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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Dark Archive

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

Finding no traps, Ya'Bo summons his picks and attempts to pick the lock, but is unsuccessful.

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 giving it one more try after he casts guidance on himself.
Sleight of Hand to open the lock: 1d20 + 4 + 2 + 1 ⇒ (8) + 4 + 2 + 1 = 15
dice+base+skill+profic thieves tools +guidance
"Well that didn't work, did any of you find a key?"
If/When no key is found Ya'bo starts to shoot the lock with Acid Splash spells to melt the lock off.

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. "That's probably a better idea than hitting it with a sword."


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...

As Ya'Bo works at the thus far uncooperative lock, Theo picks up the vile revealed by the Gnomes earlier spell. Assuming the container is translucent, he holds it up to the glowing end of his staff. Turning it this way and that, Theo inspects the liquid's color, viscosity, and texture -- as well as one can manage visually. Then, making sure that he isn't breaking an intact seal, Theo pops the cork and gives the liquid a sniff.

Knowledge (general arcana): 1d20 + 2 ⇒ (14) + 2 = 16
Maybe it's a common potion, or a famous one Theo recalls from his studies.

Nature (medicinal plants): 1d20 + 4 ⇒ (9) + 4 = 13

If he doesn't know the potion, maybe he recognizes a key ingredient that can clue us in to the potion's general nature: poison, healing, turning Haflings into frogs -- really broad strokes. IRL example would be recognizing that the presence of aloe implies some kind of burn or abrasion remedy. Obviously, this won't work if there is an intact seal.

As he works, Theo addresses his newly armed comrades. "If any of you are interested in the exact nature of your boon, you may want to do some jewelry shopping when we return to town. Ya'Bo or I can identify your enchanted gear, but the spell requires a rather high-end pearl. Even in areas not land-locked, something of this quality would sell for at least 100gp."

Once satisfied with his cursory inspection, and once his friend is done finessing open the mysterious box, Theo turns to Ya'Bo and inquires; "So, seems that our martial companions have come to an amicable arrangement for splitting the mystic armaments. I suppose that leaves us to come to an agreement on the scroll."

Theo puts his back to the wall and slides to the floor, thinking better of taking his chances on any of the furniture considering the state they had found the Orcs in. I take it we plan to rest before marching back to town. If not, nevermind. If so...Arcane Recharge

"I'll be blunt, I'd very much like to have the scroll. The return of my Arcane casting, and so vastly improved to my adolescence, has been thoroughly intoxicating." Theo goes limp and his eyes glaze for a moment as his arcane energy begins to recharge. "That said, 'twas your spell that sussed out these boons in the first place, friend. It's only right that the choice be yours."

"Anway, first-pick on a shiny trinket is the absolute least I can do. Without your help, who knows how long it could have taken to re-acquire my arcane skills? If I were the type to risk heresy, I'd accuse Lady Mystra of but a single flaw: overestimating my competence."

Theo takes his next breath slowly, granting himself a brief pause. He reflects on the trial given to him by his mistress; his mind flooding with decade-old arcane formulas. Nigh-forgotten lessons reviewed through a lens of maturity, experience, and divine tutelage. A cycle of fractured memories invoking epiphanies about abstract arcane principles, only for those epiphanies to inspire deeper questions, and those questions to trigger more fragments. Theo was truly blessed to have been in Ya'Bo's company when the trial began.

"Without a competent mage to lean on and observe, it could have been weeks, or even months, before I puzzled all that information into something coherent."

Dark Archive

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

The seal on the potion bottle is firmly in place, but Theo seems to recall having seen many potions of this type before; a potion of healing.

The acid blob melts the lock nicely and the chest can be opened. It holds a quantity of copper, silver, and gold.

Looking around the room, Arterro is surprised to find a hidden seam on the south wall of the cavern. Closer inspection reveals a secret door there!


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:
The seal on the potion bottle is firmly in place, but Theo seems to recall having seen many potions of this type before; a potion of healing.

Just as Ya'Bo has enough of being denied by the obstinate lock; finally ransacking it's boon with a minor show of force, Theo becomes acutely aware of the potion still in his hand.

"Oh, yes. That's right." The half-elf says to no one in particular.

"Woeful news, friends. It seems none of our boons will aid us in acquiring a new amphibious mascot." Theo says, giving a knowing look to Ore. "Silver lining: this crimson tonic will stave off death." Theo holds the vile up to the light again, admiring the color. "Should mend cuts and bruises as well as any of the Divine casters among us -- at least for the time being."


