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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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 looks on uncharacteristically quiet as he takes the time to think, really think, about the situation they've put themselves in. Sure, he'd followed along the plan, but he had to admit, Theo did have a point. And given what he knew of the orc culture, he doubted the females had been given much say in the any of the matters of the tribe, anyway.

And for that matter: who was to say the folks back at the settlement were really on the side of justice? Didn't the orcs live here first? Weren't the humans encroaching onto their lands, and taking the goods and resources these folks had collected? Ore gulped.

"I guess we fight on, then. But maybe after we head back to town, we take a bit to think on how we'll proceed before 'clearing' any more caves?" he said, in the first lull in the conversation.


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...
Ya'Bo wrote:
Checking In

Ditto

Out of town till early evening tomorrow. I know the spotlight is on Theo a bit. I'll jump online as soon as I'm home and get something out asap.

Silver Crusade

PP: 9/10 B3nn1es: 3/3 | W0undz: 0 |P4rry 8[10]/RATN:[6] |T0ughne$$: 22(11) | P4ce: 8/d10 |Cha:+2| N0t1ce: d4

Yeah, the DM seems to only be responding to Theo's posts right now, so I'm just waiting for us to rest and move on.


| 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

Still here. I don't think I speak Orc though and was just gonna let things fall where they may.

Dark Archive

Maps: Car. Crown || Skull & Shackles

Actually, I was just waiting to hear the word that you will be moving on. If everyone is ready, we can press forward.

A very terse hour passes. Nothing disturbs your rest, which makes you quite suspicious. The lair seems deserted. Looking northward down the corridor, you can see that it proceeds about 30 feet and expands into a passage going east and west.


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...
Ore Thornstock wrote:

Ore looks on uncharacteristically quiet as he takes the time to think, really think, about the situation they've put themselves in. Sure, he'd followed along the plan, but he had to admit, Theo did have a 0point. And given what he knew of the orc culture, he doubted the females had been given much say in the any of the matters of the tribe, anyway.

And for that matter: who was to say the folks back at the settlement were really on the side of justice? Didn't the orcs live here first? Weren't the humans encroaching onto their lands, and taking the goods and resources these folks had collected? Ore gulped.

"I guess we fight on, then. But maybe after we head back to town, we take a bit to think on how we'll proceed before 'clearing' any more caves?" he said, in the first lull in the conversation.

"Your brash whimsy hides deep wisdom, my friend."

Theo pauses and takes a few controlled breaths. This even-headed response from Ore has thrown water on the raging fire that Attero's and Neil's acts of malice have kindled in Theo's mind.

"I think taking a chance to regain our barrings is a fine suggestion. Once we've finished what's been started here, of course."

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

"Well, lets finish this then."
Ya'bo gets ready to move out


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...

Minor Retcon Request: Theo asks the old Ork to teach him a handful of Orkish words that Theo might use in his Command spell: Strip (remove clothes), sleep, defect. Theo jots down the phrases so that he might skim them in his downtime (the short rest).

Theo skims the list for most of an hour, running scenarios for each command and each possible target. By the time the group is ready to move out, he's settled on a Command. Barring any surprises, Theo believes that this command should allow for a clean sweep of these last few foes. Plus - and he's sure Ore will appreciate this bit - it should envoke a certain brand of humor.

If it is just one Boss and two lackeys, like the old Orc said, then forcing boss-man to strip could end this fight quick. It's a full-round action to get dressed, not to mention the loss of AC.

"Tell me, friends. Have any of you seen an Orc Chief fight in his..."Theo suppresses a smile mid-sentence, leaving the elf with a devious smirk. full glory?", he manages to finish. "I think we may be in for quite the show."

Dark Archive

Maps: Car. Crown || Skull & Shackles

I have taken the liberty of moving everyone up the corridor already. The map should now be correct.

Silver Crusade

PP: 9/10 B3nn1es: 3/3 | W0undz: 0 |P4rry 8[10]/RATN:[6] |T0ughne$$: 22(11) | P4ce: 8/d10 |Cha:+2| N0t1ce: d4

Without a long rest, I didn't gain anything, so I'm not able to take the front line. I've moved my character.


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

Sorry for my absence; it's been a very busy weekend + Monday.

Neil accepts the position of the front. Shield in one hand, hammer in the other, he presses forward.

He looked back at Aterro as the armored War Priest retreated from the front to take up arms at the rear. Of course, Neil thought, We need protection in case of an ambush. He truly is a master tactishun. Just as much as Neil hated the unclean, he was trusting to a fault of proper folk.

So Neil would take the vanguard. He would stand alone in the face of unknown dangers.

Neil wasn't afraid. He wasn't afraid of much. Probably because he just didn't care much anymore. Not since she died. The almost imperceptible weight of the burnt doll on his belt tugged at his unconscious.

