GM G's Goblin Mayhem

Game Master Magabeus


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Male Goblin Alchemist 4 HP 29/29 (0 NL) | AC 20; T 17; FF 15 | CMD 17 | Fort +7 | Ref +8 (++2 to avoid falls) | Will 0 (++2 versus poison) | Init +4 | Percept +6; DV 60' | Bombs 7/7

"Go 'way!" Mogmurch shouts as he swings again.

Gorge of Gluttons: 1d20 + 3 ⇒ (11) + 3 = 14 Damage: 1d4 + 2d6 ⇒ (4) + (4, 1) = 9

-Posted with Wayfinder


hp 33/33 AC 21, t17, ff15 F 3, R 9, W 2 bab 3 melee 10, ranged 10 cmb 1 cmd 17 init 9 goblin rogue/4
skills:
acro 12, bluff 5, dd 14, escape 12, know local 8, perc 8, ride 13, slt of hand 12 stealth 20

Chuffy fires another bolt at the horse...

to hit: 1d20 + 5 - 4 ⇒ (14) + 5 - 4 = 15
dmg if hits: 1d6 ⇒ 2

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Mogmurch and Chuffee attack the monstrous beast once more and the horse drops to the ground in front of the goblin's feet, spattering blood on them.

combat over


hp 33/33 AC 21, t17, ff15 F 3, R 9, W 2 bab 3 melee 10, ranged 10 cmb 1 cmd 17 init 9 goblin rogue/4
skills:
acro 12, bluff 5, dd 14, escape 12, know local 8, perc 8, ride 13, slt of hand 12 stealth 20

Chuffee goes to the fallen horse, pulls out his spent bolt from the wound he put on the creature last and uses it to stab the horse a few extra times just to make sure it's really really dead.

"It's deaded for realz... let's go get sparkmakers."


hp 30/30 | AC 20, 14, 17 | Fort +5, Ref +4, Will +2 (+1 vs Fear) | CMD 16 | Init: +3 | Perception: +10 (darkvision 60') | Stealth +15 | Scent (Dogs)

Reta nods, pausing to slice off one of the horse's ears, to add to her collection.

"Watch for more horses behind sheep-wrek." Trudging carefully through the mud, Reta sneaks off toward the wreckage.

Perception: 1d20 + 9 ⇒ (15) + 9 = 24

Stealth: 1d20 + 11 ⇒ (11) + 11 = 22


Male Goblin Alchemist 4 HP 29/29 (0 NL) | AC 20; T 17; FF 15 | CMD 17 | Fort +7 | Ref +8 (++2 to avoid falls) | Will 0 (++2 versus poison) | Init +4 | Percept +6; DV 60' | Bombs 7/7

Panting a little, Mogmurch stares at the fallen horse for a good while, then gives it a kick in disgust.

"See, Chuffee? Me tole you be plenty fine for Mogmurch use Big Chief's dogsli..." He trails off as he looks up to discover he's talking to himself.

"Hey! Waits up!" he calls before setting off after the others, limping slightly.

-Posted with Wayfinder

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Chuffee makes some minced horse meat while Reta collects an ear. She moves past the fence looking for more horses to kill, but she does not spot any. After kicking the dead horse Mogmurch follows.

How far do you go, Reta?


hp 30/30 | AC 20, 14, 17 | Fort +5, Ref +4, Will +2 (+1 vs Fear) | CMD 16 | Init: +3 | Perception: +10 (darkvision 60') | Stealth +15 | Scent (Dogs)

I'll move to here. – I can wait, if Mogmurch and Poog want to heal. Actually, I don't know if Poog has come back to the game. we may need to bot, or look for a replacement.

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Reta moves up to the ship as quiet as she can. A vine-choked gangplank with a mossy handrail descends sharply from the ship’s bow to the muddy ground below. One handrail seems to be encrusted with a large ball of dried mud.

Kn. nature DC12:
The ball of mud on the bow can be identified as a wasp nest.

Whatever you prefer, botting or a replacement is fine for me.


Male Goblin Alchemist 4 HP 29/29 (0 NL) | AC 20; T 17; FF 15 | CMD 17 | Fort +7 | Ref +8 (++2 to avoid falls) | Will 0 (++2 versus poison) | Init +4 | Percept +6; DV 60' | Bombs 7/7

The process of catching up with the others convinces Mogmurch he needs to do something about the pain in his leg. He pauses to dig a phial from his bag and down the contents.

