her magics. Glancing upwards to see if it was done, he watched two of the men crumple to the ground while the third, obviously the leader and more powerful of the longshanks, remained standing.

Releasing the arrow quickly, before the longshank could move towards the dancing Crazy Eyes, Nuz's hands quickly reached for another arrow.


hp 80/80 | AC 25, t19, ff23 | F 6 (8 poison), R 13, W 4 | bab 6 Melee 9/13), ranged 13 | cmb 9, cmd 27 | init +7 | ki 7/7 | goblin ninja/8
skills:
acro 23, bluff 9, disable 18, disguise 11, escape 18, intim 12, know local 12, kn nobil 10, know rel 5, ling. 7, perc 12, perform dance 9, perform sing 9, prof cook 9, ride 11, sm 1, slt of hd 14, stealth 24 (26), umd 12

Mugmuff double moves to get behind the man as he draws his dogslicer. Since the man is still flatfooted, he's not bothering to do acrobatics, just hopes someone will move forward and flank with him.. he yells at his friends in goblin "Don't bomb me this time"


Female goblin mesmerist 3 | hp 18/18 | AC 16, T 14, FF 13 | Fort +1, Ref +6, Will +6 | Init +3 | Mesmerist tricks 5/5 | Perception +10
Mugmuff Darktalon wrote:
Mugmuff double moves to get behind the man as he draws his dogslicer. Since the man is still flatfooted, he's not bothering to do acrobatics, just hopes someone will move forward and flank with him.. he yells at his friends in goblin "Don't bomb me this time"

Don't forget you have a charge of false flanker to use, and I can't take it back as part of my daily uses, so fee free to use it and get your sneaky-sneak dice!


HP 49/67 (F: 22/22) | AC 22 T 12 FF 21 | Fort +11 Ref +10 Will +8 | CMD 21 | Init +4 | Darkvision - Perc -2 (10ft aura, -4 fear saves & no immunity, -2 other saves, )
Woofy Defense Block:
AC 13, touch 11, flat-footed 12 | hp 30/30 (4d10+4) Fort +6, Ref +5, Will +1 vulnerable to cold, immune to fire

Bart Bighead will dash from his position of cover, to the pile of unconscious men, attempting to remain hidden from the 'live' one amongst the sleeping bodies of his companions.

Stealth: 1d20 + 16 ⇒ (4) + 16 = 20


Male Goblin Gunslinger 1 | HP 18/18 | AC 16 T 16 FF 11 | Fort 4, Ref 7, Will 1 | Init +6 | Perception +7 | Grit 2/2

Beeg tries to take a shot at the last man standing before anyone goes and starts getting in the way of him shooting.

Attack!: 1d20 + 7 ⇒ (13) + 7 = 201d12 ⇒ 2


Gobbo!

Bomb, arrow, and bullet all strike true, pounding into the standing man in repaid succession. He goes to one knee and clutches at the arrow shaft in his chest, trying desperately to remove the projectile. He only manages to whisper "Goblins...", blood bubbling at his lips, before he collapses.

The two other men lie on the platform, blisters forming on their skin from the splash of Torch's bombs, quite unconscious.

The goblins are up. Depending on how you proceed we can drop out of initiative.


hp 80/80 | AC 25, t19, ff23 | F 6 (8 poison), R 13, W 4 | bab 6 Melee 9/13), ranged 13 | cmb 9, cmd 27 | init +7 | ki 7/7 | goblin ninja/8
skills:
acro 23, bluff 9, disable 18, disguise 11, escape 18, intim 12, know local 12, kn nobil 10, know rel 5, ling. 7, perc 12, perform dance 9, perform sing 9, prof cook 9, ride 11, sm 1, slt of hd 14, stealth 24 (26), umd 12

Mugmuff moves to the side of one of the fallen unconscious longshanks and lifts his blade for a coup de grace. Unless anyone objects, he'll complete the action.


Male Goblin Male goblin Ranger 1 | hp 12/12 | AC 18, T 15, FF 13 | Fort +4, Ref +7, Will +1 | Init +4 | Perception +4

As the leader falls, Nuz lowers his bow and then hurries over to where the longshanks were working to see what they were doing. He was really hoping to find one of the longshank maps, as his were often very simple designed items, but if not, maybe he could find something of value among all the soul stealing paper.

Out of the corner of his eye, he saw Mugmuff move in for the kill and knew that either the goblin would kill him or the blast from the bugbear's bundle would.

