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

Okay, I think I understand the diagram and have placed people on the map accordingly.

Ya'Bo tosses a handful of coins into the corridor, and two goblins come to investigate, not suspecting the ambush that awaits.

The party is up!


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:

Okay, I think I understand the diagram and have placed people on the map accordingly.

Ya'Bo tosses a handful of coins into the corridor, and two goblins come to investigate, not suspecting the ambush that awaits.

The party is up!

The idea was to have Ore and Morgan flanking the same hall that the goblins were in. That way the goblins would have to pass between them, leaving or damage dealers at the goblin's back. I must have flipped the diagram, my bad. This should work about as well.

The muscles in Theo's arm slowly begin to warm as he holds the string of his bow taut. His eyes narrow, his attention focused on a single area of empty space a few paces from Morgan's hiding place. The elfkin steadies his breath and waits for his target.

Readied Action: Short Bow attack
Trigger: Goblin's reach the center of the intersection, or an ally launches the first attack. Whichever comes first


Male CN Human Cleric (Tempest) 2 | HP: 14/14 | AC: 18 | Ins +6, Perc +6, Pers +2, Surv +6 | Saves: S2, D-2, C0, I-1, W6*, Ch2* | Init +2 | PP: 16 | Spd: 30' | Insp: No | HD: 1/2 | Spell DC: 14 | Spells: 1 (0/3) | Channel 0/1 | WoS 1/3 | Status: Normal

A gleam appears in Neil's eye as a smile grows on his face, which can be faintly seen as a glow appears from the ball of fire in his hands. He throws the fire at one of the Goblins.

Sacred Flame: 1d20 + 6 ⇒ (18) + 6 = 24
Radiant Damage: 1d8 ⇒ 7


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

'Here goes nothing...' Ore thinks to himself as he watches the attacks begin to fly. 'Gotta earn back my favorite axe, yes I do...'

Following up on Theo & Neil's attacks, he moves in to finish off the first wave, hoping to silence them before they can rouse the others! With a pair of high kicks, he aims for the head!

Attack 1: 1d20 + 6 ⇒ (4) + 6 = 10
Flurry bonus attack: 1d20 + 6 ⇒ (18) + 6 = 24

Atk 1, Bludgeoning Damage: 1d4 + 4 ⇒ (1) + 4 = 5
Flurry, Bludgeoning Damage: 1d4 + 4 ⇒ (4) + 4 = 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 says uvelucal splash as he points at the lead goblin

Draconic:
Acid splash

Damage: 1d6 ⇒ 4

Goblin needs to make a Dex save DC 13


Cleric 1, Wiz 1 | HP: 8/13 (1D8, 1D6) | AC 14 | Init: +0 | Mace +3 [1+2], 1D6 | Staff +3 [1+2], 1D4 | Saves: Str: +1; Dex: +0; Con: +2; Int: +2; Wis: +5 [3+2]; Cha: +1 [-1+2] | Spell DC: 13 [8+3+2], 12 [8+2+2] | Spell Slots: 3/3, 0/0, 0/0...
Neil Ogea wrote:

A gleam appears in Neil's eye as a smile grows on his face, which can be faintly seen as a glow appears from the ball of fire in his hands. He throws the fire at one of the Goblins.

Shadows dance across the cave walls as Neil's spell hurdles across the expanse. The Goblin's turn to face the sudden burst of light. Theo exhales and lets loose the readied shaft.

Short Bow: 1d20 + 2 ⇒ (18) + 2 = 20
Damage: Short Bow: 1d6 ⇒ 6


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)

And just in case his companions somehow manage to dispose of the two goblins with their opening salvo, Isandril adds his own arcane power to their attacks.

Ranged attack (fire bolt): 1d20 + 6 ⇒ (19) + 6 = 25
Damage (fire): 1d10 ⇒ 9

Dark Archive

Maps: Car. Crown || Skull & Shackles

The two goblins are swiftly slain before they even have time to cry out a warning, though the stench of burned flesh fills the corridor. It is a fair bet, however, that when they do not return, their fellows (if indeed there are any) will come to investigate. For now, though, all is quiet and silence reigns.


