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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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 pulls his mace to hand and gives it a dramatic twirl, reminding them if they do in fact try to eat him, he will in no way go down easy...

"I hope you're joking, Ya'Bo... But if you're not, well, I'm ready..."

"Peace, Ore. Ya'Bo exaggerates. He tripped into a minor faux pas. Nothing to fret about."

Dark Archive

Maps: Car. Crown || Skull & Shackles

Draconic:
"We do not go below; the great magic-user might have left traps or guardians. If you want to go to the cave, we will let you pass through the tower."


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's face lights up a bit, and he offers the Kobold leader a slight bow.

Draconic:
Thank you for your hospitality, Big Boss.

And, again, a thousand pardons for the trespass. Please, consider the corpse of your deceiver as a token of our gratitude and recompense for our rude arrival.

May all your enemies feel the heat of Dragon-fire before you know the cold of their steel. Just re-skinning "Long live the King"

Theo then turns to Ore and Dirk.

"Good news. Big Boss has granted us passage through the tower. It seems that what we seek is in the caves beneath us. The Kobold's haven't ventured there, out of fear of traps or magical guardians."

Theo's brow furrows in thought for a moment.

"Their hesitation doesn't fill me with confidence. We have seen their martial skill first hand, and even a drop of Draconic ancestry can lead someone of mundane birth to the pinnacle of arcane power. We may want to consider making camp nearby and regrouping before we venture into the caves. Being less than 100% for this mission seems...ill advised."

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 agree with you, Theo. A rest would be most wise."


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

"And we trust 'em not to jump is in the night? What assurances were they able to offer? How do we know there's not a big'un on its way home right now to eat us and they're just killing time?"

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

"If they wanted to kill us, I believe we would already been fighting by now." Ya'Bo responding to Ore's question.
"Most likely they will wait until after we are done and at our weakest. Then they strike and take everything with out risk of going into the cave themselves. So we have time before they try and kill us. So we should keep watch when we sleep."


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

"See Theo, Ya'Bo gets 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...

I'm at a bit of a loss, here.

I don't see where this distrust is coming from, in terms of character or RP motivation. And that is making it hard to form a coherent response.

We are trespassers that killed the first thing we came across. Despite, at the time, the most likely explanation being that it was just a beast defending its territory.

Then we got into a fight with the intelligent life that lives here. A situation we only get out of by being nice enough to not kill one of them. That's not even taking into account that we literally robbed them.

Somebody walk me through this. Are we worried about retaliation? Is this a prejudice against monstrous races I missed in your guys' backgrounds? Why are we so sure that a group of people who have shown us nothing but hospitality -- after we broke into their house -- is plotting to get us?

Dark Archive

Maps: Car. Crown || Skull & Shackles

From a GM's standpoint, it is always worth a healthy amount of caution. Friendly (for the nonce, at least) or not, they are still kobolds, who are inherently evil by nature. That said, they are lawful evil and thus guided by a code. It's up to you whether you trust them or not. Just wanted to note those points.


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. I guess, as a bit of philosophy/social science nerd, I'm still having trouble letting go of the nuance in the terms "good" and "evil". Whenever I see either label next to a creature with human-like intelligence, I just assume a cultural prejudice from the writer of whatever hypothetical bestiary the information is coming from.

I grew up on cheap shonen anime, you'd think boiling everything down to moral black and white would be easy. I'll work on it.

That said, even accounting for the Kobold's "natural" bent towards "evil", I'm not a fan of looking like a hypocrite. In the here and now, we are violent trespassers being let off without a single consequence for our actions. Honestly this is the most concerning bit.

Anyway, that helps me gather my thoughts. Thanks for the input, GM.


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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

Yup, that's pretty much it. DnD Good v Evil is a very really thing, objectively. Ore tries to be as forward thinking as anyone, but Evil is hard to break, and rare. Not to mention, Ya'Bo is literally telling me they okay to eat us ;)


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...

Well, Ya'Bo grew up on the streets. I'm not surprised to see a "do unto others before they do unto you" mentality.

---

GM, may I roll a nature or history check to see if Theo knows some common Kobold codes or traditions? Something he could use to negotiate a long-term truce with Big Boss and his clan.

I'm sure obscure cultural lore for the cannon fodder is right in the back of the module. No fuss no muss. /s

Dark Archive

Maps: Car. Crown || Skull & Shackles

Sure, go ahead and make the roll. Actually, we're in unknown territory here. The module assumes that the PCs will murderhobo the tower and the kobolds without thought or reason. :)


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 was initially willing to leave on the goodwill of the Big Boss. But hearing two of his friends raise concern for the group's safety shakes Theo's resolve.

