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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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 decides to follow the creature, albeit stealthily, figuring that it will probably lead him to the others.


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

Attack/Reach: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 1d8 + 4 ⇒ (1) + 4 = 5

"Maybe we can use the goo in these creatures to mark the walls ..."


Ex-Dwarf (RIP)

Kelgan swings at the nearest beetle:

Axe: 1d20 + 4 ⇒ (14) + 4 = 18
axe dmg: 1d10 + 2 ⇒ (6) + 2 = 8


Morgan finishes the injured beetle.
Mit'l smacks a beetle.
hp left: 1d8 - 5 ⇒ (8) - 5 = 3 requiring Kelgan 's aid to dispatch it.


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 Mit'l. "Good idea. Let's use the beetle remains to mark the passages so that we don't get lost."

Crom cuts open the beetle carapace and uses the residue to mark a forward arrow in the cave tunnel.

"Let's get back into formation and keep going."


I'll clean up the map when I get a chance. We are not out of combat yet.


Morgan: 1d20 + 3 ⇒ (1) + 3 = 4
Horster: 1d20 + 3 ⇒ (11) + 3 = 14
Crom: 1d20 + 2 ⇒ (12) + 2 = 14
Mit'l: 1d20 + 2 ⇒ (3) + 2 = 5
Theorn: 1d20 + 2 ⇒ (16) + 2 = 18
Ozmynd: 1d20 + 2 ⇒ (1) + 2 = 3
Kelgan: 1d20 + 0 ⇒ (17) + 0 = 17
minotaur: 1d20 + 0 ⇒ (1) + 0 = 1

Ozzy spots a nasty minotaur approaching with a huge poleaxe and gives warning just in time.
fast stealth/perception Ozzy/Morgan: 3d20 ⇒ (17, 20, 13) = 50

Party up
Minotaur

Horster is trailing behind--map updated.


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 quickly incants a spell that sends a bolt of sizzling azure at the horned beast.

Magic Missile: 1d4 + 1 + 1 ⇒ (4) + 1 + 1 = 6

Once cast, the wizard moves back into the safety of his companions.


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 shifts position for a clear shot and fires at the oncoming bull-man.

Attack: 1d20 + 5 + 1 ⇒ (15) + 5 + 1 = 21

Damage: 1d6 + 1 + 1 ⇒ (1) + 1 + 1 = 3


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 is relieved that his hunch played right and proceeds to attack the bull-man alongside his friends.


Move action: Move to BP37 while drawing shortbow
Std action: Shoot at the minotaur

Attack: 1d20 + 5 + 1 ⇒ (17) + 5 + 1 = 23 -4 for shooting into combat
Damage: 1d4 + 1 ⇒ (1) + 1 = 2

If Kelgan's got his waraxe drawn, Morgan's flanking!


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 moves up to BT36 to Attack the minotaur.

Attack: 1d20 + 7 ⇒ (5) + 7 = 12
Damage: 1d10 + 4 ⇒ (7) + 4 = 11


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

Mit'l moves behind Kelgan (bq), while casting bless ...


The minotaur attacks as the dwarves approach.
1Kelgan2Crom: 1d2 ⇒ 2
hit/damage: 1d20 + 9 ⇒ (2) + 9 = 112d8 + 6 ⇒ (6, 7) + 6 = 19
The minotaur misses Crom and steps to attack Morgan with his devastating reach.
att1/dam1: 1d20 + 9 ⇒ (19) + 9 = 282d8 + 6 ⇒ (2, 1) + 6 = 9
att2/dam2: 1d20 + 4 ⇒ (14) + 4 = 182d8 + 6 ⇒ (6, 5) + 6 = 17
Two vicious swings of his large axe leave Morgan on the ground.
Party up


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

Mit'l 5' steps to BR37 and strikes ....

Attack w/bless: 1d20 + 4 + 1 ⇒ (2) + 4 + 1 = 7
damage w/destructive strike: 1d8 + 4 + 1 ⇒ (5) + 4 + 1 = 10


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*

The beastman's massive axe flashes in Morgan's vision as she feels her body rent open like a sack of grain. She drops to the ground as the darkness closes in. A sudden chill spreading, as her life blood gushes out onto the cavern floor.

Morgan's Status:

-5 hp

Stabilize: 1d20 + 1 ⇒ (6) + 1 = 7


Ex-Dwarf (RIP)

Kelgan steps up and renews his attack

5' step
atk: 1d20 + 4 ⇒ (9) + 4 = 13
dmg: 1d10 + 2 ⇒ (6) + 2 = 8


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 attacks again.

