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 || Skull & Shackles

Theo kneels down and attempts to ascertain which is the path more traveled, but it proves to be an impossible task, as both corridors are well-tracked. He is able to pick out that the footprints belong to goblins!

No sooner than Ya'Bo has moved forward to begin the ritual than a group of goblins comes into sight from the left-hand corridor. With a loud cry of "Bree-Yark!" the goblins charge!

Goblin:
"Hey Rube!"

INITIATIVE
Zdravko
Goblins
Ore
Theo
Isandril/Morgan
Ya'Bo

Zdravko is up! The map is updated!

Dice Rolls:
Theo Init: 1d20 + 0 ⇒ (15) + 0 = 15
Ore Init: 1d20 + 4 ⇒ (13) + 4 = 17
Isandril Init: 1d20 + 3 ⇒ (4) + 3 = 7
Morgan Init: 1d20 - 2 ⇒ (9) - 2 = 7
Zdravko Init: 1d20 + 3 ⇒ (16) + 3 = 19
Ya'Bo Init: 1d20 + 2 ⇒ (1) + 2 = 3
Goblins Init: 1d20 + 2 ⇒ (16) + 2 = 18

GM Screen:
1d6 ⇒ 2


Zdravko suddenly says something very wierd, it sounds like "Elydrian eesta!" with not an elvish, but almost sylvan quality...a command word from the ancient feywilds. A burst of energy explodes near the goblins and long tendrils of purple vines made of solid light grasp here and there...

Faerie Fire, Dex save 13. PCs get advantage on attacks against those effected

Dark Archive

Maps: Car. Crown || Skull & Shackles

Four of the goblins light up with purple flames, alarming the creatures, but not deterring them from their assault. The two foremost goblins attack Theo, but neither can find a way through his defenses! The remainder of the goblins launch arrows upon the party, with Isandril and Morgan each taking a hit! (Isandril takes 8 points of damage (and is down), and Morgan takes 7 points of damage!)

Party is up!
Map has been updated!

Dice Rolls:
Goblin 1 Dex save: 1d20 + 2 ⇒ (9) + 2 = 11
Goblin 2 Dex save: 1d20 + 2 ⇒ (9) + 2 = 11
Goblin 3 Dex save: 1d20 + 2 ⇒ (5) + 2 = 7
Goblin 4 Dex save: 1d20 + 2 ⇒ (16) + 2 = 18
Goblin 5 Dex save: 1d20 + 2 ⇒ (2) + 2 = 4
Goblin 6 Dex save: 1d20 + 2 ⇒ (13) + 2 = 15

Goblin 1 vs. Theo (scimitar): 1d20 + 4 ⇒ (6) + 4 = 10 Damage: 1d6 + 2 ⇒ (1) + 2 = 3
Goblin 2 vs. Theo (scimitar): 1d20 + 4 ⇒ (4) + 4 = 8 Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Goblin 3 vs. Morgan (shortbow): 1d20 + 4 ⇒ (5) + 4 = 9 Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Goblin 4 vs. Theo (shortbow): 1d20 + 4 ⇒ (2) + 4 = 6 Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Goblin 5 vs. Isandril(shortbow): 1d20 + 4 ⇒ (13) + 4 = 17 Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Goblin 1 vs. Morgan (shortbow): 1d20 + 4 ⇒ (19) + 4 = 23 Damage: 1d6 + 2 ⇒ (5) + 2 = 7


| HP 16/24 | Init -2 | AC 19/21| PP 10 | PI 10 | Str +4, Dex -2, Con +2, Int +0, Wis +2, Cha +5 | Spell Slots: 1/2

Attack: 1d20 + 6 ⇒ (17) + 6 = 23
Advantage: 1d20 + 6 ⇒ (13) + 6 = 19

Damage: 1d8 + 4 ⇒ (3) + 4 = 7

Morgan bites down and and works past his pain, then retaliates against the goblins swinging low at the short creatures.


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...

The guttural screeching and sudden burst of color bring Theo to his feet just in time. He raises his shield at an angle; the first Golbin's attack sliding across the smooth metal surface. The creature's momentum then carries it into the path of its ally. The two manage to stay upright, but the loss of footing strips the second Goblin of his power. Theo easily swats the strike away.

During his clash, a hail of arrows fly overhead, one missing Theo by inches. For a moment, his attention is drawn in the direction the shafts are flying. Morgan and Sand are hit. The Tiefling proves as durable as he looks. Unfortunately, so does Sand. An arrow strikes true and the Elf begins to fall.

