GM WhtKnt's Into the Borderlands, Table 1 (Inactive)

Game Master WhtKnt

The Borderlands… an untamed wild region far flung from the comforts and protection of civilization. A lone fortified keep is the only bastion of good desperately striving to maintain the forces of chaos at bay. But evil is everywhere, lurking in dark caves, fetid swamps, and forlorn forests. Bands of cutthroat brigands and ruthless tribes of humanoids eager to clash with the forces of good rove the region. The Borderlands hold many secret wondrous locations, and the opportunities for fame, prestige, and fortune are plentiful. But equally abundant are the perils, risks, and challenges to those brave enough to explore the wilds.

Sharpen your swords and axes. Purchase your iron rations and tinderboxes... and don’t forget to bring at least one 10-foot pole. Adventure awaits those with the mettle to confront chaos in the Borderlands!

Theo Sylvanblood: HP 13/13, AC 14, Init +0, Per 17 (+7) Darkvision
Ore Thornstock: HP 6/15, AC 16, Init +4, Per 14 (+4)
Dirk Thardram: HP 8/15, AC 15, Init +2, Per 15 (+5) Darkvision
Ya'Bo Bright toes: HP 9/9, AC 12 (15 w/mage armor), Init +2, Per 12 (+2) Darkvision

XP Counter: 527 xp each

Maps


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Male CN Human Cleric (Tempest) 2 | HP: 14/14 | AC: 18 | Ins +6, Perc +6, Pers +2, Surv +6 | Saves: S2, D-2, C0, I-1, W6*, Ch2* | Init +2 | PP: 16 | Spd: 30' | Insp: No | HD: 1/2 | Spell DC: 14 | Spells: 1 (0/3) | Channel 0/1 | WoS 1/3 | Status: Normal

I'm ready whenever.

Scarab Sages

M Forest Gnome Wizard / 2 Temp HP 7/ 7 HP 9 / 9 | AC 12 / 15 w/ Mage Armor | Init :+2 | Saves STR 0 DEX +2 CON +1 INT +5 WIS +4 CHA +2 | Spell DC:13

Ya'bo leads the merry troupe back to the caves

"Should we try a cave on the other side now?"

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

Encounter?: 1d10 ⇒ 2

The return trip to the Caves is uneventful, though the weather is thoroughly miserable. A cold, wet drizzle falls steadily and by the time you get to the Caves, you are soaked through.

Which cave? As a reminder, you went into Cave D and exited by Cave E. You can see the lettering of the Caves on the Journal tab on Roll20.

For those unable to see the map, the Caves are lettered A-K, running from right to left around the canyon. Caves A, D, E, and G are on ground level. B, C, H, I, and F are 50 feet up the steep slopes. K is 75 feet up, and J is 100 feet up. The creek that bisects the canyon runs straight into Cave G.


Male CN Human Cleric (Tempest) 2 | HP: 14/14 | AC: 18 | Ins +6, Perc +6, Pers +2, Surv +6 | Saves: S2, D-2, C0, I-1, W6*, Ch2* | Init +2 | PP: 16 | Spd: 30' | Insp: No | HD: 1/2 | Spell DC: 14 | Spells: 1 (0/3) | Channel 0/1 | WoS 1/3 | Status: Normal

1d11 ⇒ 6

Cave F!


| HP 16/24 | Init -2 | AC 19/21| PP 10 | PI 10 | Str +4, Dex -2, Con +2, Int +0, Wis +2, Cha +5 | Spell Slots: 1/2

"Take a look around for signs of activity. We may have missed something before or there may be new activity." Morgan says.

Scarab Sages

M Forest Gnome Wizard / 2 Temp HP 7/ 7 HP 9 / 9 | AC 12 / 15 w/ Mage Armor | Init :+2 | Saves STR 0 DEX +2 CON +1 INT +5 WIS +4 CHA +2 | Spell DC:13

"Yes just because we ran in to one Ogre they may be more or even something worse."