Cure Light Wounds: 1d8 + 1 ⇒ (3) + 1 = 4

Was there someone else among the original group who wanted to play?

EDIT: Come to think of it, I know a totally crazy (in-a-good-way) player who would probably make an excellent Goblin if he's eligible and available. I could ask if y'all want.


hp 33/33 AC 21, t17, ff15 F 3, R 9, W 2 bab 3 melee 10, ranged 10 cmb 1 cmd 17 init 9 goblin rogue/4
skills:
acro 12, bluff 5, dd 14, escape 12, know local 8, perc 8, ride 13, slt of hand 12 stealth 20

sounds fine to me

Chuffee sneaks to the ship, totally unaware of what the mudball might be no knowledge nature skill... He tests the gangplank for safety and starts sneaking up it, staying away from the mudball, thinking it might be some kind of trap.

perception to det traps: 1d20 + 5 ⇒ (10) + 5 = 15

stealth: 1d20 + 16 ⇒ (3) + 16 = 19


Male Goblin Alchemist 4 HP 29/29 (0 NL) | AC 20; T 17; FF 15 | CMD 17 | Fort +7 | Ref +8 (++2 to avoid falls) | Will 0 (++2 versus poison) | Init +4 | Percept +6; DV 60' | Bombs 7/7

No good, I checked his list and he's already played both scenarios. Oh well.

Kn:Nature: 1d20 + 6 ⇒ (15) + 6 = 21
Does it dawn on Mogmurch that Chuffee might not know?: 1d100 ⇒ 21
Nah, every goblin knows those when they see them, right?


hp 30/30 | AC 20, 14, 17 | Fort +5, Ref +4, Will +2 (+1 vs Fear) | CMD 16 | Init: +3 | Perception: +10 (darkvision 60') | Stealth +15 | Scent (Dogs)

Your friend is still welcome, even if he can't get credit. Let's move Poog to the back of the group, for now.

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Chuffee sees that there are trigger vines at the lower end of the gangplank and they are attached to the mudball. Not knowing that the mudball might be dangerous he sneaks up but carefully stepping over the trigger vines.


hp 33/33 AC 21, t17, ff15 F 3, R 9, W 2 bab 3 melee 10, ranged 10 cmb 1 cmd 17 init 9 goblin rogue/4
skills:
acro 12, bluff 5, dd 14, escape 12, know local 8, perc 8, ride 13, slt of hand 12 stealth 20

Chuffee, silently but emphatically points out the trigger vines to the others and indicates with finger movements showing stepping over something, that they should avoid the vines. He hopes they get it because he's reluctant to make noise by speaking here... he continues up and past the mudball if he can.

stealth: 1d20 + 16 ⇒ (15) + 16 = 31


hp 30/30 | AC 20, 14, 17 | Fort +5, Ref +4, Will +2 (+1 vs Fear) | CMD 16 | Init: +3 | Perception: +10 (darkvision 60') | Stealth +15 | Scent (Dogs)

Retail moves forward carefully, avoiding the trap and drawing her blade.

GM:
I have a bit of meta knowledge here, but I'll play as if unaware - I just want to point out that Retail has Scent in relation to dogs.


Male Goblin Alchemist 4 HP 29/29 (0 NL) | AC 20; T 17; FF 15 | CMD 17 | Fort +7 | Ref +8 (++2 to avoid falls) | Will 0 (++2 versus poison) | Init +4 | Percept +6; DV 60' | Bombs 7/7

Mogmurch follows as quietly as he can...

Stealth: 1d20 + 12 ⇒ (18) + 12 = 30

... gripping the Chief's dogslicer tightly and stepping over the vines Chuffee pointed out.

"Retail"... hehe. Cute auto-correct glitch. Or has Reta gone into business for herself? ;o)


hp 30/30 | AC 20, 14, 17 | Fort +5, Ref +4, Will +2 (+1 vs Fear) | CMD 16 | Init: +3 | Perception: +10 (darkvision 60') | Stealth +15 | Scent (Dogs)
Mοgmurch wrote:
"Retail"... hehe. Cute auto-correct glitch. Or has Reta gone into business for herself? ;o)

Curse you, autocorrect!