The memory brought up the storm within him once more. He would eradicate these filthy orcs, he would cleanse the world of their presence, he would stamp out everything that would dare worship Talos, the God of Strife. He didn't know if these particular orcs worshipped the God of Destruction. He didn't care. That's what these orcs represented. That's what all monsters represented. The Destruction of Talos. And he would fight back at that son of a b$$@! in any way he could. This was just the only way he knew how.


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
Brother Aterro Dominatus wrote:
Without a long rest, I didn't gain anything, so I'm not able to take the front line. I've moved my character.

Remember that you get your channel divinity back on a short rest. You're also at full HP, still have 2/3 of your spells remaining, and have solid AC.


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 moves to switch places with Theo. "Tired of the vanguard, Aterro?" he teased.

Dark Archive

Maps: Car. Crown || Skull & Shackles

The group presses on down the corridor, coming to a "T" intersection where the corridor goes right to a door and left to a passage.


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 check the door first, Neil 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

"Sounds good to me."

Ya'Bo moves up to the door and takes a look
Perception: 1d20 + 2 ⇒ (11) + 2 = 13


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

Ifn you don't hear nothin, open it up quick like and squeeze yourself against the wall. Having said that, Neil plants himself square in the hall, shield in front.

Dark Archive

Maps: Car. Crown || Skull & Shackles

YaBo indeed hears nothing from beyond the portal. He tries to open it but finds the door securely locked.


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

Well, that didn't work. Should we try down the hall?


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

"Hold up, can't one of you fellows wave your fingers at the door and convince it to unlock itself or something?"


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 shrugs. I could hit it with my hammer? he suggests. Or maybe Aterro can charge thru it, like a battring ram, eh? What say you, Aterro? Or maybe a pinch of a guiding bolt? Probly my most powerful spell. I'm sure it'll knock down this door right quick.

Silver Crusade

PP: 9/10 B3nn1es: 3/3 | W0undz: 0 |P4rry 8[10]/RATN:[6] |T0ughne$$: 22(11) | P4ce: 8/d10 |Cha:+2| N0t1ce: d4

"As hard as I am, I think the door has the best of it.

Try your hammer a few times."

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 cast Prestidigitation to make lock picks. And gets to work on the door.

Thief's tools: 1d20 + 2 ⇒ (7) + 2 = 9

"I am sorry to say, I believe this lock is beyond my limited skill set."

Dark Archive

Maps: Car. Crown || Skull & Shackles

As the party ponders how to get past the locked door, there is a sudden growl from down the corridor to the left. Two very large and menacing orcs are visible at the end of the corridor, where it turns north.

Initiative
Party
Orcs

You have initiative. Let's roll!

Dice Rolls:
Orcs Init: 1d20 + 1 ⇒ (1) + 1 = 2
Party Init: 1d20 + 4 ⇒ (7) + 4 = 11

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

Just making out the two Orcs. Ya'bo points a hand at them and says a short incantation "Aciedo orbitto" and two acid ball fly at the orcs.
Acid Splash: Orcs need a Reflex save DC:13 or take 1d6 damage each.


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

"Wait...are you just..." Ore mutters, as Ya'Bo casts his trusty acid spell...

He followed suit, stepping into full view and wiggling his wrists towards the orcs: "Acid—Oh; Orb—Oh!"" he yells... And when absolutely nothing happens he runs down the hall and swipes at an orc instead with his hand axe, laughing all the way.

Looks like exactly 7 squares to get whether I am. Using a ki point for 'Patient Defense' to get Dodge as a bonus action this turn (attacks vs me are at disadvantage), instead of taking a second attack.

hand axe atk: 1d20 + 6 ⇒ (14) + 6 = 20
hand axe dmg: 1d6 + 4 ⇒ (4) + 4 = 8

Silver Crusade

PP: 9/10 B3nn1es: 3/3 | W0undz: 0 |P4rry 8[10]/RATN:[6] |T0ughne$$: 22(11) | P4ce: 8/d10 |Cha:+2| N0t1ce: d4

Sacred Flame on orc.

damage: 1d8 ⇒ 2


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 advances with Ore, slamming his hammer into the orc.

Hammer!: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d8 + 2 ⇒ (3) + 2 = 5

Dark Archive

Maps: Car. Crown || Skull & Shackles

The first orc evades the damage from YaBo's acid flinging, but the second takes a shot right in the face. It howls in anger and pain but keeps coming. Ore cuts the orc low with his hand axe. This followed up by a column of flame engulfing the creature and Neil joining Ore to smack the orc with his hammer. The creature collapses in a heap.

