Goblin

Treetopper's page

81 posts. Alias of Jubal Breakbottle.


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Male Goblin HP: 3/13 | Colt 6/6 | Rifle 4/4
Stats:
AC 18 Touch 15 FF 13 CMD 14 | Fort +3 Ref +4 Will +1 | Initiative +4 | Perception +6, Darkvision

We're heading for a mini ski vacation tomorrow to return Thursday night. Probably won't have internet. Might not post until Friday.

cheers


Male Goblin HP: 3/13 | Colt 6/6 | Rifle 4/4
Stats:
AC 18 Touch 15 FF 13 CMD 14 | Fort +3 Ref +4 Will +1 | Initiative +4 | Perception +6, Darkvision

Treetopper screams in pain and hustles back to the campfire, "screw this." Ozark follows on his heels.


Male Goblin HP: 3/13 | Colt 6/6 | Rifle 4/4
Stats:
AC 18 Touch 15 FF 13 CMD 14 | Fort +3 Ref +4 Will +1 | Initiative +4 | Perception +6, Darkvision

"Frenchie, do you want to stay by the fire if you don't have a torch?" Treetopper will lead a circuit around a circle with an 80 foot radius centered on the fire. Didier should be visible in the firelight at almost any distance.


Male Goblin HP: 3/13 | Colt 6/6 | Rifle 4/4
Stats:
AC 18 Touch 15 FF 13 CMD 14 | Fort +3 Ref +4 Will +1 | Initiative +4 | Perception +6, Darkvision

Treetopper awakes pulling his revolver by instinct as he stands looking around beyond the sleep in his eyes. When he hears the wailing, he thinks it odd. "That's weird. Is there anything dangerous that uses that sound to ambush?"
Perception with Darkvision: 1d20 + 6 ⇒ (18) + 6 = 24

Ozark the pillow sniffs and stands up.
Perception with Scent: 1d20 + 5 ⇒ (18) + 5 = 23


Male Goblin HP: 3/13 | Colt 6/6 | Rifle 4/4
Stats:
AC 18 Touch 15 FF 13 CMD 14 | Fort +3 Ref +4 Will +1 | Initiative +4 | Perception +6, Darkvision

Flashback, campfire:

"Maybe the Leventons can order some new instruments. I agree with Dolgren, music would accompany the majesty of the scenery quite well." Treetopper offers.


Male Goblin HP: 3/13 | Colt 6/6 | Rifle 4/4
Stats:
AC 18 Touch 15 FF 13 CMD 14 | Fort +3 Ref +4 Will +1 | Initiative +4 | Perception +6, Darkvision

Ozark is completely healed

"Much obligied, Didier." Treetopper replies to the Frenchie after he heals Ozark. "Let's get moving as soon as we can. It would be better to sleep in a bed."

He pulls out the pouch of bandit's ammunition. He pulls out and reloads the last two cartridges in his revolver.

22 -7T -3Di -7Do -3Z -2T =0


Male Goblin HP: 3/13 | Colt 6/6 | Rifle 4/4
Stats:
AC 18 Touch 15 FF 13 CMD 14 | Fort +3 Ref +4 Will +1 | Initiative +4 | Perception +6, Darkvision

Knowledge (nature) untrained on worg: 1d20 + 1 + 2 ⇒ (10) + 1 + 2 = 13

Treetopper reloads his revolver with 2 bullets. He offers the rest to the others before packing the bullets away in a saddlebag.

I'll keep track of the extra bullets. Can anyone Heal Ozark? He's down 7 hp? Thanks


Male Goblin HP: 3/13 | Colt 6/6 | Rifle 4/4
Stats:
AC 18 Touch 15 FF 13 CMD 14 | Fort +3 Ref +4 Will +1 | Initiative +4 | Perception +6, Darkvision

Treetopper looks between Ozark who is bloody and conscious and the Frenchie who is bloody and unconscious. He looks at Zort and replies, "I had an aunt who used to say the same thing."

He goes over to "help" Zort with Didier and pushes the healing potion that he received from Zort down the Frenchie's gullet. He had no desire to lug the man at all.

potion of CLW: 1d8 + 1 ⇒ (1) + 1 = 2

Then, he goes over to attend to Ozark. He wants to bind his wounds, but it's obvious that he is not good at it.

How many bullets were left over from the bandit fight?


