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

"Subterfuge could work, be we have no working knowledge of their rituals. Plus they've seen what we look like. I don't see us getting close enough to strike. Wish we could somehow lure the orcs into being the diversion...

"Either way, we're here to get Morgan and Ozmund out. I could try cutting them loose. Maybe the gnoll will lend a hand..."

DM, since we know the layout of the room, could we please have the map updated to figure out a strategy?


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

That looks bad ... if we could heal and free the three of them quickly we could really help the odds. It really seems like they would be expecting us too. Maybe we could talk to them. :)


Map should be updated


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

"Who's up for checking the two side rooms before tackling this big one? We might find something to give us more options..."


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 at Horster, "Why not."


Undead creatures seem to be eerily quiet as you open the nearest set of double doors to the evil chapel with the black and red altars.

There are four files of the undead here, two of 5 skeletons each, two of 5 zombies each. The former face south, the latter north. They seem to be positioned to efficiently file out of the two doors.

DM:
1d20 + 7 ⇒ (17) + 7 = 24

DC 24 Perception:
No take 20--the unmistakable sound of high leather boots, probably from the orcish sentries, is heard down the hall away from the evil chapel.


Ex-Dwarf (RIP)

"Lets not go in here if we don't need to..." Kelgan whispers.

perception: 1d20 + 2 ⇒ (12) + 2 = 14


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 whispers to the others, "Bar the doors so that the undead can't reinforce the priests."

Crom will stick a hand axe through the double door handles if possible.


Crom puts an axe in the door handles, it should hold for a while.


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

Perception: 1d20 + 8 ⇒ (13) + 8 = 21 DC24


A few robes are found in the priest's quarters. But, with all the priests in the temple, they may notice an increase in their numbers.

You wonder if they will make good on their threat to turn their prisoners into undead warriors.


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, maybe you and Kelgan could keep em busy and I could sneak in and free the gnoll and the others. Mit'l could cover? We've got to act!"


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

"Freeing and healing the others is our only chance ... today is as good as any to die ..."

" ... well, tomorrow would be better ... but I'm not particular."


Ex-Dwarf (RIP)

"What say Crom and I rush in, hack a couple, and see who follows us out. You and Mit'l, Horster, wait for that withdrawal and head in to deal with what's left - by stealth, if many remain, or however you see fit. What say ye?"


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

"we have to stay spread out so they can't channel all of us at once, and keep them from realeasing the horse of undead"


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'm going straight for Morgan, Ozmund and the gnoll - once their ropes are cut I'll join the battle. Let's go." Horster wipes his sweaty palms on his trousers and then draws his dagger - making sure his rapier is well within reach should the occasion arise.


Ex-Dwarf (RIP)

"Very well, then, let's gather at the front door. Crom, ready for some axe-work?"


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

"Wait ... anyone want to be Enlarged ... it's all I have left ... if not, I will enlarge myself ... with this spear I'll be able to hit foe from across the room. Again, more than happy to give someone else a boost."


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 my small size would come in handy with sneaking about, so I'll pass. And once again, just to make sure, is everyone fine with loosing the gnoll's bonds?"


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

"Yes, he'll likely focus on the priests, mostly ... or just run ..."


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 pulls out his axe and nods at Kelgan, "I'm ready, let's go."

Speaking to Mit'l, "I'll take the enlarge spell. I want to bury my over sized axe in that priest's head."


As soon as the party enters the place, black candles in eight great candelabras on either side of the place come alight magically, shooting forth a disgusting red radiance. Shapeless forms of purple, yellow and green will dance and sway on the western wall.

The forces of evil pause at the interruption.


Ex-Dwarf (RIP)

Kelgan nods a quick yes to Horster, then readies himself.

When they enter, he bellows "CHARGE!", and suits actions to words.

I'll wait for initiatives to act. I'm assuming this all happens right after the Enlarge goes off...


INITIATIVE
Horster: 1d20 + 3 ⇒ (11) + 3 = 14
Crom: 1d20 + 2 ⇒ (2) + 2 = 4
Mit'l: 1d20 + 2 ⇒ (9) + 2 = 11
Kelgan: 1d20 + 0 ⇒ (9) + 0 = 9
Enemy 1: 1d20 + 1 ⇒ (7) + 1 = 8

Initiative
Horster
Mit'l
Kelgan

Evil
Party


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 tries to make as many steps as possible in the split seconds it took the priests to notice the intrusion.