Attack: 1d20 + 7 ⇒ (13) + 7 = 20
Damage: 1d10 + 4 ⇒ (7) + 4 = 11


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 moves quickly to administer a healing potion to Morgan.
I think this is a 2 round action?


This is Round 3 -- minotaur joined in round 2
Order of action
Round 3
Horster

Kelgan
Morgan
Ozzy
MIt'l
minotaur

Ozzy, Morgan, Horster, and Crom have all drawn blood, but the minotaur continues to hammer at his foes. 22hp damage total to minotaur


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

Round 3 Init 14


Move + Std action: Horster moves to BU33

Seeing no way to shoot the beast, Horster is hesitant to jump into melee and decides to loop around to get a better shot.


Ex-Dwarf (RIP)

Kelgan sets his teeth and swings again.

atk: 1d20 + 4 ⇒ (6) + 4 = 10
dmg: 1d10 + 2 ⇒ (1) + 2 = 3


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's Status:

Stabilize (DC 16): 1d20 + 1 ⇒ (10) + 1 = 11

-6 HP


The minotaur retaliates at Mit'l.
hit1/damage: 1d20 + 9 ⇒ (17) + 9 = 262d8 + 6 ⇒ (1, 6) + 6 = 13
Then Crom.
hit2/damage: 1d20 + 4 ⇒ (19) + 4 = 232d8 + 6 ⇒ (5, 3) + 6 = 14

Morgan feels healing 1d8 + 1 ⇒ (8) + 1 = 9


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

Can Ozmund administer the potion and then cast a spell, or is that too much for one turn?


The minotaur tries to gore Morgan but misses.
1d20 + 9 - 5 ⇒ (3) + 9 - 5 = 7
Morgan. Administration of the potion is full round action-- but Morgan gets an action.

Round 3
Morgan

Minotaur
Crom
Kelgan
Ozzy
Horster


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*

Prone. Low hit points. Being attacked by a minotaur. Yikes! No good options. Can I attempt an Acrobatics Check to tuck and roll out of the way and up to my feet?

If Yes:

Morgan throws herself across the cave floor, trying to tumble into standing position away from the monster.

Acrobatics Check: 1d20 + 3 ⇒ (18) + 3 = 21

If No:

Morgan raises her buckler between herself and the monster, and tries to regain her feet. Standing Up.


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

Mit'l crumples to the floor ... -1/12

fort: 1d20 + 2 ⇒ (10) + 2 = 12


Morgan crawls away (with bow full action0
Stands (move action)

Round 4
Morgan (std left)
Kelgan
Ozzy
Horster

Crom
minotaur


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 out of reach of an AoO:

Morgan looses an arrow at the beast.

Attack with Precise Shot: 1d20 + 5 + 1 ⇒ (14) + 5 + 1 = 20

Damage: 1d6 + 1 + 1 ⇒ (2) + 1 + 1 = 4

If still in reach of AoO:

Morgan keeps her buckler high, fending off the monster.

Full Defense +4 AC.


Morgan is just outside the reach and hits the creature again.

Minotaur damage:
26


Ex-Dwarf (RIP)

waraxe attack: 1d20 + 4 ⇒ (13) + 4 = 17
damg: 1d10 + 2 ⇒ (10) + 2 = 12


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)

Round 4

Crom attacks the minotaur again with his war axe.

Attack: 1d20 + 7 ⇒ (11) + 7 = 18
Damage: 1d10 + 4 ⇒ (6) + 4 = 10


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 moves to get a better angle and looses an arrow at the minotaur.

Move action: 5' step to BV34
Std action: shoot minotaur with shortbow

Attack w/Point-blank Shot and flanking: 1d20 + 5 + 1 + 2 ⇒ (20) + 5 + 1 + 2 = 28
Confirm Critical: 1d20 + 5 + 1 + 2 ⇒ (20) + 5 + 1 + 2 = 28

Damage w/PB Shot and Sneak Atk: 3d4 + 1 + 1d8 ⇒ (4, 2, 3) + 1 + (8) = 18

"Booyeah!"


Crom and Horster hit the minotaur with devastating blows, bringing it to the ground bleeding.
COMBAT OVER

Examining the fallen minotaur, the large sized glaive he was carrying slung over his back appears to be of extra fine quality.
+1 glaive=large sized
He is also carrying a large sized war axe. You consider administering healing to the fallen.
As Horster fires his bow with the fatal shot, he notices two orcs wandering around. "This place is very confusing! We are lost."


Ex-Dwarf (RIP)

"Lets make sure Beefy here doesn't ever get up, then bring everyone over. Mit'l, we might as well use my channeling first."