Male Goblin HP: 3/13 | Colt 6/6 | Rifle 4/4
Stats:
AC 18 Touch 15 FF 13 CMD 14 | Fort +3 Ref +4 Will +1 | Initiative +4 | Perception +6, Darkvision

Round 2

"Ozark!" Treetopper screams at the blood and fires his Colt again at the Worg. The bullet buries into a haunch.

Revolver ranged touch without Precise Shot AC 16: 1d20 + 6 ⇒ (15) + 6 = 21
bullet damage: 1d8 ⇒ 8

Ozark stands its ground (CMD 18 vs trip) and bites the underbelly of the worg drawing blood.

bite plus trip: 1d20 + 3 ⇒ (20) + 3 = 23
bite damage: 1d6 + 1 ⇒ (4) + 1 = 5
confirm threat: 1d20 + 3 ⇒ (17) + 3 = 20
if critical, more bite damage: 1d6 + 1 ⇒ (3) + 1 = 4
trip: 1d20 + 3 ⇒ (10) + 3 = 13 no

Ozark HP 6/13


Male Goblin HP: 3/13 | Colt 6/6 | Rifle 4/4
Stats:
AC 18 Touch 15 FF 13 CMD 14 | Fort +3 Ref +4 Will +1 | Initiative +4 | Perception +6, Darkvision

Round 1

Treetopper stands up pulling out his Human-sized revolver and shoots. The bullet digs into the ground.

Revolver ranged touch without Precise Shot AC 16: 1d20 + 6 ⇒ (2) + 6 = 8 miss

Ozark gets between Treetopper and snaps at the Worg.

bite plus trip, yeah right: 1d20 + 3 ⇒ (7) + 3 = 10 miss


Male Goblin HP: 3/13 | Colt 6/6 | Rifle 4/4
Stats:
AC 18 Touch 15 FF 13 CMD 14 | Fort +3 Ref +4 Will +1 | Initiative +4 | Perception +6, Darkvision

Treetopper and Ozark are both at Survival 10+5=15. Would you allow us to accumulate days of food? For example, on day 1, they both gather for themselves (10) and accumulate two more days worth of food (12 & 14).


Male Goblin HP: 3/13 | Colt 6/6 | Rifle 4/4
Stats:
AC 18 Touch 15 FF 13 CMD 14 | Fort +3 Ref +4 Will +1 | Initiative +4 | Perception +6, Darkvision

aye


Male Goblin HP: 3/13 | Colt 6/6 | Rifle 4/4
Stats:
AC 18 Touch 15 FF 13 CMD 14 | Fort +3 Ref +4 Will +1 | Initiative +4 | Perception +6, Darkvision

"Agree with the Frenchmen. We should return to the fort and get food. They probably think the worse with our delay to arrive."

We can hunt while moving. Or spend a day hunting and stocking up.


Male Goblin HP: 3/13 | Colt 6/6 | Rifle 4/4
Stats:
AC 18 Touch 15 FF 13 CMD 14 | Fort +3 Ref +4 Will +1 | Initiative +4 | Perception +6, Darkvision

"Let's go. This place gives me the creeps."


Male Goblin HP: 3/13 | Colt 6/6 | Rifle 4/4
Stats:
AC 18 Touch 15 FF 13 CMD 14 | Fort +3 Ref +4 Will +1 | Initiative +4 | Perception +6, Darkvision

Treetopper wakes up the Frenchman if the Human doesn't awake on his own.


Male Goblin HP: 3/13 | Colt 6/6 | Rifle 4/4
Stats:
AC 18 Touch 15 FF 13 CMD 14 | Fort +3 Ref +4 Will +1 | Initiative +4 | Perception +6, Darkvision

Treetopper looks where he last saw the tiny woman with rabbit ears, "you never told us your name." He calls after her.

Perception: 1d20 + 6 ⇒ (4) + 6 = 10


Male Goblin HP: 3/13 | Colt 6/6 | Rifle 4/4
Stats:
AC 18 Touch 15 FF 13 CMD 14 | Fort +3 Ref +4 Will +1 | Initiative +4 | Perception +6, Darkvision

Treetopper looks around with his hands on his weapons and asks the dwarf, "What happened?"

Perception take 10+6=16


Male Goblin HP: 3/13 | Colt 6/6 | Rifle 4/4
Stats:
AC 18 Touch 15 FF 13 CMD 14 | Fort +3 Ref +4 Will +1 | Initiative +4 | Perception +6, Darkvision

Treetopper nods to Zort and stutters out a "thank you." It had been a good long while, since someone had given him something of value. He squirreled the potion away not to embarrass Zort by making too big a deal out it.


