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


151 to 200 of 1,308 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

So...no post for 3 days I assume from GM being gone and holiday weekend. Everyone back now and ready to play?


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 am here, yes.

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

Here


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...

Present and accounted for

Dark Archive

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

Back, sorry. Yes, it was a long weekend and I had a con and a tropical storm to worry about.

The stairs go up about 20 feet, then turn a corner onto another set of stairs which ascend about 10 feet. A short corridor follows, which ends at a secure-looking wooden door.

Map is updated.


"Well, lets have a look, shall we?" opening the door.

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 fallows along, keep an eye on there back trail while making notes on their map.

Dark Archive

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

The door proves securely locked.


"Eh..." tugging "Just joking...it appears to be secured."

If none have thieve's tools prof I can inspire whoever has highest dex mod.

edit: Looks like Sand with +3.

Bardic: 1d6 ⇒ 1

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 was born on the streets and have some skill in getting things open, but sadly I do not the the right tools for the job. I can still give it try if you want. "

Ya'bo looks a little embarrassed talking about his past.


| 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

"If that doesn't work I can always smash it open." Morgan suggests.


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

"Ah, the poor life of a door in the Caves of Chaos..." Ore jokes.


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 am nimble-fingered, as casting spells almost requires it," the elf offers, "but I have never had any training, formal or otherwise, in opening doors that do not want to be opened."

Huh... We do not have a thief, have we?

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

"Give it a try Isandril, I will lend a hand."

Dex check to open locks: 1d20 + 2 ⇒ (14) + 2 = 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)

"Very well," Sand says with a sigh as he sets about trying to examine and then open the lock by improvising more or less.

Dexterity (Open Lock): 1d20 + 3 ⇒ (2) + 3 = 5

Eh...


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...

Not one to speak out of place, Theo has held his tongue while his comrades sussed out a solution to their current problem. Most of his practical knowledge being book-learned - locksmithing being no exception - Theo was hesitant to speak at all.

Ya'Bo has hands-on life experience. Sand, at the very least, has a natural aptitude for the physicality of the craft. Theo. Theo is another story. Theo has read a book. That's it. "Hopefully a simple change of perspective is all that's needed. Mystra knows it's all I have to offer", Theo thinks to himself.

"Ya'Bo. There is no undervaluing having the correct tool for the job. That said; perhaps your view of the right tool is a little narrow, don't you think?

Surely a student of the Art, such as yourself, can make do without (or simply create) a bent piece of metal. I remember a basic, catch-all spell from my apprenticeship that should work: Prestidigitation.

You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn

It won't be pretty - and will likely be tedious (maintaining the object more than a few seconds is tricky) - but it should be a might better than willing the door open with our charm and wit. That said, Ore's charisma is about as likely to open it as anything else, at the moment."

Try your hand with some conjured tools, Ya'Bo. I'm sure our Mistress will guide you.

Guidance: 1d4 ⇒ 4


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...

Oops. Didn't notice Ya'Bo's 16 dex-check. Just saw sands 5 and figured it was a flop. Ignore my last post if the door opens. Obviously.

Dark Archive

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

Ya'Bo's efforts prove successful and there is a sharp click, then the door opens of its own accord as something pulls it inward! Beyond the door are two massive figures decked out in chain mail and with shields at the ready and longswords in their free hands.

"Napastnik!" one of them roars, and several others in the room come to their feet. Some of those towards the back can be seen readying longbows!

One of the pair at the door strikes at Theo but doesn't manage to get past his armor. The other manages to hit Morgan, inflicting a not-minor wound! (Morgan takes 8 points of damage and is down!)

The party is up, any order! Map is updated!

Goblin:
"Intruders!"

Initiative
Monsters
Party (any order)

Dice Rolls:
Party Init: 1d20 + 4 ⇒ (12) + 4 = 16
Bad guys Init: 1d20 + 1 ⇒ (20) + 1 = 21
Monster 1 Attack vs. Theo: 1d20 + 3 ⇒ (12) + 3 = 15 Damage: 1d8 + 1 ⇒ (7) + 1 = 8
Monster Attack 2 vs. Morgan: 1d20 + 3 ⇒ (20) + 3 = 23 Damage: 2d8 + 1 ⇒ (3, 4) + 1 = 8


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 is in no shape for a fight. His body feels dull and sluggish. No matter; his mind is still quick and sharp - his words sharper still. "Seems my earlier query will serve us well, after all. Much obliged, Ya'Bo."

