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*

GM Tribute:

Do I know which arch I stepped out from, or did I appear in the middle of the room?


Crom, Lorcan, Morgan:
You have a feeling that you have no idea which arch leads back, if any do. Like many teleportation devices, this may be one way.


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

Well, I fear we are lost. I suggest we start leaving markings in these halls and try to construct a map. He pulls a dagger and begins to number the arches by scratching the walls next to them. He will also leave a copper piece where they came out.


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've got some chalk if you want to spare your knife from being blunted, Lorcan"


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 stands waiting ... they could all be dead ... or just not be able to come back ... most teleportation devices are one way after all ...


crom + others:
The room is chalked with a copper leading where you appeared from, to alove 1.


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

Ok. I have everything marked as best I can. Lets explore. Lorcan says indicating to Crom to choose a path.


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 scratches his head, "There must be a method for picking tha alcove numbers. Any ideas?"

If not Crom picks number 1 again.


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*

"At this point, everything's a guess. May as well see where it goes," Morgan says nodding toward the first arch.

"At least, if we take the same arch each time, we won't have to try and remember which one we went through."


Crom, Morgan, Lorcan and Horster appear on a slightly raised platform in what appears to be an arena with deserted seats around it. Across from them are five angry orcs on their own raised platform.

Arena in top left on spreadsheet 1000 ft below surface

The orcs are equipped with javelins and great axes and wear studded leather armor. The party has the jump on the orcs.

INITIATIVE
Morgan: 1d20 + 3 ⇒ (18) + 3 = 21
Horster: 1d20 + 3 ⇒ (9) + 3 = 12
Crom: 1d20 + 2 ⇒ (14) + 2 = 16
Mit'l: 1d20 + 2 ⇒ (8) + 2 = 10
Lorcan: 1d20 + 2 ⇒ (8) + 2 = 10
Enemy 1: 1d20 + 1 ⇒ (7) + 1 = 8

Party
orcs


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*

"Is this real? Did we get teleported into an arena?"

Will Save, disbelieve: 1d20 + 2 ⇒ (4) + 2 = 6

Morgan nocks an arrow, and fires if one of the orcs moves to throw a javelin at them.

(Readied Action, fire at first orc that attacks.)


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 get's anxious and steps through.

Mit'l looks around the empty room


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)

Keeping an eye on the orcs, Crom places a tentative foot down on the sand. If it feels solid, he cautiously moves towards the orcs with his weapon ready. "Stinking, green skin bastards!"


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 looks at the other exits, "Eeny, meeny, miny, moe ..."


The orcs unleash a volley of javelins at Crom.
5x: 5d20 ⇒ (19, 6, 15, 19, 16) = 75

The range and superior armor of the dwarves turns back the volley.

Mit'l begins to find his way to the fight, following the chalk directions will take a while.

Morgan fires and arrow as the move and is ready to fire again.

Party up, orcs moved -- party can place on platform


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 snarls and dives into melee.

Power Attack: 1d20 + 9 - 1 ⇒ (11) + 9 - 1 = 19
Damage: 1d10 + 4 + 2 ⇒ (10) + 4 + 2 = 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 follows Morgan's lead and lets an arrow loose.

attack orc(I7); point blank shot: 1d20 + 7 ⇒ (19) + 7 = 26
damage; PBS: 1d4 + 1 ⇒ (3) + 1 = 4


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*

"Keep shooting. I'm going to help Crom!" Morgan says to Horster, as she drops her bow, and draws her bastard sword.

She moves forward, slashing with the magical blade at the orc in the front rank.

Attack: 1d20 + 7 ⇒ (2) + 7 = 9


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

Previous Turn

Lorcan steps off the platform carefully moves up 15' ready to color spray any orc that gets within 10'

Current Turn

Lorcan steps up and color sprays the group, hitting all 5 orcs. Will Saves DC 16 or its bad for the orcs.


I guess that works

After defeating the orcs, you step on the north platform and find yourselves transported back to the starting gate. Retracing your steps, you find the chalk marks, take the first gate to a second room with chalk marks. The marks point to gate 4, which led to the arena. You consider the other three arches.

It has been suggested you may want to come up with a search strategy I can implement to save time.


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 am back..sorry for the unexpected absence, but the system seems to have decided to knock me out of this game.

Ozmund, who has been following silently all this time (no, really he has!) gives a cough and shuffles his feet.


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)

We'll use the chalk to mark each arch as we try it. When we circle back, we'll code each chalk mark with information on the destination, as best we can determine. Eventually we should be able to go through enough permutations to figure out the pattern.


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

So I guess the color spray handled the orcs then. Sorry to stealthe combat but they were all lined up for the spray. Heck they were standing in the template pretty much :) Any loot?


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

Did they run by Mit'l in that last post from Tribute? Or does Mit'l take door number Door: 1d4 ⇒ 4


Mit'l followed the chalk marks to join the group. Once again, at the intersection where the first alcove led to the arena, the group chooses an alcove, the second alcove this time, and finds themselves in the arena fighting six orcs with javelins and battle axes again.

The chalk marks show alcove one in the first room. An annotation that alcove one leads to the arena. Soon an annotation that alcove two leads to the arena will follow.

After an easy fight with Lorcan using another color spray, the orcs are defeated, you exit to the starting room, and find yourselves back in the second room.

Let us expend another color spray


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

Feel free to use up any of Ozmund's spells as needed to move us along this area!


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

Another color spray expended. 2 more first level spells remain to Lorcan for the day.


The incremental check of arches continues, and another trivial combat with orcs after passing through arch 3 causes another spell to keep them mostly at bay.

