Keep on the Borderlands--B2 (Pretty in Pink) (Inactive)

Game Master Chainmail

Adventurers arrive at a secure border fort to begin their adventuring career.
Keep
Keep Surroundings
Caves of Chaos map
Elf Temple Map


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Female Human Ranger/1 l AC 14 T 13 FF 13 l HP 13/13 l F +4 R +6 W +2 l Init +4 l Perc +6/+7*

Morgan stows her bow and moves over to kneel beside Theorn.

"I'm no priestess, but I know a thing or two about treating wounds. Maybe I can help him some."

Heal Check: 1d20 + 5 ⇒ (14) + 5 = 19


Ex-Dwarf (RIP)

Kelgan stares at the humanoid prisoners darkly for a couple of minutes before offering his opinion.

"Wouldn't feel right to slay a helpless, chained prisoner, but I would not, for a certain, want them armed and at my back, no matter how much they may hate thier captors.

I'd say let'em pick a weapon from the dead and be on their way. As far from the keep as their legs can carry, and woe to 'em should we see them under arms ever again..."

He glances in concern at Theorn, mourning his lack of skill in such things, but keeps his eye on the orc and gnoll and his axe in his hand.


Male Human Cleric HP: 16/18 | 2. Init+2, Percep+3, AC 16/12/14 F+3/W+5/R+2 HP 13/18, DesSmit 4/5 | Channel 0/2

"Anyone else need healing?", Asks Mit'l considering channeling vs regular healing.

"Can we ask them where they are from? Was the orc part of the other clan that were already evicted?"


Male Halfling Rogue 3 | AC 17* T 14* FF 14 | HP 3/24 | F +3 R +7* W +3* | Init +3 Perc +9 (+10 traps) | Arrows: 26/40

Horster slowly approaches Mit'l, showing him the wound he got from the last attack. "Mayhap you and your god can heal a friendly halfling", he says, while wiping the hobgoblin blood off his rapier and sheathing it.


Male Human Wizard (Pact Wizard) 1 l AC 13 (Mage Armor 17) T 13 FF 14 l HP11/11 l F +1 R +2 W +3 l Init +2 l Perc +4

Once Morgan and Mit have taken over caring for the wounded cleric, Ozmund walks over to the orc.

Orcish:

"Why are you here in chains to weakling hobgoblins? Where is your tribe? We have come to clear these caves so you should leave, but for freeing you I want a description of all the areas you know. Deal?"


Male Dwarf Fighter 7; Perception +4; Init +3; AC 21, HP 105/105, Fort +8, Ref +3, Will +3, Dwarven Double War Axe +15/+10 (1d10+12/x3)

Crom nods at Kelman, "Yar, you can release 'em, but don't give 'em weapons. The filthy beast can use their dirty claws. Tell 'em if i catch sight of their pig faces again I'll gut 'em like we did their cousins."

"Aye Mit, I have a couple of scratches that could use healing if you can spare it."


Male Human Cleric HP: 16/18 | 2. Init+2, Percep+3, AC 16/12/14 F+3/W+5/R+2 HP 13/18, DesSmit 4/5 | Channel 0/2

"Gather around ... anyone who is wounded ..."

Mit'l gets anyone who is wounded to gather around him (including the cleric). Ensure first that wounded Hobo's are dead or out of range of the channeling ...

channel: 1d6 ⇒ 1
channel: 1d6 ⇒ 2

Crap ...

CLW Theorn: 1d8 ⇒ 5

Mit'l helps the still ailing Theorn rise from the floor, "Maybe you can channel the power of your god ... Vathris is not listening to me ..."

Mit'l has one more CLW he can use after some more group healing from Theorn ...


Male Human Cleric of Pelor 1 | AC 19 FF 18 Tch 11 | HP 7/12 | Fort +3 Ref +1 Will +4 | CMB +2 CMD 13 | Init +1 Pcpt +2 | Move 15

After the healing from Mit'l, Theorn awakes. He has a look of serene calm on his face, which contrasts starkly with the wounds that Mit'l's magic has so recently mended.

Thank you friend for bringing me back from the brink, Theorn says.

Theorn then casts a CLW on himself

1d8 ⇒ 7


Female Human Ranger/1 l AC 14 T 13 FF 13 l HP 13/13 l F +4 R +6 W +2 l Init +4 l Perc +6/+7*

Once the priests have taken the healing into their hands, Morgan stands and joins the dwarves in considering the fate of the humanoid prisoners.