Seeing the orcs, his expression darkens. "Seems to be common here... he mutters.


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

Mit'l responds by lying, stable, but unconscious, on the floor.


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*

"Easy enough," Morgan replies, drawing her short sword and driving the point into the mintaur's throat.

Coup de Grace: 2d6 + 2 ⇒ (4, 5) + 2 = 11


Ex-Dwarf (RIP)

Channel 1: 1d6 ⇒ 3
Channel 2: 1d6 ⇒ 5

Making sure that the orcs are out of range...


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

7/12

Mit'l bolts upright, "Minotaur!"

Then he looks around, "Anyone ... else ... need any healing?"


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 wipes the sweat off the grip of his bow. "Good to be back! Love to scout ahead once more, but no way am I risking getting separated again. Morgan, can you track the way out?"


Ex-Dwarf (RIP)

I can provide more healing, if it is needed. Anyone?


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*

"I can try," Morgan replies. "Tracking skills aren't much use if magic is muddling our senses."

To Kelgan she also replies, "I'm still pretty cut-up. Anything you can do would be appreciated."


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

Channel: 1d6 ⇒ 5


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 breathes a sigh as the divine energy washes away most of her pain.

"Thanks, boys, every one of you pulled my fat from the fire. That beast was a nasty piece of work. Let me see if I can find us the way back out. Stay close, and within sight of each other."

"You're welcome to follow us out, but don't get any ideas that we're easy pickings. You just saw what we did to that thing," she says to the orcs.

Morgan tries to get her bearings, and moves into the tunnels again.

Tracking Check: 1d20 + 7 ⇒ (14) + 7 = 21


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 looks in wonder as his wounds close. "Thanks for the healing Kelgan and Mit'l!"

He then appraises the Glaive, "It's too big for us to use but we should be able to sell it for a nice profit back at the Keep."

Crom scowls at the orcs as he lines up behind Morgan. "So, what caves have you boys cleared?"


You speak to the orcs, but they seem to be confused and quite illiterate. They follow you outside, where you meet the main group of a half dozen orcs led by the older orc.

He waves to you in greeting, but when the two lost orcs rejoin the main body, they seem more interested in getting back to their cave.


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*

"That's the second cave where the orcs showed up after the fighting's done. They're following us, and that can't be good; especially if the bad fortune of these caves gets the better of us again."


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

can we recto that we took the minataur head as a trophy?


You can retrace your steps to find the minotaur with a rope tether.

You can search for more caves. Visit a known one. Return to keep.


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

"Maybe we should see I there are any more caves before heading back ...."

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I will be running a Pathfinder Conversion of the Keep on the Borderlands. Use of Pathfinder Core Rulebook only.

The Realm of mankind is narrow and constricted. Always
the forces of Chaos press upon its borders, seeking to enslave
its populace, rape its riches, and steal its treasures. If
it were not for a stout few, many in the Realm would indeed
fall prey to the evil which surrounds them. Yet, there are always
certain exceptional and brave members of humanity,
as well as similar individuals among its allies - dwarves,
elves, and halflings - who rise above the common level
and join battle to stave off the darkness which would otherwise
overwhelm the land. Bold adventurers from the Realm
set off for the Borderlands to seek their fortune. It is these adventurers
who, provided they survive the challenge, carry
the battle to the enemy. Such adventurers meet the forces
of Chaos in a testing ground where only the fittest will return
to relate the tale. Here, these individuals will become
skilled in their profession, be it fighter or magic-user, cleric
or thief. They will be tried in the fire of combat, those who return,
hardened and more fit. True, some few who do survive
the process will turn from Law and good and serve the
masters of Chaos, but most will remain faithful and ready to
fight chaos wherever it threatens to infect the Realm.
You are indeed members of that exceptional class, adventurers
who have journeyed to the KEEP ON THE BORDERLANDS
in search of fame and fortune. Of course you are inexperienced,
but you have your skills and a heart that cries
out for adventure. You have it in you to become great, but
you must gain experience and knowledge and greater
skill. There is much to learn, and you are willing and eager
to be about it! Each of you has come with everything which
could possibly be given you to help. Now you must fend for
yourselves; your fate is in your hands, for better or worse.

Characters will be 15 point buy and use Core Rulebook only. How many players? Four will be enough and six will be better.

NO Traits. But I will consider awarding a bonus feat to exceptionally developed characters.

For those oldtimers, there was a day when a pink colored module came with your rules. For many, B2 was the first D&D module you went through.

DO I NEED TO BE AN OLDTIMER? No, knowledge of the Pathfinder CRB is sufficient.

