Keep on the Borderlands Group 2 (Prettier 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


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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

Lorcan moves up and color sprays the top 5 goblins. Wiill save DC16 or its bad for them. Very bad.


Female Human Barbarian 1 || HP -5/16 || AC 13/Tch 9/FF 9 || F+6 R+1 W+3 || CMB +6 CMB 15 || Init +1 || Perc +5 || Rage: 6 rounds remaining

Meztli steps forward and slashes at the goblin nearest her.

Meztli vs. Goblin: 1d20 + 4 ⇒ (4) + 4 = 8
Damage (halberd): 1d10 + 3 ⇒ (1) + 3 = 4


Stats:
AC: 16; flatfooted: 15; Touch: 11 HP=12/12 CMD=12 Fort Save: +4 Ref Save: +2 Will Save: +6
Human Cleric 1

Seeing a space open up on the far side of the pit, Zoros take a few paces back then runs for the opening in the floor, leaping into the air as his foot hit the edge.

1d20 - 2 ⇒ (13) - 2 = 11


I am looking at the 15' templates that typically cover 6-7 squares. I can see spraying three, but not five. Can you detail the squared you hit Lorcan?


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 can't seem to change the colors of the sleep spell. And now I seem to have messed up the map trying. Basically it hits the three squares in front of him and then two to the left of those three. Looking now I guess it will miss the farthest one back. I'll keep playing with the map.


Link

Using the link above you can choose to shoot a 15 foot cone from your square = red dot


Whose turn is it?


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 seem to have slowed the game here I think. Maybe I got the shape of the cone wrong I am not totally sure.


OK, you would have to be in the space to the right to put that template down. I have put down the 'straight ahead' template.

WIll save goblin x3: 3d20 ⇒ (6, 8, 20) = 34

Turk: 1d20 + 4 ⇒ (18) + 4 = 221d6 + 3 ⇒ (4) + 3 = 71d10 ⇒ 5

Zoros leaps across the pit and clears it! Meztli and Ingrid miss as the goblins prove to be elusive. Lorcan step up and sprays colors at the goblins. The rear two fall asleep, the one in front resists. Turk cuts in front of Lorcan and slices the resisting goblin and he falls down in a heap.

GOblins

Two arrows come from the darkness down the corridor and target the sorcerer.
arrow1/arrow2: 1d20 + 3 ⇒ (2) + 3 = 51d20 + 3 ⇒ (3) + 3 = 6

Three goblins that you can see fire at the sorcerer.
gobs x3: 3d20 ⇒ (8, 2, 17) = 27

A single arrow of five hits Lorcan for 1d4 ⇒ 3

ORDER OF ACTION
Round 7
Zoros
Round 8
Meztli
Ingrid
Lorcan
Turk

goblins
Zoros


Zoros delays
ORDER OF ACTION

Round 8
Meztli
Ingrid
Lorcan
Turk

goblins
Zoros

Meztli Ingrid and Lorcan up!!!


Ingrid charges a goblin

atk: 1d20 + 1 + 2 ⇒ (7) + 1 + 2 = 10 Oh, Come On
dam: 1d8 + 1 ⇒ (7) + 1 = 8


Stats:
AC: 16; flatfooted: 15; Touch: 11 HP=12/12 CMD=12 Fort Save: +4 Ref Save: +2 Will Save: +6
Human Cleric 1

Round 7
Delayed action

Zoros teeters on the edge of the pit, his heels over open space. With a wave of his arms he steadies himself then steps to solid ground. The brigh flare of Lorcan's spell briefly puts spots in his eyes, then a quick scan allows Zoros to appraise the situation.

Stepping up behind Meztli, he gently places his hand on her shoulder , intoning "Cuthbert guide your strike!"

Strength Surge, +1 melee attack for 1 round


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

Zoros, I moved you across the pit since you jumped last round. Not sure if its your turn yet this round.