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

You climb the sides of the ravine and approach the mouth of the cave. Skulls are lined along the walls of the corridor. After a mere 20 feet, a stout wooden door blocks entrance into the cave. Several skulls are affixed to the to highlight a warning written in the Common tongue: "Come in! We'd like to have you for dinner!" A quick test of the door reveals that while not locked, it is barred from the other side.

Scarab Sages

M Forest Gnome Wizard / 2 Temp HP 7/ 7 HP 9 / 9 | AC 12 / 15 w/ Mage Armor | Init :+2 | Saves STR 0 DEX +2 CON +1 INT +5 WIS +4 CHA +2 | Spell DC:13

"Perhaps we should try something a little lower? You know clear out as we go in case we have to make a run for it and we don't get boxed in . So how about we go into cave 'A' or 'B'? "


Male CN Human Cleric (Tempest) 2 | HP: 14/14 | AC: 18 | Ins +6, Perc +6, Pers +2, Surv +6 | Saves: S2, D-2, C0, I-1, W6*, Ch2* | Init +2 | PP: 16 | Spd: 30' | Insp: No | HD: 1/2 | Spell DC: 14 | Spells: 1 (0/3) | Channel 0/1 | WoS 1/3 | Status: Normal

I'm ok with that. I don't particularly want to be had for dinner.


Halfling Monk 2| HP: 6/15 | AC 16 | Init: +4 | Handaxe (+6, 1d6+4) & UAS (+6, 1d4+4)| Saves: Str: +2; Dex: +6; Con: +1; Int: -1; Wis: +2; Cha: -1

"Ha, Neil. Never fear, friend. I at least have other plans. And I imagineI could convince any would be captors not to eat you: you're a stingy fellow..."

Scarab Sages

M Forest Gnome Wizard / 2 Temp HP 7/ 7 HP 9 / 9 | AC 12 / 15 w/ Mage Armor | Init :+2 | Saves STR 0 DEX +2 CON +1 INT +5 WIS +4 CHA +2 | Spell DC:13

"Should we take a quick look in the caves we cleared already? Just to make sure nothing has moved in."


Male High Elf Wizard (Bladesinger) 2; AC 13 (unarmored; 16 with mage armor); HP 13/13; Str +1, Dex +3, Con +2, Int +6, Wis +4, Cha +2 (advantage vs. charm); Init +3; Darkvision 60 ft., Perception +4 (Passive 14), Insight +4 (Passive 14)

"It sounds like a good idea, Ya'Bo," Sand agrees. "After all, we would not want to run into any surprises in case we have to withdraw into one of them."

Scarab Sages

M Forest Gnome Wizard / 2 Temp HP 7/ 7 HP 9 / 9 | AC 12 / 15 w/ Mage Armor | Init :+2 | Saves STR 0 DEX +2 CON +1 INT +5 WIS +4 CHA +2 | Spell DC:13

After we pick which cave we are going into Ya'Bo will preform a Detect Magic Ritual to see if anything is close by.


Male CN Human Cleric (Tempest) 2 | HP: 14/14 | AC: 18 | Ins +6, Perc +6, Pers +2, Surv +6 | Saves: S2, D-2, C0, I-1, W6*, Ch2* | Init +2 | PP: 16 | Spd: 30' | Insp: No | HD: 1/2 | Spell DC: 14 | Spells: 1 (0/3) | Channel 0/1 | WoS 1/3 | Status: Normal

AB: 1d2 ⇒ 2

Let's go to that cave, Neil says, headed to Cave B.

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

Twenty feet into this cave is an east/west intersection. The north wall is decorated with humanoid heads and skulls in various stages of decay, placed in niches which checker the wall at various heights to the left and right. Sounds of activity can be heard from the west, but all is quiet to the east.