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

Divine, Neil spits. Ain't nothin dee-vine about that a&~&!~%, he says, referring to Talos.


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:
Divine, Neil spits. Ain't nothin dee-vine about that a+@%*#!, he says, referring to Talos.

"No. I suppose not." Theo agrees

Fortunately, all magic stems from The Weave, from Mystra herself. No spell, however great or minor, is cast without the Arcane Mother's leave."

Theo pauses, his face turning sour. His mind wanders back to the destruction that magic had brought upon Neil and his family.

"Sadly, for the sake of mortal freedom, and to safeguard the cosmos from the tantrums of petty Gods, Lady Mystra often keeps a loose hold on the reigns of Magic in the universe."

"Know that the tyrant who assailed you is a sad pretender throwing around borrowed power. And try to find peace in knowing that none - not mortal, not God, none - abuse the gifts of Mystra without consequence. 'Tis the whole purpose of my order."

"Cast your spells in health, brother. Take pride knowing that your honor and good-spirit spit in the face of any profane machinations that some False God may have for your life. Your power is not Talos' power. All magic is a gift from Mystra, and is yours alone."

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

Watching the last sizzle of acid eat through the lock.
"Now was that not nicer with out all the loud banging from swords on the lock?
Well, well looks like we are having a nice dinner tonight at the inn with this coin."

And Ya'Bo starts to count how much is there, while listening to Theo talk about the gods.

"I feel the gods just look at us like ants at an ant hill. We are forgotten about until someone kicks the ant hill over, just to see what happens. But what you said Theo is well said."

"And Theo about the scroll. We are wizards we can just scribe it in one spell book and the other can just copy it from the the others book.
Then we will both have it, would you not agree that it would be the best plan for any scrolls that we come across?"

Unless the GM rules that it would destroy the book, Then it will need to be put in a book and the scroll remade for the other person to scribe it in their book.

Once the coin is counted Ya'Bo splits it up into six equal amounts. If there is an odd number of coin he places that it the seventh stack for general party use. Once the stacks are made he picks up his stack and offers the other party members their share of the coin loot.

If there is a seventh stack "Who, other than Ore, wants to be responsible for the party funds?"

Dark Archive

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

After the coinage is divided, each of you receives 34 cp, 47 sp, 13 gp, and 2 pp, leaving 1 cp, 4 sp, 3 gp, and 1 pp in the party kitty.

My tabletop group allows spells to be copied from books without penalty, so I see no reason to disallow it here.

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

"Oh, aye, Ya'Bo, that were nicely done, that.

But soft, you are too harsh on the deities. For without us, they would not be, so how can they not care about our fates?

Look to thy own gifts; thy cunning, thy intellect, thy craftiness. These are all gifts given to you at thy conception, so that as you trod your Road of Fate you may use these strengths of yours to bring Glory and Honor to the deity that chose -you- at thy birth.

For indeed, does that not make more sense? We all of do not chose who we cleave to, but that is already chosen. For us we merely must seek _WHY_ we follow them, and why they have chosen US!

So tread soft, friend Neil. Though it may seem that thy path is not of thy own choosing, is one who can see all of the Multiverse beseeming as one who is prone to mistakes, or to be overly-casual with how they hand out favor?
Examine your thoughts. You are angry and confused and torrential. Heh. Are those not perfect traits for one who serves the StormLord?

So, Ya'bo, is that what thy heart craves? That we have a soft night in soft beds before carrying on the war on the morrow? Very well! As you have brought glory to us this day, I shall relinquish my request that we stay here to gather our strength so as not to lose another moment in our glorious mission!

But let us arise and be back here all the earlier upon the morrow.

You never can trust the Orc."


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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

Neil's eyes glass over as Theo tries to explain magical theory.


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:

Watching the last sizzle of acid eat through the lock.

"And Theo about the scroll. We are wizards we can just scribe it in one spell book and the other can just copy it from the the others book.
Then we will both have it, would you not agree that it would be the best plan for any scrolls that we come across?"

"That would certainly be ideal"

"Is copying a spell of this level within your power, Ya'Bo? If so, I'm quite jealous. Theo gives the scroll a once-over. During my time as an apprentice, I fancied myself something of a rune-smith. Even at the height of such youthful arrogance, I doubt I would have beleived myself capable matching the subtle complexities of this script."