No sooner does gravity take hold of his comrade's limp form, than Theo let's out a single word of the Blessed Tongue. Theo's star burns hot on his chest as Mystra's divine power courses through it.

Celestial:
rejuvinate

Spell: Healing Word (vocal, bonus action, level 1 evoc, LoS): 1d4 + 3 ⇒ (1) + 3 = 4

Theo doesn't even need to see his work done. He knows that Sand is, for now, safe in the Lady's embrace. He now turns his attention back to his would-be attackers; bringing down his mace straight on the crown of the Goblin to his right (assuming Theo is facing the left tunnel).

Attack: 1d20 + 3 ⇒ (2) + 3 = 5
Advantage: 1d20 + 3 ⇒ (17) + 3 = 20
Damage: 1d6 + 1 ⇒ (4) + 1 = 5

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 forward and moves is right hand up and down with his fingers touch tips

"atdeed"

Draconic:
Acid Splash

Acid balls striking the two goblins in front of Theo; They need to do a DEX save DC 13

Damage, acid: 1d6 ⇒ 2on right goblin

Damage,acid: 1d6 ⇒ 1on left goblin


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 their discussion of the cave gets interrupted, Ore's first thought goes to Sand, who ended up falling victim quickly to the surprise attack. From what he can see though, Theo's magic has addressed the immediate concerns, and he instead draws his hand axe and advances just in time to see Ya'Bo's acid fly.

Stepping in front of the mage to defend him as much as to attack the goblins, Ore attacks with a slashing motion using his axe, and following with a series of quick rising kicks, leaving his hands free to hold his torch, which throws wild shadows all throughout the cave.

Axe Attack: 1d20 + 6 ⇒ (8) + 6 = 14
Axe Damage: 1d6 + 4 ⇒ (4) + 4 = 8

Unarmed Attack: 1d20 + 6 ⇒ (17) + 6 = 23
Unarmed Damage: 1d4 + 4 ⇒ (2) + 4 = 6


Round 2:

Sidestepping, the monstrous aviator flips a handaxe into hand, and slashes down throwing it into a tomahawk roll straight towards the illuminated goblin...

Hand Axe Throw: 1d20 + 5 ⇒ (12) + 5 = 17
Hand Axe Throw, Advantage: 1d20 + 5 ⇒ (12) + 5 = 17
Dmg: 1d6 + 3 ⇒ (5) + 3 = 8

Midflight, he whispers a forgotten word, opening a celestial space subpocket straight above Sand's heart, which quickly siphons white hot celestial energy into his ailing body...

Healing Word: 1d4 + 3 ⇒ (1) + 3 = 4 hp to Sand


Male High Elf Wizard (Bladesinger) 2; AC 13 (unarmored; 16 with mage armor); HP 13/13; Str +1, Dex +3, Con +2, Int +6, Wis +4, Cha +2 (advantage vs. charm); Init +3; Darkvision 60 ft., Perception +4 (Passive 14), Insight +4 (Passive 14)

The arrow's bite almost robs Isandril of his senses, but Theo's quick thinking and equally quick spellcasting help repair the damage enough that the elf remains standing, albeit hurt. Through gritted teeth he speaks a basic incantation as he moves the fingers of his right hand in a simple pattern, preferring to help cut down their foes faster and end the fight rather than put up a protective spell. There is a momentary glow of orange and red light and then a bolt of fire flies towards one of the illuminated goblins in the back.

Ranged attack (fire bolt): 1d20 + 6 ⇒ (10) + 6 = 16
Damage (fire): 1d10 ⇒ 10


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

Hand Axe, advantage: 1d20 + 6 ⇒ (19) + 6 = 25
Unarmed, advantage: 1d20 + 6 ⇒ (10) + 6 = 16


Male High Elf Wizard (Bladesinger) 2; AC 13 (unarmored; 16 with mage armor); HP 13/13; Str +1, Dex +3, Con +2, Int +6, Wis +4, Cha +2 (advantage vs. charm); Init +3; Darkvision 60 ft., Perception +4 (Passive 14), Insight +4 (Passive 14)

Hmm... Rolling the advantage for the fire bolt attack.