Ore, Ya'Bo, Neil, Sand, and Theo:
You notice that when you turn away from the heads and then back again, something has changed! Was that goblin head there previously, or was there a different head in its place? You can't be certain.

Map updated!

Scarab Sages

M Forest Gnome Wizard / 2 Temp HP 7/ 7 HP 9 / 9 | AC 12 / 15 w/ Mage Armor | Init :+2 | Saves STR 0 DEX +2 CON +1 INT +5 WIS +4 CHA +2 | Spell DC:13

Is this some type of Illusion

Know Arcana: 1d20 + 5 ⇒ (3) + 5 = 8

"Did you guys see that skull change?"


Male High Elf Wizard (Bladesinger) 2; AC 13 (unarmored; 16 with mage armor); HP 13/13; Str +1, Dex +3, Con +2, Int +6, Wis +4, Cha +2 (advantage vs. charm); Init +3; Darkvision 60 ft., Perception +4 (Passive 14), Insight +4 (Passive 14)

"And here I thought it was simply a trick of the light," the elven warrior mage says as he tries to take a better look.

Perception: 1d20 + 4 ⇒ (6) + 4 = 10


Male CN Human Cleric (Tempest) 2 | HP: 14/14 | AC: 18 | Ins +6, Perc +6, Pers +2, Surv +6 | Saves: S2, D-2, C0, I-1, W6*, Ch2* | Init +2 | PP: 16 | Spd: 30' | Insp: No | HD: 1/2 | Spell DC: 14 | Spells: 1 (0/3) | Channel 0/1 | WoS 1/3 | Status: Normal

Yeah, Neil says, fully believing it changed. I bet they're playing tricks. Lastly little critters. Let's scour them from the land.

Neil heads east as he suggests murdering all the goblins or kobolds or whateverthehellisinthere.


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Halfling Monk 2| HP: 6/15 | AC 16 | Init: +4 | Handaxe (+6, 1d6+4) & UAS (+6, 1d4+4)| Saves: Str: +2; Dex: +6; Con: +1; Int: -1; Wis: +2; Cha: -1

"...or we could convince them to stop, Neil. You always jump right to smite, ya know?"


1 person marked this as a favorite.
Cleric 1, Wiz 1 | HP: 8/13 (1D8, 1D6) | AC 14 | Init: +0 | Mace +3 [1+2], 1D6 | Staff +3 [1+2], 1D4 | Saves: Str: +1; Dex: +0; Con: +2; Int: +2; Wis: +5 [3+2]; Cha: +1 [-1+2] | Spell DC: 13 [8+3+2], 12 [8+2+2] | Spell Slots: 3/3, 0/0, 0/0...

Prelude (aka, where'd that staff come from):
Theo rises early the next day - a couple hours ahead of the sun. Sitting cross-legged on the floor he lays the notes from the night before out in front of himself. He scans the old information for new details while offering his Mistress prayers of gratitude and fealty, and asking for clarity and focus in his work to come. Prayer and study are not wholly separate concepts for Mystra's faithful, and learning to blur the line between the two is key to gaining all that the Arcane Mother has to offer.

Finished with his rituals - the sun now peaking over the Eastern horizon - Theo gathers his things and heads out to do some light resupplying before he has to meet up with his companions. After about half an hour of shop hopping, Theo is content with his haul and decides to head for the group's rendezvous point. Staff (arcane), Parchment 3x = 5.6 gp. Fireball components (bat poo + sulfur) = ? As he makes his way through the Keep, he now walks with the aid of a plain-looking staff. He is disappointed, though not particularly surprised, to have found little in the way of arcane supplies. The staff being his only real boon. And even that is more of a silver lining than an outright blessing.

The staff is crafted well enough but is clearly not designed to be a casting aid. However, as luck would have it, it is carved from a wood very common in casting staffs. This staff can channel Arcane power, it just lacks a point-of-contact with the Weave. Something Theo, a servant of the Weave incarnate, is specially equipped to provide.