She speaks to the humanoids in Goblin:

"You both have seen what we did to those who took you prisoner. You both have seen that we possess magic to heal our wounds and defy death. If we release you, you will leave these Caves, and find homes elsewhere. For if we meet again, we will kill you."

Intimidate: 1d20 + 0 ⇒ (4) + 0 = 4

Well, that sucked. Grrr.


Male Halfling Rogue 3 | AC 17* T 14* FF 14 | HP 3/24 | F +3 R +7* W +3* | Init +3 Perc +9 (+10 traps) | Arrows: 26/40

Perhaps those two might be able to escort the others back to the keep. Or maybe they'd prefer to join us.

Horster approaches the well-muscled men, asking, "And who might you two be?"

Theorn should be up by 2 more HP as CLW is 1d8 + 1 :D


Male Human Cleric of Pelor 1 | AC 19 FF 18 Tch 11 | HP 7/12 | Fort +3 Ref +1 Will +4 | CMB +2 CMD 13 | Init +1 Pcpt +2 | Move 15

Now that he is mended, he takes some time to search the fallen hobgoblins. He is looking for keys to the prisoners chains.

Search (Perception) Take 10 (+2)= 12

Theorn approaches the captives, "Did any of you men get a head count on the hobgoblins? Knowing their numbers will change our approach to getting you out of here."


Theorn is still suffering from the effects of the massive strike to his chest. The scarring in his chest is still severe and beyond his healing abilities. Until repaired, Theorn is -2 to CON

The prisoners have seen little but the torture room and their tormentors. They and the orc know the way out leads farther down the passageway. As you continue to hang around, the prisoners are anxious to leave this place.

The two well muscled humans speak: "We are men at arms that fell in with a caravan. We are the only two left of the original ten."


Male Human Wizard (Pact Wizard) 1 l AC 13 (Mage Armor 17) T 13 FF 14 l HP11/11 l F +1 R +2 W +3 l Init +2 l Perc +4

"I suggest that maybe we head back now. We have done a great deal of damage to the creatures here, and we in turn have suffered as well. I do not wish to have the same fate befall us as we almost did fighting against those orcs. What do you all say?"


Female Human Ranger/1 l AC 14 T 13 FF 13 l HP 13/13 l F +4 R +6 W +2 l Init +4 l Perc +6/+7*

"Let' s head back, then," Morgan says, nodding. "I believe we have a reward to collect!"


Ex-Dwarf (RIP)

"Aye, best to be cautious. These hobs have taken a toll. But lets let our new friends," he juts his beard at the men-at-arms recently freed "arm themselves for the trip. This fight was not quiet - lets be prepared for the trip out."


Male Dwarf Fighter 7; Perception +4; Init +3; AC 21, HP 105/105, Fort +8, Ref +3, Will +3, Dwarven Double War Axe +15/+10 (1d10+12/x3)

Crom wipes the blood from his axe, "We should finish clearing the cave. There can't be that many more of these stinking hobgoblins left. Let's arm the prisoners and finish the job. And then we can return to the Keep with all that Hobgoblin gold!"


Male Halfling Rogue 3 | AC 17* T 14* FF 14 | HP 3/24 | F +3 R +7* W +3* | Init +3 Perc +9 (+10 traps) | Arrows: 26/40

Crom's got the right of it. There can't be too many more of them and the two strong fella's should bring more power to our strike. Not too sure about the orc and gnoll, but they may be seeking vengeance on their captors.

Horster approaches the others, stating, "I'm with Crom. I'd rather clean out the caves before returning. I'll keep at ear at the passage ahead while you decide on our next move."

He makes his way to the passageway, sticking to the shadows, yet not straying too far from the rest of the party. He carefully listens for any newcomers approaching, ready to run back and warn his friends.

Perception: 1d20 + 7 ⇒ (12) + 7 = 19


The two men at arms are barely able to walk under their own power after the channeling.

"It is your call, and you risk the civilians. Put us far back in the line."


Male Human Cleric of Pelor 1 | AC 19 FF 18 Tch 11 | HP 7/12 | Fort +3 Ref +1 Will +4 | CMB +2 CMD 13 | Init +1 Pcpt +2 | Move 15

"We should head back toward the exit that the merchant guards told us about. Once we are near the exit, we can maybe size up the rest of the complex and determine if we should continue. If need be, we could hide the captives in the old goblin lair we came into this space from."

