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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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

Reflex: 1d20 + 3 ⇒ (17) + 3 = 20

Reflex: 1d20 + 3 ⇒ (13) + 3 = 16

The little gnome nimbly dodges the caltrops. He touches his friend Ozmund healing him slightly.

Heavenly Fire: 1d4 + 1 ⇒ (1) + 1 = 2


Ex-Dwarf (RIP)

Dagnabbit...lost a post.

reflex 1: 1d20 + 1 ⇒ (1) + 1 = 2
refelx 2: 1d20 + 1 ⇒ (4) + 1 = 5

Kelgan gives a high-pitched howl and a low gravelly curse as the caltrops do their work.

Despite his own pain, Kelgan does his best to cover the elf with his shield.


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)

Ref: 1d20 + 3 ⇒ (7) + 3 = 10
Ref: 1d20 + 3 ⇒ (4) + 3 = 7

Crom ducks underneath Ozmunds disk of force. "Bloody elves!"


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

Before getting too close to the elves above, Mit'l channels ...

Channel: 1d6 ⇒ 1

aaaand, again ...

Channel: 1d6 ⇒ 3


As Mit'l channels again, some smaller metal plates, pots and cutlery descend in a lethal barrage. The objects continuing their descent of over 800' seem to be dangerous as they pelt the group again.

Reflex saves, Shield or shield spell +4 to save, if not, Ozzy's shield provides +2 bonus to others.

Failed two REF DC 15 saves:
4d6 ⇒ (2, 6, 5, 6) = 19 damage

Failed one of two REF DC 15 saves:
9 damage

Failed none of two REF DC 15 saves:
You deftly avoid andy damage

elf: 2d20 ⇒ (6, 9) = 15
The elf girl lies motionless as she is struck by a barrage of what appears to be a part of two field mess kits.


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*

First Reflex Save: 1d20 + 5 + 4 ⇒ (16) + 5 + 4 = 25

Second Reflex Save: 1d20 + 5 + 4 ⇒ (6) + 5 + 4 = 15

Morgan barely manages to knock a second barrage of camping equipment aside with her buckler.

"Drag her under the disk," she shouts, nodding toward the elf. " These sons'a doxies are gonna end up killin' her!"


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

How fast is the elevator?

Reflex Save: 1d20 + 5 ⇒ (15) + 5 = 20

Reflex Save: 1d20 + 5 ⇒ (19) + 5 = 24

Dodging the missiles Lorcan pulls and reads a scroll of shield.


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

reflex: 1d20 + 2 + 2 ⇒ (12) + 2 + 2 = 16
reflex: 1d20 + 2 + 2 ⇒ (16) + 2 + 2 = 20

"Thanks for the shield ... at least when she dies we can hold her above us!"

Mit'l times a bless to go off when we near the top.


Ex-Dwarf (RIP)

rfx1: 1d20 + 3 ⇒ (4) + 3 = 7
rfx2: 1d20 + 3 ⇒ (3) + 3 = 6

Holding his shield over the elf, Kelgan is struck himself.

+4 hp form channels to 16, -19 from falling objects...

The last iron pot clangs heavily on the dwarf's helmet, and he tumbles to the floor of the elevator.

stabilize: 1d20 + 1 - 3 ⇒ (6) + 1 - 3 = 4

Dying...


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

Reflex 1: 1d20 + 3 ⇒ (15) + 3 = 18
Reflex 1: 1d20 + 3 ⇒ (11) + 3 = 14

Ozmund also removes a scroll and reads its contents. Another shield-like barrier hovers over the heads of the party, hopefully creating a barrier to stop the rain of debris on them.

Current HP: 14/23


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

Ozmund, I think we were all getting +2 if not better to this most recent save. If so then your second save was successful.


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..missed that! Thanks Lorcan!

Current HP: 23/23


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

Second wave
Ref save 1: 1d20 + 7 + 1 + 2 ⇒ (4) + 7 + 1 + 2 = 14
Ref save 2: 1d20 + 7 + 1 + 2 ⇒ (10) + 7 + 1 + 2 = 20

"This is bloody ridiculous!"