Once outside the Keep's walls, Theo finds a large stone visible from the group's meeting place. He takes the holy symbol from around his neck, and places it on the rock. With a quick gesture, Theo engulfs the stone in flame. A few seconds later Theo's medallion is glowing red. Theo quells the flames, and presses the head of the staff onto the incandescent metal. The wood ignites almost instantly. Theo waits a moment before finally dousing the flames and prying the metal free with an arrow head.

Theo holds his work up to the light and is pleased to find a clean brand. He gives the staff a light flourish, and smiles when he hears a lion's roar in the distance.

"Perfect."

"An odd trick. Not something that's going to send would-be intruders running. Random scavengers might not even notice."

Theo goes in for a more thorough, more hands-on look. He focuses in on one of the heads he believes to have changed. Doing his best not to blink or look away. Once within reach Theo holds his staff up to the wall, bathing his chosen head in a cool, blue light. He gives the head a once-over, and a light tap with the staff before reaching out and picking it up.

Investigation: 1d20 + 2 ⇒ (20) + 2 = 22
Arcana: 1d20 + 2 + 2 ⇒ (17) + 2 + 2 = 21

"Are the faces being masked with an illusion? Or maybe the heads are being literally moved around, conjured and banished at random intervals. Or are they changing shape? Maybe this whole place is an illusion. Perhaps the inconsistencies with these heads is just our minds telling us something is amiss."

Theo chides himself a bit for his final musing "No. A single Charm isn't taking a full party of casters and Elves. At least, not one cast by anyone here in the Borderlands. Right?"

Scarab Sages

M Forest Gnome Wizard / 2 Temp HP 7/ 7 HP 9 / 9 | AC 12 / 15 w/ Mage Armor | Init :+2 | Saves STR 0 DEX +2 CON +1 INT +5 WIS +4 CHA +2 | Spell DC:13

Did anything come about my detect magic ritual?

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

No magic is detected. The head that seems to have switched is that of a goblin, though you could have sworn that it was an orc, previously. When Theo removes it from the shelf, it comes away easily, but he does notice that the space behind the goblin head is merely a neutral cloth, unlike the rest of the display, which has a solid stone backing.


Cleric 1, Wiz 1 | HP: 8/13 (1D8, 1D6) | AC 14 | Init: +0 | Mace +3 [1+2], 1D6 | Staff +3 [1+2], 1D4 | Saves: Str: +1; Dex: +0; Con: +2; Int: +2; Wis: +5 [3+2]; Cha: +1 [-1+2] | Spell DC: 13 [8+3+2], 12 [8+2+2] | Spell Slots: 3/3, 0/0, 0/0...

Theo props his still glowing staff against the wall, and begins turning the head this way and that in the light.

Is it a real head?

Medicine: 1d20 + 3 + 2 ⇒ (19) + 3 + 2 = 24
Nature: 1d20 + 2 + 4 ⇒ (8) + 2 + 4 = 14

Phew, lad. Feel free to broaden that question. lol

Content with his findings, Theo reaches to return the head to its resting place. As he does, he notices something out of place about this particular alcove. All the others are backed with the same stone as the cave walls but this one boasts a cloth backing. "Hmm. Ornamental or functional, I wonder?"

Theo pulls an arrow from his quiver. At his whim, the head of the arrow begins to glow with the same blue light that illuminates his staff. He pokes at the cloth lining of the alcove. Gently at first, cautious of traps and well-hidden curses, then with a bit more force.

Investigation: 1d20 + 2 ⇒ (10) + 2 = 12

Scarab Sages

M Forest Gnome Wizard / 2 Temp HP 7/ 7 HP 9 / 9 | AC 12 / 15 w/ Mage Armor | Init :+2 | Saves STR 0 DEX +2 CON +1 INT +5 WIS +4 CHA +2 | Spell DC:13

Are they full heads with skin and hair or just skulls

Ya'Bo Casts Mage armor.
7 Temp HP, AC is 15

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

The head is real, that of a goblin and reasonably fresh. The other heads range in various stages of decomposition from fresh to nearly skeletal.

