War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)
I know the wand to Elektra, 1 CLW to elektra, and 1 to Kelvin. 1 CMW to me, and 1 to Garrath.
Sound good for general and rough handing out, not counting the mundane stuff. :)
Edit, Treasure page up to date now again.
Ripnugget's Dogslicers have the same stats as a Short Sword. If you can wield a Short Sword, you can wield this Dogslicer. Garrath, Brandark and Kelvin can wield it without penalty.
EDIT: Ripnugget's and the MW Dogslicer do not have the Fragile condition. They don't break on a "1" roll.
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)
I am thinking, that we pull out of this fort for the night, and come back in the morning again.
To much has happened, for us today, and I would like to get that horse to where it will feel more comfortable for the evening.
I am wishing to pull back to the camp for the evening, and come back during the day. but if the others want to push on, I will
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6
I agree. But we best be ready to fight something when we get back. In fact is there anyway we can rest on this side of the bridge? So no one can cut us off from here.
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)
Stone, the only spot that I can think of that will fit that criteria, is one of the towers. Speaking of which, did we recover our rope from the first one ?
Your rope and grappling hook are still attached to the East (Right) Tower marked by a "Diamond Shaped" symbol. You are free to set up the spot where you would want to rest. Also, do you wish to set up watches? Do you want to leave Shalelu guarding the other horses at the other campsite?
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)
I think that we should take the horse back to the others. And then cross back over in the first light again. However, I will still go with majority on where we camp.
One Vote to stay at the Tower (Stone) and the Stockade overnight. One Vote to return to Shalelu's Camp. (Brandark). To move things along, Garrath and Elektra, go ahead and give me your vote.
You could also return Sandpoint, which would allow Elektra to update her Spellbook with the Spells she earned at 4th Level. Otherwise, she would not get any new spells to add.
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6
Before morning Stone will use his remaining channels to heal anyone not fully healthy. He would have grabbed the rope and hook off the wall as well and give it back to Brandark. Unless someone else has already done this.
Again to move things along. Go ahead and refresh spells, etc.
GM Screen:
Back to the Stockade:1d20 ⇒ 5
When you make it back to the bridge, you find a surprise. The bridge is hanging vertical. A Goblin or someone appears to have reset the bridge trap to the trapped condition. You would need to be on the Thistletop side of the bridge to secure it again. You will notice some of the dead Goblins and Goblin Dogs are no longer in their same places as you left them.
One side is hanging across the water (right side), vertical to the water below. The left side is tied off across on the Thistletop side. Like this "|", instead of "_". It is in the "dump you into the churning waters below position."
hp52/52 AC 17|T 16 |FF 14, F +4|R +5|W +7, Init +4, Per +17
There must be a rope somewhere to get on the other side. We should be able to climb up the other side. "Kevin, Garreth this is something for you two.I think I can provide some flanking security"
There is clear evidence that things has been disturbed since you left yesterday. Goblin bodies lay at the entrance, including the bodies of Ripnugget and the Warchanters.
"The back set of stairs, or the stairs right up front?" asks Kelvin. "Given a choice, perhaps the back stairs might be easier, but now that they know we are here it is all a guess."
When Brandark goes to the front door, the stench is beginning to be overwhelming. He sees a lone Goblin Dog milling around Ripnugget's throne room. The two sets of double doors between the front double doors and the throne room are wide open.
Stealth:1d20 + 11 ⇒ (3) + 11 = 14-- man that stinks
As the goblin dog has not noticed them, Kelvin sneaks into the fort, heads to the west wall and opens the double doors(QR-11). Once there, he waves for the rest of the group to come.
The Goblin Dog doesn't seem to be paying much attention to the South. But as Kelvin ventures to the West double doors, he can see more activity in the Throne Room. And he may be able to hear too:
Perception DC18, but don't know Goblin:
You hear Goblins arguing, then the sound of scuffling.
Perception DC18, but understand Goblin:
"Ripnugget's dead! I am a Chief now, you hear a Goblin. Then another Goblin says, "Maybe Chief Idiot". Then you hear the sounds of a scuffle.
The Goblins and Goblin Dogs are clearly preoccupied, so it will be easy to follow Kelvin without being noticed.