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 holds his finger to his lips, and gestures for the others to reset the formation. He closes his eyes and tilts his head towards the hall the Goblins had emerged from.

Passive perception: 15

"It would help to have something to explain those corpses when their friends arrive." Theo racks his brain for a smaller, fire-breathing cave dweller.
Guidance: 1d4 ⇒ 1
Zoology (Nature): 1d20 + 4 + 1 ⇒ (1) + 4 + 1 = 6

I swear to god these dice are loaded xD. DM: "Nature roll of 1, eh? You have literally never even heard of a 'cave' or of this so-called 'fire'" #RIP

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 props the bodies up like they are fighting over some coins.

He whispers to the others.
This way when the other goblins come they won't expect an attack. And if I add just the right magic, I can add sound to their fight.

When the time comes he casts Minor Illusion.


Male CN Human Cleric (Tempest) 2 | HP: 14/14 | AC: 18 | Ins +6, Perc +6, Pers +2, Surv +6 | Saves: S2, D-2, C0, I-1, W6*, Ch2* | Init +2 | PP: 16 | Spd: 30' | Insp: No | HD: 1/2 | Spell DC: 14 | Spells: 1 (0/3) | Channel 0/1 | WoS 1/3 | Status: Normal

That there is a dang smart move, Neil says, as he prepared for another wave.


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 then, if we're gonna hold this corner, let's do it," Ore says, having caught his breath and regaining his position

Dark Archive

Maps: Car. Crown || Skull & Shackles

The trap is set and this time, three goblins appear around the corner. They are more on guard, so they are not surprised. However, they have expended their actions getting to the ambush site, so...

The party is up!


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 loose another arrow into the lead goblin.

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

~hello darkness, my old friend~

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

Wiggling his fingers and gives a small chant. Ya'Bo cast Acid Splash.

reflex save DC 13
Damage on goblin #1: 1d6 ⇒ 3
Damage on goblin #2: 1d6 ⇒ 5


Male CN Human Cleric (Tempest) 2 | HP: 14/14 | AC: 18 | Ins +6, Perc +6, Pers +2, Surv +6 | Saves: S2, D-2, C0, I-1, W6*, Ch2* | Init +2 | PP: 16 | Spd: 30' | Insp: No | HD: 1/2 | Spell DC: 14 | Spells: 1 (0/3) | Channel 0/1 | WoS 1/3 | Status: Normal

Neil fires off some sacred fire.

Fire!: 1d20 + 6 ⇒ (20) + 6 = 26
Damage: 2d8 ⇒ (3, 7) = 10


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)

"Fire in the hole? I believe that is how the human saying goes?"

Ranged attack (fire bolt): 1d20 + 6 ⇒ (5) + 6 = 11
Damage (fire): 1d10 ⇒ 5

Dark Archive

Maps: Car. Crown || Skull & Shackles

Between Ya'Bo, Neil, and Isandril, the first goblin is downed before it can realize that it has been tricked. The second is badly wounded by Ya'Bo's acid splash.

Waiting on Ore and I will bot Morgan if we don't hear from him soon.


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 flies forward following the globs of energy let loose by his allies, and tried to finish off the goblin.

Flurry 1: 1d20 + 6 ⇒ (12) + 6 = 18
Flurry 2: 1d20 + 6 ⇒ (14) + 6 = 20

Flurry 1 damage: 1d4 + 4 ⇒ (1) + 4 = 5
Flurry 2 damage: 1d4 + 4 ⇒ (1) + 4 = 5


| 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 ⇒ (19) + 6 = 25
Damage: 1d8 + 4 ⇒ (6) + 4 = 10

Morgan moves into position and Joins Ore in melee.