Move+Std action: Move 8 square to AG13
In hand: dagger


Ex-Dwarf (RIP)

Assuming starting from AM18, Kelgan will charge the acolyte in AE17.
AC will be 18 until the start of his next turn.

charge attack, power attack: 1d20 + 3 ⇒ (19) + 3 = 22
power attack damage: 1d10 + 4 ⇒ (9) + 4 = 13

Finally, the dawrf's axe strikes home with dangerous authority, cleaving down into the robed figure's shoulder.


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 Will back up Horster to try to allow him to untie the others.


The group realizes that the lighting candelabras may have made surprise difficult. Horster moves to the altars as Mit'l backs him up and Kelgan splatters an acolyte, cutting deeply through armor.

The priests seem to rise to action, the seated priests rise up from their well made chairs. The gong begins to sound as the high priest points to it and mumbles some words.

The high priest gestures, and three bodies arise as rag dolls behind the chairs of the priest. The familiar spell of both a blessing for evil and a bane against good are intoned by three of the priests. Four of the acolytes move forward as they ready weapons from beneath their robes, they look like maces. Mit'l and Crom recognize the bane and blessing of evil as spells to hamper the enemies and bolster evil minions and worshippers.

One of the priest gestures and a black blast arcs toward Kelgan, but misses him.
touch: 1d20 + 2 ⇒ (1) + 2 = 3

Fail one of two Will Save DC14:
Bane fills your enemies with fear and doubt. Each affected creature takes a -1 penalty on attack rolls and a -1 penalty on saving throws against fear effects.

The high priest looks menacing in the shadows in his dark robes. "You dare to enter the Dark Sanctum!!??"

Party is up

Horster recognizes the manacles as common chains, they will take a little undoing to open.
DC10 Disable Device to unlock, -2 if a dagger or piercing weapon is used as an improvised tool


Ex-Dwarf (RIP)

will save 1: 1d20 + 7 ⇒ (7) + 7 = 14
will save 2: 1d20 + 7 ⇒ (14) + 7 = 21

Kelgan stubbornly set his jaw as the evil spells washed over him. Enough is enough! he thought, angrily, refusing to surrender to the dread and hopelessness.

Grimly, he steps forward and to his right, turning to strike at the wounded acolyte again.

attack: 1d20 + 3 ⇒ (13) + 3 = 16
damage: 1d10 + 2 ⇒ (7) + 2 = 9

If the first acolyte dropped, naturally, he'll hit the other one


M Gnome Sorc 3 | AC w/mage armor 17 T 13 FF 14 | CMB -1 CMD 11 | HP 15/21 | F +3 R +3 W +3 | Init +6 | Perc +4

Separated from his group Lorcan realizes he is lost. He renews his Mage armor and moves towards the sound of combat. Moving with stealth and staying in the shadows a small gnome enters the room, assessing the situation. Once he sees that a fight is taking place he swings into action, trying to help those that look like they might be from the keep.

Stealth: 1d20 + 6 ⇒ (18) + 6 = 24

I understand the room is well lit, right? I think I found you on the map.

Lorcan moves in and blasts some evil looking priests with a blast of colors.

DC16 Will save or bad things will happen to them…


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 1

Effects: Enlarge Person

Will Save: 1d20 ⇒ 14
Will Save: 1d20 ⇒ 20

Crom will charge the nearest priest if possible (I'm not sure where his starting position was).

Attack: 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 2d8 + 4 + 1 ⇒ (3, 8) + 4 + 1 = 16


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 risks getting hit by the acolyte in front of him and moves to free the gnoll.

Move action: move to AE114 risking an AoO
Std action: unlock gnoll's bonds using the dagger

Disable device: 1d20 + 9 - 2 ⇒ (1) + 9 - 2 = 8

Will save: 1d20 + 2 ⇒ (9) + 2 = 11
Will save: 1d20 + 2 ⇒ (5) + 2 = 7


Save Will x2: 1d20 + 4 ⇒ (15) + 4 = 191d20 + 4 ⇒ (14) + 4 = 18


Kelgan continues his accurate and devastating swings, cutting through the armor of two acolytes as if they were butter. Mit'l stabs an acloyte savagely bringing him down. The novice priests collapse to the ground. Lorcan sprays two acolytes, but the power of their will seems a bit more than goblins and the spell does not affect them. Crom rushes the priest, and his swing is deflected by the priests shield at the last minute. If things couldn't get any worse, Horster is unable to open the locks on the gnoll.

