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


1,101 to 1,150 of 1,308 << first < prev | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | next > last >>
Dark Archive

Maps: Car. Crown || Skull & Shackles

I will endeavor to get a map up tomorrow. I apologize, but something caught me by surprise today and I couldn't get it done. But yes, your map is pretty close to the actual map. You were traveling north (toward the top of the screen). The map I post will have a grid and we can use it in a tactical situation or I can draw out a simple tactical map on a grid using Google docs.

Dark Archive

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

Here is a better map.


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 Ore collects the scant remaining valuables to be found amongst the dead, Theo's mind drifts back to the possibility that the survivors of this battle may have pressed deeper into the cave.

On a whim, he decides to inspect the nearby doors for signs of recent entry: bloody handprints, structural damage, broken cobwebs, inconsistent dust thickness compared to the walls, etc...

1d20 ⇒ 16
+5 as Perception
+2 as Investigation

As he walks to the first door, Theo proffers a suggestion to his fellow wizard, "Hey, Ya'Bo. How about asking Whiskers to give the paths on this junction and the next a quick sniff? If survivors did push forward, Whiskers may be able to pick up the smell of humanoid blood and tell us what path they took." Theo arives at the first door and illuminates his staff in preparation for the inspection. "Of course, only the finest cheeses can be considered a fair price for such foul work. A full plater, my treat."

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 nods and reaches into a pocket removing the mouse. With a few squeaks the little rodent takes off running.

Mouse perception: 1d20 ⇒ 20 Not sure what bonus you would add / if any

Way to go Whiskers!

Dark Archive

Maps: Car. Crown || Skull & Shackles

Whiskers does not seem to detect the scent of humanoids but does seem quite excited by the prospect of what is behind the left 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...
WhtKnt wrote:
Whiskers does not seem to detect the scent of humanoids but does seem quite excited by the prospect of what is behind the left door.

Guess I know where I rank among GM's priorities. Just under the team mascot. #BigSad.

Jk, jk. I'll just retcon my door inspection into something that Theo does in response to Whiskers' reaction. If that's ok with you, GM.

Quote:

On a whim, he decides to inspect the nearby doors for signs of recent entry: bloody handprints, structural damage, broken cobwebs, inconsistent dust thickness compared to the walls, etc...

1d20 ⇒ 16
+5 as Perception
+2 as Investigation

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

"It looks like the left door has something. Most likely a giant wheel of cheese. But we will see."

Getting Whiskers back in his pocket. Ya'Bo gets a spell ready to cast.

Dark Archive

Maps: Car. Crown || Skull & Shackles

Sorry, Theo. Yes, that's fine.

You see evidence that someone or something proceeded down the hall to the right, but the doors themselves are undisturbed by anything larger than a rat.


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 suspects Ya'Bo is joking about the cheese, but his stomach betrays him with a deep rumble, and Ore sheepishly acknowledges it with a shrug.


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 he awaits Whiskers' report, Theo lazily tracks the creature as it scampers about. When Whiskers comes to the nearest Eastward path, Theo notices some markings along the floor that indicate someone has been down that hall somewhat recently. Possibly after the battle that left the corpses behind.

Theo points to the markings "Our rodent friend reveals more than he knows." A moment later, Whiskers signals in a way that doesn't require a Gnome's ear to understand.

Ya'Bo wrote:

"It looks like the left door has something. Most likely a giant wheel of cheese. But we will see."

Getting Whiskers back in his pocket. Ya'Bo gets a spell ready to cast.

As Whiskers retreats to the safety of Ya'Bo's pocket, Theo walks over to the door on the Western wall and gives it a once over. Not seeing any signs of recent entry, he firmly grasps the handle and tests the lock...

If unlocked...
"Eyes sharp. In 3, 2, ..." Theo flings the door wide.

If locked...
Theo takes a half a step back and glances over at Ya'Bo.

"Force or finesse? My boot or your pick? Which do you suppose is the more efficient approach here?"

Readied Action: Kick(s) placed just under the bolt/latch. The goal is to shatter simpler latches, while letting the thick metal of any deadbolts carve through the wood of the door itself.

Dark Archive

Maps: Car. Crown || Skull & Shackles

Theo gives the door a sharp kick and it swings open to reveal a long room. Although but 10 feet wide, this chamber stretches far 70 feet. Long tables line each wall, and there are scattered containers on them,
some upturned with spilled contents moldering on the tabletop. At the southwest corner of the room are two cooking pits, each large enough to cook an animal as large as a deer. Hanging from above are a variety of utensils and cooking implements, and some other of these are scattered about on the floor of 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...

"A mess hall?"

Theo tilts his head slightly as a bemused smirk creeps across his face.

"What am I saying, of course it's a mess hall. Where else would we find Ya'Bo's wheel of cheese?", he almost couldn't handle the cosmic poetry of reality deciding to align with this passing joke.