~Bad day to be you longshanks.~


Female goblin mesmerist 3 | hp 18/18 | AC 16, T 14, FF 13 | Fort +1, Ref +6, Will +6 | Init +3 | Mesmerist tricks 5/5 | Perception +10

Gretcha also runs up to the other longshanks, drawing her dagger for a coup-de-grace.

auto-crit: 2d3 - 4 ⇒ (1, 3) - 4 = 0
Unfortunately she's really not accustomed to using physical attacks. Like, at all. She barely makes a scratch on his neck.


hp 80/80 | AC 25, t19, ff23 | F 6 (8 poison), R 13, W 4 | bab 6 Melee 9/13), ranged 13 | cmb 9, cmd 27 | init +7 | ki 7/7 | goblin ninja/8
skills:
acro 23, bluff 9, disable 18, disguise 11, escape 18, intim 12, know local 12, kn nobil 10, know rel 5, ling. 7, perc 12, perform dance 9, perform sing 9, prof cook 9, ride 11, sm 1, slt of hd 14, stealth 24 (26), umd 12

coup de grace dmg: 2d6 + 2 ⇒ (5, 3) + 2 = 10


Gobbo!

Mugmuff Damage: 2d6 + 2 ⇒ (2, 4) + 2 = 8 Sneak: 1d6 ⇒ 1
Slicing Throats - Mugmuff: 1d20 + 0 ⇒ (10) + 0 = 10
Shaving Accident - Gretcha: 1d20 + 0 ⇒ (9) + 0 = 9

The goblins quickly fall upon the downed men, Mugmuff drawing a nice smile across the man's throat, which quickly begins pumping out his victim's lifeblood in a spray which covers the nearby goblins. Gretcha, however, saws away at the neck with little effect. Suddenly, without any clear reason why, the man's head falls off of his body and rolls to her feet.

Totally unclear how a 0 damage coup de grace even works, but since she does at least 1 point of non-lethal, well, shrug. He rolled low :)


Female goblin mesmerist 3 | hp 18/18 | AC 16, T 14, FF 13 | Fort +1, Ref +6, Will +6 | Init +3 | Mesmerist tricks 5/5 | Perception +10

LOL yeah, it's a fun edge-case. I'd say she tripped and fell such that her dagger happened to cut his throat anyway, with all her weight behind it. LOL

Gretcha stares in awe at the man's head rolling around. "Look numb-heads! Look how good I is at killing longshanks! Gretcha is da best!" She exclaims, heedless of any other nearby longshanks.

Hopefully this doesn't screw us over too much, but she couldn't help but be overly excited about the dude's head falling off from her dagger. LOL


Male Goblin Male goblin Ranger 1 | hp 12/12 | AC 18, T 15, FF 13 | Fort +4, Ref +7, Will +1 | Init +4 | Perception +4

Dancing back to avoid the twin sprays of longshank blood, Nuz could only shake his head at the sight of Crazy Eyes doing a blood bath dance.

~No wonder Big Chief likes dis one. She as crazy as he is.~

Looking at the stained papers and the table, Nuz went through them one last time for anything of interest and then headed for the closest ladder going up, trying to stay ahead of the blaze below.

Me finds? (Perception): 1d20 + 4 ⇒ (13) + 4 = 17


Male Goblin Alchemist (blazing torchbearer) 8 || HP 51/65 (65/65 non-lethal) || AC 20/16 Tch/16 FF || F+9 R+11 W+3 (+6 vs. poison) || CMB +4 CMD 19/17 FF || Init +4 || Perception +10, darkvision || Bombs: 8/11 remaining

Torch applies his torch to the back of the head of the remaining longshanks, then follows Nuz up the ladder.

Coup-de-Grace: 2d6 - 2 ⇒ (3, 4) - 2 = 5


HP 49/67 (F: 22/22) | AC 22 T 12 FF 21 | Fort +11 Ref +10 Will +8 | CMD 21 | Init +4 | Darkvision - Perc -2 (10ft aura, -4 fear saves & no immunity, -2 other saves, )
Woofy Defense Block:
AC 13, touch 11, flat-footed 12 | hp 30/30 (4d10+4) Fort +6, Ref +5, Will +1 vulnerable to cold, immune to fire

Bart slowly removes himself from the pile of humans, disapointed with his hiding place.

Bart follows up the ladder as well.


Gobbo!

I was expecting some sort of head joke when Bart found himself under a bunch of dead bodies :P


Male Goblin Gunslinger 1 | HP 18/18 | AC 16 T 16 FF 11 | Fort 4, Ref 7, Will 1 | Init +6 | Perception +7 | Grit 2/2

Beeg reloads Da Boom! and follows up the tricksy ladder.

Climb: 1d20 - 1 ⇒ (3) - 1 = 2

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