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

Spell: Command - Save DC 13 (Wis), 60ft, verbal, 1 round

Theo takes advantage of Ya'Bo's stature and levels an accusatory finger at one of the armored Goblin's. With his opposite hand gripped tight on his star, and divine fire in his eyes, Theo spits the Goblin word like acid from his mouth.

"Kaaguuch!"

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 back 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 the table (each one looks different); They need to do a DEX save DC 13

Acid damage: 1d6 ⇒ 2 goblin w/ pony tail

Acid damage: 1d6 ⇒ 6 goblin that looks like the ones at the door.


The Skylord looks crestfallen seeing the room full of monsters, deciding the best thing to do might be to close half the door...he just needs to remove the fleshy obstacle in the way first...

Handaxe Toss: 1d20 + 5 ⇒ (18) + 5 = 23
Dmg: 1d6 + 3 ⇒ (1) + 3 = 4

South monster near door.


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

Able to see the dim outline of more goblins (maybe? probably?) but definitely able to see Morgan fall, Ore advances past his downed comrade, and aims his own handaxe right towards where Zdravko's found home. He follows up with a sweeping kick.

"Someone help Morgan!"

Handaxe: 1d20 + 6 ⇒ (14) + 6 = 20
Handaxe, slashing: 1d6 + 4 ⇒ (3) + 4 = 7

Unarmed: 1d20 + 6 ⇒ (2) + 6 = 8
Unarmed, Bludgeoning: 1d4 + 4 ⇒ (3) + 4 = 7

With a little more perspective into the room, Ore's not comforted.
"At least one more round the corner!" He points in the direction off to his right.


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)

Staying behind for a moment and in relative safety, Isandril fishes a piece of cured leather from his spell component pouch. A few syllables and a short series of gestures and the leather is consumed in a light blue flame as at the same time a matching glowing field of energy appears around the elf for but a second before apparently disappearing.

Casting mage armor. AC is now 16.

Dark Archive

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

As Theo casts his spell, a dazed look comes over one of the armored beings in the doorway and it blinks twice. Ya'Bo splashes two of the creatures (one male, the other female) with acid, causing minor wounds. Zdravko buries his axe in one of those at the door, and Ore finishes it off with an axe strike of his own and a sweeping kick. Isandril casts mage armor on himself.

The creature at the door roars a challenge to the remainder of those in the room. The creatures with the longbows now target it instead and open fire. One arrow finds its mark, but the other lodges in the creature's armor. The afflicted creature roars in anger and charges one of the longbowmen, inflicting a wound of its own. Another with a longbow steps from the shadows and fires at Ore, but the agile Monk easily sidesteps the arrow.

By the way, the ones with the ponytails are females and lack ranged weapons, though no less deadly intent.

The party is up, any order!

Dice Rolls:
Save vs. command: 1d20 ⇒ 11
Attack vs. creature (longbow): 1d20 + 3 ⇒ (16) + 3 = 19 Damage: 1d8 + 1 ⇒ (5) + 1 = 6
Attack vs. creature (longbow): 1d20 + 3 ⇒ (14) + 3 = 17 Damage: 1d8 + 1 ⇒ (6) + 1 = 7
Attack vs. creature (longsword): 1d20 + 3 ⇒ (19) + 3 = 22 Damage: 1d10 + 1 ⇒ (3) + 1 = 4
Attack vs. Ore (longbow): 1d20 + 3 ⇒ (10) + 3 = 13 Damage: 1d8 + 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...

His spell pays off in spades, the goblins quickly forgetting Theo's team in the face of this sudden act of treason.

Theo grabs Morgan's limp frame and pulls him into a sitting position against the wall on the door's right (from our side), all the while muttering a short prayer under his breath.

Spare the Dying (Touch, Verbal, Semantic, Instant): Stabilizes target.

"We are broken and outnumbered.

If we are to flee, we need to go now; while they are occupied. If we fight...Isssandril, Ya'Bo", Theo's tone becomes harsh, his pitch sharp.