Male Goblin HP: 3/13 | Colt 6/6 | Rifle 4/4
Stats:
AC 18 Touch 15 FF 13 CMD 14 | Fort +3 Ref +4 Will +1 | Initiative +4 | Perception +6, Darkvision

"Aye, sounds solid," Treetopper agrees.

Maybe we can explore the hexes between here and the Fort?


Male Goblin HP: 3/13 | Colt 6/6 | Rifle 4/4
Stats:
AC 18 Touch 15 FF 13 CMD 14 | Fort +3 Ref +4 Will +1 | Initiative +4 | Perception +6, Darkvision

Treetopper finally chimes in after the Frenchie, "Sorry kid. At least your death will be quick."


Male Goblin HP: 3/13 | Colt 6/6 | Rifle 4/4
Stats:
AC 18 Touch 15 FF 13 CMD 14 | Fort +3 Ref +4 Will +1 | Initiative +4 | Perception +6, Darkvision

Treetopper doesn't have an opinion about the life of the bandit. He scavenges the gap for useful items and settles atop the nearest platform to sleep with Ozark at the base of the tree. He of course agrees to a set watch, to avoid being ambushed by returning bandits.


Male Goblin HP: 3/13 | Colt 6/6 | Rifle 4/4
Stats:
AC 18 Touch 15 FF 13 CMD 14 | Fort +3 Ref +4 Will +1 | Initiative +4 | Perception +6, Darkvision
DM Jelani wrote:
There is a total of 22 rounds of ammunition left amongst the bandits.

Treetopper grabbed 7 rounds, so 15 rounds left

"Where do you suppose those five ran to? You guys a part of a bigger gang?" Treetopper continues to asks while looking around the camp for scraps.


Male Goblin HP: 3/13 | Colt 6/6 | Rifle 4/4
Stats:
AC 18 Touch 15 FF 13 CMD 14 | Fort +3 Ref +4 Will +1 | Initiative +4 | Perception +6, Darkvision

Treetopper loots the dead dwarf's rifle ammunition and reloads his Winchester and clips. Then, he loots the dwarf and anything of value on the guard platform before rolling the dead dwarf toward the forest floor for some deceleration trauma.

After collecting Ozark, the goblin strolls toward the surrendered bandit asking. "How many of your friends ran off? Where do you think they went? Have any more supper to eat?"


Male Goblin HP: 3/13 | Colt 6/6 | Rifle 4/4
Stats:
AC 18 Touch 15 FF 13 CMD 14 | Fort +3 Ref +4 Will +1 | Initiative +4 | Perception +6, Darkvision

Round 7

Treetopper grins at Dolgren's shot and tries another. When he sees a portion of the bandit appear behind the tree, he fires. The bullet hits the bandit spraying some blood and curse words.

rifle attack vs. light green AC 19: 1d20 + 6 ⇒ (17) + 6 = 23
damage: 1d10 ⇒ 7
2 round fired of 4 round clip


Male Goblin HP: 3/13 | Colt 6/6 | Rifle 4/4
Stats:
AC 18 Touch 15 FF 13 CMD 14 | Fort +3 Ref +4 Will +1 | Initiative +4 | Perception +6, Darkvision

Round 6

Treetopper feels pretty comfortable on the platform in the tree next to the dead dwarf. The campfire sheds enough light on the bandits to provide a target. Only Dolgren is firing with him to keep these guys pinned. Good, because Ozark is protecting Dolgren down there. Hopefully, the other two have enough sense to circle around the bandits.

When he sees a portion of the bandit appear behind the tree, he fires. The bullet hits the bandit spraying some blood and curse words.

rifle attack vs. light green AC 19: 1d20 + 6 ⇒ (15) + 6 = 21
damage: 1d10 ⇒ 1
3 round fired of 4 round clip


Male Goblin HP: 3/13 | Colt 6/6 | Rifle 4/4
Stats:
AC 18 Touch 15 FF 13 CMD 14 | Fort +3 Ref +4 Will +1 | Initiative +4 | Perception +6, Darkvision

This is how most Western's stalemate until someone circles the bad guys while other good guys keep them pinned down with occasional shots. As for ammo, the dead have plenty of ammo... ;P

