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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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

Thinking to himself I guess that one way of opening a door for the uneducated and Ya'Bo gives a sigh.

Ya'Bo smiles when Theo puts up the illusion. Reaching into a pocket Ya'Bo pulls out his pet mouse and starts to talk to it. "Squeek, Squeek, Squeek." and puts the mouse on the ground where it waits for a bit a cheese that Ya'Bo hands the mouse. The mouse scampers just out of the illusion to stand guard.

Turning around seeing his party staring at him. "What?, We can not see through the illusion our selves so I told whiskers to let me know if someone or something is coming."

Gnome speak with small animals ability, not a familiar

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

Could everyone else please roll Perception? I'm unable to roll dice at the moment because of how much I suck at it.

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 takes a look around.
Perception: 1d20 + 2 ⇒ (6) + 2 = 8

"Depending how long we plan to be here I could cast Detect Magic in about 15 min."


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

"Go ahead," Ore says from the center of the room where he's already torn off a piece of meat and has gotten to working 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...

With everyone inside, Theo dispells his layered illusion in favor of maintaining a single mirage in the shape of an unassaulted door.


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 think I'm going to rest my bones, Neil says, taking a seat by the Illusary door. I'll be here for someone to trip over if they try to come in.

Dark Archive

Maps: Car. Crown || Skull & Shackles

This seems to be a good place for a brief rest, if necessary. A thorough search of the room reveals three functional shields, 17 serviceable spears, two battleaxes in excellent condition, and in one small crate in the northeast corner, a long-forgotten heavy crossbow with a broken drawstring and 60 bolts.

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 10 min break, Ya'Bo does the ritual to cast detect magic and scans the room.


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 allows the more martially-minded among the party to have the first pick from the shields on display. Should all of them be taken, Theo can make do with a hand-me-down. The spears and axes are of little interest to him.

After a moment, Theo begins humming a familiar tune to himself. The melody helps him to keep time for short intervals. Each return to the chorus signaling Theo to refresh his illusion.

Dark Archive

Maps: Car. Crown || Skull & Shackles

No magic is evident in the room.

You may rest for an hour without incident. Anything longer and I will have to check to see what comes up.


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

Nothing for me to recover, so I'm ready to move whenever.


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

I'll get a ki point back. Let's rest

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 the small chest and takes a look at it, checking for traps and if it is locked.
Perception for traps: 1d20 + 2 ⇒ (4) + 2 = 6
"Looks clear of traps, time to see what goodies you hold."

Theif's tools if needed to open: 1d20 + 2 ⇒ (16) + 2 = 18

Now I can pop locks
I rather not stay for an hour, my mage armor is on a timer.


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...

I can't recharge spells while maintaining the illusion. And, at least in-character, I can't really justify dispelling it while we're in here.

Tl;dr: Theo gains nothing from a full wait, but I have no reason to specifically be against it.


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

Mage armor is 8 hours, are we getting close to that? Is the illusion strictly necessary?


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...

Realizing that the party is settling in for a quick respite, Theo decides it best not to leave clear evidence of their presence in the halls.

Theo peers past his illusion, looking and listening for any signs of trouble.

"If a creature discerns the illusion for what it is, the illusion becomes faint to the creature." Since we know what my illusions are, we should be able to see through them to some degree.

Convinced the path is safe, Theo moves down the hall as swiftly and quietly as he can. He stacks the corpses of the two fallen Orcs atop one another and drags them to the safety of the storeroom.

Obligotary rolls. Metagaming is bad, m'kay.
Stealth: 1d20 ⇒ 12
Perception: 1d20 + 2 + 3 ⇒ (5) + 2 + 3 = 10
.
.
.

Ore Thornstock wrote:
Mage armor is 8 hours, are we getting close to that? Is the illusion strictly necessary?

In a meta sense, no. DM says we are clear for an hour.

I just can't imagine why Theo would risk going without it. A normally locked door is excelent cover, and we have no reason to assume the coast is clear.

If we wanna risk extending our break to two hours, Ya'Bo and I could take shifts. I doubt anything that comes along would be a threat to us after back-to-back short rests. Of course, that plan runs afoul of Ya'Bo's MA timer.

I'm cool with whatever. Just consider me a non-vote on the issue.

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

"Don't worry too much I have Whiskers keeping an eye open. He will say there as long as I have cheese for him when he gets back or gets bored and wants a snack." Ya'Bo quietly says to Theo

Dark Archive

Maps: Car. Crown || Skull & Shackles

The rest period passes without incident. What are we doing?