Was having trouble with the map but it seems fine now.


Male CN Human Cleric (Tempest) 2 | HP: 14/14 | AC: 18 | Ins +6, Perc +6, Pers +2, Surv +6 | Saves: S2, D-2, C0, I-1, W6*, Ch2* | Init +2 | PP: 16 | Spd: 30' | Insp: No | HD: 1/2 | Spell DC: 14 | Spells: 1 (0/3) | Channel 0/1 | WoS 1/3 | Status: Normal

Now this! This is what I came for! Neil gleams to himself as he launches another Sacred Flame.

1d20 + 6 ⇒ (4) + 6 = 10
Damage: 1d8 ⇒ 3

Dark Archive

Maps: Car. Crown || Skull & Shackles

Ore finishes off the second goblin, and Morgan rushes the remaining one, removing its head before it is able to cry a warning! Though the sounds of the melee seem to have drawn attention from the southeast, as Ya'Bo spots four more goblins rushing in from that direction! These shout "Bree-yark!" as they come, the sound echoing through the cavern.

The party is up!


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 takes a step forward and lets another arrow fly towards the forward-most goblin.

Short Bow: 1d20 + 2 ⇒ (17) + 2 = 19
Damage: 1d6 ⇒ 1


| 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 moves into position and takes a defensive stance.

Dodge.

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

Moving forward Ya'bo see two more goblins and again launches two balls of acid at them.

DC13 reflex save

Damage on #1: 1d6 ⇒ 3
Damage on #2: 1d6 ⇒ 6


Male CN Human Cleric (Tempest) 2 | HP: 14/14 | AC: 18 | Ins +6, Perc +6, Pers +2, Surv +6 | Saves: S2, D-2, C0, I-1, W6*, Ch2* | Init +2 | PP: 16 | Spd: 30' | Insp: No | HD: 1/2 | Spell DC: 14 | Spells: 1 (0/3) | Channel 0/1 | WoS 1/3 | Status: Normal

Not sure if my last one counts or if I'm ahead a round.

Sacred Flame: 1d20 + 6 ⇒ (5) + 6 = 111d8 ⇒ 4


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)

Isandril continues to rely on his arcane power to take care of the goblins moving towards them, even though his last spell does not quite connect.

Ranged attack (fire bolt): 1d20 + 6 ⇒ (2) + 6 = 8
Damage (fire): 1d10 ⇒ 7

Dark Archive

Maps: Car. Crown || Skull & Shackles

Botting Ore.

Theo lets fly an arrow, hitting one of the onrushing goblins in the shoulder, as Morgan assumes a defensive stance. Ya'Bo reacts immediately, summoning two more balls of acid, which burn the coming foe but do not stop them. Neil flings a ball of sacred flame at the goblins, but misses, as does Sand's fire bolt. Ore moves to stand beside Morgan and also goes on the defensive.

The goblins meet the defensive line, two striking at Morgan and one attempting to hit Ore. Both targets are missed.

The party is up!

Dice Rolls:
Goblin vs. Ore: 1d20 + 4 ⇒ (4) + 4 = 8|1d20 + 4 ⇒ (9) + 4 = 13Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Goblin vs. Morgan: 1d20 + 4 ⇒ (18) + 4 = 22|1d20 + 4 ⇒ (13) + 4 = 17 Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Goblin vs. Morgan: 1d20 + 4 ⇒ (18) + 4 = 22|1d20 + 4 ⇒ (10) + 4 = 14 Damage: 1d6 + 2 ⇒ (2) + 2 = 4


| 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 ⇒ (20) + 6 = 26
Damage: 2d8 + 4 ⇒ (3, 7) + 4 = 14

With a feral roar, Morgan heaves his hammer down onto the head of one of the goblins.


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...
Morgan McWright wrote:


With a feral roar, Morgan heaves his hammer down onto the head of one of the goblins.

Theo quickly takes the place of the slain goblin, and launches an attack against one of its remaining companions.