Round 5

Treetopper waits for the bandit behind the tree to pop his head out and fires. The bullet sprays the bandit with wood chips.

rifle attack vs. light green AC 19: 1d20 + 6 ⇒ (11) + 6 = 17


Male Goblin HP: 3/13 | Colt 6/6 | Rifle 4/4
Stats:
AC 18 Touch 15 FF 13 CMD 14 | Fort +3 Ref +4 Will +1 | Initiative +4 | Perception +6, Darkvision

Round 4

Treetopper sights at the same bandit behind a tree. He holds his breath and squeezes the trigger. He hits the tree and then reloads.

rifle attack vs. light green AC 19: 1d20 + 6 ⇒ (9) + 6 = 15
if hit, damage: 1d10 ⇒ 9
move action to reload


Male Goblin HP: 3/13 | Colt 6/6 | Rifle 4/4
Stats:
AC 18 Touch 15 FF 13 CMD 14 | Fort +3 Ref +4 Will +1 | Initiative +4 | Perception +6, Darkvision

Round 3

Treetopper sights down at a bandit behind a tree. He holds his breath and squeezes the trigger.

rifle attack vs. light green: 1d20 + 6 ⇒ (11) + 6 = 17
if hit, damage: 1d10 ⇒ 10


Male Goblin HP: 3/13 | Colt 6/6 | Rifle 4/4
Stats:
AC 18 Touch 15 FF 13 CMD 14 | Fort +3 Ref +4 Will +1 | Initiative +4 | Perception +6, Darkvision

Round 3

Treetopper drops prone and focuses on the dwarf in the tree. He holds a breath and squeezes the trigger. The bullet rips through the dwarf's shoulder.

rifle attack: 1d20 + 6 ⇒ (20) + 6 = 26
confirm threat: 1d20 + 6 ⇒ (4) + 6 = 10
damage: 1d10 ⇒ 9
if crit, more damage: 3d10 ⇒ (8, 9, 7) = 24


Male Goblin HP: 3/13 | Colt 6/6 | Rifle 4/4
Stats:
AC 18 Touch 15 FF 13 CMD 14 | Fort +3 Ref +4 Will +1 | Initiative +4 | Perception +6, Darkvision

Treetopper targets the chick with two axes.


Male Goblin HP: 3/13 | Colt 6/6 | Rifle 4/4
Stats:
AC 18 Touch 15 FF 13 CMD 14 | Fort +3 Ref +4 Will +1 | Initiative +4 | Perception +6, Darkvision

Round 2

Treetopper sheathes his scimitar and stays concealed and looking for a target for his rifle. He whispers to his companions below, "Dead. Get ready."
Stealth: 1d20 + 15 ⇒ (5) + 15 = 20

move action to sheath scimitar

ready rifle attack: 1d20 + 6 ⇒ (17) + 6 = 23
if hit, damage: 1d10 ⇒ 10

perception for target: 1d20 + 6 ⇒ (2) + 6 = 8


Male Goblin HP: 3/13 | Colt 6/6 | Rifle 4/4
Stats:
AC 18 Touch 15 FF 13 CMD 14 | Fort +3 Ref +4 Will +1 | Initiative +4 | Perception +6, Darkvision

Round 1

Treetopper waits for the shots of his companions against the dwarf. Then, he quietly crests the top pulling his small cavalry blade.

He slashes at the mid section of the dwarf from left to right

Waits for PC shots to avoid their Precise Shot penalty

Move action with Stealth to climb on top of platform. Climb take 10+11=21, because he has a 20 Climb speed.

Stealth: 1d20 + 15 ⇒ (17) + 15 = 32

free action to draw scimitar

standard foolhardy attack, flat-footed?: 1d20 + 2 + 1 ⇒ (7) + 2 + 1 = 10
if hit, damage: 1d4 ⇒ 1


Male Goblin HP: 3/13 | Colt 6/6 | Rifle 4/4
Stats:
AC 18 Touch 15 FF 13 CMD 14 | Fort +3 Ref +4 Will +1 | Initiative +4 | Perception +6, Darkvision

Jelani, did Treetopper get to the top? Can he stand on the top and engage in melee? Please advise. Also, I love the newest music on Roll20.