WHAT DO I NEED TO QUALIFY? Submit the basics of your character and a short background. There are enclaves of all races nearby, most settlements are not mixed (think Lord of the Rings).

Note: The prd has a direct link to the Core Rulebook if you are in doubt. The three letters CRB often denote an item or feat is from the Core Rule Book.

If successful, adventurers will continue on in the U1-U3 series (known as the UK series). If this is successful, adventurers will continue through the A1-A4 series (known as the slaver series).


GAH!!

Can't.....resist....pull....of ....classic....adventures !!

Consider my interest level to be sky high :)


OMG!!!!!!!!!!!!!!

Keep on the Borderlands! WOOT! This was, in fact, the first D&D module I ever played in.

And....an extra special bonus: you're going to run the Sinister Secret of Saltmarsh, Danger at Dunwater, Final Enemy module trilogy for dessert?!? Frickin' sweet, dude!

I am absolutely interested in this. I guess the caveat I would list is that you probably should NOT accept me if the group gets really big (I was playing Durahl in your Swordthrust game and dropped because of the party size.) For me, anything bigger than 7 PCs would be too big.


I might actually considering running B2 myself but using "old school" rules like Labyrinth Lord or Swords & Wizardry for that extra bit of nostalgia.


This sounds quite good. Any notes on Gods? It's been a while since I've played a cleric and everyone needs healing.


Shameless bump to keep this thread visible.

C'mon people, a chance to play THE iconic module of Basic D&D and nobody is interested?!?


I already applied to two other PBPs before I saw this. Now I am conflicted.

I will have to check what is considered core in regard to archetypes.

By the way, I love the "Pretty in Pink" title.

Paizo Employee RPG Superstar 2013 Top 32

I'm certainly interested! What level should characters be? 1st?

Paizo Employee RPG Superstar 2013 Top 32

Bill Lumberg wrote:
I will have to check what is considered core in regard to archetypes.

There are no archetypes in the Core Rulebook. Just a few prestige classes.


Pathfinder Adventure Path, Maps Subscriber

You are so speaking my language! I will get a character up momentarily!


Greyhawk Deities:
Great link thanks obsidian portal

Sorry, all characters start at first level with average wealth and max hit points.

Given that the U series is fatal to small groups and attrition is high on these boards, we will see how many go to the keep.

I would be sad if there were no dwarves along!

Shadow Lodge

Sounds interesting. I'll probably wait until a few people post the characters to make mine, so I have an idea of party make up.


Hmmm, thief or fighter, thief or fighter? Barbarian perhaps.

Liberty's Edge

Aww man...this was the first module I ever ran as DM....and killed the entire party!!!! And we LOVED it!! Would love a spot on this game, and will go with my NPC that I ran all those many years ago (of course updated to Pathfinder), a dwarven fighter..big on strength, low on intelligence...well I might change that a bit..lol...will get something up ASAP


Pathfinder Adventure Path, Maps Subscriber

Some pretty fond memories of that Keep and the Caves of Chaos beyond, but I think I have too much on my plate to sign up for this one after all. Good luck to all who dare wander here.


In honor of EGG, I would like to play an iconic from the Basic D&D Rule Book.

Here she is: Morgan Iron Wolf!

Liberty's Edge

Ok...here is my submission for this game. If you have any changes or questions, please ask!
thank you

Grimm Warhammer:

Grimm Warhammer
Male Dwarf Fighter 1
CG Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 18, touch 11, flat-footed 17 (+5 armor, +2 shield, +1 Dex)
hp 15 (1d10+5)
Fort +4, Ref +1, Will +0; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee heavy shield bash +4 (1d4+3/×2) and
. . warhammer +5 (1d8+3/×3)
Special Attacks hatred
--------------------
Statistics
--------------------
Str 16, Dex 13, Con 14, Int 10, Wis 10, Cha 10
Base Atk +1; CMB +4; CMD 15
Feats Toughness, Weapon Focus (warhammer)
Skills Intimidate +4, Knowledge (engineering) +4, Survival +4
Languages Common, Dwarven
SQ greed, hardy, slow and steady, stability, stonecunning
Other Gear Scale mail, Heavy steel shield, Warhammer, Backpack (6 @ 21.5 lbs), Bedroll, Belt pouch (3 @ 2.32 lbs), Canteen, Crowbar, Flint and steel, Mess kit, Rope, Sack (empty), Trail rations (3), Whetstone, 58 GP, 8 CP
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Slow and Steady Your base speed is never modified by encumbrance.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
--------------------
Born at his clan's enclave in the Dwar Fortress-City of Deepholm in the Barrier Peaks just west of the human kingdom of Geoff, Grimm was raised to be a warrior in the Warhammer clan.
From an early age he was taught how to fight and survive. His clan were responsible for the defense of the WestGate and the adjoining halls. Grimm did his best to follow all the laws and orders given to him, but he felt some of these were silly or downright restrictive. Many times he argued with his commanders and teachers, trying to find different ways to 'get around' restrictive laws. The clan chiefs finally decided that perhaps some time in the lands outside the city might help Grimm to understand the need for all those 'pesky' laws.
So out he went, not exactly exiled, bit rather on a journey of discovery. He has wandered the human lands for a few years, and now finds himself on the road to a distant keep, looking for adventure and a way to bring honor to his clan.