Mace: 1d20 + 3 ⇒ (2) + 3 = 5
Damage: 1d6 ⇒ 2

New I shoulda just blessed the fighters. :'(

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 the two goblins next together, He says a short chant Acidia Splashus and wiggles his fingers.

Two balls of acid streak to the goblins

DC 13 Dex save for Acid Splash
Damage #1: 1d6 ⇒ 4
Damage #2: 1d6 ⇒ 3


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 the rhythm of attacks with two quick jabs at the goblin that dodged Theo, hoping to catch them unaware.

Flurry1: 1d20 + 6 ⇒ (14) + 6 = 20
Flurry2: 1d20 + 6 ⇒ (17) + 6 = 23

damage 1: 1d4 + 4 ⇒ (2) + 4 = 6
damage 2: 1d4 + 4 ⇒ (3) + 4 = 7


Male CN Human Cleric (Tempest) 2 | HP: 14/14 | AC: 18 | Ins +6, Perc +6, Pers +2, Surv +6 | Saves: S2, D-2, C0, I-1, W6*, Ch2* | Init +2 | PP: 16 | Spd: 30' | Insp: No | HD: 1/2 | Spell DC: 14 | Spells: 1 (0/3) | Channel 0/1 | WoS 1/3 | Status: Normal

Neil calls you the sacred flames to consume the Goblins.

Dex Save DC 14 oe take Radiant: 1d8 ⇒ 4 damage.


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)

A quick incantation and another bolt of arcane fire flies towards one of the goblins, the elven mage seemingly unperturbed by his previous failed attempt.

Ranged attack (fire bolt): 1d20 + 6 ⇒ (15) + 6 = 21
Damage (fire): 1d10 ⇒ 2

Dark Archive

Maps: Car. Crown || Skull & Shackles

Morgan absolutely destroys the lead goblin, smashing its skull in. Theo swings at the goblin threatening Ore, but misses. Ya'Bo launches two balls of acid that sears one of the onrushing goblins, though the one threatening Ore avoids the attack. That hardly bothers Ore, who promptly guts the creature. Neil calls down an sacred flame upon the remaining goblin, which collapses in a heap.

Before the party can catch their breath, a mighty roar sounds from the corridor behind the group. Spinning on their heels, the company sees another goblin and a massive ogre, headed their way!

The party is up!

Dice Rolls:
Goblin Dex vs. acid splash: 1d20 + 2 ⇒ (19) + 2 = 21
Goblin Dex vs. acid splash: 1d20 + 2 ⇒ (8) + 2 = 10
Goblin Dex vs. sacred flame: 1d20 + 2 ⇒ (3) + 2 = 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 steps back and ready's an action to cast when the Ogre get with in 30' of him.

Action to Ogre:
Ya'bo Cast Witch Bolt on the Ogre
Spell Attack: 1d20 + 4 ⇒ (11) + 4 = 15
Damage lightning: 1d12 ⇒ 1


Male CN Human Cleric (Tempest) 2 | HP: 14/14 | AC: 18 | Ins +6, Perc +6, Pers +2, Surv +6 | Saves: S2, D-2, C0, I-1, W6*, Ch2* | Init +2 | PP: 16 | Spd: 30' | Insp: No | HD: 1/2 | Spell DC: 14 | Spells: 1 (0/3) | Channel 0/1 | WoS 1/3 | Status: Normal

Neil's eyes light up with glee as he spies the ogre. Yes! Yes! he mumbles to himself. Finally a chance to do good! A chance to turn that rat bastard's powers against his own kind! I will blow them to bits with this power he has infused in me! I defy him with every word, with every action!

Guiding Bolt: 1d20 + 6 ⇒ (9) + 6 = 15
Radiant Damage: 4d6 ⇒ (6, 6, 5, 3) = 20


| 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

Once alerted to it's presence Morgan moves to fend off the oncoming giant.