Draconic:
"We need an army. Or the illusion of one; war drums, an armored march, hooves on stone. An in-coming purge from Keep soldiers."

"We can't win an all-out skirmish. We have to outsmart them."


"Yes, I daresay Theo and Ore, would you mind terribly shutting that door! For the room is full and our spells are empty, I don't fancy the evernight on this floor!"

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 his understanding to Theo

"Bring up the lions!" shouts Ya'Bo

Ya'Bo doing a quick incantation of Minor Illusion

The roar of lions can be heard from behind us.


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)

"Very well. But lions of all things, Ya'Bo?"

A simple gesture and a bit of fleece later and a lion -or rather the image of one- appears walking out of the darkness behind them before standing on all fours, half-seen and half-hidden by the shadows, and roaring, its voice one of apparently many.


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...
Zdravko wrote:
"Yes, I daresay Theo and Ore, would you mind terribly shutting that door! For the room is full and our spells are empty, I don't fancy the evernight on this floor!"

"The door swings away from us, we can't secure it in time."

No. There's no putting the lid back on this. Besides, a narrow passage always negates superior numbers.

"Pull back to the first landing; coax them out into the hallway. If we get into *formation, we can weather a series of individual attacks. Or, if they fall for our ploy, we are all the closer to the exit."

Sand and Ore upfront, YaBo and Zdravko in the middle, Morgan and I in the wayback - possibly on the second landing.

I don't think Ore has failed to hit a target yet, and Sand has serious untapped damage potential in his sword-spells. Throw in Zdravko's ax and YaBo's acid as mid-range support, and we shouldn't have any problems. We just gotta force 'em into a line.

Dark Archive

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

Waiting for Ore, map updated to reflect Theo's suggestion. Let me know if this is not what you want.


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

Despite his better judgment, Ore falls back...for now. Holding his torch tightly in one hand he grips his axe in the other, preparing to hurl it at the first visible target that approaches.

FYI I can't really see anything, so this is not particularly safe for me. We really ought to be heading into the room while they're distracted by infighting...


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:

Despite his better judgment, Ore falls back...for now. Holding his torch tightly in one hand he grips his axe in the other, preparing to hurl it at the first visible target that approaches.

FYI I can't really see anything, so this is not particularly safe for me. We really ought to be heading into the room while they're distracted by infighting...

I can trade spots with Ya'Bo. Hold your torch in a central area. This would also leave me close-enough to buff your and Sand's save rolls.

We can back down the stairs a bit next round. Leave them just as blind, until it's too late. Nullifies the archers too.

The infighting isn't likely to last much longer. Based on the rolls that killed his partner, our Goblin is at least half dead. If he drops while we are spread out in that room - it's all over.

If we make them come to us, force them to bunch up in the hall, we can pick them off one or two at a time. Lambs to slaughter.

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|

Remember they haveven archers as well


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
Dalron Northfield wrote:
Remember they haveven archers as well

This was my concern. Darkvision range is better than my torch, and bows have good range...


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:
Dalron Northfield wrote:
Remember they haveven archers as well
This was my concern. Darkvision range is better than my torch, and bows have good range...

You could swap with Zdravko. He and Sand can see fine. Leaves us two free to "help" their attack rolls, or just follow up with our own ranged attacks.

If they try to fling arrows from inside the room, we can just back down the stairs - out of view. Force them into the hallway.


Sorry missed the infighting detail; Ill swap if Ore is willing, yes.


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 can't move any further and still ready my action. Thanks though. Let's just keep going.


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)

Onward then! ...or is it backward...? Eh... Let us resume, yes.

Dark Archive

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

Is the map correct as of now? Or does someone else still need to move?


Ill go ahead and back out a tad just to make some space.

edit: nvm, hadnt noticed others had already done so. All set.


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)

If I understand the plan and positioning correctly, I should be ready as well. Though any corrections are of course welcome.

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

looks good to me

Dark Archive

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

Okay, I'm going with what we have.

The hobgoblins nearest the one that you turned strike against their ally, but none are able to get past its armor. Abruptly, the hobgoblin that was ensorcelled regains its senses and snarls angrily, "Głupcy! Oszukał nas! Zdobądź je!" Two near the back loose arrows at the party, one of them getting past Ore's defenses. (Ore takes 6 points of damage!) And yet, those in the front of the horde seem reluctant to come forward. They assume ready positions but do not engage the party.