When Theo pokes the cloth, it parts to reveal a hidden alcove, just large enough to accommodate a person who could then stick their head through the cloth to make it seem like one of the others.

Scarab Sages

M Forest Gnome Wizard / 2 Temp HP 7/ 7 HP 9 / 9 | AC 12 / 15 w/ Mage Armor | Init :+2 | Saves STR 0 DEX +2 CON +1 INT +5 WIS +4 CHA +2 | Spell DC:13

"I think they know we are coming. Anyone have good tactics with Orcs?"


Male CN Human Cleric (Tempest) 2 | HP: 14/14 | AC: 18 | Ins +6, Perc +6, Pers +2, Surv +6 | Saves: S2, D-2, C0, I-1, W6*, Ch2* | Init +2 | PP: 16 | Spd: 30' | Insp: No | HD: 1/2 | Spell DC: 14 | Spells: 1 (0/3) | Channel 0/1 | WoS 1/3 | Status: Normal

Fire works well, Neil suggests.


| HP 16/24 | Init -2 | AC 19/21| PP 10 | PI 10 | Str +4, Dex -2, Con +2, Int +0, Wis +2, Cha +5 | Spell Slots: 1/2

Morgan heaves his hammer around. "Don't get surrounded and kill them before they kill you."

Scarab Sages

M Forest Gnome Wizard / 2 Temp HP 7/ 7 HP 9 / 9 | AC 12 / 15 w/ Mage Armor | Init :+2 | Saves STR 0 DEX +2 CON +1 INT +5 WIS +4 CHA +2 | Spell DC:13

"So knocking is out, Morgan would you do the honors?"


Halfling Monk 2| HP: 6/15 | AC 16 | Init: +4 | Handaxe (+6, 1d6+4) & UAS (+6, 1d4+4)| Saves: Str: +2; Dex: +6; Con: +1; Int: -1; Wis: +2; Cha: -1

Ore laughs at the responses before taking up a more serious pose, and assuming a defensive posture that couldn't be more different from the casual one he'd had just a moment ago.


| HP 16/24 | Init -2 | AC 19/21| PP 10 | PI 10 | Str +4, Dex -2, Con +2, Int +0, Wis +2, Cha +5 | Spell Slots: 1/2

"Hmm, Through there? I'm not sure I would fit."


Cleric 1, Wiz 1 | HP: 8/13 (1D8, 1D6) | AC 14 | Init: +0 | Mace +3 [1+2], 1D6 | Staff +3 [1+2], 1D4 | Saves: Str: +1; Dex: +0; Con: +2; Int: +2; Wis: +5 [3+2]; Cha: +1 [-1+2] | Spell DC: 13 [8+3+2], 12 [8+2+2] | Spell Slots: 3/3, 0/0, 0/0...
Morgan McWright wrote:
"Hmm, Through there? I'm not sure I would fit."

"I think Ya'Bo simply means to borrow your "keys", if you catch my meaning." Theo says, making a show of sizing up Morgan's massive frame against that of the door.

"While I'm sure our friend would have no problem getting this door...unstuck. I'm not sure it is our best course of action." Theo turns his attention to the heads once more. "This little ploy has robbed us of the element of surprise. We are almost certainly walking into a trap. They are laying in wait, ready to RE-act to our incursion. If we want to get ahead of this, we need to force them into taking PRO-active measures. Long and short of it, we need to draw them out to us, and not play into their prep and home-field advantages."

*Cue Planning Montage*

I'm picturing a combination of illusion and performance to convince whomever is watching us that one of their own is literally bleeding to death on the door step. Our goal would be to paint a picture with sound - real and conjured - of us mugging a small group of Goblins somewhere out of sight. If loyalty doesn't compel them out, hopefully greed will.


