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Mhogrymm

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Everything posted by Mhogrymm

  1. Barlo nocks another arrow and lets fly at the hobnobber on Lionel.
  2. "It would appear it is blocking the passage." He answers as the dwarf pushes past him to get to the door.
  3. Bob pulls his Colt Thunderers and lays them on the Marshal's desk without comment.
  4. Barlo looks at the dwarf from steel tipped head to steel tipped toes. "You are also a bit of a giant cooking pot aren't ya? All klinky and klanking. You might kill our chance at seeing the enemy before they hear you?" With that the halfling shrugs and pulls his short bow and holds the torch out to the dwarf.
  5. Barlo wrings his clothes out again and recovers bow and backpack. He sees the magician's lips moving being able to hear nothing over the waterfall points to his ears and shakes his head. Pulling his hand axe he starts to slip up the beach to the opening. When he reaches it he will drop to a knee and recover a torch and tinder box from his backpack. He works with the flint until he gets a good spark then leans in blowing until the wax of the torch catches.
  6. Barlo pushes the canoe up against the dam where people are standing. "We need to be cautious. I think I saw a lookout back in the tunnel. I don't think he saw me. But if he did we may be boating into an ambush." The halfling says recovering his quiver and backpack and doing what he can to ring water out of his clothes.
  7. Barlo slips out of the water as quietly as he can. He looks around from the edge of the pool and then tries to drag one of the canoes into the water to take back to the others. If he can get it in the water he will stay in the pool beside it rather than getting in, just encase there is a guard waiting to plink at a canoe thief.
  8. "Oui! Mademoiselle, vous avez raison." Bob said moving in closer like a conspiritor ready to bring another in. He smiles like a fox eating dung out of a wire brush. "But we all have our games. No?" He adds with a wink.
  9. "One of you tall folk wanna haul my backpack and quiver over. I will take a quick swim over. I hopefully will still be able to see when I get across it. If not I at least will come back and we can come up with another plan." Barlo says stripping off his backpack and quiver, then holding it out to see if anyone will take him up on the offer.
  10. Bob puts on his best smile and heads over to talk to the beautiful Creole woman. "Bonjour mademoiselle, C'est une belle soirée pour les jeux. Oui?" He says struggling a bit with the niceties as his experience with French since finishing preparatory has mostly centered around cursing Louisianan gamblers.
  11. "Very well. Off we go." Barlo says as he starts moving up the trail. He will keep an eye out for any traps that might be set along the trough.
  12. "I can sense the need for someone to comment about halflings and rabbit brush. So how about I just go have a look see." Barlo says unhitching his axe from his belt as he starts looking for a path into the brush.