Theorn looks with suspicion at the orc and the gnoll. "I am of a mind to not let the two monsters go. I will not lift a hand to strike them while they are helpless, but I cannot bring myself to loose them back into the world. They can stay here and rot."


Male Dwarf Fighter 7; Perception +4; Init +3; AC 21, HP 105/105, Fort +8, Ref +3, Will +3, Dwarven Double War Axe +15/+10 (1d10+12/x3)

Crom shrugs his shoulders, "Can't say I disagree with you Theorn concerning the orc and gnoll. Yes, let's find the exit and then take it from there. If you have any more healing I could use a bit more."


Male Human Cleric HP: 16/18 | 2. Init+2, Percep+3, AC 16/12/14 F+3/W+5/R+2 HP 13/18, DesSmit 4/5 | Channel 0/2

"I have one more cure spell ... That I should use after any more group channeling is done."


Male Halfling Rogue 3 | AC 17* T 14* FF 14 | HP 3/24 | F +3 R +7* W +3* | Init +3 Perc +9 (+10 traps) | Arrows: 26/40

"No one I heard. Should we head out while the coast is clear? Perhaps Theorn and Mit'l can call upon their gods once more, so all of us are fighting fit if we run into more gobs." At that last comment, he eyes the civilians in particular.

Horster would love to be up to full health with channelling if possible. Also, it would be good getting the men-at-arms and the merchant up as much HP as we can in case they take a stray hit. Lead on! :)


Male Human Cleric of Pelor 1 | AC 19 FF 18 Tch 11 | HP 7/12 | Fort +3 Ref +1 Will +4 | CMB +2 CMD 13 | Init +1 Pcpt +2 | Move 15

Theorn gathers the human captives and has them huddle with Horster out of channel range from the orc and gnoll. He applies a couple channels to them, speaking blessings from Pelor.

1d6 ⇒ 2
1d6 ⇒ 3

To the captured guards, "You men should do what you can to arm yourselves from the gear of these hobgoblins."


The two men begin changing into the chain mail of the hobgoblins, buckling the straps and checking each other out with a practiced eye. They grab a falchion and greatsword and prepare to fight.

The merchant puts on the chain shirt awkwardly, but it takes some help as he was trying to put it on backwards.

Lief and Rafe, the two men at arms, quickly introduce themselves and give a weak smile to Theorn as the healing washes over them.

The gnoll is mumbling in a strange language in the corner, and the orc is glowering at you. He attempts to break his chains failing miserably. str: 1d20 + 4 - 2 ⇒ (1) + 4 - 2 = 3 He barks in goblin:

goblin:
Let me die with weapon, even if short blade


Horster returns for some healing. As the healing energy washes over him, his perceptive ears pick out the tone of a very deep horn being blown. The deep tones seem to have reverberated through the caves, and he barely manages to distinguish the sounds.


Male Human Cleric HP: 16/18 | 2. Init+2, Percep+3, AC 16/12/14 F+3/W+5/R+2 HP 13/18, DesSmit 4/5 | Channel 0/2

"I can call on Vathris one last time today ... who is in the most need of healing?"

"I believe we should either free the monsters, or kill them where they stand ... I am not keen on leaving them her to stew in anger. I know I would dedicate my life seeking vengeance on whoever did that to me. I would rather not have an Orcish nemesis haunting me for the rest of my life. I am also not keen on unleashing them on unsuspecting travelers. Perhaps we could offer the orc one gold for every hobgoblin and gnoll he kills ..."


Male Dwarf Fighter 7; Perception +4; Init +3; AC 21, HP 105/105, Fort +8, Ref +3, Will +3, Dwarven Double War Axe +15/+10 (1d10+12/x3)

I'm up to 15 HP with Theorn's channels.

Crom shrugs his shoulders, "I don't care. Free them if you wish. If you do, we'll end up fighting them soon or later. They may be useful for now against the Hobgoblins."


Female Human Ranger/1 l AC 14 T 13 FF 13 l HP 13/13 l F +4 R +6 W +2 l Init +4 l Perc +6/+7*

Morgan pulls her club from her belt and sets it on the floor.

"Turn the orc loose, and he can have my club," she says, as if she might regret having said it later.