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)

Ref: 1d20 + 3 + 4 ⇒ (1) + 3 + 4 = 8
Ref: 1d20 + 3 + 4 ⇒ (15) + 3 + 4 = 22

Crom huddles under his shield, plotting his vengeance.


if a rogue makes save 1 -- no damage at all

The elevator is almost flush with the wall to avoid mishaps.

A barrage of 12 wine bottles impacts shattering the area with glass as the elevator is about a third of the way up.
damage: 4d6 ⇒ (6, 4, 2, 6) = 18
2ref15 saves 1 save for half 2 for no damage
elf: 2d20 ⇒ (3, 16) = 19


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*

Reflex Save: 1d20 + 5 + 4 ⇒ (18) + 5 + 4 = 27

Reflex Save: 1d20 + 5 + 4 ⇒ (4) + 5 + 4 = 13

Morgan snarls as fragments of shattering class cut her skin.

"Bloody Beasts of the Abyss. I am going to gut them!"


So, no reflex save for the unconscious? DO I have that right?


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

Ah, here is the wine we needed.

Reflex Save: 1d20 + 7 ⇒ (5) + 7 = 12

Reflex Save: 1d20 + 7 ⇒ (20) + 7 = 27

Dodging the best he can Lorcan still gets hit with shattering glass. He uses his Heavenly Fire ability on himself to heal some of the damage.

Heavenly Fire: 1d4 + 1 ⇒ (2) + 1 = 3


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)

Ref Save: 1d20 + 3 + 4 ⇒ (8) + 3 + 4 = 15
Ref Save: 1d20 + 3 + 4 ⇒ (13) + 3 + 4 = 20

Crom nimbly dodges the falling bottles. A flashes a vulgar gesture at the elves.


Ex-Dwarf (RIP)

before the second drop:
Stabilizing check
1d20 - 4 ⇒ (5) - 4 = 1

now at -6. No reflex save for the unconscious, I believe, so that puts Kelgan at -24 and really most completely dead.

Feel free to check my math...


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

wave 3

Reflex save: 1d20 + 7 + 1 + 2 ⇒ (18) + 7 + 1 + 2 = 28

Kelgan, I'd say it depends on the DM's rule, but you should get a reflex save with DEX 0, so DEX mod -5. A high roll might still see you through some of the damage, but it's not looking pretty.

"M'til, can you channel anymore?!", shouts Horster, seeing Kelgan badly cut up.

How long would it take Horster or Morgan to scurry up the walls and distract the bandits?


The unconscious I think get a -5 dex for REF saves -- so we can see. Was in DC on travel.

You figure your climbing would be much slower than the magical elevator.

Crom gives the elf and gnome a vulgar gesture, and they drop another dozen wine bottles down the shaft. "I guess working together is not possible."the dark elf say. After the last volley, there is quiet for the last minute as the elevator rises.

damage last volley: 4d6 ⇒ (6, 1, 4, 5) = 16
2x Ref for none, one for half, rogue first save is sufficient for no damage

As the elevator arrives at the top, a single bottle is on its side. It probably rolled aside rather than make it down the well.

Link to Label

You consider a retreat to the magic chapel where Lorcan was raised.


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*

Reflex Save: 1d20 + 5 + 4 ⇒ (4) + 5 + 4 = 13

Second Reflex Save: 1d20 + 5 + 4 ⇒ (4) + 5 + 4 = 13

As the elevator comes to a stop, Morgan lowers her shield. Her hand clenches white on the hilt of her sword. She is covered in bloody gashes and drenched in wine. She shakes visibly; either from the wine burning her wounds, or from sheer rage is unclear.

"Work with us?!? You backstabbin' pointy-eared, mushroom-lickin'...


Ex-Dwarf (RIP)

unconcious reflex 1: 1d20 - 4 ⇒ (12) - 4 = 8
unconcious reflex 2: 1d20 - 4 ⇒ (9) - 4 = 5

So, the battered dwarf wanderer does indeed take the pelting from the second round of dropped objects, putting him in line for the Boneyard.


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'm all ..."
reflex: 1d20 + 2 + 2 ⇒ (12) + 2 + 2 = 16
"... out of any ..."
reflex: 1d20 + 2 + 2 ⇒ (18) + 2 + 2 = 22
"...channels!", yells Mit'l as he gazes up and dances from side to side.