Quote:


If there is a seventh stack "Who, other than Ore, wants to be responsible for the party funds?"

"I'll take the job, should everyone else decline."

"How about you, Neil?" Theo asks casually.

I have, and will continue to, trust each of you with my life. But despite our differences, Neil, the consistency of your candor and simplistic sincerity of your worldview has earned a great deal of my trust. I'm fairly certain you would cut off your possessed limb before you allowed it to spend a single copper of coins not your own. That said, in the spirit of such candor, we may want to have someone else handle the accounting."

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

"Sadly Theo, I am still doing research on the more powerful spells, such as this one. I am not sure even if I can cast this one off the scroll without mishap. So I will carefully place it in my pack til I am able to scribe it in my book and make a copy for you. Or if the situation is so dire that it does not matter of the risks of mishaps by just casting it."

Ya'Bo places the scroll in his pack for safe keeping. And finds a nice place to rest in the corner.

"I assume we are resting here. Who would like to do the watches to alert the rest of danger?"


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

Go ahead and get some sleep. I'll stay up late. Neil offers.

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

"Gratitude for your vigilance, Brother Neil. I shall relieve you of the watch as soon as I am restored."

That said, Aterro pours himself into a corner of the room. Used to hard nights spent in wet mud and cold rain, he drifts instantly to sleep, glad at least that the room is dry and free of obvious vermin.


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:


Looking around the room, Arterro is surprised to find a hidden seam on the south wall of the cavern. Closer inspection reveals a secret door there!

Did we ever discuss this? I think we skimmed over 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
Theo Sylvanblood wrote:
WhtKnt wrote:


Looking around the room, Arterro is surprised to find a hidden seam on the south wall of the cavern. Closer inspection reveals a secret door there!
Did we ever discuss this? I think we skimmed over it.

Maybe that's our egress!

Dark Archive

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

The secret door was not discussed at length. On the next map, I will be blocking using FoW as opposed to the VBL, so that you can see where you have been. You have completed this cavern, except for what may lie beyond the secret door.

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

If you guys wanna crack open the secret door on your watch, feel free.


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

Nope. I'm good.


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 have two people keep watch at time. One for each door. Wouldn't hurt to have Whiskers check on the secret door every now and again. Rats get a passive 10 on perspective checks and advantage on scent checks. I'm sure he'd catch a whiff of orc stank before we would hear them coming.


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

Ore will volunteer to watch the secret door during his watch...and when nobody's looking... will peek in just a little to see what's inside...

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

By the description, it does not seem to be a spot big enough for a mouse-Whiskers to get through.
*EDIT*

Then again if I read your post correctly Theo...

"Squeek, squeek, squeek." Ya'Bo says to Whickers to have him stand by the secret door to sniff out any Orcs.

Ya'Bo pulls out a small block of cheese that he got from the inn and breaks off a chunk. He then hands the chunk to the person who will be on first watch.

"Just break off a small bit and toss it over to Whiskers every now and then or he will get board and wander off. That should be enough for your whole watch. I will take last watch."
And Ya'Bo gets settled in for a little sleep.


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:
By the description, it does not seem to be a spot big enough for a mouse-Whiskers to get through.

I just meant for him to listen and sniff along the bottom of the door

Dark Archive

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

Ore:
A small table and two chairs are in the middle of the hidden room, which is 20 feet by 30 feet. There is a wooden chest to one side of the table, and two shields are hung on the south wall.

The rest passes without incident. It would seem that this cave, at least, is empty.


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:

saving space:
One thing that this shakes loose in my mind is that you never 'unprepare' spells. I don't recall if this was part of the discussion on the first go-round, but strictly speaking, changing your list of prepared spells is something you can choose to do after a long rest.

Likewise, after a long rest, you regain your slots (no choice on that one).

If you choose not to change your list, you keep the same list of prepared spells.

So unless something else went down, a wizard who lost their book wouldn't be without spells, they'd just be unable to change their list from whatever it was when they lost it.

Make of it what you will.

If Ore's logic checks out with GM:

That night, as he lays against the cold stone wall, Theo has the clearest dream of his life. Only divine omens and direct commands from his mistress have ever so completely enveloped each of his senses.

The scene is immediately familiar to Theo, he is back in his old room at his former master's home. He's sitting at the modest, but adequate, workstation provided to each student.