The party is up, any order!

Goblin:
"Fools! They tricked us! Get them!"

Dice Rolls:
Hobgoblin vs. hobgoblin (longsword): 1d20 + 3 ⇒ (13) + 3 = 16 Damage: 1d10 + 1 ⇒ (5) + 1 = 6
Hobgoblin vs. hobgoblin (longsword): 1d20 + 3 ⇒ (13) + 3 = 16 Damage: 1d10 + 1 ⇒ (3) + 1 = 4
Hobgoblin vs. hobgoblin (longsword): 1d20 + 3 ⇒ (10) + 3 = 13 Damage: 1d10 + 1 ⇒ (6) + 1 = 7
Hobgoblin vs. Isandril (longbow): 1d20 + 3 ⇒ (6) + 3 = 9 Damage: 1d8 + 1 ⇒ (8) + 1 = 9
Hobgoblin vs. Ore(longbow): 1d20 + 3 ⇒ (14) + 3 = 17 Damage: 1d8 + 1 ⇒ (5) + 1 = 6

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

So if I read it right, Pony tails do not have ranged weapons, so if we get rid of the archers they have to funnel thru the door way to get to us correct?

Making a quick jester with his hand and yells out

"atdeed!"

As a ball of acid get hurled to a wounded archer and right before it strikes, the ball splits into two one ball striking one wounded archer and the other ball striking another wounded archer standing next to the first (#7 & can't tell it's number next to him at the bottom).

Need Reflex Saves for both DC13

Damage on #7: 1d6 ⇒ 5
Damage on the other: 1d6 ⇒ 2

Dark Archive

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

That is correct. Females have no ranged weapons, only longswords.


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

Reaction:
'Wait for it...Wait for it...' Ore thought as he grit his teeth, steeling himself as he ignored the pain radiating from his leg where the arrow protruded. "There!" he yelled, as the first goblin moved from shadow into his vision. With a grunt he hurled his handaxe, aiming for the chest.
Readied Action, Axe thrown at #1: 1d20 + 6 ⇒ (8) + 6 = 14
Damage, slashing: 1d6 + 4 ⇒ (2) + 4 = 6

-----------

Limping forward following along behind Ya'Bo's acid attack, Ore strides forward displaying more confidence than he feels, and continues to attack the goblin he threw his axe at, using only his bare fists!

Attack1: 1d20 + 6 ⇒ (16) + 6 = 22
Attack2: 1d20 + 6 ⇒ (5) + 6 = 11

Damage1: 1d4 + 4 ⇒ (2) + 4 = 6
Damage2: 1d4 + 4 ⇒ (1) + 4 = 5


Zdravko threads the tight gap with a thrown blade that almost seems to curve through the air to reach its mark...

Dagger Toss, Yabo/Ore Target: 1d20 + 5 ⇒ (15) + 5 = 20
Dagger Dmg: 1d4 + 3 ⇒ (4) + 3 = 7


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...

"Friends. I think its time to take our leave. I don't say this often but wits will not win us this fight. If our enemies do not advance, we should retreat."

This formation is our best bet but it's still a long shot.

We have one down and two more on the verge. We are outnumbered more than 2:1. Armored Goblins have ACs of like 18+. The deck is totally stacked against us


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)

Theo does have a point, but what stops them from simply coming after us?

Also, a question: If Sand steps forward next to Ore and casts burning hands through the door, where does it reach and what does it hit? I am assuming it will also ignite any and all wooden objects and such, right?

Dark Archive

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

Yes, my understanding of the spell is such, Isandril. You would ignite several pieces of "furniture," mostly comprised of wooden crates and boxes.

I drew an orange area of effect on the map to show what you would get with an burning hands cast alongside Ore.

Ya'Bo's attack takes down one hobgoblin and severely wounds the other, but it doesn't dissuade their enthusiasm for the fight! Ore throws his axe, but the weapon doesn't get past the hobgoblin's armor. His first blow does, however. He hits the creature hard, but it doesn't go down! Zdravko's dagger, however, finishes the job.

Waiting for actions from Theo and Isandril.

151 to 200 of 1,308 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / The Keep on the Borderlands All Messageboards

Want to post a reply? Sign in.