Ready to go, but I found that Poog has already done the following things :
-Fire Bolt (explicitly stated)
-"Poog prays briefly to Zargonel, and heals his own wounds..." altho no dice were rolled, I'm assuming this is his one Cure Light Wounds for the day.
-"Poog...spontaneously casts a wounding spell" and altho he didn't say what spell he was giving up, since Domain spells can't be swapped, the only other 1st level he has is Divine Favor.
So see below for what I believe he has left.

Stepping carefully over the vines, Poog tries to be quiet :
Stealth: 1d20 + 8 ⇒ (19) + 8 = 27

Available :
At will : Speak With Animals, Bleed, Detect Magic, Guidance
4/5 per day : Fire Bolt
1st level : Burning Hands
(Will get on-line character sheet and PC Spoiler tabs filled in ASAP...)


hp 30/30 | AC 20, 14, 17 | Fort +5, Ref +4, Will +2 (+1 vs Fear) | CMD 16 | Init: +3 | Perception: +10 (darkvision 60') | Stealth +15 | Scent (Dogs)

Perception: 1d20 + 9 ⇒ (4) + 9 = 13   + Scent (dogs/wolves)
Stealth: 1d20 + 11 ⇒ (18) + 11 = 29

We also have a few potions of CMW. Normally I'd save them, but we don't have alot of hp, so it might be better to take one.


-Checking back, Mogmurch : 5/10, Poog : 4/10
-I also have listed in the pregen a wand of CLW, 9 charges left.
-So, 1d8+1 (avg 5.5 HP) a couple of times each should do it, using up about half the charges. CMW is 2d8+3 (avg 13 HP), might better be saved for when someone's near 0 or in the negatives.
-But I'm bringing all this up in preparation for "discussion" amongst ourselves... [EDIT - which became moot after finding the next two things!]
-<time passes> I just noticed that Poog had "prayed and healed his own wounds" after the spider fight, which I assume was his readied daily Cure Light Wounds, but no roll was made.
Don't know if the old GM did CLW differently(?), but I'm going to roll for it so we know where we're at, health-wise as a group.
-<more time passes> I just found where Mogmurch drank one of his own CLW potions for 4 points after the horse attack. That just killed a whole bunch of dialogue I'd written below!
-P.S. : all this "ooc" talk will end as soon as I get up to speed on Poog and the sitrep on the game... :)

After the spider fight :
CLW (own spell): 1d8 + 1 ⇒ (2) + 1 = 3

Mogmurch : 9/10, Poog : 7/10

Retconning this to right after the horse died, when we could all talk, if no one minds :
"Wait wait wait, me still hurting lots! I can make better with my mucho big powerful wand, you all waits a minute."

CLW (wand): 1d8 + 1 ⇒ (1) + 1 = 2 Poog is now 9/10
Wand has 8 charges left

NOTE : "That's why they make smart word box for tell monkey hard brain hurty things." "Removing prepositions makes it more condescending" - Phineas and Ferb. :) See Discussion for more.

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

The four goblin adventurers climb up the gangplank and Reta begins to smell wet fur and dog pee. As they climb closer to the main deck the smell gets stronger.

I adapted the map a bit, I added the main deck.


I moved Poog (being the worser fighter) to the back, if Chuffee wants to move forward a square then Poog will too.

Poog whispers *very* quietly, "Well, what we do now?"

If we keep on moving do we have to make more Stealth rolls?

Available
At will : Speak With Animals, Bleed, Detect Magic, Light
4/5 per day : Fire Bolt
1st level : Bless
Wand of CLW : 8 charges


Male Goblin Alchemist 4 HP 29/29 (0 NL) | AC 20; T 17; FF 15 | CMD 17 | Fort +7 | Ref +8 (++2 to avoid falls) | Will 0 (++2 versus poison) | Init +4 | Percept +6; DV 60' | Bombs 7/7

Mogmurch glances back over his shoulder at Poog. "We kills dog!" he says excitedly.

A wicked grin crawls onto the alchemist's face. He reaches back to touch a firebomb -- as if assuring himself it's still there -- before running a thumb along the Chief's blade to test its sharpness.

He begins quietly singing a song around the bleeding thumb he's now sucking on.