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

We're hunting orc!


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

Mentally focused again, Ore talked to the hallway carefully, peering around the corner and listening for any signs of orcs. Perception: 1d20 + 4 ⇒ (13) + 4 = 17


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...

We should be ready to head down the un-explored corridor those two Orcs came from. Any objections?

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

none here

Ya'Bo retrieves his pet mouse and after talking to it feed it a small piece of cheese, then places it back in a pocket.

"Whiskers says all is clear and no one came this way."

Dark Archive

Maps: Car. Crown || Skull & Shackles

Breaking camp, the party moves up the corridor to a heavy wooden door. The door has a crude sign hanging from a nail. It reads:

ਕੋਈ ਪਰੇਸ਼ਾਨੀ ਨਹੀਂ

Orcish:
No disturb!


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...

"Hmm. Orchish shares a script with Dwarven."

Theo attempts to sound out the characters; listening for any Dwarven root-words, Common phrases written in Orcish, or loan-words from other tongues.

INT: 1d20 ⇒ 20

Dark Archive

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Maps: Car. Crown || Skull & Shackles

Theo is able to piece together that the sign reads something along the lines of "Do not disturb!"


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...
WhtKnt wrote:
Theo is able to piece together that the sign reads something along the lines of "Do not disturb!"

When the gist of the sign's meaning finally becomes clear to Theo, he chuckles to himself a bit.

"Well, I don't know what I was expecting, but it seems our friends aren't keen on entertaining visitors today." Theo rolls his eyes at himself for overcomplicating the obvious.

"It is interesting that the sign is a warning in Orcish, as opposed to a blatant death threat in Common. This sign likely isn't for intruders. This could very well be a threshold into the second Orc clan's territory."


1 person marked this as a favorite.
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

"Shall we find out?" Ore asks. "Perhaps Stealth is in order?"


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:
"Shall we find out?" Ore asks. "Perhaps Stealth is in order?"

"Quite. I think a dash of subterfuge would go a long way as well.

We have the element of surprise, and so much as touching this door could sacrifice that advantage. Of course, we aren't going any further with the door closed. Fortunately, doors generally open both ways." Theo pauses for a moment, glancing around the room, and apparently taking mental measurements.

"My friends, I think we should set a trap."

Nothing fancy. Just a combination of illusions and practical effects to bait them into an ambush.

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 intrigued with Theo idea, "What do you have in mind Theo? How about we have Ore under a bear rug making a bunch of noise to draw them out."
Giving a smile to Ore.

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

"My experience with orcs is that a superior tactical position is always better than any ploy.

For instance, to put Ore in such a disadvantaged position would almost certainly doom him to death.

I would simply get us in a phalanx, and then create enough cacophony to bring them to us.

But I would also council doing this after a night's sleep, so you are free to make plans as you would."

Still don't understand this resistance to taking a long rest. But good luck.


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:

Ya'Bo intrigued with Theo idea, "What do you have in mind Theo? How about we have Ore under a bear rug making a bunch of noise to draw them out."

Giving a smile to Ore.

"Even in glibness, your intellect still astounds, Ya'Bo."

"I may, in fact, have a use for our agile friend. Tragically, I'm not sure the bear pelt will be required." Theo says with a disheartened sigh and a deviant glance at Ore and Ya'Bo.

"If this is a port into new territory, it's quite possible that the majority of the caves lie beyond the door. We may not be able to lure them out if they are far enough in. If we can't, we may need...live bait. Or, if he's lucky, Ore'll simply end-up on the scouting trip he alluded to a bit ago."

Theo glances around the room again.

"Hiding the ambush should be simple enough. There's room for stalactite illusions to hide in, and the tight corridor lends its-self to the camouflage we used early-on to the escape the Goblins."

Brother Aterro Dominatus wrote:

"I would simply get us in a phalanx, and then create enough cacophony to bring them to us..

"Exactly."

"That said, if we want every possible advantage, then we need them coming into that cacophony as uninformed as possible. The best formations are the ones your enemies don't know you are in."

Just Tell me and Ya'Bo where you want the Orcs to go, and we can make sure that's where the Orcs think they want to be too.


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

This all sounds fine to me! Nail says, ready to follow the lead of his smarter companions.

Aterro, you still have more than half your resources remaining, plus full armor and full health. And don't forget that channel divinity resets on a short rest.

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

Theo, where do you see a map of rooms? I only see a corridor when I log in. Do we have a macro-scopic map somewhere?