Ranged attack, advantage (fire bolt): 1d20 + 6 ⇒ (18) + 6 = 24

Dark Archive

Maps: Car. Crown || Skull & Shackles

Ore moves up and slams his ax home into one of the illuminated goblins. Before the creature can hit the ground from the blow, the halfling's foot lashes out and connects with the goblin's chin, snapping its neck! A word from Theo brings life back to Isandril's limp form before his mace slams into the goblin before him, leaving it reeling and open for Morgan's attack to finish it off! Isandril struggles to his feet, feeling the renewed energy flow through him, and sends a fiery bolt towards a goblin in the back. The creature erupts in flames and squeals in agony as it goes down! Seeing his initial targets downed, Ya'Bo extends the range of the acid splash, burning the two goblins in the rear! Finally, Zdravko sends a hand ax hurtling towards the remaining goblin illuminated by the faerie fire. Midflight, he turns and offers an healing word to Isandril even as the ax buries itself in the goblin's chest! (Isandril is at full health again!)

The remaining two goblins launch another volley of arrows at Ore and Theo. Ore is missed, but the arrow aimed for Theo finds its mark! (Theo takes 7 points of damage!)

The party is up!

Dice Rolls:
Goblin Dex save: 1d20 + 2 ⇒ (9) + 2 = 11
Goblin Dex save: 1d20 + 2 ⇒ (8) + 2 = 10
Goblin vs. Ore (shortbow): 1d20 + 4 ⇒ (1) + 4 = 5 Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Goblin vs. Theo (shortbow): 1d20 + 4 ⇒ (16) + 4 = 20 Damage: 1d6 + 2 ⇒ (5) + 2 = 7

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 forward and moves is right hand up and down with his fingers touching it's tips

"atdeed"

Draconic:
Acid Splash

Acid balls striking the two goblins #4 and #6; They need to do a DEX save DC 13

Damage on goblin #4: 1d6 ⇒ 5

Damage on goblin #6: 1d6 ⇒ 2


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...

Seeing the last of the melee fighters fall, Theo quickly swaps mace for bow and lets a shaft loose towards the Goblin backline (#6).

Attack: 1d20 + 2 ⇒ (1) + 2 = 3
Damage: 1d6 ⇒ 3


| HP 16/24 | Init -2 | AC 19/21| PP 10 | PI 10 | Str +4, Dex -2, Con +2, Int +0, Wis +2, Cha +5 | Spell Slots: 1/2

Morgan rushes forward keen on ending the last of the threat. He sweaps his Warhammer low as he comes to a stop.

Attack: 1d20 + 6 ⇒ (10) + 6 = 16
Damage: 1d8 + 4 ⇒ (8) + 4 = 12


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 bravely follows along on Morgan's heels deeper into the cave, and moves directly to attack the nearest goblin as soon as they come into view.

Hand Axe: 1d20 + 6 ⇒ (7) + 6 = 13
Unarmed Strike: 1d20 + 6 ⇒ (19) + 6 = 25

Hand Axe damage: 1d6 + 4 ⇒ (1) + 4 = 5
Unarmed Strike damage: 1d4 + 4 ⇒ (3) + 4 = 7


Zdravko slips a long thin dagger resembling a eagle feather and flips it through the darkness...

Dagger Throw: 1d20 + 5 ⇒ (18) + 5 = 23
Dmg: 1d4 + 3 ⇒ (3) + 3 = 6

Hmm, somehow I missed Theo healing Sand earlier, didnt mean to over do it. Oh well.


Male High Elf Wizard (Bladesinger) 2; AC 13 (unarmored; 16 with mage armor); HP 13/13; Str +1, Dex +3, Con +2, Int +6, Wis +4, Cha +2 (advantage vs. charm); Init +3; Darkvision 60 ft., Perception +4 (Passive 14), Insight +4 (Passive 14)

Moving to support the gnome with his own spellcasting, Isandril repeats the incantation from a few moments ago and yet another bolt of fire speeds towards one of the remaining goblins.

Ranged attack (fire bolt): 1d20 + 6 ⇒ (20) + 6 = 26 [Critical Hit]
Damage (fire): 1d10 ⇒ 10
Damage (fire): 1d10 ⇒ 9

Dark Archive

Maps: Car. Crown || Skull & Shackles

Ore moves deeper into the cavern, his ax swinging. While the weapon fails to get past the goblin's defenses, Ore's fist has no such difficulty and the goblin goes down in a heap. Theo launches an attack but fumbles with the arrow and the opportunity is lost! Morgan, beside Ore, takes down the remaining goblin, breaking its leg in the process. However, more loom in the room behind those!