"Goblins burn and goblins bash,
    Turn the dogses into ash!
       Slice the doggy, cut da horse,
          Goblins gots new pickle source!"


hp 33/33 AC 21, t17, ff15 F 3, R 9, W 2 bab 3 melee 10, ranged 10 cmb 1 cmd 17 init 9 goblin rogue/4
skills:
acro 12, bluff 5, dd 14, escape 12, know local 8, perc 8, ride 13, slt of hand 12 stealth 20

Chuffee moves up a little so Poog can as well...

sorry about my absence.. holiday and prepping for a move


hp 30/30 | AC 20, 14, 17 | Fort +5, Ref +4, Will +2 (+1 vs Fear) | CMD 16 | Init: +3 | Perception: +10 (darkvision 60') | Stealth +15 | Scent (Dogs)

After signaling the others about the presence of dogs, Reta creeps forward with her blade bared. Stupid smelly, bitey dogses! We bash them good!

Stealth: 1d20 + 11 ⇒ (12) + 11 = 23


Assuming there's nothing in sight yet to attack, also continuing to move forward slowly :

Stealth: 1d20 + 12 ⇒ (2) + 12 = 14

Don't know what the DC is, but that's pretty low...please let me know if that doesn't make it.

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

The four goblin heroes advance to the main deck of the ship.

GM:

blue: 1d20 + 8 ⇒ (14) + 8 = 22
red: 1d20 + 8 ⇒ (1) + 8 = 9

The main deck of the shipwreck is cluttered with objects both natural and artificial. Thick swaths of leafy vines grow over the deck, and shiny green patches of algae and moss grow where the vines do not. The central cabin's roof has a wide edge, creating a canopied walkway along the ship's sides. A flight of steps up to the roof of the ship's main cabin, the entrance to which is blocked by a door decorated by a large number of rodent and bird skulls. A smoking stovepipe chimney extends up from the ship's highest point above.

Reta is stealthy enough to spot the two dogs tied to the masts. One a mangy hound with one blue eye and one brown eye and the other a scruffy mongrel with a crooked tail. Both are quite feral and half-starved, chained to the masts via 20-foot-long rusty chains. one at the mast at the back of the ship and one at the mask at the roof of the main cabin

Unfortunately Poog's stealth skills are not as good as Reta's and one of the dogs starts to bark and wakes the other. Both dogs pull at their chains like crazy.

Ini:

Ini Reta: 1d20 + 3 ⇒ (12) + 3 = 15
Ini Poog: 1d20 + 6 ⇒ (12) + 6 = 18
Ini Mogmurch: 1d20 + 4 ⇒ (5) + 4 = 9
Ini Chuffy: 1d20 + 4 ⇒ (13) + 4 = 17

Ini Dog blue: 1d20 + 1 ⇒ (10) + 1 = 11
Ini Dog red: 1d20 + 1 ⇒ (10) + 1 = 11

Round 1
Poog
Chuffy
Reta

----------
Dog blue
Dog red
----------
Mogmurch

Reta is still stealthy


hp 30/30 | AC 20, 14, 17 | Fort +5, Ref +4, Will +2 (+1 vs Fear) | CMD 16 | Init: +3 | Perception: +10 (darkvision 60') | Stealth +15 | Scent (Dogs)

Still hidden from the mutts' view, Reta reaches into her sachel and pulls out the Dragon Brew Gourd, downing the contents.

Double move – retrieve and drink Elixir of Fire Breath. Good for 1 hour


hp 33/33 AC 21, t17, ff15 F 3, R 9, W 2 bab 3 melee 10, ranged 10 cmb 1 cmd 17 init 9 goblin rogue/4
skills:
acro 12, bluff 5, dd 14, escape 12, know local 8, perc 8, ride 13, slt of hand 12 stealth 20

Chuffy, not as stealthy as he'd like to be moves up closer to the first dog... weapon out and ready...


Casting a Bless on our group.

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

While Reta downs a brew Chuffy moves up to the first dog. The first dog you can reach is the blue one, the other one is on the roof, you have to climb up using the ladder. Poog blesses the group before taking any actions in combat.

Chuffy, can you move your token? If not, tell me the position where you stop moving.