I would like to submit Elwitta for your consideration.


This sounds awesome, brings me back to my middle school days when all this was new. I will come up with a character this afternoon. Am thinking about going for a wizard or druid.


Elwitta and Grimm are in.
Add the following feat to their character sheet.

Campaign feat Dwarven Weaponry: Your choice of weapons have pleased your ancestors and the Dwarven Gods. +1 to hit with axes and hammers.

Don't you love dwarves.

Grand Lodge

Pathfinder Roleplaying Game Superscriber

I posted yesterday to say I had interest, but posts were lost after last night's site outage ... looks like a Cleric would be handy ...

How much use of the Map/tactics will there be? Wondering on build ... playing without map makes some feats unnecessary.

Looking at Gods, think I'll pick ... Vathris ...

Background on char

Spoiler:

Zon a Cleric of Vathris is originally a Flan nomad from the Bright Desert. He models himself after what Vathris once was, a Flan man with coppery skin, approximately nine feet tall, wearing beads of metal and clay in his long black hair ... a god who once stood for the future. However, he knows what Vathris' death turned him into, one now who only obsesses with the past and revenge.

The faithful of Vathris do not fear death or suffering, for they believe a Day of Vindication will come when all virtuous martyrs rise again to dwell with the righteous tribes to torment the wicked forever. They believe in keeping the laws of their people and judging carefully when to seek their vengeance.

About god Vathris

Zon: Human
Domains: Destruction, War
Favored Weapon: Black Long Spear
Symbol: The black Spear

Build to follow.


I once asked the the man himself where in Greyhawk I should put his Keep. He agreed that the northeastern part of the Duchy of Ulek near the Pomarj made sense. So, it is in the southern part of the Suss forest near the Pomarj, a collection of orcs, goblins, and wild humans.

Elwitta can substitute Ulek for Cheliax. Maybe find and replace all.

Principality of Ulek:

The modern Principality of Ulek is generally located in the southwestern portion of the Flanaess, and is considered part of the Sheldomar Valley region. It is bordered by the Lortmil Mountains to the east, by the Old River to the north and west, and by the Azure Sea to the south.

As of 591 CY, the most populous towns are Havenhill (pop. 32,100), Gryrax (pop. 27,300), Thunderstrike (pop. 17,400), and Eastpass (pop. 15,500).

People[edit]

Population[edit]

As of 591 CY, the population of the Principality of Ulek totaled 538,400 persons, over half of whom are humans of mainly Suel and Oeridian stock. Dwarves make up the next largest group (around 30% of the total population), with hill dwarves outnumbering mountain dwarves by approximately 2-to-1. Halflings are also present is significant numbers (10%), while the remainder of the population is a mix of elves, gnomes, half-elves, and others.

Religion[edit]

The most popular deities among the Principality of Ulek's citizens are Ulaa, the dwarven pantheon, St. Cuthbert, Lydia, Phyton, Fharlanghn, Osprem, Ehlonna, Olidammara, and Norebo.

Languages[edit]

The most widely-spoken languages in the Principality of Ulek include Common, Dwarven, Keolandish, Halfling, and Gnomish.

Government[edit]

The Principality of Ulek is an independent feudal monarchy with hereditary rulership, and currently ruled by His Serene Highness, Prince Olinstaad Corond of Ulek, Lord of the Peaks of Haven. All royal and noble houses in the realm are dwarven. The royal family (House Corond) owns the city Gryrax.

The national capital is Gryrax.

Heraldry[edit]

The Principality of Ulek's coat of arms is blazoned thus: Quarterly; first, purpure a base dancetty or; second and third, argent a battle-axe gules; fourth, the last a diamond argent.

Economy[edit]

The Principality of Ulek's standard coinage consists of the platinum high crown (pp), gold forge (gp), electrum anvil (ep), silver hammer (sp), and copper common (cp).