At this point, I'll let those who haven't gone (Isandril, Ya'Bo, and Zdravko) revise their moves to react to this new information. If you have already made an attack roll, you may use it. We'll continue to use the same initiative since this is just an extension of the previous combat.

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 forward keeping his back to the wall

"Guys, there is a room full of goblins down there"

Moving his hands in a strange pattern and points to the goblins standing in front of the barrel and the two at the table.

"nil'gnos di arcaniss target batobot anqus

Draconic:
Missile of magic target those goblins

Three orbs of magic slams into the targeted goblins.

Barrel Goblin Damage: 1d4 + 1 ⇒ (1) + 1 = 2

left side table goblin: 1d4 + 1 ⇒ (4) + 1 = 5

Right side table goblin: 1d4 + 1 ⇒ (2) + 1 = 3


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 let's out a string of curses, in various tongues, as the blood on his hands causes his bow string to slip; the knocked shaft falling to the floor just a few paces ahead. He spits, Draconic and Infernal profanity often leave a sulfer taste in the mouth.

Theo returns his bow and makes his way further into the cave. Meeting up with YaBo and Morgan.

"Friends, this is tedious! Does anybody speak Goblin? I need a word of submission or treason." Yield, Submit, Revolt, Rebel, etc...

Readied action: As soon as Theo is given a word...

Command (lvl 1 ench, verbal, 60ft, DC 13 [Wis])

Theo's linguistic background should help with proper enunciatiton of the unfamiliar language. Goblin even shares a script with Dwarven.


Zdravko thinks a minute back to his dealings with the goblins. Z found goblin useful in the past: their technology is often borrowed from hobgoblin engineers and is easy to acquire. Licking his toothy lips "Oh yes, I know what you need...'Fragdoch'!"

Ill keep action/roll, but move up before the throw

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

"yeld is och, revolt is kaaguuch."


| HP 16/24 | Init -2 | AC 19/21| PP 10 | PI 10 | Str +4, Dex -2, Con +2, Int +0, Wis +2, Cha +5 | Spell Slots: 1/2

Moran moves deeper into the cavern and focuses on his defense against the large number of enemies.

Dodge Action.


Male High Elf Wizard (Bladesinger) 2; AC 13 (unarmored; 16 with mage armor); HP 13/13; Str +1, Dex +3, Con +2, Int +6, Wis +4, Cha +2 (advantage vs. charm); Init +3; Darkvision 60 ft., Perception +4 (Passive 14), Insight +4 (Passive 14)

I have moved my token (still trying to get the hang of moving and sight and stuff), so if you would please use my previous post for fluff (IC stuff) and crunch (rolling).


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 assuming that speech can still be done outside the initiative order; 5E core material is a little vague. So these comments should reach me at about the same time.

Zdravko wrote:

"Oh yes, I know what you need...'Fragdoch'!"

Ya'Bo wrote:
"yeld is och, revolt is kaaguuch."

Reaction: Command - "revolt" (lvl1 ench, 60ft, verbal, DC13 [Wis])

One can't blame Zdravko for his lack of specificity given their current situation. However, Theo needs to know what he is saying. "Intent is 9/10 a spell", as the phrase goes.

Fortunately, Ya'Bo was just as quick and a bit more specific. "Kaaguuch", Theo repeats the word in his mind. Picking the phonetics apart; proper enunciatiton is key.

Theo grabs hold his star with his left, and with his right he points out the nearest visible Goblin. Scowling, Theo barks the command; "Kaaguuch!"

Dark Archive

Maps: Car. Crown || Skull & Shackles

The chamber has a barrel with 60 spears, a small table, 2 benches and a keg of water, as well as six very alert goblin guards! Isandril steps forward and sends a bolt of flame towards the goblins, with the result of one of them bursting into flames! Ya'Bo sends a handful of magic missles slamming into the goblins, as Zdravko hurls a dagger into the goblin on the opposite side of the chamber, leaving it gasping for breath as the blade enters its lung.

The goblins that are able to promptly retaliate, the one nearest the party hurling a spear at Morgan as he approaches, but the weapon bounces harmlessly off the warrior's armor. The two goblins across the chamber also hurl their spears at Theo and Isandril, but both miss. The two goblins at the table are caught off-guard and scramble to take up their spears.