Round 1
Poog
Chuffy
Reta
----------
Dog blue
Dog red

----------
Mogmurch


hp 33/33 AC 21, t17, ff15 F 3, R 9, W 2 bab 3 melee 10, ranged 10 cmb 1 cmd 17 init 9 goblin rogue/4
skills:
acro 12, bluff 5, dd 14, escape 12, know local 8, perc 8, ride 13, slt of hand 12 stealth 20

moved to 5' away from the dog... not sure if it's at the limit of its chain or not, but if not, have a readied action to attack if it can reach me

readied action: 1d20 + 5 ⇒ (3) + 5 = 8
dmg if hits: 1d4 + 1 ⇒ (2) + 1 = 3

lol guess it doesn't matter... i think an 8 will miss


hp 30/30 | AC 20, 14, 17 | Fort +5, Ref +4, Will +2 (+1 vs Fear) | CMD 16 | Init: +3 | Perception: +10 (darkvision 60') | Stealth +15 | Scent (Dogs)

Updated map positions for all


Male Goblin Alchemist 4 HP 29/29 (0 NL) | AC 20; T 17; FF 15 | CMD 17 | Fort +7 | Ref +8 (++2 to avoid falls) | Will 0 (++2 versus poison) | Init +4 | Percept +6; DV 60' | Bombs 7/7
GM Baerlie wrote:
The first dog you can reach is the blue one, the other one is on the roof, you have to climb up using the ladder.

Sorry, I'm confused. Initially you said the one not at the back of the ship was chained to the mast "at the roof of the main cabin." That would make the blue one the one we'd have to climb to reach? Either way:

"Time to make the dog guts!" Mogmurch yells as he steps forward (5' Step) and pulls a stoppered gourd from his sack. Shaking it violently, he lobs it at the nearest dog.

Fire Bomb: 1d20 + 6 ⇒ (8) + 6 = 14 Eep... I hope that's a hit...
Direct Fire Damage: 1d6 + 2 ⇒ (6) + 2 = 8

If 14 doesn't hit:
Miss Direction: 1d8 ⇒ 6 One square behind and to the right of the dog. Splash Damage is 3HP, DC12 Reflex save to 1HP.

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Yes, I mean the red one. Sorry! The chains are 20 ft. long.

The dogs try to reach the goblins, pulling at their chains like crazy, trying to break them. Only the dog at the main deck manages to break free and approaches the fist goblin in line, Chuffy. He uses his readied attack, but misses. Mogmurch hurls a bomb at the dog and hits, a burst of fur and blood covers Chuffy. An ear drops in front of Reta's feet.
Strength DC18 blue: 1d20 + 1 ⇒ (15) + 1 = 16
Strength DC18 red: 1d20 + 1 ⇒ (19) + 1 = 20

Round 2
Poog
Chuffy
Reta

----------
Dog blue
----------
Mogmurch

GM:

25% low: 1d100 ⇒ 6


Male Goblin Alchemist 4 HP 29/29 (0 NL) | AC 20; T 17; FF 15 | CMD 17 | Fort +7 | Ref +8 (++2 to avoid falls) | Will 0 (++2 versus poison) | Init +4 | Percept +6; DV 60' | Bombs 7/7

"BOOYAH! OOT! OOT! OOT!" Mogmurch shouts as he pumps his fist in the air and dances in elation amid raining dog parts. "BIG BADABOOM!"

-Posted with Wayfinder


hp 33/33 AC 21, t17, ff15 F 3, R 9, W 2 bab 3 melee 10, ranged 10 cmb 1 cmd 17 init 9 goblin rogue/4
skills:
acro 12, bluff 5, dd 14, escape 12, know local 8, perc 8, ride 13, slt of hand 12 stealth 20

Chuffy grins and licks dog bits off his arm before approaching the other dog... the licking will take just long enough for someone else to come close to the dog first, so Chuffy can acro around the dog to get flank, ie readied action to move and attack

acrobatics, dog may get aoo if not successful: 1d20 + 8 ⇒ (8) + 8 = 16

to hit with flank: 1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 22
dmg if hits: 1d4 + 1 + 1d6 ⇒ (2) + 1 + (5) = 8


"Yep yep yep, no more yip, yip yip!"

Sorry, I'm a little confused - it appears that the red one is dead (but it's icon is still on the map)? So I'm moving my icon to the blue one, which is a ladder climb away? If that would involve more than a singe Move action, please let me know...

Poog moves in and attacks :
Attack: 1d20 + 1 ⇒ (11) + 1 = 12 + 1(bless) = 13

If that hits :
Damage: 1d4 ⇒ 3

ALL - don't forget your +1 to attack from the Bless!


Male Goblin Alchemist 4 HP 29/29 (0 NL) | AC 20; T 17; FF 15 | CMD 17 | Fort +7 | Ref +8 (++2 to avoid falls) | Will 0 (++2 versus poison) | Init +4 | Percept +6; DV 60' | Bombs 7/7

I don't know. My intent was for Moggy to lob a bomb up on the roof of the cabin and take out the BLUE one, but there was some confusion over which dog was on the roof at the time so I just said "the nearest one." I didn't realize at that point the red dog near the stern had broken loose and rushed forward (I don't think the map had been updated when I looked at it).