Male High Elf Wizard (Bladesinger) 2; AC 13 (unarmored; 16 with mage armor); HP 13/13; Str +1, Dex +3, Con +2, Int +6, Wis +4, Cha +2 (advantage vs. charm); Init +3; Darkvision 60 ft., Perception +4 (Passive 14), Insight +4 (Passive 14)

I will admit I am not really sure if it will work. I am thinking they would sooner just let the wounded goblin/orc/what-have-you expire without lifting so much as one green finger.

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

To clarify, the way into the lair is clear, the wall of heads is along the corridor, not blocking it. From here, you can go left or right. To the right all is quiet, but you can hear low voices from the left. About 20 feet to the left, a side corridor comes into the main corridor from the right.


Cleric 1, Wiz 1 | HP: 8/13 (1D8, 1D6) | AC 14 | Init: +0 | Mace +3 [1+2], 1D6 | Staff +3 [1+2], 1D4 | Saves: Str: +1; Dex: +0; Con: +2; Int: +2; Wis: +5 [3+2]; Cha: +1 [-1+2] | Spell DC: 13 [8+3+2], 12 [8+2+2] | Spell Slots: 3/3, 0/0, 0/0...

This is why you dont RP at 4am. I thought we were already in a cave - I even wrote a lengthy post under this assumption - but then I saw the post where we came to blocked a door surrounded by skulls and i got all of the confused. RIP


Male CN Human Cleric (Tempest) 2 | HP: 14/14 | AC: 18 | Ins +6, Perc +6, Pers +2, Surv +6 | Saves: S2, D-2, C0, I-1, W6*, Ch2* | Init +2 | PP: 16 | Spd: 30' | Insp: No | HD: 1/2 | Spell DC: 14 | Spells: 1 (0/3) | Channel 0/1 | WoS 1/3 | Status: Normal

Let's go this way, Neil says, pointing to the left.

Scarab Sages

M Forest Gnome Wizard / 2 Temp HP 7/ 7 HP 9 / 9 | AC 12 / 15 w/ Mage Armor | Init :+2 | Saves STR 0 DEX +2 CON +1 INT +5 WIS +4 CHA +2 | Spell DC:13

With the very faint outline of the mage armor fades away Ya'bo
takes one last look at his spell book before he puts it away

Lead on, there are Orcs to beat."

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

As the party moves on, there is a noise and a rallying cry from the rear (where the right pathway went) and four orcs pile out into the passage! "Kill the intruders!" the orcs shout!

INITIAITVE
Party
Orcs

The good guys (depending on who you are) are up!

Dice Rolls:
Party Init: 1d20 + 4 ⇒ (15) + 4 = 19
Orcs Init: 1d20 + 1 ⇒ (13) + 1 = 14

Scarab Sages

M Forest Gnome Wizard / 2 Temp HP 7/ 7 HP 9 / 9 | AC 12 / 15 w/ Mage Armor | Init :+2 | Saves STR 0 DEX +2 CON +1 INT +5 WIS +4 CHA +2 | Spell DC:13

Ya'bo grabs a bit of pork rind from his spell pouch and says a simple cant.

"Greaseo orcuses"

A pool of grease forms under the orcs

Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.

When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw DC 13 or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.


Male High Elf Wizard (Bladesinger) 2; AC 13 (unarmored; 16 with mage armor); HP 13/13; Str +1, Dex +3, Con +2, Int +6, Wis +4, Cha +2 (advantage vs. charm); Init +3; Darkvision 60 ft., Perception +4 (Passive 14), Insight +4 (Passive 14)

"I am curious how well grease and fire mix," Isandril remarks as he gets into a better position and, a few arcane syllables later, a fan of flames originating from his outstretched hands enguls the first two orcs and -possibly- the grease covering the floor.

Casting burning hands.