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...
Brother Aterro Dominatus wrote:
Theo, where do you see a map of rooms? I only see a corridor when I log in. Do we have a macro-scopic map somewhere?

That's all I see, as well

The comments about the area behind the door are conjecture on Theo's part.

Unless you misinterpreted this:

Quote:
There's room for stalactite illusions to hide in

I'm saying there is enough space in the hall to create illusions of stalactites that we can hide in. I didn't mean to imply there were separate rooms in or attached to the hall.

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

"Well if you insist on getting yourselves killed, then we best be about it.

You can create these small illusions at will, yes? If so, then why create something that they would never believe? No doubt the orcs know their own halls, and they would never think that stalagtites would have formed overnight.

But if instead you make a low wall, something that could've been built in an hour, they would be more like to buy the ruse.

If such, then right here is as fine a place as any. You could make your wall, and have all of us crouch behind it. Then Ore could stalk forward, scouting for the enemy. When he finds them, he could call them an ettercap, or some such, then run back here, leaping over the wall to sell the deception.

As they advance and halt at the wall, we would be in a fine place to simply burst upon them."


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...
Brother Aterro Dominatus wrote:

"Well if you insist on getting yourselves killed, then we best be about it.

You can create these small illusions at will, yes? If so, then why create something that they would never believe? No doubt the orcs know their own halls, and they would never think that stalagtites would have formed overnight.

But if instead you make a low wall, something that could've been built in an hour, they would be more like to buy the ruse.

If such, then right here is as fine a place as any. You could make your wall, and have all of us crouch behind it. Then Ore could stalk forward, scouting for the enemy. When he finds them, he could call them an ettercap, or some such, then run back here, leaping over the wall to sell the deception.

As they advance and halt at the wall, we would be in a fine place to simply burst upon them."

"You would be surprised what the less astute will believe. Change-blindness is a phenomenon abused too extremes by illusionists and con-men of all colors and shapes."

That said, in deference to your willingness to work against your own better judgment: if a wall feels better to you, then a wall we shall have. You say it should look hastily constructed? Wooden planks or stacked stone?" Theo gives a vague gesture with his staff, conjuring two potential walls for Attero's consideration.

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 nods, satisfied. "I would do the packed stones--more in line with the construction around us--good wood is ever outside of the orcs' ken."

He turns to Ore. "Ready to go pick a fight?"


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

You pansies about ready? Neil asks, poorly joking. Coulda killed these beasts already.


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's gone serious now that the fight is approaching, though it rarely lasts for long.

"I am, let's do this," he says, pressing the palms of his hands together and stretching his fingers.

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 tell me where you want the walls at.
Ya'Bo adjusts his gear for a speedy retreat if need be.


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 works with Ya'Bo to erect the illusory barrier to Attero's specifications. He was glad for the help; limitations on the spell's scope mean that several castings are needed to construct a wall large enough to hide the whole party. Theo uses an extra casting to loop a tune in his head that tells him when the pair need to refresh their spell.

As Ore readies himself for the coming conflict, Theo approaches and gives a quick gesture beckoning his Hafling friend into a private conference.

Theo begins to absentmindedly jingle his change as he addresses Ore."Attero isn't wrong. We are, by our very presence, picking a fight. I believe the core of our cause to be righteous, we just need to start executing it with a little more empathy."

"Parlay or profanity, the Orcs aren't likely to react any differently to your presence. So, from a certain point-of-view, there's no real harm in starting with the former, no?" Theo gives Ore a sly smirk as he finally pulls his hand from his pouch.

A faint glow escapes from in-between Theo's fingers. He holds his fist out, palm-down, gesturing for Ore to do the inverse.

"Of course..."Theo continues. "Your safety comes first." Theo presses his palm into Ore's and closes the Halfling's fist around a stack of copper and silver.

"Light from the enchanted copper should play well with the polished silver to create a dazzling effect -- especially for light-sensitive cave dwellers. Probably not the worst bait either, if you need a different kind of distraction."

Just a handful of coppers enchanted with Light mixed with some regular silver. Figure it should create a disco ball effect, especially if thrown from a short-range. Individual coppers could be used to lure enemies to or away from certain areas.

Dark Archive

Maps: Car. Crown || Skull & Shackles

The "barriers" in place and everyone is position, Ore approaches the door. The door is made of heavy wood and proves to be locked when Ore tries it. Ore does not need a roll to hear the sounds of guttural laughter and moaning from behind the door.


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...

Let's see if Theo notices Ore's reaction to the sounds, or to his failed attempt at opening the door. Maybe we can keep this going until Ore is free to post again.