So my mental picture and intent was to off the one on the roof so no one had to climb and be at a disadvantage, but maybe it was taken a different way. What say ye, GM?

-Posted with Wayfinder

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Sorry, misinterpreted the postings. Red is still alive and blue is dead. But actually it doesn't matter any more. I changed the actions slighly so it fits for the dog at the main deck.

Chuffy moves around the dog, avoiding it's white, sharp teeth. He prepares to stab the beast when it's distracted by Poog who moves up and attacks, slicing a deep wound into the dog's chest. Chuffy finally brings the remaining dog down.

combat over


hp 33/33 AC 21, t17, ff15 F 3, R 9, W 2 bab 3 melee 10, ranged 10 cmb 1 cmd 17 init 9 goblin rogue/4
skills:
acro 12, bluff 5, dd 14, escape 12, know local 8, perc 8, ride 13, slt of hand 12 stealth 20

Chuffee grinz at seeing the last of the nasssty dogs go down, and licks his blade...


hp 30/30 | AC 20, 14, 17 | Fort +5, Ref +4, Will +2 (+1 vs Fear) | CMD 16 | Init: +3 | Perception: +10 (darkvision 60') | Stealth +15 | Scent (Dogs)

"Only good doggie is dead ones..." Reta growls, as she spits on the canine corpses.


Male Goblin Alchemist 4 HP 29/29 (0 NL) | AC 20; T 17; FF 15 | CMD 17 | Fort +7 | Ref +8 (++2 to avoid falls) | Will 0 (++2 versus poison) | Init +4 | Percept +6; DV 60' | Bombs 7/7

Mogmurch nods solemnly at Reta's wise words.


Feeling slightly cheated at not getting the killing attack, Poog is nonetheless a little happy for at least having attacked a dog. To hide his mixed feelings, he sticks to business. "Well, what we do now? You think maybe any sparklies be on this boat?"


hp 33/33 AC 21, t17, ff15 F 3, R 9, W 2 bab 3 melee 10, ranged 10 cmb 1 cmd 17 init 9 goblin rogue/4
skills:
acro 12, bluff 5, dd 14, escape 12, know local 8, perc 8, ride 13, slt of hand 12 stealth 20

"Iz what we're here for... let's find us some sparklies... but sneaky like... dog chainer be inside somewhere, yes?"


hp 30/30 | AC 20, 14, 17 | Fort +5, Ref +4, Will +2 (+1 vs Fear) | CMD 16 | Init: +3 | Perception: +10 (darkvision 60') | Stealth +15 | Scent (Dogs)
Chuffee wrote:
"Iz what we're here for... let's find us some sparklies... but sneaky like... dog chainer be inside somewhere, yes?"

Reta sniffs the air, testing it for any more dog-smell.

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Reta sniffs around and detects the smell of another dog which seems to come from the upper deck. The dog is not visible, but you hear barking and growling from behind the door of a small cabin. The door is closed.


hp 30/30 | AC 20, 14, 17 | Fort +5, Ref +4, Will +2 (+1 vs Fear) | CMD 16 | Init: +3 | Perception: +10 (darkvision 60') | Stealth +15 | Scent (Dogs)

Reta points toward the door with a snarl. "More doggie. Open the door and we'll stick it with arrows!" she says, moving to the platform above the door.


Male Goblin Alchemist 4 HP 29/29 (0 NL) | AC 20; T 17; FF 15 | CMD 17 | Fort +7 | Ref +8 (++2 to avoid falls) | Will 0 (++2 versus poison) | Init +4 | Percept +6; DV 60' | Bombs 7/7

"Okees, Mogmurch do that but YOU. NO. MISS." he says, punctuating each final word with a finger-poke into Reta's shoulder.

Clambering up the ladder as quietly as possible...

Steath: 1d20 + 12 ⇒ (1) + 12 = 13 Wow.

... but losing his footing several times due to the moss-slickened steps, he eventually reaches the upper deck and trots over to the cabin door, taking up a position to one side. He looks at Reta and, upon receiving her signal, yanks the door open. In front of himself as a shield, in case Reta does miss.

I moved Moggy over to the upper deck map.

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