Damage (fire): 3d6 ⇒ (2, 2, 4) = 8


Male CN Human Cleric (Tempest) 2 | HP: 14/14 | AC: 18 | Ins +6, Perc +6, Pers +2, Surv +6 | Saves: S2, D-2, C0, I-1, W6*, Ch2* | Init +2 | PP: 16 | Spd: 30' | Insp: No | HD: 1/2 | Spell DC: 14 | Spells: 1 (0/3) | Channel 0/1 | WoS 1/3 | Status: Normal

Ha! There ya are! Neil declares, forming a ball of radiant fire in his hands and throwing it at an orc.

Dex Save, Radiant Damage: 1d8 ⇒ 2


Cleric 1, Wiz 1 | HP: 8/13 (1D8, 1D6) | AC 14 | Init: +0 | Mace +3 [1+2], 1D6 | Staff +3 [1+2], 1D4 | Saves: Str: +1; Dex: +0; Con: +2; Int: +2; Wis: +5 [3+2]; Cha: +1 [-1+2] | Spell DC: 13 [8+3+2], 12 [8+2+2] | Spell Slots: 3/3, 0/0, 0/0...

Seeing Ya'Bo's spell cover the cave floor, Theo stays his magic...for now.

Readied action: Command: Revolt, DC: 13 [The target must succeed on a Wisdom saving throw or follow the command on its next turn]
Trigger: At least one Goblin succeeds its Dex save vs Grease


| HP 16/24 | Init -2 | AC 19/21| PP 10 | PI 10 | Str +4, Dex -2, Con +2, Int +0, Wis +2, Cha +5 | Spell Slots: 1/2

Morgan quickly channels a spell before surging to meet the Orcs in battle.
Shield of Faith: +2 AC

Attack: 1d20 + 6 ⇒ (9) + 6 = 15
Damage: 1d8 + 4 ⇒ (4) + 4 = 8


Halfling Monk 2| HP: 6/15 | AC 16 | Init: +4 | Handaxe (+6, 1d6+4) & UAS (+6, 1d4+4)| Saves: Str: +2; Dex: +6; Con: +1; Int: -1; Wis: +2; Cha: -1

Ore rushes to the far side of the Orcs, hustling between their legs and darting around their attacks with uncanny reflexes- it's almost as if he's dodging before they can attack!

Arriving around the back end of the orcs just before (hopefully) Ya'Bo greases the ground, he aims a kick at the knees of an orc!

Speed is now 35', so I should be able to make it; buring a ki point as a bonus action to activate 'Step of the Wind' so I don't provoke Opportunity Attacks as I move through.

Unarmed Attack: 1d20 + 6 ⇒ (3) + 6 = 9
Bludgeoning: 1d4 + 4 ⇒ (2) + 4 = 6

Dark Archive

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Maps: Car. Crown || Forge of Heroes || Skull & Shackles

I thank you all for your patience. I think we're through the worst of it now. So long as nothing else comes up, I should be good to go.

Sensing what is to come, Ore moves like lightning, ducking beneath and coming up behind the orcs. Ya'Bo greases the floor under them and three of the orcs find themselves prone! Ore swiftly kicks at the knee of the remaining orc, but it somehow manages to dodge the blow and keep its footing.

Isandril adds his own magical touch to the fray, blasting the orcs with a magical fan of flames. The orcs howl in agony as their skin sizzles and burns. The flames ignite the grease, causing it to flare up as well as well.

Technically, the spell doesn't say that the grease is flammable, but I'm going with the rule of cool here.

Neil conjures a ball of flame and hurls it at an orc, causing it to yowl even louder than before. There is little doubt that the ruckus has alerted everything in the cavern if they had not been alerted previously. Morgan moves forward, slamming his weapon home against one of the fallen orcs and putting it out of its misery.

The orcs try to find their footing, the one nearest Ore actually managing to rise long enough to make an attack against the halfling. Sadly, the blow misses and the orc is thrown off balance, falling again into the sizzling oil. The orc that had remained standing also tries to hit Ore, only to miss and be thrown prone again for its effort as well! The remaining orc, though unable to stand, attacks Morgan from the prone position but the sad effort goes harmlessly wide.