Insight: 1d20 + 4 + 3 ⇒ (9) + 4 + 3 = 16

@Ya'Bo @Attero @GM

Looks good, but let's wait for GM approval:

Keeping his voice low, Theo confers with his friends. "I think, mayhaps, checking the door should have come first."

He addresses the War Cleric directly. "Cloth Brother, this door surely opens onto a metaphorical plane of your Domain. What is the safest way to make this transition?

Off the top of my head, I see 4 main options.

Stealth: Have Ya'Bo pick the lock. Attempt to maintain stealth. I could amplify the ambient noise in the room to drown out the sound of the lock.

Knock: This should be Ore approved: *Knock knock* "Meat & Mead delivery service". Classic Pizza Guy routine. Also, it should be a great opening to chuck my glowy coins in an Orc's face when they open the door. #SelfPromo

Breach: Just kick it in. Aggro-Knocking. I don't know that we could get it one go, so it'd still just be them walking into the hallway.

Lure: Use illusions to bait out the Orcs out, preferably in a panic. Ya'Bo and I can create literal thunder claps centered on this room. We could easily have these Orcs believing that the who cave is collapsing.


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

"Thark sent me, I'm to be your dinner, I think?" Ore says, shrugging back at the others and knocking on the door.

"Hello?!"

Dark Archive

Maps: Car. Crown || Skull & Shackles

The noise beyond the portal stops and there is a rustle of movement, then a gruff voice filters through the door. "ਥਰਕ ਨਹੀਂ ਪੜ੍ਹਿਆ ਸਾਈਨ ਕਹੋ ਕੋਈ ਪ੍ਰੇਸ਼ਾਨ ਕਿਉਂ ਨਹੀਂ ਬੋਲਦਾ ਆਰਕਿਸ਼" The speaker is quite obviously annoyed.

Orcish:
"Thark no read? Sign say no disturb! Why no speak orcish?"


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

"Not sure what you said, but if you're not going to be eating me, I suppose I'll be leaving now. Too bad, I've always thought I'd be a very tasty halfling."

Ore looks back at the others and shrugs, unsure if they'll buy his lie, and hoping whatever he missed in orcish wasn't too important...

Silver Crusade

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

Aterro whispers at Ore, "You're doing fine. Just keep annoying them and they'll come out to eat you eventually."

Orcs only had one answer to life's problems.


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...

If they don't answer when GM posts next.:

When Ore looks back, Theo gestures for his friend to knock thrice more.

Using the first couple of knocks to synch with Ore's rhythm, and drawing inspiration from Attero's confrontation with the storage room's door, Theo lets loose a mighty crash alongside Ore's final strike.

1d20 - 1 ⇒ (17) - 1 = 16

Maybe Theo is a really bad mime. I dunno. I like dice.


In case it isn't obvious, the crash is a Minor Illusion. I'm sure that's clear, I just didn't like how vaguely that post read.


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 waits patiently. He resists the urge to ask what the orcs are saying, knowing it won't do a damn bit of good.

Dark Archive

Maps: Car. Crown || Skull & Shackles

The door comes open, revealing a huge orc dressed only in his smallclothes, but carrying a large black mace. Behind him is a 20 foot-by-20 foot chamber covered with a mangy carpet. Several dirty and stained tapestries hang on the far walls, and a battered table and assortment of mismatched chairs occupy the room. At the opposite end is a sturdy cot and pillows are scattered all over the floor. Two female orcs lounge on the pillows in various states of undress. They look surprised to see you, where the leader only looks angry.

"ਗ੍ਰੇਕ ਕਹੋ ਕੋਈ ਪ੍ਰੇਸ਼ਾਨ ਗ੍ਰੇਕਕ ਮਤਲਬ ਨਹੀਂ" The chief stops suddenly when he sees Ore.

Orcish:
"Grakak say no disturb, Grakak mean no..."

INITIATIVE
Leader
Party
Females

The leader takes a swipe at Ore with his mace, connecting hard with the halfling's shoulder! (Ore takes 10 points of damage!)

The party is up!

Dice Rolls:
Leader Init: 1d20 + 1 ⇒ (14) + 1 = 15
Party Init: 1d20 + 4 ⇒ (10) + 4 = 14
Female Init: 1d20 + 1 ⇒ (10) + 1 = 11
Leader vs. Ore: 1d20 + 6 ⇒ (10) + 6 = 16 Damage: 1d6 + 4 ⇒ (6) + 4 = 10

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