Unwilling to take more damage from these goblins, and wanting a chance to heal the group, Lorcan moves and then casts a second Color Spray. Will save DC 16


Female Human Barbarian 1 || HP -5/16 || AC 13/Tch 9/FF 9 || F+6 R+1 W+3 || CMB +6 CMB 15 || Init +1 || Perc +5 || Rage: 6 rounds remaining

Meztli moves closer to her foe and strikes again.

Meztli vs. Goblin: 1d20 + 4 ⇒ (6) + 4 = 10
Damage (halberd): 1d10 + 3 ⇒ (6) + 3 = 9


From down the hall two arrows try to hit Lorcan as he casts his spell.
arrow1/arrow2: 1d20 + 3 ⇒ (13) + 3 = 161d20 + 3 ⇒ (4) + 3 = 7

Will Save: 2d20 ⇒ (14, 10) = 24

The two goblins succumb to the spell and fall down.

Turk rushes up to swing at one of them injuring him badly.
att/damage/hp: 1d20 + 4 ⇒ (3) + 4 = 71d6 + 2 ⇒ (4) + 2 = 61d10 + 1 ⇒ (10) + 1 = 11

Two more arrows target Lorcan from down the hallway.
arr1/arr2: 1d20 + 3 ⇒ (3) + 3 = 61d20 + 3 ⇒ (17) + 3 = 20

A single poisoned arrow strikes true for 1d4 + 1 ⇒ (1) + 1 = 2 piercing

Lorcan makes DC11 Fort save:
The poison is resisted!

Lorcan fails DC11 Fort save:
You are poisoned! Lose 1 CON (and more if no save) 4d2 ⇒ (1, 1, 2, 2) = 6

So we don't wait too long, party up in any order


Female Human Barbarian 1 || HP -5/16 || AC 13/Tch 9/FF 9 || F+6 R+1 W+3 || CMB +6 CMB 15 || Init +1 || Perc +5 || Rage: 6 rounds remaining

With an angry snarl, Meztli tries again to hit her target.

Meztli vs. Goblin: 1d20 + 4 ⇒ (11) + 4 = 15
Damage (halberd): 1d10 + 3 ⇒ (1) + 3 = 4


Ingrid attacks her foe

atk: 1d20 + 1 ⇒ (17) + 1 = 18
dam: 1d8 + 1 ⇒ (2) + 1 = 3


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

Their arrows are poison. Lorcan exclaims in dismay as he resists the vile concoction in his system.

Fort Save: 1d20 + 2 ⇒ (15) + 2 = 17

Not seeing the goblins attacking him, Lorcan moves to the north and targets himself with a spell to heal himself.

heavenly fire: 1d4 ⇒ 3


"The arrows are poisoned? This could get bad."


hp last standing gob;Fort save gob: 1d10 - 1 ⇒ (2) - 1 = 11d20 ⇒ 191d6 + 3 ⇒ (6) + 3 = 9
Turk's incapacitates one goblin with a deliberate strike leaving him bleeding on the ground and leaving three sleeping. Ingrid takes out the last one standing, leaving Meztli free to engage a sleeping one or advance toward the unknown archers firing small arrows.

Before swinging at the last goblin, it gets off a last arrow hitting Ingrid in the fleshy part of the arm. (missed it last round).
1d20 + 3 ⇒ (18) + 3 = 211d4 ⇒ 3

RECAP
Having finally navigated a pit trap and used magic or force to subdue the goblins on the other side, determined fire is coming from the far passage at least fifty feet away.

Zoros to go
then goblins


Zoros delays
The goblin arrows come from down the hall and target Ingrid.
vs Ingrid: 2d20 ⇒ (13, 17) = 30
damage: 2d4 ⇒ (4, 3) = 7
Ingrid is struck my two well placed small arrows.
Party UP
Turk continues to hit goblins and takes out another one.
"If we move up in this part of the room, the archer might not have an angle on us."