Male Goblin HP: 3/13 | Colt 6/6 | Rifle 4/4
Stats:
AC 18 Touch 15 FF 13 CMD 14 | Fort +3 Ref +4 Will +1 | Initiative +4 | Perception +6, Darkvision

Surprise Round

Treetopper hopes the guard saw Zort. He keeps stealthily climbing to the top.

Stealth: 1d20 + 15 ⇒ (2) + 15 = 17

Climb take 10+11=21, because he has a 20 Climb speed. If that's not enough to climb the tree, he uses the ladder.


Male Goblin HP: 3/13 | Colt 6/6 | Rifle 4/4
Stats:
AC 18 Touch 15 FF 13 CMD 14 | Fort +3 Ref +4 Will +1 | Initiative +4 | Perception +6, Darkvision

Thanks for the heads up


Male Goblin HP: 3/13 | Colt 6/6 | Rifle 4/4
Stats:
AC 18 Touch 15 FF 13 CMD 14 | Fort +3 Ref +4 Will +1 | Initiative +4 | Perception +6, Darkvision

Short post. Paizo my other one.

Treetopper leaves his rifle on Ozark and quietly commands Ozark to defend Dolgren.
Handle Animal: 1d20 + 8 ⇒ (2) + 8 = 10 Can he take 10 here?

He sneaks up to the guard and climbs the tree.

Stealth: 1d20 + 15 ⇒ (6) + 15 = 21
Climb take 10+11=21, because he has a Climb speed. If that's not enough to climb the tree, he uses the ladder.


Male Goblin HP: 3/13 | Colt 6/6 | Rifle 4/4
Stats:
AC 18 Touch 15 FF 13 CMD 14 | Fort +3 Ref +4 Will +1 | Initiative +4 | Perception +6, Darkvision

"Umm," Treetopper finally speaks up. "I don't think we can win a straight up fire fight. They outnumber us two to one. We should approach from the west. I bet we can take that one guard. Even if we're not quiet, defending the west would be easier than the northeast where they can rush us. No?"


Male Goblin HP: 3/13 | Colt 6/6 | Rifle 4/4
Stats:
AC 18 Touch 15 FF 13 CMD 14 | Fort +3 Ref +4 Will +1 | Initiative +4 | Perception +6, Darkvision

I count 9 bandits and the leader.
Two obvious guards on the platforms.
The log thing looks like a trap.

Treetopper can stealthily climb the tree without problems: climb speed and take 10s Climb at 21 and Stealth 25. Although, he doesn't have anything that can one-shot the guard when he gets up there.

Maybe attack the far guard and draw them over? We need to find a way to get better odds.

I'm awfk until Tuesday with limited posting time, like this. Let's discuss the plan here, then Jelani could DMPC Treetopper if need be.

cheers


Male Goblin HP: 3/13 | Colt 6/6 | Rifle 4/4
Stats:
AC 18 Touch 15 FF 13 CMD 14 | Fort +3 Ref +4 Will +1 | Initiative +4 | Perception +6, Darkvision

Treetopper signals to back out and make a circuit around the camp looking for more platforms and ways where a blind human could make his way between them.


Male Goblin HP: 3/13 | Colt 6/6 | Rifle 4/4
Stats:
AC 18 Touch 15 FF 13 CMD 14 | Fort +3 Ref +4 Will +1 | Initiative +4 | Perception +6, Darkvision

After dusk, Treetopper leads a scouting party to take a peek at the hideout. He leaves Ozark and his rifle at their camp. He has no desire to be seen or heard, so he takes his time. His goal is to identify guard stations, entrances, and general layout, as well as answer the question: where is the best way to bring the group?

Perception take 10+5=15
Stealth* take 10+15=25

He'll go alone if no one else has a 25 Stealth. ;P


Male Goblin HP: 3/13 | Colt 6/6 | Rifle 4/4
Stats:
AC 18 Touch 15 FF 13 CMD 14 | Fort +3 Ref +4 Will +1 | Initiative +4 | Perception +6, Darkvision

Well, if it's heavy forest, do we have line of sight beyond 60 ft due to the trees? If not, we might as well as wait until dark when the trees would be the constraint instead of the darkvision. If yes, then scouting in the day would yield some benefit.


Male Goblin HP: 3/13 | Colt 6/6 | Rifle 4/4
Stats:
AC 18 Touch 15 FF 13 CMD 14 | Fort +3 Ref +4 Will +1 | Initiative +4 | Perception +6, Darkvision

So the marshals head off the trail covering their tracks and make a hidden, fireless camp.