Ore, Isandril, Ya'Bo, and Zdrakov are up and I will insert Morgan and Theo's actions into the proper place unless they wish to alter them.

Dice Rolls:
Goblin (spear) vs. Morgan: 1d20 + 4 ⇒ (11) + 4 = 15 Damage: 1d6 + 2 ⇒ (1) + 2 = 3
Goblin (spear) vs. Isandril (disadvantage): 1d20 + 4 ⇒ (1) + 4 = 5 /1d20 + 4 ⇒ (15) + 4 = 19
Damage: 1d6 + 2 ⇒ (1) + 2 = 3
Goblin (spear) vs. Theo (disadvantage): 1d20 + 4 ⇒ (14) + 4 = 18 /1d20 + 4 ⇒ (6) + 4 = 10
Damage: 1d6 + 2 ⇒ (3) + 2 = 5


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 deeper into the cave, still only able to see well in the tight circle surrounding his torch. He catches a glimpse of Morgan ahead, squaring off with yet another goblin.

Ore considers briefly hurling an axe at one of the two dimly lit goblins across the room, but decides against it at the last second, preferring to attack the foe he can see clearly.

With silent speed, he twirls, attaching with both axe and fist.

Axe: 1d20 + 6 ⇒ (18) + 6 = 24
Unarmed: 1d20 + 6 ⇒ (11) + 6 = 17

Axe damage: 1d6 + 4 ⇒ (4) + 4 = 8
Unarmed Damage: 1d4 + 4 ⇒ (2) + 4 = 6


Zdravko dislodges his hand axe from the goblin on the floor, finding it covered in brains. He raps the blunt end on the floor rhytmically *tap tap tap tap tap...tap tap* before once again hurtling it across the room at another foe...

Hand Axe Toss: 1d20 + 5 ⇒ (19) + 5 = 24
Dmg: 1d6 + 3 ⇒ (5) + 3 = 8

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 still does not like how many goblins are in this room and moves forward.

nil'gnos di arcaniss target batobot anqus

Draconic:
Missile of magic target those goblins

Barrel Goblin Damage: 1d4 + 1 ⇒ (4) + 1 = 5

Left side of table: 1d4 + 1 ⇒ (4) + 1 = 5

Right side of table: 1d4 + 1 ⇒ (3) + 1 = 4

Bolts of energy slams into the three goblins


Male High Elf Wizard (Bladesinger) 2; AC 13 (unarmored; 16 with mage armor); HP 13/13; Str +1, Dex +3, Con +2, Int +6, Wis +4, Cha +2 (advantage vs. charm); Init +3; Darkvision 60 ft., Perception +4 (Passive 14), Insight +4 (Passive 14)

Finding no reason to change what appear to be quite successful tactics, Isandril summons another bolt of magical flame that speeds towards one of the goblins almost as soon as it appears.

Ranged attack (fire bolt): 1d20 + 6 ⇒ (12) + 6 = 18
Damage (fire): 1d10 ⇒ 6


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...

Yeah, I'll go ahead and pass on readying that spell. I didn't end up with a clear enough line-of-sight.

Up to this point, Theo has been hatching a plan to turn his enemies against themselves. However, he quickly scraps this idea when he realizes that there is too much of a ruckus for him to communicate with Goblins directly. Instead, Theo opts to arc an arrow over the main group towards the injured Goblin at the table.

Attack: 1d20 + 3 ⇒ (10) + 3 = 13
Damge: 1d6 ⇒ 5

Edit
That should be +2 on the attack roll, not +3.

Dark Archive

Maps: Car. Crown || Skull & Shackles

Ore whirls, slamming his ax and fist home into the goblin's head, which explodes like an overripe melon. Theo looses an arrow at one of the wounded goblins, but the shot goes wide and misses. Morgan is surprised to find his intended foe suddenly dead on the ground before him. Isandril targets a goblin in the back and sends another bolt of flame leaping forward, striking the creature directly and eliciting a howl of pain. Ya'Bo sends in another volley of magic missiles, eliminating three more of the verminous goblins, and Zdravko's ax takes care of the remaining goblin (the one that Isandril wounded).

Combat over, for now!

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

"Wow, that was a huge pile of goblins."

Ya'Bo starts to search the goblins for anything useful.


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 Ya'Bo starts digging through the corpses, Ore moves towards the rest of the cave, to see what else it contained. He wasn't squeamish, but if he could keep his hands clean, all the better.