Dice Rolls:
Orc Dex: 1d20 + 1 ⇒ (14) + 1 = 15
Orc Dex: 1d20 + 1 ⇒ (9) + 1 = 10
Acid splash: 1d6 ⇒ 5


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 advances to swing his hammer at the next orc.

Attack: 1d20 + 4 ⇒ (10) + 4 = 14


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, seeing the efficiency of his martial comrades, almost stays his hand. He decides better of it, after considering the current group climate, and launches a casual Fireball at the Orcs: 1d20 + 2 + 2 ⇒ (11) + 2 + 2 = 15
1d10 ⇒ 6

The Elfkin had meant the blast as more of a distraction, but at first glance, it appears as though one of the Orcs might step into its path.

Theo catches himself holding his breath in anticipation. He ponders this reaction, "It seems none are truly above their basest instincts. Perhaps that is my lesson for this adventure: beware the intoxicating beasthood of man. And show mercy to those who are lost in its haze."


| 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 wades into the front lines.

Move & Dash

Dark Archive

Maps: Car. Crown || Skull & Shackles

Theo blasts the remaining orc, which growls in pain and anger. Morgan moves forward to engage as the orc swings at Neil. The attack is poorly timed and Neil acts quickly to finish the monster!

Combat Over!

Dice Rolls:
Orc vs. Neil: 1d20 + 5 ⇒ (10) + 5 = 15 Damage: 1d8 + 3 ⇒ (6) + 3 = 9
Neil Damage: 1d8 + 2 ⇒ (3) + 2 = 5


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

Think those were the guards? Maybe he's down the hall some more. We can go back for that room later. Neil asks. He looks to the others to provide tactical guidance. He's self aware enough to know that he ain't the best at it.


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...
Neil Ogea wrote:
Think those were the guards?

As he strolls down the hall to rejoin Ore and the others, Theo reminds Neil, in the simplest terms, of the Orc's social structure and of what the team has already learned.

"The old Orc told us the chief is guarded by warrior women, Neil. The odds should be rather...self-evident as to if these corpses were said warriors. That said, we don't know what to expect from the other tribe that calls these caves home."

If I had bothered to check the map during combat, I'd probably be able to answer that directly. And also less condescendingly.

The guards should be some of, if not the first female warriors we have encountered.

Theo then says a quick prayer for the fallen warriors and another one for himself, as he loots their pockets, satchels, and quivers for anything of immediate use. This current mission may leave a bad taste in his mouth, but staying supplied means staying safe. He won't put the lives of his friends at risk just to stand over them on the moral high-ground.

Theo leaves any coins he finds in small piles on the Orcs' chests. His companions can have them. Arrows, salves, and spells to fight and heal with are one thing; but Theo will fill his pockets on this profane quest no longer.

Since RP started picking up steam, I figured I should lean a bit harder. Enjoy the money, my guys. Good RP is priceless

Dark Archive

Maps: Car. Crown || Skull & Shackles

These orcs were definitely males. They had little of value on them beyond a handful of coins (2d6 ⇒ (6, 3) = 9 silver pieces).

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 walks over to where Theo stacked the coins and picks them up. "Can't let good coin go to waste. Besides those Orcs won't need them anymore."
Says Ya'Bo as he pockets the coins.
"So would you guys like me to try that door again or do we take a look where the guards came from?"

Thinking back on his past, No one in there right mind would just leave coins if they were forced to live on the streets. I have seen people kill over less. It must be nice to have grown up with so much that you can just walk away from coin just sitting there.

Silver Crusade

PP: 9/10 B3nn1es: 3/3 | W0undz: 0 |P4rry 8[10]/RATN:[6] |T0ughne$$: 22(11) | P4ce: 8/d10 |Cha:+2| N0t1ce: d4

"Sure, try the door."

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 creates his tools again and try's the lock again.
Theifs tool's : 1d20 + 2 ⇒ (12) + 2 = 14

Dark Archive

Maps: Car. Crown || Skull & Shackles

YaBo tries the lock again but finds it as secure as before.


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...

"A bit out of practice, are we, YaBo?

'Tis no great loss. Best we find the source of our friends here, likely the second Orc clan, before we put them at our back -- risking a flank as we engage the Chief."


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

"Mmmm agreed; the door won't be going anywhere," Ore said, an idea for a prank entering into his mind joyfully.


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 shrugs and starts headed to the next unexplored area.

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

Frustrated, Ya'bo leaves the door behind and heads after the rest of the group.
"I just need to think on that lock, it will come to me on the proper way to get it open."

Silver Crusade

PP: 9/10 B3nn1es: 3/3 | W0undz: 0 |P4rry 8[10]/RATN:[6] |T0ughne$$: 22(11) | P4ce: 8/d10 |Cha:+2| N0t1ce: d4

Aterro shakes his head, like a bull ridding himself of an annoying gnat.