Maps and tactics will be important. Reach weapons won't be handwaved.


I'm going to go with an Elf. Remember when they were actually a class in Basic?

I'll start out with a level of Wizard and then take a level of Fighter (or Ranger). Probably put most level emphasis on Magic-User (trying to get back in that old school groove with the names :) ) and will probably eventually go with the Eldritch Knight prestige class as that is perfect for simulating the old "Elf as a class" concept.

I'm going to start out wearing leather armor even though I'm not proficient with it because...darn it...elves could wear armor from the get go and still cast spells.

I'll have a character up pretty soon...

Grand Lodge

Pathfinder Roleplaying Game Superscriber

Current build of cleric for consideration ...

Spoiler:

Cleric - Reach
Human Cleric 1
LN Medium humanoid (human)
Init +2; Senses Perception +2
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 8 (1d8)
Fort +2, Ref +2, Will +4
--------------------
Offense
--------------------
Speed 20 ft.
Melee longspear +2 (1d8+3/×3)
Special Attacks battle rage, channel energy, destructive smite
Spell-Like Abilities
. . 5/day—battle rage
Cleric Spells Prepared (CL 1st; concentration +3):
1st (2/day)—bless, bless, magic weapon
0 (at will)—detect magic, light, read magic
--------------------
Statistics
--------------------
Str 15, Dex 14, Con 10, Int 10, Wis 15, Cha 10
Base Atk +0; CMB +2; CMD 14
Feats Combat Casting, Combat Reflexes
Skills Heal +6, Knowledge (religion) +4, Sense Motive +6, Spellcraft +4
Languages Common
SQ aura, domains (destruction, war), spontaneous casting
Other Gear Hide armor, Longspear, 130 GP
--------------------
TRACKED RESOURCES
--------------------
Battle Rage (5/day) (Sp) - 0/5
Cleric Channel Positive Energy 1d6 (3/day) (DC 10) (Su) - 0/3
Destructive Smite +1 (5/day) (Su) - 0/5
--------------------
Special Abilities
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Battle Rage (5/day) (Sp) Grant +1 to a melee damage rolls.
Cleric Channel Positive Energy 1d6 (3/day) (DC 10) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Destruction) Granted Powers: You revel in ruin and devastation, and can deliver particularly destructive attacks.
Cleric Domain (War) Granted Powers: You are a crusader for your god, always ready and willing to fight to defend your faith.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Destructive Smite +1 (5/day) (Su) You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. You can use
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.

Zon a Cleric of Vathris is originally a Flan nomad from the Bright Desert. He models himself after what Vathris once was, a Flan man with coppery skin, approximately nine feet tall, wearing beads of metal and clay in his long black hair ... a god who once stood for the future. However, he knows what Vathris' death turned him into, one now who only obsesses with the past and revenge.
The faithful of Vathris do not fear death or suffering, for they believe a Day of Vindication will come when all virtuous martyrs rise again to dwell with the righteous tribes to torment the wicked forever. They believe in keeping the laws of their people and judging carefully when to seek their vengeance.

About god Vathris

Zon: Human
Domains: Destruction, War
Favored Weapon: Black Long Spear
Symbol: The black Spear

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Upon further consideration, and looking at others posts I am going to submit a rogue.

Fluff

Rowan, Human (Oerid) Rogue, Bastard son of a wealthy merchant family in Gradsul. Mother was a barmaid in the docks district and he grew up underfoot in a tavern. Was taken in at an early age by the thieves' guild as a runner but took to more larcenous work quickly. Is charming and smart but lacks somewhat in common sense. Which might explain why he is on the run, as he should have known better than to sleep with the guildmaster's wife. He claims to be the world's greatest liar, but is fiercely loyal to his friends and those who do good by him.

I will work up the stats and post soon.


GM Tribute:

Does Ulek have any footholds in the Pomarj? I am thinking of a rogue who acted as a spy and informant for the Justiciar's office. The justiciar in this town would have been little more than an executioner's office to persecute members of certain religions, races or ethnic groups in order to keep them from challenging their place in the status quo. Naturally, these people would take revenge on the staff of the justiciar's office and assassinate members from time to time.

After the last headsman was decapitated the spy/informant decided it was time to get out of town before it was learned that worked for the justiciar.

My inspiration was the episode of Blackadder in which he takes on the office of Lord High Executioner. But imagine Rehnee, humanoids or some such in the place of Catholics.


Submitting the crunch and will fill in backstory.