Dodge and Move.


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 makes his way through his friends, trying to get a line of sight on the infamous Ogre. As he goes, a plan begins to form in his mind. "That could work", he thinks to himself, "...if the creature can communicate verbally." Can Ogres understand verbal commands:1d20 + 2 + 4 ⇒ (14) + 2 + 4 = 20

Almost as if by divine providence - every relevant scrap of information regarding Ogre communication that Theo has ever heard, seen, or even inferred suddenly rushes to the forefront of his mind with crystal-like clarity.

> Yes, they can communicate.

Spoiler:

As he moves, Theo calls out to his friend - "YaBo. What are the goblin words for flee and sit?"

Readied Action --> Command: ???* (Wisdom Save:13)
Trigger: Ogre gets within movement distance of any ally, including myself.**

*This is entirely dependant on how well Ogres can communicate; a judgment call based on Theo's knowledge roll. Communication levels would basically be, trained dog = "sit", human child = "flee", adult human = "revolt".

**Please check back with me when/if this goes off. I've let most of my readied actions just flow but spell economy is key here. I'll need to be 900% sure before letting half my spell pool go.

> No, they cannot communicate.

Spoiler:
Theo stops short as he catches his first glimpse of the behemoth emerging from the shadows. The Elf-kin spins on heels, turning to face his compatriots. "Phew, lads. That thing is at least twice as big as it sounds! Well, they aren't the only one that can call on a higher power!", Theo declares, holding Mystra's Star aloft.

Celestial:
Life protected with Strength
Strength tempered by Mercy
Mercy attained with Wisdom
Wisdom, Divine Grace manifest
Divine Grace, the giver of Life.

Bless: Targets (Sand, Morgan, Ore) may add 1d4 to Attack and Save rolls of their choice. Requires concentration up to 1 minute.[

FYI: The spoilers are for organizational purposes. Nothing in them is a secret.


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 I can't actually see in roll20 where the offered and goblin are at the moment. What's our current light source: magic or a torch? Either way, I think Ore can only see 20' on it instead of 40'?

Theo, making it flee makes it very hard for us to close and deal damage to 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...
Ore Thornstock wrote:
So I can't actually see in roll20 where the offered and goblin are at the moment. What's our current light source: magic or a torch? Either way, I think Ore can only see 20' on it instead of 40'?

I don't think we have any real light source atm. Neil's bolt will cause the Ogre to glow for one round, once it hits.

Quote:
Theo, making it flee makes it very hard for us to close and deal damage to it...

The spell only lasts one round. He'll be back, and we'll have the full advantage of waiting for him. The idea was just to give us one round free of Ogre interference; let us mop up the last Goblin and get set for the Ogre.

I can change the "flee" to "yield" if you think it will be a problem.

EDIT

Make that "sit". If "flee" isn't acceptable for the team, then just ignore the middle option all together. Dumber than average adult human = "sit", dumb as an average adult human = "revolt"

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

as a free action

Ya'bo calls out

'ter' is to sit and 'taac' is to sleep


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 just enough to get a clear or at least a better look at the advancing ogre and goblin, Isandril fishes out a piece of butter from his spell component pouch, all the while going through a series of gestures and arcane words. It takes only a couple of seconds but as soon as he finishes the butter is consumed in a flash of violet flame and a ten-foot area right in front of the monstrous duo is covered in magically conjured slippery grease.

Casting grease either right in front or right under the ogre and goblin, depending on ally positioning. The idea if for the beasties to step in it of course.

Dark Archive

Maps: Car. Crown || Skull & Shackles

You have a torch, but it goes to dim lighting after 20 feet. However, they are around a corner at the moment.