Arch four turns out to be the one to move to the next room, and four arches are available. Moving through the first arch, arch number one leads to the arena. This time the orcs are not to be seen.

In their place are two large spiders. The party has the jump on the spiders.
Party up

Morgan: 1d20 + 3 ⇒ (9) + 3 = 12
Horster: 1d20 + 3 ⇒ (13) + 3 = 16
Crom: 1d20 + 2 ⇒ (14) + 2 = 16
Mit'l: 1d20 + 2 ⇒ (13) + 2 = 15
Ozmynd: 1d20 + 2 ⇒ (13) + 2 = 15
Lorcan: 1d20 + 2 ⇒ (14) + 2 = 16
Enemy 1: 1d20 + 3 ⇒ (2) + 3 = 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 draws back her bow and looses an arrow.

Attack: 1d20 + 6 ⇒ (14) + 6 = 20

Damage: 1d6 + 1 ⇒ (6) + 1 = 7

"Chew on that, ya nasty, scuttling sack o' silk!"


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

Oz fires a magical missile at one of the spiders.

Magic Missile: 2d4 + 3 ⇒ (4, 3) + 3 = 10


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

Lorcan moves if needed for a clear shot and fires his crossbow at the spider closest to him.

heavy crossbow: 1d20 + 4 ⇒ (12) + 4 = 161d8 ⇒ 7

This room seems to repopulate each time we enter it. he comments.


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 to the nearest spider and attacks.

Power Attack: 1d20 + 9 - 1 ⇒ (11) + 9 - 1 = 19
Damage: 1d10 + 4 + 2 ⇒ (3) + 4 + 2 = 9


Morgan and Ozzy combine to take down a spider as Lorcan injures the remaining one. As it closes, Crom closes, but is unable to attack.

The last spider is wounded.

Group up, map 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

Horster takes a shot at the last surviving spider.

attack, point blank shot: 1d20 + 7 ⇒ (13) + 7 = 20
damage, point blank shot: 1d4 + 1 ⇒ (4) + 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*

Attack: 1d20 + 6 ⇒ (8) + 6 = 14

Damage: 1d8 + 1 ⇒ (5) + 1 = 6


A withering volley takes out the last spider.
I will implement the sequential search plaN unless someone objects.


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*

Works for me!


The second arch leads to a new set of four rooms. Choosing the first arch leads to the arena again. Instead of spiders, there is a group of dozen zombies waiting on the other platform. Their clothes in shambles, they move slowly. Slashing weapons are the preferred way to handle zombies from your previous dealings with them.

Party up


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

"Zombies", groans Horster as he stows his bow away, knowing he stands a better chance with his daggers. "Time to get these hands dirty..."

Horster draws both his daggers (double-wielding; slashing)


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 freezes for a moment after seeing the undead. Remembering his trauma from the Caves of Chaos, he shakes off the feeling of dread and unleashes a bolt of energy at the nearest monster.

Force Bolt: 1d4 + 1 ⇒ (4) + 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*

Morgan draws her bastard sword and steps down off the platform. She patiently waits for the shambling zombies to move closer.


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

Pulling a wand from his belt Lircan sends a bolt of magic at the zombie targeted by Ozmund.

Magic missile: 1d4 + 1 ⇒ (1) + 1 = 2


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 to Morgan's flank and waits for the zombies to enter melee range.


The zombies move forward, one is badly damaged by the two magic spells.

Party up


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*

As the zombies shuffle forward, Morgan moves quickly to her right, striking at the one on the leading edge of the group.

Attack with bastard sword: 1d20 + 7 ⇒ (14) + 7 = 21

Damage: 1d10 + 2 ⇒ (4) + 2 = 6


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 steps up and attacks a zombie.

Power Attack: 1d20 + 9 - 1 ⇒ (20) + 9 - 1 = 28

Damage: 1d20 + 4 + 2 ⇒ (7) + 4 + 2 = 13

Crit: 1d20 + 9 - 1 ⇒ (16) + 9 - 1 = 24

Damage: 1d20 + 4 + 2 ⇒ (14) + 4 + 2 = 20


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 fires another bolt of magic at the same, now wounded, zombie.

Forcebolt: 1d4 + 1 ⇒ (2) + 1 = 3


The magic fire takes down a zombie and Crom takes out a zombie. Moving somewhat slow, the ten remaining zombies move to surround Morgan. Two charging and missing badly. One is wounded by Morgan's huge cut.
chargex2: 2d20 ⇒ (4, 8) = 12

Party up - Morgan and Crom get AoOs before attacks as zombies move around Morgan

If two zombies aren't killed by AoOs, the last two move next to Crom


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*

Attack of Opportunity: 1d20 + 7 ⇒ (8) + 7 = 15

Damage: 1d10 + 2 ⇒ (3) + 2 = 5

Seeing herself surrounded, Morgan tries to dive between the advancing zombies and out of the circle surrounding her.

Acrobatics, untrained: 1d20 + 3 ⇒ (11) + 3 = 14

I color-coded my attempted movement for this round. I started in GREEN, attempting to tumble to YELLOW. If successful, I want to move to BLUE.


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)

AoO: 1d20 + 9 ⇒ (18) + 9 = 27
Damage: 1d10 + 4 ⇒ (2) + 4 = 6

Crom power attacks one of the zombies attacking Morgan.

Attack: 1d20 + 9 - 1 ⇒ (1) + 9 - 1 = 9
Damage: 1d10 + 4 + 3 ⇒ (2) + 4 + 3 = 9

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