Party to go


Ouch, I'm at 2 HP, I think we lost the Cleric


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

Get out of the line of fire and take out these sleepers. Lorcan begs as he casts a spell of Holy Fire at the bard.

Holy Fire Touch Attack: 1d20 + 3 ⇒ (19) + 3 = 221d4 ⇒ 1 This will heal Ingrid.

He then readies his crossbow to end a sleeping goblin next turn.


Thanks, Lorcan

Ingrid attacks the gob next to her

atk: 1d20 + 1 ⇒ (17) + 1 = 18
dam: 1d8 + 1 ⇒ (6) + 1 = 7


Stats:
AC: 16; flatfooted: 15; Touch: 11 HP=12/12 CMD=12 Fort Save: +4 Ref Save: +2 Will Save: +6
Human Cleric 1
Ingrid Vita Yuri wrote:
Ouch, I'm at 2 HP, I think we lost the Cleric

Nope still here :) Been abit busy, family, work etc. I'll get a post up this aft.


My math is two arrows earlier at Ingrid for 7, channel healed 4 then two arrows for 7 more putting Ingrid at -1


Stats:
AC: 16; flatfooted: 15; Touch: 11 HP=12/12 CMD=12 Fort Save: +4 Ref Save: +2 Will Save: +6
Human Cleric 1

Delayed Action

Zoros sees Ingrid become a pin-cushion for goblin arrows and dashes across the room to gather up her fallen body and drag her to safety. DU-104

This round

Kneeling over the bard's still form, Zoros calls upon Cuthberts aid "O Great Cudgler, one of your favoured beseeches thee, mend the wounds so that she may continue the fight against evil this day!"

Cure Light Wounds 1d8 ⇒ 6


Female Human Barbarian 1 || HP -5/16 || AC 13/Tch 9/FF 9 || F+6 R+1 W+3 || CMB +6 CMB 15 || Init +1 || Perc +5 || Rage: 6 rounds remaining

Meztli moves carefully up to the corner and peeks around.


Meztli cannot see down the dark corridor without magical aid but hears two goblins and locates them in the darkness.

The arrows target Zoros, who is in the middle of the action.
arr1/arr2: 1d20 + 3 ⇒ (7) + 3 = 101d20 + 3 ⇒ (17) + 3 = 20

A single arrow hits Zoros for 1d4 ⇒ 2 and has no poison on it. Ingrid comes awake (6 hp) and notices both arrows had poison on them.

DC13 Fort save for Ingrid or con loss

Turk bashes another sleeping goblin.

PARTY TO GO IN ANY ORDER


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 will move his Dancing Lights down the dark passage looking for the shooters as he loads his Heavy Crossbow.


Let's hope that it's only a few.

fort: 1d20 + 1 ⇒ (12) + 1 = 13


Female Human Barbarian 1 || HP -5/16 || AC 13/Tch 9/FF 9 || F+6 R+1 W+3 || CMB +6 CMB 15 || Init +1 || Perc +5 || Rage: 6 rounds remaining

Sensing an opening, Meztli charges down the corridor towards her foe. Her halberd lashes out, opening the goblin's chest.

Meztli vs. Goblin: 1d20 + 4 + 2 ⇒ (16) + 4 + 2 = 22 (+2 for charge)
Damage (halberd): 1d10 + 3 ⇒ (6) + 3 = 9


Stats:
AC: 16; flatfooted: 15; Touch: 11 HP=12/12 CMD=12 Fort Save: +4 Ref Save: +2 Will Save: +6
Human Cleric 1

Giving Ingird a pat on the shoulder, Zoros stands and runs to support Meztli.

Double Move to DL107, assuming each square is 5'


Meztli runs down the hall and takes out a goblin. The one behind Meztli is startled. Behind that goblin is a door with a large goblin using it as cover to fire arrows through the narrow opening.