Several scraps of paper litter the area, and a poorly-kept ink well sits in the far corner surrounded by ink stains from where a quill has been repeatedly tossed aside haphazardly. Shielded by a unique bubble of order at the center of all this chaos, a modestly-sized tome sits splayed open on the tabletop.

"My spellbook?", Theo attempts to wonder aloud, but his body feels as if it's made of lead. Not even his eyes will move at his command.

A set of vaguely familiar hands, surely his own from years past, begin to thumb through Theo's spellbook and take notes. The hands flip past the first few pages faster than Theo can read, but the final three are examined at length. Runes are copied, incantations are rehearsed, gestures are fine-tuned, and ingredients are prepared.

It takes Theo longer than he would care to admit for him to piece together what he is looking at. This is a memory, an exact recreation of the morning he left with Lady Mystra.

Young Theo's morning preparations take about an hour. They are ended abruptly by a beckoning from his master. The would-be mage quickly gathers his Spellbook and sprints out the door. As he crosses the threshold he is enveloped by a blinding light. Present Theo braces himself for all the sensations of the waking world, but they never come. When his vision returns to him he's back at his desk. His notes are blank and his tome is open to the first spell he prepared.

"Oh." Theo thinks to himself "I guess it's going to be a long night."

Theo Sylvanblood wrote:

Spell Book: Find Familiar, Magic Missile, Shield, Ray of Sickness, Disguise Self, Witch Bolt

Cantrips: Light, Firebolt, Minor Illusion
Prepared Spells: Witch Bolt, Magic Missile, Shield

----

Theo decides to join Ya'Bo for the last watch. Theo hopes he'll be allowed to observe as his friend prepares spells for the day. Any honest attempt to further understand magic is an act of reverence towards Mystra and, as such, is an acceptable form of meditation for her followers.

Theo figures he can kill two birds with one stone. He can replenish his divine magic while continuing to refresh his memory of Arcane casting. Maybe he'll even learn something about the fragmented spell that plagues his mind so.

He won't catch a break on that. That line is RP filler. He's not up for a check on that for another 3 or 4 days. Just to be crystal clear.

Prepped Cleric Spells: Healing Word, Bless, Sanctuary, PFGAE


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

[b["Well, that was nice and boring,"[/b] Ore says.

"A good safe sleep: the best kind. Let's go check out the secret room. I... Am not at all embarrassed to say I peeked and it looks like there's at least one more hidey-hole!"

Can we ID the items on a rest?

Dark Archive

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

Ore's logic is impeccable. I don't think there are any unidentified items, but if so, yes, you can get them IDed.


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

Wondering about details of the mace and shield.

Dark Archive

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

Ah, yes. The shield is merely a +1 shield, but the mace... The mace is a +1 weapon (attack and damage) but is also a thing of evil. If used against a creature of good alignment, you may reroll any damage result of a 1, but you must take the reroll.


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 the watch cycle and his morning rituals complete, Theo gathers his things and heads for the exit.

"The whole cave smells of a chamber pot but I couldn't bring myself to treat it as one. I'm in desperate need of fresh air and a private bush." Theo braces himself slightly on his staff, his movements somewhat slow and rigid, as he takes his leave. "The tender mercy of grass and soil won't go amiss either."

-----------

Sitting here patiently waiting to finally have an impactful RP spell (identity) come into play, when suddenly:

Ore Thornstock wrote:
Wondering about details of the mace and shield.
WhtKnt wrote:
Ah, yes. The shield is merely a +1 shield, but the mace... The mace is a +1 weapon (attack and damage) but is also a thing of evil. If used against a creature of good alignment, you may reroll any damage result of a 1, but you must take the reroll.

Oh, yeah. That works too.


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

"Fair points, Theo. Let's just check out the rest of this room first..."

Opening the secret door all the way, Ore waltzs in and looks around for a better view. If nothing else catches his eye, he'll walk over to the chest and check for traps, opening it if he finds none.

Perception: 1d20 + 4 ⇒ (12) + 4 = 16

Dark Archive

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

Sorry, Theo, to steal your thunder. :(

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

Retrieving Whiskers and making sure he was fed. Ya'Bo puts his spell book away then stands and stretches working the kinks out of his back.

Seeing others looking into the new room.
"What do you see in there?"


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 peers on.


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:
Sorry, Theo, to steal your thunder. :(

It's okay. I still love you. <3

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 stands next to Neil, just in case.

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 I guess the big heavy armored humans are afraid to go in, so it's up to us little folk Ya'Bo thinks to himself.