Survival to cover tracks: 1d20 + 5 ⇒ (20) + 5 = 25

Treetopper replies to Dolgren, "Maybe a couple of us sneaky folk could go take a peek to get the layout of their camp and identify the guard positions. It would help figure out which way to approach with the human."

I'm thinking the typical Western approach: lay down behind a hill and look at the camp from a ways away.


Male Goblin HP: 3/13 | Colt 6/6 | Rifle 4/4
Stats:
AC 18 Touch 15 FF 13 CMD 14 | Fort +3 Ref +4 Will +1 | Initiative +4 | Perception +6, Darkvision

"We must be close now. I say we make a hidden camp off the trail. Then, we approach at night. Perhaps, some of us sneaky ones can go take a peek beforehand." Treetopper offers.


Male Goblin HP: 3/13 | Colt 6/6 | Rifle 4/4
Stats:
AC 18 Touch 15 FF 13 CMD 14 | Fort +3 Ref +4 Will +1 | Initiative +4 | Perception +6, Darkvision

Treetopper enjoys the pork and beans. It's clear that he has survived with far less flavorful meals.

survival aids: 3d20 ⇒ (5, 16, 12) = 33
The 5 is a successful aid


Male Goblin HP: 3/13 | Colt 6/6 | Rifle 4/4
Stats:
AC 18 Touch 15 FF 13 CMD 14 | Fort +3 Ref +4 Will +1 | Initiative +4 | Perception +6, Darkvision

"Let's make camp. No sense blundering into their hideout cold, hungry and tired." Treetopper suggests. He repeats his routine of sweeping the area for tracks and taking care of Ozark before himself.

Perception take 10+6=16
Survival take 10+5=15
Perception: 1d20 + 6 ⇒ (2) + 6 = 8
Survival: 1d20 + 5 ⇒ (11) + 5 = 16


Male Goblin HP: 3/13 | Colt 6/6 | Rifle 4/4
Stats:
AC 18 Touch 15 FF 13 CMD 14 | Fort +3 Ref +4 Will +1 | Initiative +4 | Perception +6, Darkvision

Treetopper awakes to the snow accumulation and works to find some warmth for himself and Ozark. He wonders how Dolgren took his story about his friend Durnim, because he was taciturn last night. But Durnim was like that too taking days to digest new information some times.

When camp is broken and their tracks are covered, Treetopper starts looking for the tracks that the snow has not covered.

survival: 15d20 ⇒ (14, 12, 10, 3, 2, 15, 11, 10, 2, 11, 15, 5, 7, 9, 1) = 127


Male Goblin HP: 3/13 | Colt 6/6 | Rifle 4/4
Stats:
AC 18 Touch 15 FF 13 CMD 14 | Fort +3 Ref +4 Will +1 | Initiative +4 | Perception +6, Darkvision

"I agree. Unless someone knows something about these tracks, we should stick to the plan." Treetopper agrees.


Male Goblin HP: 3/13 | Colt 6/6 | Rifle 4/4
Stats:
AC 18 Touch 15 FF 13 CMD 14 | Fort +3 Ref +4 Will +1 | Initiative +4 | Perception +6, Darkvision

As Treetopper sits at the magically started campfire, he offers, "I found some small, reptilian tracks near our camp while I was making my circuit. They appear to be heading slightly south of the camp. Anyone good at knowing what they could be?"


Male Goblin HP: 3/13 | Colt 6/6 | Rifle 4/4
Stats:
AC 18 Touch 15 FF 13 CMD 14 | Fort +3 Ref +4 Will +1 | Initiative +4 | Perception +6, Darkvision

Treetopper starts to make camp by removing the burdens from Ozark and turning him loose to hunt for his fresh meal. He scouts the immediate area of the camp before settling down.

In Dwarven, he shares his story with Dolgren over the campfire and takes his turn on watch.


Male Goblin HP: 3/13 | Colt 6/6 | Rifle 4/4
Stats:
AC 18 Touch 15 FF 13 CMD 14 | Fort +3 Ref +4 Will +1 | Initiative +4 | Perception +6, Darkvision

Guys,

Please double check or discuss your travel arrangements. It will be difficult to be mobile and sneaky in carts and wagons.

Treetopper and Ozark travel at 35-ft due to encumbrance. That would be the same for an encumbered Light Horse, if I remember correctly.

cheers

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