He targets Meztli, not having any more poisoned arrow he fires twice. His fire more accurate as his shots travel 30' or less.
att1/att2: 1d20 + 4 ⇒ (3) + 4 = 71d20 + 4 ⇒ (13) + 4 = 17

The other goblin steps back and fires at Meztli too.
hit: 1d20 + 3 ⇒ (10) + 3 = 13

Between the two arrows damage: 2d4 + 1 ⇒ (2, 3) + 1 = 6 Meztli staggers in the hallway.
0hp for Meztli

Turk continues to finish off the last incapacitated goblin. cdg: 2d6 + 6 ⇒ (2, 5) + 6 = 13

ORDER
Meztli
Zoros
Ingrid
Lorcan
in any order


Ingrid gets up
"Thanks Zoros."


Hearing the goblin chief has barricaded himself in the room with the last other member of the tribe, Turk says:
"Do we leave him? Or try to bust in and get him?"


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

Lets loot these goblins as I heal myself and Ingrid a little more. Then we get him out of there. I cannot heal Meztli. Can anyone?

Heavenly Fire on Ingred: 1d4 ⇒ 4

Heavenly Fire on Ingred: 1d4 ⇒ 4

Heavenly Fire on Lorcan: 1d4 ⇒ 4

We should both be at full and I have 1 Heavenly Fire remaining


Meztli has rushed the goblins and been hit. We are still in what we used to call round time.


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, sorry. The question made me think otherwise.Lorcan will cast that first healing on Ingid and say We bust in and get him out, but first we need to heal up.


ORDER
Turk cdg last helpless goblin
Lorcan heavenly fire
Meztli
Zoros
Ingrid

Goblin chief
last goblin minion

Goblins are firing through the narrow opening in a partially opened set of double doors.


Ingrid moves to a spot with cover and can move in next turn.


Female Human Barbarian 1 || HP -5/16 || AC 13/Tch 9/FF 9 || F+6 R+1 W+3 || CMB +6 CMB 15 || Init +1 || Perc +5 || Rage: 6 rounds remaining

Meztli continues to stagger, stubbornly refusing to fall.


Have not seen Meztli move yet. A raging Meztli would probably have full movement.

The goblins fire at Zoros.
1/2: 1d20 + 4 ⇒ (4) + 4 = 81d20 + 4 ⇒ (12) + 4 = 16
minion: 1d20 + 3 ⇒ (5) + 3 = 8

After the barrage, Turk rushes to the side passage closer to the doors.

ORDER
Turk full move
Lorcan
Meztli
Zoros
Ingrid

Goblin chief
last goblin minion


Stats:
AC: 16; flatfooted: 15; Touch: 11 HP=12/12 CMD=12 Fort Save: +4 Ref Save: +2 Will Save: +6
Human Cleric 1

Zoros steps up behind Meztli and lays a hand genly upon her back, a faint glow spreading from his hand as he softly intones "O great Cuthbert, reward your faithful servant with your healing touch, that evil may be sundered!"

Cure Light Wounds 1d8 ⇒ 1

Bah!


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 uses the second of his Heavenly fires he had already rolled of Ingred, closing her last wound. He will then move to be ready to entry the hall next round.

I cannot seem to change the map.


So the 2 Gobs are behind a wall or a turned over table?


Goblins are firing through the narrow opening in a partially opened set of double doors


Female Human Barbarian 1 || HP -5/16 || AC 13/Tch 9/FF 9 || F+6 R+1 W+3 || CMB +6 CMB 15 || Init +1 || Perc +5 || Rage: 6 rounds remaining

Meztli's breathing deepens and picks up speed. Her eyes bug out and her body trembles, actually growing slightly in size. Her muscles bulge and a roar erupts from her throat. Heedless of the danger, she rushes forward, charging the doors.

If she gets through the doors, she will attempt to attack the large goblin.

Strength: 1d20 + 5 ⇒ (12) + 5 = 17
Meztli vs. Goblin: 1d20 + 6 ⇒ (10) + 6 = 16
Damage (halberd): 1d10 + 7 ⇒ (6) + 7 = 13

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