"Pause a momment, friends. Beseems that none will disturb us here, and it is not meat that such a trivial frivolity as a weak door of orcish design should stop us from where we wish to go.

I had thought that good Ya'Bo would defeat it in time, but we can not leave an unknown to our backs, not with ourselves so weak and with such a hard fight ahead of us.

I will crack open this nut and we will go on, knowing our cause is righteous."

Aterro takes a few practice swings with his massive two-handed sword, and then lays into the door as if it had committed unforgivable Heresy.

Wood is AC 15, and a door is ~10 hp, and I've got all day. These are if rolls are needed::

Attack!: 1d20 + 5 ⇒ (3) + 5 = 8
Damage!: 2d6 + 3 ⇒ (6, 2) + 3 = 11

Attack!: 1d20 + 5 ⇒ (1) + 5 = 6
Damage!: 2d6 + 3 ⇒ (6, 5) + 3 = 14

Attack!: 1d20 + 5 ⇒ (9) + 5 = 14
Damage!: 2d6 + 3 ⇒ (2, 2) + 3 = 7

Attack!: 1d20 + 5 ⇒ (12) + 5 = 17
Damage!: 2d6 + 3 ⇒ (2, 6) + 3 = 11

Attack!: 1d20 + 5 ⇒ (4) + 5 = 9
Damage!: 2d6 + 3 ⇒ (2, 5) + 3 = 10

Attack!: 1d20 + 5 ⇒ (5) + 5 = 10
Damage!: 2d6 + 3 ⇒ (3, 5) + 3 = 11

Attack!: 1d20 + 5 ⇒ (4) + 5 = 9
Damage!: 2d6 + 3 ⇒ (2, 4) + 3 = 9

Attack!: 1d20 + 5 ⇒ (6) + 5 = 11
Damage!: 2d6 + 3 ⇒ (2, 6) + 3 = 11

Attack!: 1d20 + 5 ⇒ (10) + 5 = 15
Damage!: 2d6 + 3 ⇒ (6, 6) + 3 = 15

Dark Archive

Maps: Car. Crown || Skull & Shackles

It takes a few moments, but the door gives under the barrage of power pitted against it. The splintered wooden remains creak open to reveal a 20 foot by 40 foot chamber; a storage room. Numerous sacks, crates, and casks are neatly stacked or piled along the walls. In addition, several shields hang on the east wall along with numerous spears propped up in the corner. A pair of battleaxes rest on one of the crates. In the middle of the room is what seems to be a haunch of salted meat.


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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

"If brute force doesn't work, then you're not using enough," Ore says off-handedly, repeating something he'd heard the monks saying once upon a time. Never had it seemed as relevant.

Taking a look around he inspected the room, just in case anything was more than it seemed...

Silver Crusade

PP: 9/10 B3nn1es: 3/3 | W0undz: 0 |P4rry 8[10]/RATN:[6] |T0ughne$$: 22(11) | P4ce: 8/d10 |Cha:+2| N0t1ce: d4

Aterro chuckles low and smirks, enjoying Ore's humor.

Now that such loot is so naked before them, he begins a thorough catalog, looking for anything worthwhile.

Perception: 1d20 + 5 ⇒ (1) + 5 = 6

His search is cut short as one of the shields is polished to a mirror shine, and shows his reflection in a good light. He can not help but pause, thinking he strikes a good figure.

How the F%@! do I roll a 1 on PERCEPTION!>?!>??


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...

Does Theo catch-on to Attero's plan before the first strike:

Insight: 1d20 + 4 + 3 ⇒ (10) + 4 + 3 = 17

As soon as Attero's intentions become clear, Theo begins weaving a chain of illusions.

Theo's whole body tenses as each strike against Attero's inanimate foe echos throughout the cave, but he steadies his breath and maintains his cast-cycle. Eventually, he's recreated Attero's door and surrounding wall as an illusion directly behind Ya'Bo.

Could I get, like, a 1dX roll for how much warning I have? Maybe casts or seconds before contact. It's probably not important but...mUh ImMeRsiOn XD

Once inside, Theo can't help but feel a little vindicated. These are well-supplied soldiers, they aren't rabid animals. Propper leverage could harness this martial culture for good. He's more sure of that now than ever.

Seeing Attero fawn over the wall of shields -- at least, that's what Theo hopes Attero is fawning over -- reminds the Elfkin of his own lost shield. He scours the walls for a similar replacement before moving to help take general stock of the room.

Perception: 1d20 + 2 + 3 ⇒ (4) + 2 + 3 = 9


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 stoops when Aterro decided to bash the door down. Now thatn was a good ideer, Neil says. Should of thought of it myself.

Peering into the room from the door, he gives out a low whistle. Look at all this. This'll help the keep fer sure. Weapons, foods, spices... This is a nice find.

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