Rowan the Fox
Rogue 1
Neutral Medium Humanoid (Human Male)
Init +7; Senses Perception +4 (+5 traps)
--------------------
DEFENSE
--------------------

AC 17, touch 14, flat-footed 13 (+3 armor, +3 dex, +1 dodge)
HP 10 (1d8 + 1 con, +1 favored class)
Fort +1, Ref +5, Will +0
--------------------
OFFENSE
--------------------

Speed 30 ft.
Melee Short Sword +1, 1d6+1 (crit 19-20 x2)
Melee Dagger +1 (+3 thrown), 1d4+1 (crit 19-20 x2)
Ranged Short Bow +3, 1d6 (crit 20 x3)
Sneak Attack +1d6
--------------------
STATISTICS
--------------------

XP 0
Str 12, Dex 16, Con 12, Int 13, Wis 10, Cha 13
Base Attack +0; CMB +1; CMD 15
Feats Dodge, Improved Initiative
Armor Check Penalty -1
Favored Class Rogue (+1 hit point)
Skills Acrobatics +6 (1), Appraise +5 (1), Bluff +5 (1), Climb +4 (1), Disable Device +7 (1) (+8 traps), Knowledge (local) +5 (1), Perception +4 (1) (+5 traps), Sleight of Hand +6 (1), Stealth +6 (1), Use Magic Device +5 (1)
Languages Common, Keolandish
Equipment Studded Leather, Short Sword, Dagger, Short Bow, Quiver w/20 arrows, Explorer's Outfit, Thieves’ Tools, Backpack, Bedroll, Chalk, Flint and Steel, Small Steel Mirror, Belt Pouch, 50’ Silk Rope, Signet Ring, Waterskin, Whetstone, 3 sunrods, Wooden Holy Symbol (Fharlaghn), Trail Rations (2 days)
Cash 3gp 8sp 7cp
Encumbrance Light (43 lbs)
--------------------
SPECIAL ABILITIES
--------------------

Sneak Attack +1d6 damage when opponent is flat footed or flanked.
Trapfinding +1/2 rogue (minimum 1) level on perception of traps and disable device.


I've got Eldarian (the Elf class) finished except for Background/Behavior/Appearance.

I need to do some research to get back up to speed on Greyhawk as its been a while dealing with that setting.

Grand Lodge

Pathfinder Roleplaying Game Superscriber

Updated with Fluff ...

Mot Zon C'uiz - Cleric of Vathris from the Bright Desert

Spoiler:

Cleric - Reach
Human Cleric 1
LN Medium humanoid (human)
Init +2; Senses Perception +2
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 8 (1d8)
Fort +2, Ref +2, Will +4
--------------------
Offense
--------------------
Speed 20 ft.
Melee longspear +2 (1d8+3/×3)
Special Attacks battle rage, channel energy, destructive smite
Spell-Like Abilities
. . 5/day—battle rage
Cleric Spells Prepared (CL 1st; concentration +3):
1st (2/day)—bless, bless, magic weapon
0 (at will)—detect magic, light, read magic
--------------------
Statistics
--------------------
Str 15, Dex 14, Con 10, Int 10, Wis 15, Cha 10
Base Atk +0; CMB +2; CMD 14
Feats Combat Casting, Combat Reflexes
Skills Heal +6, Knowledge (religion) +4, Sense Motive +6, Spellcraft +4
Languages Common
SQ aura, domains (destruction, war), spontaneous casting
Other Gear Hide armor, Longspear, 130 GP
--------------------
TRACKED RESOURCES
--------------------
Battle Rage (5/day) (Sp) - 0/5
Cleric Channel Positive Energy 1d6 (3/day) (DC 10) (Su) - 0/3
Destructive Smite +1 (5/day) (Su) - 0/5
--------------------
Special Abilities
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Battle Rage (5/day) (Sp) Grant +1 to a melee damage rolls.
Cleric Channel Positive Energy 1d6 (3/day) (DC 10) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Destruction) Granted Powers: You revel in ruin and devastation, and can deliver particularly destructive attacks.
Cleric Domain (War) Granted Powers: You are a crusader for your god, always ready and willing to fight to defend your faith.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Destructive Smite +1 (5/day) (Su) You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. You can use
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.

Background

Zon a Cleric of Vathris is a Flan nomad from the Bright Desert. He models himself after what Vathris once was, a Flan man with coppery skin, wearing beads of metal and clay in his long black hair ... a god who once stood for the future. However, Zon knows what Vathris' death turned him into, one now who only obsesses with the past and revenge.

The faithful of Vathris do not fear death or suffering, for they believe a Day of Vindication will come when all virtuous martyrs rise again to dwell with the righteous tribes to torment the wicked forever. They believe in keeping the laws of their people and judging carefully when to seek their vengeance.