Isandril lays down a layer of grease before the onrushing monsters, the others delaying their actions until they can actually see the foes. Both the goblin and the ogre slip on the grease and find themselves prone! Now able to spot the ogre, Ya'Bo and Neil launch their attacks, burning the ogre fiercely, yet it shrugs off the pain! Theo, realizing the intellect of the creature before him, begins to call out the goblin words for sit, but suddenly remembers that ogres do not generally speak goblin (though this one may). They typically speak Giant and a few words of Common. Morgan moves to where he can engage the goblin, but avoid the grease (he can't reach the ogre without entering the greased area).

Pausing to permit Ore to take his action and Theo to alter his actions, if he desires. Both enemies are prone right now. Map has been updated!

Neil, you are currently standing about 55 feet from the ogre, directly to the east of it. Ya'Bo, I moved you up a tad to get in range for the spell.

Dice Rolls:
Goblin Dex save: 1d20 + 2 ⇒ (7) + 2 = 9
Ogre Dex save: 1d20 - 1 ⇒ (6) - 1 = 5


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...

If he readied the spell before seeing the Ogre, then Theo will change his command target to the Goblin and the command to "Revolt".

If Theo delayed readying his action altogether, then he'll just forgo the command spell: Ogre's already sitting, after all. Instead, he'll go with the earlier backup plan. Though, if it's not too meta, he'll switch out Sand for Neil; making the targets, Neil, Morgan, and Ore.

Theo Sylvanblood wrote:

Celestial:

Life protected with Strength
Strength tempered by Mercy
Mercy attained with Wisdom
Wisdom, Divine Grace manifest
Divine Grace, the giver of Life.

Bless: Targets (Sand, Morgan, Ore) may add 1d4 to Attack and Save rolls of their choice. Requires concentration up to 1 minute.

"Neil. We need to get a hand on that beast. Its hide is thick but its will is glass. Holy or profane, this creature will surely crumble before the wrath of a Divine."

With the possible exception of Ore going crit-for-crit on his Flurry of Blows, I'm pretty sure Inflict Wounds has the highest damage potential of any single attack from our party. I don't doubt that we can defeat the Ogre without it - but I wouldn't say no to taking an easy 3d10 before we start beating on it.

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

Assuming the Ogre is still alive Ya'Bo keeps the which bolt going

Ya'Bo Mumbles "Feel the power of the dark side"

Auto Damage Lighting: 1d12 ⇒ 1

The dark side is weak right now


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 slinked forward I'm the dancing shadows, taking a defensive position ahead of the spell-casters in case the ogre found himself back on its feet and hungry for revenge.

Despite the poor lighting and flailing, slippery rather, Ore slipped a hand to a dart at his waist and flung with a tiny snap of his wrist, hoping to keeps peppering the target...

Dart (DisAdv bc prone): 1d20 + 6 ⇒ (1) + 6 = 7
Dart (DisAdv roll): 1d20 + 6 ⇒ (10) + 6 = 16

Dart dmg: 1d4 + 4 ⇒ (3) + 4 = 7

reroll Nat 1 with 'Lucky': 1d20 + 6 ⇒ (2) + 6 = 8

Started too far away to get into melee range this round unfortunately. Also not sure if I get the bless d4 yet; if I do, I'll gladly add it to my attacks.

Dark Archive

Maps: Car. Crown || Skull & Shackles

Ore, go ahead and roll the bless, as it may make a difference. I'll give Morgan, Sand, and Neil a day to catch up through the site problems.


Male CN Human Cleric (Tempest) 2 | HP: 14/14 | AC: 18 | Ins +6, Perc +6, Pers +2, Surv +6 | Saves: S2, D-2, C0, I-1, W6*, Ch2* | Init +2 | PP: 16 | Spd: 30' | Insp: No | HD: 1/2 | Spell DC: 14 | Spells: 1 (0/3) | Channel 0/1 | WoS 1/3 | Status: Normal

Neil bring sup radiant fire around the ogre.

Dex Save, DC 14

Sacred Flame: 1d8 ⇒ 3


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

attack roll with Bless: 8 + 1d4 ⇒ 8 + (3) = 11

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