She turns and looks at the orc, then speaks to him

in Goblin:

"I don't trust you, or your kind, but I can't abide slavery, torture, or cannibalism, either. You may go free to fight the hobgoblins, but if you turn and strike at any of my company, I will put any arrow in your eye."

She attempts to communicate with the other humanoid, also

in Goblin:

"Do you understand us? If we free you, will you fight the hobgoblins, run, or attack us? If you do either of the first two, my company and I will have no quarrel with you. If you try the last, you will die in the attempt."


Male Human Wizard (Pact Wizard) 1 l AC 13 (Mage Armor 17) T 13 FF 14 l HP11/11 l F +1 R +2 W +3 l Init +2 l Perc +4

Ozmund keeps a wary eye on the non humans as he speaks to the other captives about their experience and any information as to why they were being held.
"It seems odd to me for the creatures to keep captives. Almost like they were following orders from someone else..but who?", the wizard ponders.


Male Halfling Rogue 3 | AC 17* T 14* FF 14 | HP 3/24 | F +3 R +7* W +3* | Init +3 Perc +9 (+10 traps) | Arrows: 26/40

"I think I just heard a warhorn. I couldn't pick up from which direction it was blowing, but I think it's time to leave. Don't forget about the hobgoblin who got away - there's an attack in the air, and I don't want to face it in this cramped room. Let's go!"

Horster is clearly restless to get a move on. He draws his rapier, admiring the fact that it's shiny blade is still sharp enough to get to a man's vitals.

"I'd nominate the orc and gnoll for front-line duty, so that we don't have to watch our backs too closely on this one."

And thanks for the healing potion and channelling guys. I'm on full HP!


Male Human Cleric of Pelor 1 | AC 19 FF 18 Tch 11 | HP 7/12 | Fort +3 Ref +1 Will +4 | CMB +2 CMD 13 | Init +1 Pcpt +2 | Move 15

If we free them, I too would rather have them in front of me than at our backs. We can arm them and send them off ahead.

Theorn then moves toward the orc and gnoll. He starts a chant that is pure gibberish but sounds ominous. When done, he tells Morgan to tell the orc and the gnoll that he has laid a blood curse from the sun god on them and if they should ever try to harm any of us there manhood will wither and all that spring from their seed will waste away like a grape becomes a raisin.

He then checks his gear and adjusts his breastplate to sit easier on his wound and prepares to leave.


Female Human Ranger/1 l AC 14 T 13 FF 13 l HP 13/13 l F +4 R +6 W +2 l Init +4 l Perc +6/+7*

Morgan chuckles at the priest's statement, then relays the statement to the humanoids in Goblin.

Assuming their reaction is not immediately hostile, she stows her bow, and unshackles them both, the orc first, then other creature.

"Cover me," she says to her companions, as she works. "If either of them attacks me, kill them."


Ex-Dwarf (RIP)

Kelgan steps up behind Morgan, axe at yhe ready. "Go ahead, lass."


Male Dwarf Fighter 7; Perception +4; Init +3; AC 21, HP 105/105, Fort +8, Ref +3, Will +3, Dwarven Double War Axe +15/+10 (1d10+12/x3)

Crom nods, "Horster's right, it's time to get moving - we got trouble coming. Release those dogs and tell them to get to the front of the formation where I can watch em."

Crom moves to cover Morgan.


Dm rolls:
orc sense motive: 1d20 ⇒ 7

The prisoners are released and stand there waiting. Given the orc has been badly abused and has seen everyone healed around him but the gnoll and him he looks around. He snaps pushes the bone sticking out of his badly broken left leg in with a rough grunt and begins to use the club on the floor as splint to tie to his leg to the club with his tattered tunic.

He speaks in goblin:

goblin:
"I can barely walk, but I will take revenge on my own terms. After I recover, this club will be used as a weapon."

The orc grimaces and begins to make for the exit with a noticeable limp.


Male Halfling Rogue 3 | AC 17* T 14* FF 14 | HP 3/24 | F +3 R +7* W +3* | Init +3 Perc +9 (+10 traps) | Arrows: 26/40

Horster falls in alongside the orc, or relatively near the front, his senses pricked to notice any foes approaching or traps that might be in the way of the group.

He approaches the sun priest, "Theorn, would you like to give us some light?"


