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 attempts to move through the zombie on his left (AW79).

(double move action at half speed to AW80, using Acrobatics to avoid an AoO)

Acrobatics: 1d20 + 10 ⇒ (15) + 10 = 25


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 with respect as Horster dodges the zombies, "Good job, lad."

He watches incredulously as the zombies shuffle past.

"Stay the line. We fight them here or we let them pass."


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 they are patrolling ... have some kind of specific orders?"


The forward zombies begin to continue down the hallway.
Does Horster want to attack them with AoOs?


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

Seeing as they didn't touch Horster, he's happy just to get out of the zombies' way without stirring up unnecessary trouble...

So he joins the others without any AoO.

"Maybe they're being summoned and we could tail 'em."


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*

"Or we could take the chance to see what's down whis way, now that we know the zombies have left it," Morgan replies, nodding her head towards the south corridor.


The zombies move to the door seen to the north and begin pounding on 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 Morgan, "Yes, let's continue south once they are gone."


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*

"Well, we best be on our way then," she replies. "It's likely that whatever lies on the other side of that door they're banging on is more intelligent and more dangerous than a bunch of walking corpses."

She nods her head toward the south corridor. "Lead on, my sturdy friend."


The group moves south and gathers near where the skeletons on the ground where spotted.


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 proceeds with the others, but watching the rear in case the Zombies turn around.


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 gets on his knees and inspects the skeletons, looking for anything valuable or of note.

Perception: 1d20 + 8 ⇒ (4) + 8 = 12+1 if trapped


Mit'l listens, as there is no light from the northern hallway. He hears the zombies begin to return.

The skeletons have rusting chain mail, scimitars, and shields. To the south is dais and throne, and the throne has four large red rubies in the back of it.

appraise DC20:
Rubies are worth about 500gp each


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

"Uh … guys … they're coming back …"

"If we hustle we can get back to that side tunnel … otherwise stand to the side here, or head deeper in. I don't really want to get caught between two sets of baddies though. Hey, maybe if they go buy, we can get that door open and they'll go in next time … maybe lock them in there."


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*

"Time to make a choice, boys. Stand and fight, or go further in. If we run, they'll still be here when we get back. If we stand at fight, it's gonna get messy."


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 unfortunately do not have very useful spells against the dead....but will do what I can if it come to a standup battle!"


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)

"Mit'l is right, let's get back to the side tunnel and fight the zombies there. If we can't get back to the side tunnel, we'll have to fight them in the larger hall, which is still better than this wide room."

Crom quickly moves back in the direction of the side tunnel.


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 runs after. Wherever they end up he takes up his standard position.


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 follows the rest as they run for the entrance hall.


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 with them, drawing his rapier while moving.


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 up with the party, dodging the zombies with the rest of them


The zombies begin to return--the party will easily beat them to the entrance. They are returning the way they came. As they return, a dim light is visible just behind the zombies.

INITIATIVE
Morgan: 1d20 + 3 ⇒ (19) + 3 = 22
Horster: 1d20 + 3 ⇒ (17) + 3 = 20
Crom: 1d20 + 2 ⇒ (11) + 2 = 13
Mit'l: 1d20 + 2 ⇒ (13) + 2 = 15
Theorn: 1d20 + 2 ⇒ (8) + 2 = 10
Ozmynd: 1d20 + 2 ⇒ (6) + 2 = 8
Kelgan: 1d20 + 0 ⇒ (20) + 0 = 20
Enemy 1: 1d20 ⇒ 3
Enemy 2: 1d20 + 1 ⇒ (17) + 1 = 18

Round 1
Morgan
Horster
Kelgan

Enemy 2
Mit'l
Crom
Theorn
Ozymund
Zombies


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*

Where are we on the map, then? Do our positions need to be adjusted before combat starts?


The party easily made it to the side hall. The zombies have returned in the main hall.

Map positions are fine


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*

[Round One: initiative 22[/b]

In hand: composite short bow
Action: Morgan holds, waiting for the bearer of the light source to come into view.


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 attack the nearest zombie on his turn.

Attack: 1d20 + 7 ⇒ (6) + 7 = 13
Damage: 1d10 + 4 ⇒ (1) + 4 = 5


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 1 Init 20

This sudden source of light changes things here. Morgan's right. Wait. Watch. Horster gives his rapier a squeeze and waits for the zombies to approach. Damn I need to piss!

Readied action: If zombies approach within Horster's reach, he attacks from behind his corner.

Attack: 1d20 + 5 ⇒ (10) + 5 = 15
Damage: 1d4 ⇒ 1 + Possible sneak attack: 1d8 ⇒ 1


Spoiler:
spellcraft: 2d20 ⇒ (8, 2) = 102d20 ⇒ (3, 9) = 12

From the rear of the zombies, a voice commands 'Halt'
The zombies halt short of the hall and the uttering of spells is heard down the hall.
Ozzy determines the spells to be cast are a blessing on evil and a bane on good.
If you fail Will DC 14 then Each affected creature takes a -1 penalty on attack rolls and a -1 penalty on saving throws against fear effects.