For different reasons, Ore and Ya'Bo's comments weigh heavy on Theo's mind. The Half-Elf knows he's lived a sheltered life up to this point. He knows his perspective is narrow.

Ore is a kind spirit without undue prejudice but was the first to distrust their hosts. Ya'Bo is a child of poverty, one who has wanted for every comfort afforded to Theo. He's someone whose formative years were likely spent learning only to survive. This life-savvy Gnome validated Ore's fears without a thought.

Theo had never put much stock into terms like "good" and "evil" when used to describe things with a mind of their own. His friend's anxiety was causing him to rethink this in a drastic way. Perhaps it was time for a test.

"If memory serves, most texts mark Kobolds as lawful-evil creatures." he thinks to himself. "That implies at least a vague social structure. But what kind of codes and traditions were common?"

Nature: 1d20 + 5 ⇒ (15) + 5 = 20

Dark Archive

Maps: Car. Crown || Skull & Shackles

Theo:
You feel pretty confident that the big boss will keep his word, at least as far as letting you safely pass through the tower. Kobolds aren't known for giving their word, but once given, they generally keep it (if to the very letter of the law).


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:
"And we trust 'em not to jump is in the night? What assurances were they able to offer? How do we know there's not a big'un on its way home right now to eat us and they're just killing time?"

"A Kobold's word is stronger than an adamantne shield and twice as rare. A Kobold battalion could be on its way. I would still bet on us leaving this tower alive."

Ya'Bo wrote:

"If they wanted to kill us, I believe we would already been fighting by now." Ya'Bo responding to Ore's question.

"Most likely they will wait until after we are done and at our weakest. Then they strike and take everything with out risk of going into the cave themselves. So we have time before they try and kill us. So we should keep watch when we sleep."

Perhaps a bit apocalyptic, but Ya'Bo has the right idea.

"That is the catch.", Theo admits. "I've little doubt we will leave the tower safely. It's what happens after the Kobold's have kept there word that raises concern. For now, we should act in good faith and be on our way."


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 feel like this scene has run it's corse.

Are we cool with heading out and making camp in the forest?

Dark Archive

Maps: Car. Crown || Skull & Shackles

No problems here. If you guys want to take your leave, the kobolds will not stop 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

Ya'Bo bows to the Kobold leader and heads out to find the cave.


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

"Ok Theo, but if this goes wrong, it's on you. I hope my fears are unfounded, for what it's worth."

Ready to continue.

Dark Archive

Maps: Car. Crown || Skull & Shackles

Only thing I need to know is, are you going back out the way you came, or are you going to descend via the tower? The kobolds offer to let you enter their way, but really don't care one way or the other.


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 all for leaving through the front door. I'm not sure we even have a safe way down know that Dirk is back in his Dwarf form.

Dark Archive

Maps: Car. Crown || Skull & Shackles

You can go out by the front door and proceed back to the cavern mouth, or you can go below the tower, where the kobolds have an entrance.


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:
You can go out by the front door and proceed back to the cavern mouth, or you can go below the tower, where the kobolds have an entrance.

I think the plan was to first make camp in the nearby woods. If so, we'd need to go out the front.

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 a camp first please, for a long rest. Bring on the random encounters..Owlbears, Manticores, and Trolls oh my.

Dark Archive

Maps: Car. Crown || Skull & Shackles

The party retreats from the tower and proceeds back to the cavern entrance. It is still very much daylight out (it's only about 10 am), but you can make a camp if you desire.

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 am fine going into the cave, but would like a short rest first to regain a spell. As it stands right now I have two 1st level slots and cantrips. With a short rest I would gain one more 1st level slot.
But I am happy to just go in to the cave or rest, either plan works for me.

Dark Archive

Maps: Car. Crown || Skull & Shackles

So, a short rest, then into the cave entrance.

The party takes a break long enough to replenish themselves, then readies for their foray. The cavern leads to a long corridor heading north about 60 feet to a wooden door. A closer examination of the door indicates that it has been pried open previously.


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:
A closer examination of the door indicates that it has been pried open previously.

Theo squints at the door, clear signs of forced entry. Hardly surprising given the tower's age and history. The more interesting aspect is that the door has been closed after an initial trespass.


"So. We aren't the first ones through here since it was originally vacated."
Theo says aloud, to no one in particular.

"If we are lucky, our predecessors will have set off some of the earlier traps. If we are unlucky, a re-sealed door could mean the trespasser left in fear and may have reset traps to keep threats inside."
Theo tilts his head, trying to see in-between the door and the wall. A likely vein attempt to see if it is locked.