The party is up!

Dice Rolls:
Orc 1: 1d20 + 1 ⇒ (4) + 1 = 5
Orc 2: 1d20 + 1 ⇒ (8) + 1 = 9
Orc 3: 1d20 + 1 ⇒ (4) + 1 = 5
Orc 4: 1d20 + 1 ⇒ (13) + 1 = 14
orc 4: 1d20 + 1 ⇒ (9) + 1 = 10
Orc 2: 1d20 + 1 ⇒ (16) + 1 = 17
Orc 3: 1d20 + 1 ⇒ (11) + 1 = 12
Orc 4: 1d20 + 1 ⇒ (1) + 1 = 2
Orc 3: 1d20 + 1 ⇒ (10) + 1 = 11

Orc 3 vs. Ore: 1d20 + 5 ⇒ (8) + 5 = 13
Orc 4 vs. Ore: 1d20 + 5 ⇒ (4) + 5 = 9
Orc 2 vs. Morgan: 1d20 + 5 ⇒ (4) + 5 = 9/1d20 + 5 ⇒ (5) + 5 = 10


Male CN Human Cleric (Tempest) 2 | HP: 14/14 | AC: 18 | Ins +6, Perc +6, Pers +2, Surv +6 | Saves: S2, D-2, C0, I-1, W6*, Ch2* | Init +2 | PP: 16 | Spd: 30' | Insp: No | HD: 1/2 | Spell DC: 14 | Spells: 1 (0/3) | Channel 0/1 | WoS 1/3 | Status: Normal

Neil guffaws.

Bwahaha! I ain't seen nothin so funny in all m'life! He seems to take great amusement at the orcs slipping in the grease, despite the horror of them also being on fire.

Still, though, he joins in some more, throwing another ball of fire upon them.

Dex DC 14 or take: 1d8 ⇒ 8


| HP 16/24 | Init -2 | AC 19/21| PP 10 | PI 10 | Str +4, Dex -2, Con +2, Int +0, Wis +2, Cha +5 | Spell Slots: 1/2

Warhammer: 1d20 + 6 ⇒ (2) + 6 = 8
Advantage: 1d20 + 6 ⇒ (18) + 6 = 24

Damage: 1d8 + 4 ⇒ (7) + 4 = 11

Morgan continues to hammer the fumbling Orcs.

Scarab Sages

M Forest Gnome Wizard / 2 Temp HP 7/ 7 HP 9 / 9 | AC 12 / 15 w/ Mage Armor | Init :+2 | Saves STR 0 DEX +2 CON +1 INT +5 WIS +4 CHA +2 | Spell DC:13

Ya'Bo casts another spell in the spirit of the Orc BBQ. A ball of fire flies to the Orc infront of Ore.

Flame Bolt: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d10 ⇒ 8


Male High Elf Wizard (Bladesinger) 2; AC 13 (unarmored; 16 with mage armor); HP 13/13; Str +1, Dex +3, Con +2, Int +6, Wis +4, Cha +2 (advantage vs. charm); Init +3; Darkvision 60 ft., Perception +4 (Passive 14), Insight +4 (Passive 14)

Mimicking Ya'Bo, Sand also lets loose with the familiar fire spell.

Ranged attack (fire bolt): 1d20 + 6 ⇒ (2) + 6 = 8
Damage (fire): 1d10 ⇒ 9

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

A Ball of flame strikes the orc near Ore, sending it to the ground in a heap. Morgan slays the orc nearest him, putting the creature out of its misery. Ya'Bo finishes the third and final of the trio (and Sand can save his spell).

Combat over, for the nonce.

Dice Rolls:
Orc 3 Dexterity: 1d20 + 1 ⇒ (1) + 1 = 2

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