The movement of mailed figures can be heard. The temporary glimpse of a black robe is seen.

Round 1
Morgan
Horster
Kelgan
Enemy 2
Mit'l
Crom
Theorn
Ozymund

Zombies


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*

Round 1 - Initiative 22 (held action)

When she spies the black robed man, Morgan looses her arrow at him.

Ranged Attack, precise, point-blank: 1d20 + 6 ⇒ (16) + 6 = 22

Damage: 1d6 + 1 + 1 ⇒ (2) + 1 + 1 = 4


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 channels positive energy to damage undead … should get them all.

Channel Positive DC 10: 1d6 ⇒ 6


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 also unleashes his attack on the black-cowled figure, casting another bolt of energy at the unknown enemy.

Magic Missile: 1d4 + 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

Will: 1d20 + 2 ⇒ (8) + 2 = 10


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

Thought I'd done a Will, but guess not ...

Will Save: 1d20 + 4 ⇒ (1) + 4 = 5

Niiiice ....


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

"Mit'l, could you ask you Vathris to bless us? Looks like we'll need 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

oops..sorry forgot my will save! 1d20 + 3 ⇒ (15) + 3 = 18


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*

Will Save: 1d20 + 1 ⇒ (20) + 1 = 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)

Will Save: 1d20 ⇒ 19

Round 1 action described above.


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

Given knowing that about channel can Mit'l retcon to move into Crom's space prior to channeling?


Ex-Dwarf (RIP)

will save: 1d20 + 5 ⇒ (2) + 5 = 7

-1 to attacks, -1 to saves v. fear.

Gritting his teeth as the evil enchantment washes over him, Kelgan steps up and swings his axe at the nearest zombie.

power attack, bane: 1d20 + 3 - 1 - 1 ⇒ (6) + 3 - 1 - 1 = 7


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 whispers to those closest to him.

Morgan, Ozmund:
"I still have the potion of invisibility. I could use it to sneak up on the evil priest and stab him from behind. It might take him by surprise for a while, but I'll need back-up once he sees me again. Just a little distraction... What say you?"


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 nods, and whispers back

Hoster, Ozmund:

"Be careful, that potion may hide you from the priest, but I don't think zombies see the way people do. I'll do my best to cover you."


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

"Let's whittle down a few more zombies before..."


zombie hp/save: 2d8 + 3 ⇒ (1, 3) + 3 = 71d20 ⇒ 9
Crom finishes off a zombie weakened by Mit'l's channeling.

The priest takes two shots, a magic missile and a mundane one. An evil spell is cast upon him and his wound slowly closes with a black crust.

spellcraft DC 16:
Infernal healing

After Mit'l invokes his powers, a black robe figure step up and invokes his magic--evil energy knits some of the wounds of the undead.
channel: 1d6 ⇒ 2
The two dwarves draw an attack of strong, stinking undead.
Crom/Kelgan: 6d20 ⇒ (15, 4, 1, 16, 13, 6) = 55
Kelgan is barely hit by a hammer of hands. damage: 1d6 + 4 ⇒ (2) + 4 = 6

Round 2
Morgan
Horster
Kelgan

Enemy 2
Mit'l
Crom
Theorn
Ozymund
Zombies


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

spellcraft: 1d20 + 3 ⇒ (17) + 3 = 20


Ex-Dwarf (RIP)

Kelgan lashes out at the walking corpse to his right.
attack, bane: 1d20 + 2 ⇒ (20) + 2 = 22
confirm: 1d20 + 2 ⇒ (10) + 2 = 12
damage: 1d10 + 2 ⇒ (3) + 2 = 5


zombie save: 1d20 ⇒ 16
starting hp: 2d8 + 3 ⇒ (7, 4) + 3 = 14
Kelgan hits the zombie that resisted the divine burst of good.
xtra damage: 1d10 + 2 ⇒ (5) + 2 = 7
With his massive hit he still hold on to unlife.


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

Spellcraft: 1d20 + 8 ⇒ (15) + 8 = 23

Ozmund again unleashed a shimmering azure dart at the robed figure.

Magic Missile Damage: 1d4 + 1 + 1 ⇒ (3) + 1 + 1 = 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*

1d20 + 3 ⇒ (17) + 3 = 20


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 2 Init 20

Move action: Move to AX80
Standard action: Attack zombie at AW79
Active effects: Bane

Attack, Bane: 1d20 + 5 - 1 ⇒ (8) + 5 - 1 = 12
Damage: 1d4 ⇒ 2

Horster gives Kelgan a hand and swipes at the zombies nearest him.

Mit'l, any chance you have Bless prepared? It would get rid of this Bane...


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)

On his turn Crom will attack the Zombie in front of him.

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

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