"What do you two think?, Theo calls over his shoulder. Is it worth a halfhearted search before we continue? Or should we earn our lunch first?"

Scarab Sages

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

"I think that what ever happened here, happened fast and a long time ago by the looks of it"
Ya'Bo Goes in and starts to poke around.

"Watch out for any odd spores, molds, or fungi. They could be deadly. So with that thought, Ore would you like to go and check out the cooking pots?"


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 thought you'd never ask!" Ore says, trying to keep Ya'Bo's advice at the front of his mind as he begins to investigate.

Dark Archive

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

Indeed, it looks as though Ya'Bo's assessment is right; what happened here, happened long ago. Ore checks the pot for remnants or indications that they have been recently used, but they are bone dry. A casual search turns up nothing of any interest beyond a bug-ridden moldy wheel of cheese, though you do find a door on the opposite end of the hall.

Map Updated

Scarab Sages

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

Ya'Bo move forward looking around, then come to the door at the far end. He wrinkles his noise when he gets near the cheese, but he does let whiskers out and Ya'Bo starts to make his usual squeaking noises to the mouse and tells the rodent not to eat the moldy parts. And don't eat too much or he will become sick.

He keeps moving along past the pots to make his way to the other door.
He presses his ear to the door for any noise and checks to see if it is locked.

Perception: 1d20 + 2 ⇒ (7) + 2 = 9


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

"You see, some mold is bad, but other mold is good," Ore finds himself explaining to Whiskers. "I mean, all cheese is sort of mold is you think about it. But the tasty blue and green ones are nice if you do em right. Now, that's not to say you should go around eating mold! The red one's will make you rather ill, and that's a best case scenario. But, oh! Those BLUE ones..."

Dark Archive

Maps: Car. Crown || Skull & Shackles

The door is not locked and you hear nothing from beyond.

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

When the others are ready Ya'Bo opens the door.

Dark Archive

Maps: Car. Crown || Skull & Shackles

The door swings open to reveal... a corridor, as shown on the updated map.

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

Making his mousy sounds, Whiskers scampers over and gets placed back in his pouch.

"Well which why would you all like to go? Fallow this path down to the end?"
Ya'Bo asks the others.


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

As good a plan was any I have. Let's be careful though. No telling what's down here, and I'd like to leave... Eventually. And Alive."

Thinking back to the corpses, he shivered just a little.

Dark Archive

Maps: Car. Crown || Skull & Shackles

Sorry, folks. I was locked out of the site for about a week and a half.

Carrying on, the trio moves down the corridor, only to find a virtual maze as the corridor splits and goes in five directions!

Map is updated!

Scarab Sages

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

Ya'Bo looks around to see if anything has gone this way lately.
Survival: 1d20 + 2 ⇒ (14) + 2 = 16

If he does not find anything

"Well I guess we should head left. That way we will not get lost if we keep going left."


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...

"Left seems good. Appears that going right may lead us back to the main hall."

Hey guys, I just noticed that I've been logged out of Paizo on all my devices since like a week ago. I kept thinking nothing was happening because our campaign page wasn't displaying the (X new posts) alert. I'm still here.

Dark Archive

Maps: Car. Crown || Skull & Shackles

Your party goes left, following the long corridor as it twists and turns, all the while wondering if this will all be for naught and you will hit a dead-end. But eventually, it opens into a length of straight corridor with a door on the north wall about 2/3 of the way down. The corridor continues beyond this and around a corner.

Map

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

Coming to the door. Ya'Bo presses his ear to it, to try and make anything out.
Perception: 1d20 + 2 ⇒ (14) + 2 = 16

Then checks to see if it is tapped and or open.


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:

Coming to the door. Ya'Bo presses his ear to it, to try and make anything out.

[dice=Perception]1d20+2

Then checks to see if it is tapped and or open.

When he sees Ya'Bo listening for threats on the far side of the door, Theo whispers a spell as quietly as can still be called audible and taps Ya'Bo on the shoulder: Guidance

Here, Ya'Bo. Have 1d4. It's good for 60 seconds. Enjoy.
It's kind of exhausting being this productive ( ͡❛ ͜ʖ ͡❛)

Dark Archive

Maps: Car. Crown || Skull & Shackles

Finding it unlocked and presumably untrapped, Ya'Bo opens the door only to find a parallel corridor with a side passage going straight north.

Map

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

"What the heck kind of wizard maze is this?" Ya'Bo mumbles.

Shaking his head, Ya'Bo moves down the hall going to the North.


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 follows silently behind Ya'Bo, ready to jump in front of him at a moment's notice.

Dark Archive

Maps: Car. Crown || Skull & Shackles

The floor is covered with a carpet of tufted molds that extends to all the walls and even onto parts of the ceiling, obscuring the rock surface. The molds appear in a rainbow assortment of colors, and they are mixed in their appearance, with splotches, clumps, swirls, and patches presenting a nightmarish combination of clashing colors. This is indeed a fuzzy fairyland of the most forbidding sort, although beautiful in its own mysterious way...