"There isn't much we can do about traps on the other side of the door, but we could check for arcane wards or mechanical traps on this side."

tl:dr -- I figure we either A) walk through the door or B) we throw a couple of ranged spells (and detect magic) at the door and then walk through it. Real 200IQ stuff.

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 give me a few minutes and I will be able to detect if there is and magical auras in the area."
And Ya'Bo starts the ritual for Detect Magic.


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:

"Just give me a few minutes and I will be able to detect if there is and magical auras in the area."

And Ya'Bo starts the ritual for Detect Magic.

Theo nods in agreement.

"Do let me know if your scan detects any enchantments coming from the cloak and mask that we took from the Harpy."

I actually forgot to have Theo pick the bag up off the floor after showing Big Boss. It'll be up to GM if him doing it anyway is a reasonable retcon.

Dark Archive

Maps: Car. Crown || Skull & Shackles

That's fine. The cloak does not detect as magical, but the mask does. There are no other magical auras within range of the spell.


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's face lights up when YaBo singles out the dragon mask as enchanted. It was the most likely explanation for the Harpy's flames. With his suspicions confirmed, Theo's curiosity takes hold.

Careful to keep the beak facing away from himself and his teammates, Theo turns the mask this way and that; racking his brain in an attempt to recall common activation methods for enchanted items.

Dice roll, if needed:
1d20 ⇒ 5 + modifiers

I don't know what check you might want.

Dark Archive

Maps: Car. Crown || Skull & Shackles

Theo examines the mask, but the only solution that he can think of it to put it on; admittedly a dicey proposition. However, with a short rest, Ya'Bo would be able to tell you more.


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

"So, what's it do, 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

Do we want to do a short rest?


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

Didn't we just do one? Try putting it on :P


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:
"So, what's it do, then?"

"That is the question.", Theo responds. Still examining the mask.

Internal Narrative:

Not seeing any obvious means of activation, Theo gets an odd itch at the back of his psyche. A voice echos through his head. The voice is his own, but also distinctly not. This voice is brother to the one that compels intelligent creatures to jump from great heights or to pick up red hot coals. The voice of a baser, contrarian impulse.

"Put it on.", the voice says without hesitation.

Theo has never excelled at impulse control, outside of truly life-threatening situations. Without self-preservation to keep him focused, he easily loses sight of obvious potential consequences to his actions. Emboldened by a minor prejudice, "If an overgrown bird can figure it out, how complex can it be?", Theo once again yields to the confident voice in his head.

"Let's see if we can't find out.", Tho says, the last half of his sentence muffled as he pulls the Draconic visage over his own faintly elfish features.

I was originally going to have Theo flip a coin, but how can I say no to my favorite prankster monk? (Outside of the Last Airbender. Let's be real, no one touches Monk Gyattso chucking pies at people)

The spoiler isn't secret, I just wanted the post to read as it would from an outside perspective

Dark Archive

Maps: Car. Crown || Skull & Shackles

Theo places the mask over his features and almost instantly, it conforms to better fit his face. He inhales once and, turning away from the group, exhales a gout of fire.

You can breathe a cone of fire 15' long, for 3d6 damage, with a recharge value of 6. In addition, you have resistance to fire damage while the mask is worn.

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 does improve your looks Theo."


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:
"Well it does improve your looks Theo."

"I don't doubt it. Rumor says that's a low bar to clear, my friend." Theo tugs the mask off, allowing him to speak clearly again.

"Face like a Mind Flayer's backside." Theo recites an exact quote from the last lass to encounter his *charms*.

"Cultural Trivia: Even a pint of ale will strip all pretense from your average Orc or Half Orc. As misfortune would have it, I am deeply unattractive by conventional Orchish taste"

Ore. Do you want this mask and cloak? I think you can make the most out of them. If nothing else, we won't have to feel as bad when one of us casters lobs that Firball scroll into the middle of your 1v1 ( ͡❛ ͜ʖ ͡❛). Cloaks are good for hiding hiding weapons, and you might even pass as a Kobold given your stature. Could make for shenanigans.

It just seems like a bit of a waste to give the fire breathing mask to one of the three people that can conjure fire of their own accord.


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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

Happy to take it, but I got the last item, so I'm okay with someone else getting it if they want it. But feel free to make the case to him! I'm sure you can be persuasive!


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...

All right. I'll work on a pitch.