Male Human Cleric of Pelor 1 | AC 19 FF 18 Tch 11 | HP 7/12 | Fort +3 Ref +1 Will +4 | CMB +2 CMD 13 | Init +1 Pcpt +2 | Move 15

Theorn casts light on his shield and falls in with the others. he remains near the rear with the recently freed merchant and the lady.

I can place a light spell on someone elses weapon if you want more light up near the front ranks.


The party begins moving to the exit, as they reach the branch in the passageway they used to get to the torture room, the sound of a well armed party rushing down the halls is heard.

It is doubtful with the injured orc and the civilians, you will beat the hobgoblins to their main exit.


Ex-Dwarf (RIP)

What are the map co-ordinates of the intersection we've reached, and from which way is the well-armed party coming? Thanks.


Male Human Cleric of Pelor 1 | AC 19 FF 18 Tch 11 | HP 7/12 | Fort +3 Ref +1 Will +4 | CMB +2 CMD 13 | Init +1 Pcpt +2 | Move 15

"Sounds like the reinforcements are coming," Theorn says in hushed tones. We should head back down the tunnel we came in from. We can set our defense in a constricted space to limit our exposure, and I can continue to heal from the rear to keep us standing.

Theorn shows the human captives which way to go and continues on behind them.

we should set our line at DS120-121. We can use the tightened space and the bend to maximize our room while constricting the enemies.


Horster waits at the intersection (DM121). The exit out is less than a hundred feet, but he doubts you will beat the hobgoblins to it.

Heading back to the goblin caves may be an option, but the orc will probably lag behind. He will probably provide a distraction when found.

Horster is placed on the map. The passage east is the one you followed all the way from the goblin and ogre caves.


Female Human Ranger/1 l AC 14 T 13 FF 13 l HP 13/13 l F +4 R +6 W +2 l Init +4 l Perc +6/+7*

"If we're going to form up in ranks, let's do it, quick! Hobgoblins are not as tough as orcs, but are far more disciplined."

I can't edit the map from my phone. If we form up, put me in the 2nd or 3rd rank behind someone short enough for me to shoot over.


Male Human Cleric HP: 16/18 | 2. Init+2, Percep+3, AC 16/12/14 F+3/W+5/R+2 HP 13/18, DesSmit 4/5 | Channel 0/2

Place Mit'l behind the front line ... if there's room he could enlarge.


Male Human Wizard (Pact Wizard) 1 l AC 13 (Mage Armor 17) T 13 FF 14 l HP11/11 l F +1 R +2 W +3 l Init +2 l Perc +4

I have placed Ozmund at DQ 122. He will have his scroll of sleep out and ready to cast once the enemy shows up


Male Dwarf Fighter 7; Perception +4; Init +3; AC 21, HP 105/105, Fort +8, Ref +3, Will +3, Dwarven Double War Axe +15/+10 (1d10+12/x3)

Crom nods at Theorn,"Good thinking. Let's get into position."

I'm on my phone, can someone move Crom to the front line?


Male Human Cleric of Pelor 1 | AC 19 FF 18 Tch 11 | HP 7/12 | Fort +3 Ref +1 Will +4 | CMB +2 CMD 13 | Init +1 Pcpt +2 | Move 15

I placed some of us that were unable to do it themselves

Feeling the effects of the last battle, Theorn knows he is no shape to stand in the front ranks. He stows his mace and leans his shield up against the wall to continue to receive the benefit of the light spell. He readies his crossbow and takes up a position near the jog in the tunnel, awaiting the enemy.

Keep the orc and gnoll between us and the enemy. I have no qualms about using them as a meat shield.


Ex-Dwarf (RIP)

Kelgan, face grim at the sound of the approaching reinforcements, shouldrs up beside Crom and locks his shield with the fellow dwarf's.


Male Human Wizard (Pact Wizard) 1 l AC 13 (Mage Armor 17) T 13 FF 14 l HP11/11 l F +1 R +2 W +3 l Init +2 l Perc +4

"Once the creatures are close, I will again attempt to place them under a sleep enchantment. Remember to hold your position until the spell has had time to work on our enemies."


Are you refusing to allow the unarmed gnoll and orc to move to the rear?


Male Dwarf Fighter 7; Perception +4; Init +3; AC 21, HP 105/105, Fort +8, Ref +3, Will +3, Dwarven Double War Axe +15/+10 (1d10+12/x3)

Crom will make it clear that they can fight at the front or run, but we're not allowing them at our rear. I assumed they picked up hobgoblin weapons.

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