Ya'Bo grabs his gear and walks into the room, takes a look around for anything of interest, then moves over to Ore and gives him a hand with the chest. Casting Prestidigitation for any needed tools.

Perception looking around the room: 1d20 + 2 ⇒ (12) + 2 = 14
Investigation of the chest: 1d20 + 5 ⇒ (17) + 5 = 22

Dark Archive

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

The room beyond the door is small, a mere 20' x 30' (I do not have a map for this room). The chest proves unlocked and contains a longbow, 20 arrows, two longswords, and two daggers, all in excellent condition. A wooden bucket in the southeast corner contains only stagnant black water. There are no other apparent exits.


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

An arms room. Nice. Let's take these back to the keep.

Dark Archive

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

Back to the Keep, then?

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 it's morning and we have a pile of gear we can sell at the keep. Or should we try another cave entrance like (looking at the map I think we have cleared caves B, D, and E. We can give a try in cave 'A'). Or just return to the keep, Sell the stuff, and we can come back to cave A.


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 should make Aterro do one more cave while the rest of us go back to town. :)


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

haha, back to town for a few days sounds good.


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'm down to return to town.

Dark Archive

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

The return trip takes but a few hours and soon you are safe back in the keep. People crowd about, waiting to hear about your adventures and asking questions about the caves. Children, especially, seem enamored of you.

Theo, someone seeks you out while you are in the keep.

Theo:
"I heard that you were looking for some kind of spellbook?" the man asks casually.


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, someone seeks you out while you are in the keep.

** spoiler omitted **

Spoiler:

Theo is taken aback at first, his mind still on edge from the previous day's adventure. He spoke openly with Ya'Bo about his tome night before last in the pub, but it is to Theo's understanding that there are no arcane, nor even academic, institutions in the Keep. Another traveler? Court Wizard, maybe?

"Mayhaps I am." Theo says as he sizes the stranger up, looking for any clues about the man's status or intent. Insight: 1d20 + 2 ⇒ (9) + 2 = 11

"Pardon my bluntness, friend. I skipped breakfast and am not used to being so casually approached about my personal doings. Who in this...quaintly mundane little town has business in such matters?"

Dark Archive

1 person marked this as a favorite.
Maps: Car. Crown || Forge of Heroes || Skull & Shackles

Theo:
"My name is Bertelus, a traveler like yourself. I have heard rumors of a nearby stronghold called Quasqueton, which is said to have been the home of a powerful wizard and his warrior companion. It is believed that they are long dead, and the place has lain abandoned, now no doubt occupied by all manner of beasties. I am one, but you, with your allies, are a formidable force.

"I can provide directions to the fortress. If you and your allies would enter and see if the wizard's spellbook is still within, I would be willing to pay you for your troubles. Say, 500 gold coins, and access to the book, of course. Even if you find no book, it might be that there are things worth your time inside, and you could keep anything that you might find.

"I have a location, but neither the youth nor companions required for such an undertaking. You have the vigor and allies, but not the location. I believe that we could help each other."

He seems to be telling the truth.


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:
** spoiler omitted **

Spoiler:
Convinced the man is not an immediate threat, Theo relaxes. The Elfkin's face and tone take on a genuinely civil demeanor.

"Well met, Bertelus." Theo extends his hand in greeting. "Theo Sylvanblood, at your service."

"I should be upfront, friend. I can't speak for any of my comrades. I can only agree to pass along your offer. At least one among us considers our current objective nothing short of a moral obligation; straying will be a hard sell. It is a small miracle that we are even on this prolonged reprieve. We should be done within the week if your mission can wait."

Attero and Neil will hear nothing of interrupting the "cleansing" of the caves. It would be a bold request after the former has already acquiesced to the team's respite. Still...

"Speaking of your mission; what, exactly, do you stand to gain from this venture? Patrons at the tavern whispered of this fortress when we first arrived, but none offered us an artisan's yearly wage for...what, a guarded tour?" Decenters or no, Theo must pry further. His cloth-brothers may be driven by divine purpose, but his arcane-brother is not. Turning down this kind of money off-hand seems like a swift path to tasting Ya'Bo's acid.

Attero made clear in the discussion that he isn't a fan of PC subplots directly dictating the overarching narrative of the game, especially when it winds up dictating the actions of the party. I agreed not to let my spellbook be the catalyst for such a thing. It would be best if we can queue this up as the next quest.

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