I did notice that the mask could also be useful in Dirk's hands. The idea of normally docile creatures being able to breath fire did amuse him when I mentioned it. And armor can be worn in Wild Shape, as long as you would still physically fit inside. This puts some limits on head shape, but at least he wouldn't have to worry about size restraints. And, honestly, most birds and quadrupeds have heads that will go in masks (just ask any pet on Halloween). All else fails...FLAMING CHICKEN!

tl;dr -- There is a good opportunity for role play, if Dirk decides he's legitimately invested. Also, deadly farm animals is funny.

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

Ore, I am fine with you getting it since this whole sideline adventure is to get Theo a spell book.


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...

"Enchanted fit, uncanny draconian-likeness, and a spell that has scope beyond what any of our casters can produce. Absolutely marvelous." Theo says aloud, to no one in particular. "Putting this in the hands -- or on the head, as it were -- of the right person could mean a world of difference for future conflicts."

He turns his attention to the rest of the group -- blatantly sizing each of them up with his eyes.

"Off the top of my head, I would disqualify myself and Ya'Bo. We manage to conjure flames of our own accord just fine. Also, and more importantly, safely using this kind of wide-spread attack is going to require positioning that will likely be easier to achieve for our more agile team members. That just leaves you two." Theo says, turning to Dirk and Ore. He holds the mask up to Ore's face.

"If that harpy could fool a whole nest of Kobold's into believing it was a dragon, then the mask and cloak on any of the little folk is sure to pass for a Kobold. Speaking of the cloak, individuals of your martial background are generally fond of anything that hides your hands and the plethora of pointed objects on your person. All-in-all, arming you with these would definitely add quantifiable value to the team, both in diplomatic and combat scenarios. On the other hand..."

Theo moves the mask to cover Dirk's face next, and most of his beard.

"Dirk's Druidic shape-shafting makes him the most agile member of our group, bar none. The Dwarf can literally scale walls and ceilings*. If there is some nigh-impossible angle that will let us hit several enemies at once, Dirk can reach it. And this blatant combat supremacy doesn't even cost all of the mask's diplomatic potential. Even if Dwarfish stature is too distinct to pass as a Kobold, half the reptile population could pass as an actual wyrmling or pseudodragon."

Theo folds up the cloak and sets the mask atop of it. "Those are my thoughts anyway. I'll leave you three to make the final decsion."

*I know the mask wouldn't fit on most climbers, but Dirk's Wild Shape is a bonus action. He could use a spider (or whatever) to get in place and then pop back into Dwarf form to breath fire.

A side note: Any of these deception tactics are going to be way more effective if aided by our ability to cast multiple Minor Illusions. It'll be a must to pass Ore off as a Kobold, since he doesn't speak Draconic.


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

"Well, I don't plan on trying to bluff my way into being a Dragonkin anytime soon, but even a nice, quiet halfling like myself, Ore says, chuckling, "...can can see the value in being able to spit fire, most especially among present company. I'd wear the mask if our spider-dwarf doesn't oppose it. As always, Theo, you make a good case. Quite the barrister you'd be, I bet, if you ever put your mind to the profession. An uncle of mine was one and, wouldn't you know, the strangest cases came his way...but maybe that's a tale for later, when we're not about to storm a tower, eh?"

Dark Archive

Maps: Car. Crown || Skull & Shackles

Okay, looks like you guys want to carry on, so we'll sally forth...

WhtKnt wrote:
The party takes a break long enough to replenish themselves, then readies for their foray. The cavern leads to a long corridor heading north about 60 feet to a wooden door. A closer examination of the door indicates that it has been pried open previously.
Theo wrote:

Theo squints at the door, clear signs of forced entry. Hardly surprising given the tower's age and history. The more interesting aspect is that the door has been closed after an initial trespass.

"So. We aren't the first ones through here since it was originally vacated." Theo says aloud, to no one in particular.

"If we are lucky, our predecessors will have set off some of the earlier traps. If we are unlucky, a re-sealed door could mean the trespasser left in fear and may have reset traps to keep threats inside." Theo tilts his head, trying to see in-between the door and the wall. A likely vein attempt to see if it is locked.

"There isn't much we can do about traps on the other side of the door, but we could check for arcane wards or mechanical traps on this side."


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. You have the most experience...inspecting anti-trespassing measures. Care to do a rudimentary sweep for mechanical traps?"

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 Disarming ones that are found are one thing and finding them is a different story altogether."

Take a good look around for the "anti-trespassing measures". Ya'Bo tries to remember all that he learned when he lived on the streets, what feels like a life time ago.

Investigation: 1d20 + 5 ⇒ (20) + 5 = 25

And he remembers well

Dark Archive

Maps: Car. Crown || Skull & Shackles

Ya'Bo finds no evidence of a trap, either existent or previously so.

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