  13. Sorry! Messed up and rolled d6 for hp. Only one point difference though. I think he is done.
  14. Name: Barlo Burrfoot AL: Neutral STR: 8 OD 1inD6 INT: 12 WIS: 10 DEX: 17 +1 Missile +3 AC CHR: 7 Max Hirelings 3 CON: 15 +1 90% 95% Class: Thief Race: Halfling Level: Burglar (4) XP: 5,000 PR: 10% XP Next Level: 9,600 AC: 4 HP: 14 Languages: Common, Neutral, Elf Sex: Male Age: 30 Height: 3' 1' Weight: 65# Move: 12" Encumbrance: 450 Image Here Abilities: +4 levels on Saving Throws +1 to hit with missile weapons, except slings which are +3 to hit. Operate equally well day or night. Still needs light underground. Able to blend into natural settings 1-3 on D6. Backstab +4 to hit X2 damage Title Apprentice (1) Footpad (2) Robber (3) Burglar (4) Cutpurse (5) Sharper (6) Pilferer (7) Master Pilferer (8+) Open Lock/ Remove Trap 35%/30% 40%/35% 45%/40% 55%/50% 65%/60% 75%/70% 85%/80% 95%/90% Pick Pockets or Move Silently / Hide in Shadows 35%/25% 45%/35% 55%/45% 60%/55% 65%/65% 75%/75% 85%/85% 95%/95% Hear Noise -3 -3 -3 -4 -4 -4 -4 -5 Climb Surface 90% 91% 92% 93% 94% 95% 96% 97% Thief Saving Throws Level 1-5 6-10 11+ Death Ray or Poison 13 11 8 All Wands including Polymorph and Paralyzation 14 12 9 Stone 13 11 8 Dragon Breath 16 14 11 Staves & Spells 15 12 8 Thief Attack Matrix Armor Class 2 3 4 5 6 7 8 9 Level 1-4 17 16 15 14 13 12 11 10 Level 5-8 15 14 13 12 11 10 9 8 Level 9-12 12 11 10 9 8 7 6 5 Level 13+ 10 9 8 7 6 5 4 3 Treasure: 5gp Equipment: Leather Armor, Short Bow, Quiver 20 arrows, (2) Silver-Tipped Arrows, Hand Axe, Dagger, Backpack, Rations, Water Skin, (6) Torches, Large Sack,
  15. Bob looks at his cards. Shakes his head and puts them down on the table. "Fold!" He says. "Guess beginner's luck passed me by." He says with a slow drawl.
  16. Handsome Bob steps off the train into the hot spring sun. "What a difference a month makes. Glad to see you two have healed up and are ready for action. I am all anticipation on what job the Hanging Judge has for us. And a might nervous about job that Bass Reeves can't handle. He is... efficient." Bob says walking along with the rest of the group of hired troubleshooters. "Drinks and cards sounds good to me as well." He says lifting his eyebrows.
  17. Gunfights goes to 5 +4 Reaction goes from 92 to 92.5 Only Combat Skill used was Pistol goes from 92 to 92.5 Creeping up! Only modifier change was +1 to hit.
  18. Running into a fight. How dumb can you get Robert? Making it to the top of the stairs Bob listens for the sounds of the gunman on the roof and once detected blazes away with the last three rounds in his cross draw thunderer.
  19. How far can Bob get running the next round to the back of the livery?
  20. Bob's face splits into a vicious grin as his bullets hit flesh. Bob wasn't really an evil man. He didn't go looking to kill folks, but when someone was trying to ventilate him he did take a healthy level of joy out of getting them first. He was almost sad when Dalton's rounds whizzed by him putting the wounded gunman down before he could get another round off. He pinched his lips together and started scanning the battlefield. The last combatant he could see was on top of the livery, where he had been running before the shooting started. But suddenly the better part of wisdom took over, a rare occurrence for Bob, and he sped toward the door of the saloon with the piano player. If the rifleman tied to head out the back Bob was determined to make sure he didn't make it. Actions Spelled Out Bob is making an assumption that there is a back door to the saloon. He is going to try running through and get behind Steely Eyes. No shooting this round just running and dodging through the saloon door. Not sure of distances or how far along the trail he will get.
  21. I hope you don't mind some advice. Boot Hill is a favorite of mine. Don't ever walk. When you move, your opponent gets to unload on you before you can fire back. When you walk they get a measly -5. If you need to move during a gunfight, always run and dodge. That gives them a -20. You may not be able to hit anything but you have a better chance of getting where you're going alive. It didn't really matter with Fin but had she not moved she would have done 10 points of damage before Steely Eye fired at her. The way Wyvern rolled she was dead no matter what, but she would have hurt him before kicking it.
  22. "Oh, Hell!" Bob whispers as the two men step out of the snowy shadows in front of him. Bob stops in his tracks, squares up and starts blasting. Firing the drawn thunderer as quickly as he can. Weapon and Movement Name: Speed: Accuracy: Rate of Fire: Reload: (Range S/M/L/E) Colt M1877 (FDR6), +29, 86, 3, 3, (3/7/15/30) No movement
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