To the north and west, the room continues beyond the reach of your light, though a sunken pit is barely visible to the north, and a fountain is set in the southeast corner.


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 floor is covered with a carpet of tufted molds that extends to all the walls and even onto parts of the ceiling, obscuring the rock surface. The molds appear in a rainbow assortment of colors, and they are mixed in their appearance, with splotches, clumps, swirls, and patches presenting a nightmarish combination of clashing colors. This is indeed a fuzzy fairyland of the most forbidding sort, although beautiful in its own mysterious way...

To the north and west, the room continues beyond the reach of your light, though a sunken pit is barely visible to the north, and a fountain is set in the southeast corner.

Taking longer than he'd care to admit, Theo recovers from his sensory overload with a light slap to both cheeks; like rinsing his face without water.

Careful not to cross the hypothetical line separating this relatively clean hall from the likely toxic abyss beyond, he bends down to inspect the nearest bits of fungi.

Holding his breath, the elfkin pokes at the nearest clump of prismatic fungus with his pocket knife. He tests the texture and compares the internal and external coloring of any variation within arms reach.

Nature: 1d20 + 7 ⇒ (12) + 7 = 19

Primary concerns:
Is it even safe to breath in this room?

Will it stay safe to breath if we disturb/destroy the mold (spores)?

Are any of these molds valuable as spell components/alchemic ingredients?

Dark Archive

Maps: Car. Crown || Skull & Shackles

It is safe to breathe in the room, though destroying the flora might be hazardous to your health. There doesn't appear to be anything of value as spell components near the door, but who knows what lay further in? You can move through the room with minimal disruption to the plants, though it is difficult terrain.

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 moves in trying not to touch the pretty plants.
"I think that one grew on my sandwich last year as mustard." Pointing to a dark yellow mold.


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 takes care to avoid touching anything, his survival instincts winning the struggle against his curious nature.

"Onward then? This place gives me the creeps. Spores can do a number on you if they're not the right ones to eat. Kinda like the cheese colors, really..."


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...

Do we want to do a thorough search of the mold room, or do we want to focus on getting deeper into the ruins?

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

"Before we risk going in and maybe catching something from the mold. Let me see if there is anything magic in there."
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...

As he awaits the results of Ya'Bo's Detect Magic, Theo takes a minute to reapply Ore's light spell. An open flame won't be viable when surrounded by unknown fungi.

Worried mostly about him potentially kicking up unseen spores on the cave floor, Theo opts for something a bit atypical and applies the spell to one of Ore's boots. A soft tap from the but of Theo's staff causes the normally dull leather to radiate a clear white light.

"There we go. The positioning may not be great for seeing things at a distance. Just let me know and I can add another one higher up; maybe on your jacket or mask".

Dark Archive

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

YaBo detects no magical emanations from the room, in either direction (though I must point out that the room extends much further than his spell radius) <evil DM grin>.

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 do not sense any magic down this way. Do we want to brave the spores, molds, and fungus?"
Ya'Bo asks.


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 ready to move on.

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

Seeing that no one is ready to take a stroll down fungus lane.
He heads back to find an easier path.


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...

Oh. I meant I was ready to head down the mold hall. I should have been more clear.

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

Oh, sorry I was thinking that you wanted to back out.

*Retract of last post*

Ya'Bo slowly makes his way down the hall trying to make sure he does not disturb the fauna. Step by step he moves down looking for anything out of place.


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 continues to follow at Ya'Bo's heels, muttering under his breath extensively. He's clearly working very hard to come up with a joke about light feet, but not getting anywhere.

Scarab Sages

1 person marked this as a favorite.
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

"Come on Ore, keep moving or you will just mold in place. Remember this is suppose to be a fun-gus time down here. And if we don't get to the end soon, I might have to spore out some more puns."

Dark Archive

Maps: Car. Crown || Skull & Shackles

The trio moves carefully through the strange jungle of plants and molds, Ya'Bo scanning for magic as they walk. As they head northward, they pass a patch of particularly tall mushrooms. Though everyone is careful not to touch the plants, the silence is suddenly broken by loud shrieks like an animal caught in a trap!


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...

Already focused on avoiding lethal foliage, Theo's psyche does not take well to having the peace so violently shattered. In an instant, panic is superseded by a clarity known mostly to soldiers and athletes. He scans the area, looking and listening for any movement among the plants.

Perception: 1d20 + 5 ⇒ (4) + 5 = 9

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

His head pounding from the noise. Ya'bo says a quick spell "Nardeen flame" And a bolt of fire flies to the over sized mushroom.
Fire bolt attack: 1d20 + 5 ⇒ (6) + 5 = 11
If it is a hit, Fire damage: 1d10 ⇒ 6

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