Zon has left the Bright Desert in pursuit of a band of Kobolds that passed through the desert killing livestock and raising mischief. To prove his dedication to Vathris, and earn his place in their church the village elders sent Von to seek vengeance on the Kobolds. While no one was killed by the vermin, their transgression could not be allowed. Zon was tasked with finding and killing the band's apparent leader, a reddish hued Kobold with a strange tuft of fur or scaly growth sticking out the side of his head. Having a late start in pursuit of them Zon has been tracking (not difficult due to the trail of live stock and looted food stores) them for weeks and now finds himself in the Principality of Ulek.

While Zon feels vengeance should be served on these lowly creatures, he believes he was sent from the village for other reasons. Zon, and the son of one of the village elders have been vying for the same woman, a young but talented tracker. Zon suspects he has been eliminated as a contender.

Human
Domains: Destruction, War
Favored Weapon: Black Long Spear
Symbol: The black Spear

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


Ok here is Grimm's profile all ready to go!!


Here's a profile for the Cleric if he's selected ...


Here is Rowan's profile with background complete.


We have a cleric, wizard and rogue to add to the mix--they are in too. Rowan, Mott, and Eldarian. Other retro threads have me wanting to give boons to fighter and rogues, hence the dwarven bonus feats.

After much conflict, I decided to put the Keep in Greyhawk, the setting created by the designer to keep it retro. If we have fun, we will then find a way to get to Dunwater.

You five can post in the discussion thread. I have a map of the keep, the area, and Greyhawk to link in the campaign tab.


Rowan's bonus feat:
Student of Anatomy: You watched a gruesome field hospital in action. You learned where the vitals are. Roll d8s instead of d6s when dealing sneak attack damage.

Feel free to post in the discussion thread. Your post in the gameplay thread will be the standard introduction post as you introduce yourself to the gate guards as you enter the keep. Wait for the cue.


GM Tribute wrote:

Rowan's bonus feat:

Student of Anatomy: You watched a gruesome field hospital in action. You learned where the vitals are. Roll d8s instead of d6s when dealing sneak attack damage.

I will add to my profile, thanks.


Elwitta's profile has been updated to replace Cheliax for Ulek.


Awaiting Elwitta in the main thread, we are complete.

If another group is assembled, I would consider a separate group.

Dark Archive

Gah! I saw this too late to join! I cut my teeth on B2 and the U series and I would love to actually participate as a a player, rather than GM (I have run them dozens of times, but never played). Please, could another group be formed (or could you squeeze one more in)?


Well, let us see if there is enough interest for another table.


interested in B2 as well.
So that is 2 for a second table.

Question?
What about archetypes?


Archetypes and traits are not Core.
Kind of a retro deal going on.
I strongly believe in making rogues relevant.


Makes building a character harder this time, but it could be interesting.

Though I'll admit I'll miss taking the Pass for Human Feat for my half-elven thief builds, some Good RP can come from it.

Dark Archive

Wondering if you still have room in this....super interested in it...probably a paladin or wizard not sure which if there is still room


So that's a 3rd one interested in forming a second group.

Thinking of making a bard, though I can make a Cleric, Rogue or Sorcerer.

Dark Archive

If your wanting to go that route I probably will be the meat shield paly then hopefully he opens up a second one :)


I'd be up to joining a second group.

Dark Archive

Well, I'm considering a barbarian from the Amedio Jungle. She will probably cross-class into ranger at some point, but her focus will be barbarian.

Dark Archive

I am just finding this and would love to play in the second group. I could play any class the group needs but would prefer to not play a cleric. Core book only... This will be fun.

I am very comfortable playing a wizard or sorcerer if Lord T is going Paladin. Seems like no one has claimed the arcane role (except the bard of course).

I think I am number 5. We have a table. :)


WhtKnt: Barbarian (Melee)
Lord Thasmudyan:Paladin(Melee/Divine)
Spazmodeus: ?
Skorn: High Arcane or (Any - Divine)
AZ: Bard(JoAT)

Depending on what Spazmodeus and Skorn want to play as, I could shift my build a bit or pick another class.


The plan is to keep recruitment till at least Monday the 27th.

If interested, pitch a character and background. Feel free to read the backround post in the recruitment thread and do some research on Ulek and Greyhawk dieties. I posted a link earlier to a great obsidian portal link.

Saint Cuthbert is a popular local diety that is LN and requires its clerics to channel positive. His weapon is a quarterstaff, a popular weapon among those too poor to forge metal.

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