Mit'l dodges the falling debris. He looks around to see who is critical casting cure light wounds instead of bless if it looks necessary.

Who's critical ... besides Kelgan who is a tad more than critical.


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

Reflex Save: 1d20 + 7 ⇒ (5) + 7 = 12

Reflex Save: 1d20 + 7 ⇒ (7) + 7 = 14

Lorcan is blasted with flying glass and takes a direct hit to the head. He falls bleeding.

Stabilize: 1d20 + 1 ⇒ (7) + 1 = 8


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

Reflex save: 1d20 + 7 + 1 + 2 ⇒ (15) + 7 + 1 + 2 = 25

Horster bends down over Kelgan, closing the dwarf's eyes with a bloody hand. After a moment's silence, he drags the body off the lift and proceeds to go through his pockets...


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)

Ref: 1d20 + 3 ⇒ (5) + 3 = 8
Ref: 1d20 + 3 ⇒ (20) + 3 = 23

Crom staggers under the blow of the last bottle, but remains standing.

"Kelgan, my friend ... may you walk with the gods."


Having retrieved an intact wine bottle, you take the elevator back down. Some are injured, but you have the wand of healing.

Two are lost, the elven girl was unable to dodge the attack. All elves are not nimble it turns out.

The wine bottle would surely help out. When poured into the mouth, the statue says "GrapeMash!!" and a portcullis opens. It is the portal to the south.


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

Sorry for delay..work getting frantic..will calm down after this weekend

Reflex Save: 1d20 + 7 ⇒ (12) + 7 = 19
Reflex Save: 1d20 + 7 ⇒ (11) + 7 = 18

Climbing out from under the layers of magic, Ozmund shakes the shards of glass from his robe and sadly moves off with the others.


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

Did Kelgan have any useful potions or wands on him? I'm happy to bury him with his weapons and in his armour out of respect, but expendables would certainly help the party.


Kelgan had 2 acid and 2 oil flasks, but that is about 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)

On the elevator ride back down, Crom binds his wounds. "Mit'l, can you use the wand to heal us?"

Upon seeing the open portcullis, Crom boldly steps through into the corridor beyond.

Perception: 1d20 + 2 ⇒ (15) + 2 = 17


There are three alcoves with an archway labeled one, two and three to step through as well as the way back.


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 back at the others and shrugs, "One is as good as the others."

He steps through archway number one.


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*

"We should get ourselves patched-up, Crom, or we will be joining Kelgan in the Boneyard," Morgan says, her voice tinged with sadness.

She clears her throat and addresses the group. "Can anyone work that wand?"


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 to use the wand.

Everyone heal yourselves 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 basks in the warm light of the wand as it heals his wounds.

CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (6) + 1 = 7


The healing of the wand is used to fix up wounds before you step in the alcove with three numbered arches, one to three.


Unsure how to proceed, you withdraw to the main room.


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 takes a few moments to carefully examine the floor before each arch, looking for signs of recent passage.

Track, Survival Check: 1d20 + 10 ⇒ (13) + 10 = 23


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 step into each alcove and will search it for secret doors.

Perception: 1d20 + 2 ⇒ (9) + 2 = 11
Perception: 1d20 + 2 ⇒ (17) + 2 = 19
Perception: 1d20 + 2 ⇒ (6) + 2 = 8


Each alcove seems to have a magic barrier like the ones that have teleported you before. No tracks are found, the place has not been disturbed for days.

Crom considers walking through a magic alcove most probably triggering teleportation magic.
You can note which number you choose


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 closes his eyes and steps through number one.


Crom:
Crom finds himself in another room almost identical, except there are four alcoves now numbered one to four


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)

GM:
Crom searches the new area but carefully avoids stepping into another alcove. He patiently waits for the other party members to step through the alcove to join him.

Perception: 1d20 + 2 ⇒ (20) + 2 = 22


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

Thinking he party is better off together than separated Lorcan follows Crom, motioning for the other to do likewise.


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*

With a sigh of resignation, Morgan follows Lorcan through the arch.


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

To Morgan as she passes through, "Uh ... poke your head back out here if you aren't dead after going through ..."

Mit'l waits until someone pokes there head back out before following them in.


Mit'l awaits.

Crom, Lorcan, and Morgan:
You are in a room with alcoves numbered one to four.

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