Dark Archive

Maps: Car. Crown || Skull & Shackles

Each of the goblins in the room wears leather armor and carries a spear and a total of 6d4 ⇒ (3, 1, 2, 1, 4, 3) = 14 x 10 = 140 cp and 6d4 ⇒ (3, 2, 3, 1, 1, 1) = 11 sp. The six goblins that were in the patrol are carrying scimitars, wear leather armor, and have shortbows with a total of 76 arrows, 6d4 ⇒ (4, 1, 3, 4, 4, 1) = 17 sp, and 6d6 ⇒ (3, 4, 2, 6, 4, 4) = 23 bags of foodstuffs that are relatively fresh and suitable for human consumption.

Dark Archive

Maps: Car. Crown || Skull & Shackles

Ore:
You find a set of stairs going up and around a corner.


Zdravko takes a few moments to inspect the goblin's markings and trappings...

Trying to get some cultural info about them, are they known locally, any history of interactions, tribal name etc

History: 1d20 + 3 ⇒ (19) + 3 = 22

Dark Archive

Maps: Car. Crown || Skull & Shackles

Zdravko:
These goblins seem to be of the Broken Fang tribe, a tribe exclusive to this region. Details about them are scant.


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 puts his back to a wall and slides into a sitting position. He had managed to avoid all but one of the Goblins' attacks. However, the one to breach his defenses wasn't minor. An arrow had caught him in the shoulder but had failed to pierce clean through; leaving the head to exacerbate the injury as Theo moved.

After catching his breath, Theo sets to removing the shaft and bandaging the wound. Nothing too fancy, just enough to ensure it will heal right over time. Once Theo is sure the wound is properly cleaned and bound, he picks himself up and makes his way to the nearest fallen Goblin.

As Theo reaches his slain foe, he kneels down in silent prayer. Theo prays not as a servant of Mystra, but a man deeply saddened by any life cut-short in violence. These creatures would surely have killed him, but only in response to Theo's trespass. Enemy and villain are not always synonymous, and Theo fears that such may be the case here.

As Theo prays, or perhaps just laments, he does his best to recall what he knows of the Goblin pantheon. And of any traditions or last rites that the Goblinoids have for their dead.

Guidance: 1d4 ⇒ 4
Religion: 1d20 + 5 ⇒ (5) + 5 = 10

I obviously don't have time to bury everybody. Mainly looking for signs of respect or traditions tied to a peaceful departure (ie: coins for the river styks)

Liberty's Edge

Male Human Bard / 2HP 22 /22 AC 17 ( Touch 12 Flat 15) / Fort +3 | Ref +5 | Will +5 / CMB +1 | CMD 13 / Init +2/ Perception +5|

Ya'Bo sees if there is anything of any real worth.

Investigation: 1d20 + 5 ⇒ (16) + 5 = 21


Dipping a finger into the warpaint on one of the goblin's faces "Broken Fang. I'd bet my life on it. Territorial and most un-noteworthy...likely a bigger fish employed them."


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 nods in agreement with Zdravko, and holds his torch up high.

"Checks out. There's a stairway back here too; these aren't just natural caves, they're organized. Which means someone is doing the organizing."


Male High Elf Wizard (Bladesinger) 2; AC 13 (unarmored; 16 with mage armor); HP 13/13; Str +1, Dex +3, Con +2, Int +6, Wis +4, Cha +2 (advantage vs. charm); Init +3; Darkvision 60 ft., Perception +4 (Passive 14), Insight +4 (Passive 14)

"There is supposed to be an ogre in here," Sand reminds the others, though he is certain it is not needed. "Still, I must admit that I have never thought of ogres as great organizers."


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

Are the stairs ogre-sized?

Dark Archive

Maps: Car. Crown || Skull & Shackles

The stairs are 10 feet wide but seem no higher than any ordinary set of steps.

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 you want us to keep track of what we find?

Dark Archive

Maps: Car. Crown || Skull & Shackles

I usually let the players handle that, but I can do it if you wish. I will track XP.


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

Barely able to pick out the others back in the room due to the darkness, Ore calls back in a hushed voice, hoping not to stir anything that might be on the other end of the stairs.

"So maybe we keep going? We can come back here later, but I don't love sitting here not knowing what's ahead of us..."


Zdravko follows Ore up the stairs "No bother, a little darkness never hurt anyone...er, well, unless you believe in the legends of the Feywild and Queen Titania's evil sister. Then yes, avoid the darkness."

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