Two zombies and a priest and the acolyte swing at Crom with maces and zombified arms of amazing strength.
Zombiex2,acolyte,priest: 4d20 ⇒ (7, 6, 3, 17) = 33

The high priest draws a staff carved of black ebony with red ruby eyes and casts an evil invocation at Crom. He resists the dread paralysis that tries to hold his body frozen.

Crom fail DC14 Will save:
You are paralyzed, but can make a will save as a std action each round

One acolyte point atHorster, producing grisly holy symbols and intoning a dark god. They attempt to resist the fear in of the dark god in the sanctum.

Horster Fail Will DC13:
You are frightened for [dice1d4[/dice] rounds

Horster Make Will DC13:
You are shaken for 1 round

Perception DC20 -- DC15 for Lorcan:
You notice two sentries taking cover and trying to hide in the shadows on either side of the entrance.

Crom takes a mace blow 1d8 + 2 ⇒ (1) + 2 = 3 Bludgeoning

Crom has an AoO coming even if he fails his save.

The priest by Crom backpedals and produces a scary holy symbol and tries to make him afraid. Crom has DC13 will as Horster -- read his spoilers if you fail your save -- Fail both and you are too paralyzed to scream or run

Party is up -- Bad die rolls continue.


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

Bah ... somehow I posted in the discussion thread ... here it was ...

Will 1 and 2: 1d20 + 5 ⇒ (15) + 5 = 201d20 + 5 ⇒ (9) + 5 = 14

Status:

Mit'l stabs at AF13

Attack: 1d20 + 4 - 1 ⇒ (18) + 4 - 1 = 21
Damage: 1d8 + 4 ⇒ (6) + 4 = 10

"Who keeps corpses lying around behind their thrones ... that's just wrong!"


Having taken out three of the younger priests, the heroes bravely try to resist the forces of evil in their own dark sanctum. The bell continues to toll, but who does it toll for. Does it toll for thee? The banging of doors is heard behind you, but so far they continue to hold.
Force door: 1d20 ⇒ 15


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 steps forward and jabs at AE 12.

Attack: 1d20 + 4 - 1 ⇒ (7) + 4 - 1 = 10
Damage: 1d8 + 4 ⇒ (5) + 4 = 9

"Bah ... what is with this dungeon!?"


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 Save DC13, (+2 against fear effects): 1d20 + 2 + 2 ⇒ (14) + 2 + 2 = 18

Horster slips his dagger into his belt and has another go at the gnoll's shackles with his thieves' tools.

Disable device: 1d20 + 9 ⇒ (6) + 9 = 15


Ex-Dwarf (RIP)

Kelgan stomps toward the thick of the fight as quickly as he can, trying to distract some of the opponents so that Crom can land a telling blow.

Double move to AA14, coming from Ab15 so as to avoid AoO. With Crom's new reach that should set up flanking for the zombie in AB115.

Out of the corner of his eye, Kelgan sees the bright flash of color, and notices the gnome for the first time. What? Gnome? How...who?


M Gnome Sorc 3 | AC w/mage armor 17 T 13 FF 14 | CMB -1 CMD 11 | HP 15/21 | F +3 R +3 W +3 | Init +6 | Perc +4

Perception: 1d20 + 4 ⇒ (18) + 4 = 22

Catching sight of the orc sentries but not being sure of who they might fight, the gnome calls out We have 2 orcs at the door! He moves up and attempts to daze the priest a Z14.

DC 14 will save. That is at least 4 will saves in a row you have made for my color sprays
GM Tribute. Your luck seems to be holding, against me anyway.


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

Welcome to the group Lorcan and now you know how I felt!! Those darn orcs and goblins were alwys saving against my sleep spells..lol!!


M Gnome Sorc 3 | AC w/mage armor 17 T 13 FF 14 | CMB -1 CMD 11 | HP 15/21 | F +3 R +3 W +3 | Init +6 | Perc +4

I do have a request - please make sure your hit points are accurate in your bar. Lorcan can do some range healing IF you are good. If someone looks hurt he may try that.


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: 1d20 ⇒ 16

AoO versus a priest.

Attack: 1d20 + 7 ⇒ (7) + 7 = 14
Damage: 2d8 + 5 ⇒ (2, 7) + 5 = 14


Botting Crom to move action along

Crom will fear: 1d20 ⇒ 5
After failing to penetrate the priests armor, Crom resisted the paralysis but retreated from the room in a rush panicked by magical fear.
Two acolytes swing as he passes. AoO: 2d20 ⇒ (4, 20) = 24confirm: 1d20 + 2 ⇒ (18) + 2 = 20
He takes a nasty shot from one to the large artery in his leg. damage: 2d8 + 2 ⇒ (6, 1) + 2 = 9
Crom 14/27hp

The priest attempts to resist the magic of Lorcan and avoids the minor magic.
Will: 1d20 + 5 ⇒ (14) + 5 = 19
An acolyte and the three zombies attack Kelgan. One arm misses his head and hits his torso.
zx2,flanked: 4d20 ⇒ (20, 3, 13, 1) = 371d20 ⇒ 1damage: 1d6 + 4 ⇒ (4) + 4 = 8
The high priest and two priests cast and attempt to use grisly magic from their nasty totems to scare Kelgan, Horster and Mit'l.
Kelgan, Horster and Mit'l try to resist the fear DC13 Will

The priest you faced before takes out a scroll and reads it and his mace glows with magical light. The gnoll is freed from his chains and looks afraid of the onslaught. "Run!!" the gnoll says in common.

Acolyte vs Horster: 1d20 + 2 ⇒ (13) + 2 = 151d8 + 1 ⇒ (8) + 1 = 9 Horster dodges a nasty mace swing.

Party up - Crom will continue to escape -- 3 Will saves (-1 if effected by bane)

The party watched the priest advance, emboldened by Crom's retreat. They expended their spells of fear attempting to drive off the invaders. In the back of the room, the orc sentries continue to observe the fight. The orcs seem to be using hand signals, possibly to each other.


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

Will: 1d20 + 5 - 1 ⇒ (7) + 5 - 1 = 11 Bah!

"The Gnoll is right ... run!!"


Ex-Dwarf (RIP)

will 1: 1d20 + 7 ⇒ (4) + 7 = 11
will 2: 1d20 + 7 ⇒ (11) + 7 = 18
will 3: 1d20 + 7 ⇒ (9) + 7 = 16


Oops one will save for each -- One for Mit'l one for Kelgan and one for Horster


M Gnome Sorc 3 | AC w/mage armor 17 T 13 FF 14 | CMB -1 CMD 11 | HP 15/21 | F +3 R +3 W +3 | Init +6 | Perc +4

Not convinced its a route yet and not wanting to leave prisoners fixed to the altars Lorcan moves up and color sprays the priest and acolyte.


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 steps over to Ozmund's shackles and has a go at loosing 'em.

Disable device: 1d20 + 9 ⇒ (5) + 9 = 14

Will save (+2 against fear; -1 bane): 1d20 + 2 + 2 - 1 ⇒ (10) + 2 + 2 - 1 = 13


Horster frees the unconscious wizard. Kelgan, Mit'l and Crom run to the exit. Lorcan sprays more evil priests with a spray of colors. The senior priest falls, the acolyte resists.

Will Priest/Acolyte: 2d20 ⇒ (4, 20) = 24

Kelgan draw two ineffective attacks in his retreat to the door. As the group runs to the door, they see a mass of orcs, including a chief in heavy armor blocking their retreat. The orcs steady themselves to receive the fleeing group as the chief shouts: "Stop your panic dwarves. The fight is that way."

Crom, Mit'l and Kelgan do not listen, intent on retreating out of the sanctum of evil.

AoO Kelgan: 2d20 ⇒ (9, 15) = 24

Two zombies attack the gnome and one the rogues.

zombies vs Lorcan: 1d20 + 5 ⇒ (14) + 5 = 191d20 + 5 ⇒ (17) + 5 = 22 Zombie vs horster: 1d20 + 5 ⇒ (15) + 5 = 201d4 + 4 ⇒ (4) + 4 = 8
damage vs Lorcan: 2d6 + 8 ⇒ (1, 6) + 8 = 15

The evil high priest gestures and he begins to get very strong. Two of the priests attack the retreating giant Crom, but they cannot penetrate his armor.
attack: 2d20 ⇒ (11, 6) = 17

The high priest seems to be surprised to see the orc tribe gathered outside of the cave. He throws back his robe to reveal an intimidating mask of black and red and tattooed arms. He makes a shooing gesture with his arms.

Lorcan falls and Horster takes a hard shot. An acolyte moves to the unconscious gnome and grabs him.

The bottleneck at the door is confusing as the orcs restrain the three fleeing figures and they eventually resist the fear cast upon them. The orcs nod to the trio of Mit'l, Kelgan and Crom.
The chief speaks solemnly:"You can take your shot first. If you fail, we will make sure you do not become like those."
The chief indicates the zombies shambling towards the group.

Horster has another action
The group considers their options, between the advancing priests and orcs.

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