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 || Forge of Heroes || Skull & Shackles

Peering into the next cavern, Ya'Bo and Sand are startled to see a huge bear resting on a bed of leaves! It appears to be asleep.

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 whispers
Quietly everyone just back out, no need to wake him

and Ya'Bo tip toes out
stealth: 1d20 + 4 ⇒ (6) + 4 = 10

Or not and this is not a small beast that I can talk to either


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:

Ya'bo whispers

Quietly everyone just back out, no need to wake him

and Ya'Bo tip toes out
[dice=stealth]1d20+4

Or not and this is not a small beast that I can talk to either

Despite his best attempts to muffle himself, every sound YaBo generates seems deafening to Theo. Each step a cacophony of crunching dirt and swooshing cloth, each whispered syllable a sharp hiss echoing off into infinity.

Deep down Theo knows this is a trick of his mind. That they sound is being amplified by the sudden tension. Still, the line between paranoia and caution is far too blurry not to air on the side of safety.

Almost subconsciously, Theo reaches for the peace-binding straps given to him when he first entered the Keep. With a silent gesture, the two scraps vanish in rapid succession. A large stalactite immediately consumes YaBo and Sand, blocking the groups' line of site with the bear. A few seconds later, the ambient sounds of the cave seem to get slightly louder but only when facing the bear. The path behind the party remains quiet.

Minor Illusion x2

Pretty simple. Block line of site with the rocks, and then help muffle our movements by turning the background noise up half a notch. With the bear as the center point of the audio illusion.

Dark Archive

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

Perhaps strangely, the bear makes no reaction to the noise around it. In fact, upon closer inspection, it doesn't appear that the beast is breathing.

Dice Rolls:
Theo Per: 1d20 + 7 ⇒ (13) + 7 = 20
Ore Per: 1d20 + 4 ⇒ (20) + 4 = 24
Isandril Per: 1d20 + 4 ⇒ (12) + 4 = 16
Morgan Per: 1d20 + 0 ⇒ (15) + 0 = 15
Neil Per: 1d20 + 6 ⇒ (7) + 6 = 13
Ya'Bo Per: 1d20 + 2 ⇒ (13) + 2 = 15

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, wait a tick that bear might be dead. Lets see if I am right?"

Ya'Bo wiggles his fingers and points at the bear. "Acido" A small green ball flies from his finger and hits the bear.

DC 13 dex save for acid splash

if failed, damage: 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

What? Like it's an illusion? Neil asks, peering at it.


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 looks on with interest...

Dark Archive

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

The ball of acid lands upon the bear's back and begins smoldering, but the bear makes no movement. At length, Ya'Bo grows bold and moves forward to see better. He finds that the "bear" is only an old bearskin laid across a bed of leaves and debris. Behind this, he can see a pile of bones.

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

Don't worry guys I got this
Ya'bo starts to poke around

Perception: 1d20 + 2 ⇒ (10) + 2 = 12


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Halfling Monk 2| HP: 6/15 | AC 16 | Init: +4 | Handaxe (+6, 1d6+4) & UAS (+6, 1d4+4)| Saves: Str: +2; Dex: +6; Con: +1; Int: -1; Wis: +2; Cha: -1

Ore laughs at Ya'Bo good-heartedly: "You've my full trust, friend. Any more rugs we come across, I'll not be afraid of them as long as you're here. Ha!"


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 sure you do not mind if I join you in searching this place for things both mundane and not so much," Sand says with a bright smile as he too begins moving through the cave.

Perception: 1d20 + 4 ⇒ (11) + 4 = 15


| 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

"Worry not friend I am sure the bards will leave that part out when they sing of your legend." Morgan chuckles.


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

Unlikely. I'm not going to be able to hold my tongue on the tale of the mighty bear rug! Neil gaffaws.

Dark Archive

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

Intermingled with the bones, Sand finds six arrows, a vial of liquid, and a bone scroll tube. Inside are two scrolls, inscribed with what look to be prayers. Neil looks the scrolls over and confirms that they are clerical spell scrolls though determining exactly what they are will take a few moments of study.

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

"Hold on for a few minutes"

Ya'bo Starts the ritual for detect magic.

Just to see if anything else is in the room, plus if any of the found items.


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

With Ya'Bo distracted by his ritual, Ore takes the chance to investigate the bear skin more closely. Holding up a finger to his lips with bright eyes and a wild smile, he signals his intentions to the others, and requests their silence, as he ducks under the rug, burying himself in the leaf-pile. It had been too long since he last played a good joke.

When he heard the end of Ya'Bo's ritual a few minutes later, he peeked out of the rug, positioning himself near the end towards Ya'Bo, preparing to jump up and out with the rug held over him, and hoping his best bear impression was close enough to the real thing to sell it, for a moment at least...

Hiding under the rug while Ya'Bo prepares the ritual, then I'll jump out with my best impression.

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 Ya'Bo finishes the ritual, he stands up and takes a look around the room. As he looks across the room he sees the bear skin rug jump up and come alive "Grrrr!"
Ya'Bo screams and steps back, tripping on his backpack. He congers a magic spell and just as he is about to launch a ball of acid it the bear he sees two little legs and feet under the skin.
Letting the spell go "Ore you block head! You know how close I got to zapping you and I think I might have soiled myself. Now you roll that rug up and carry it back to the keep. It might fetch us a round of drinks and a good meal!" Ya'Bo stomps off hoping that he got a flicker of magic from something before he lost his concentration.
Man, that little bugger.....but it was funny, I am just not going to let him know that


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 falls back onto his rump in a fit of laughter.


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 think you would do well to watch your back, Ore," Sand says after a bout of chuckling. "Ya'Bo is sure to... return the favor, so to speak, sooner or later."


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

"The more the merrier!" Ore says back, still laughing and clearly very much enjoying the joke and the levity it's brought.

"All for Yondalla, o' course; nothing pleases the Blessed One like a good bit of mischief!"

Dark Archive

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

The arrows and the liquid prove magical and Neil determines that the scrolls are cure wounds and hold person. It is quite clear that the bear rug isn't worth much in its current condition.


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

As the seemingly mundane objects begin reacting to Ya'Bo's spell, a spark of curiosity and anticipation goes off in the back of Theo's mind; only for it to be doused by his initial interactions with the locals. No libraries, colleges, or any sort of knowledge repository.

Theo scans the assorted items. He pauses over the vile. "It's nigh impossible to identify a tonic by sight, and even opening such a mixture is a gamble. Best leave that be for now." He moves on, stopping for a moment to read over Neil's shoulder before finally coming to the enchanted quiver. "Hmm. Now, this might be doable."

Carved runes are a quick way to mass produce enchanted arms, and most ritual-based enchantments involve soaking or coating the item in an arcane substance. Both methods leave clues that Theo or his fellow casters might use to identify the enchantment.

Theo picks up one of the enchanted arrows, holds it towards the light, and begins turning it this way and that. He closes his eyes and slides his fingers across the wood, tip to feather. Then his eyes open to a narrow squint as he brings the item up to his face, slowly spinning the shaft at eye level before running it under his nose. Finally setting the arrow down, Theo licks his fingers and turns towards the group. Arcana: 1d20 + 2 + 2 ⇒ (14) + 2 + 2 = 18

"Without any sort of arcane repository, identifying these trinkets could prove tedious...or expensive*. I suppose the Lord is sure to have an assortment of casters on hand. But you can be sure if what we found turns out to be powerful or valuable, we won't be getting it back."

*The spell Identify has a 100gp (pearl) component cost.

"All that said, the point is moot if we don't get back to the Keep sometime this year. We should divide some portion of the coins amongst ourselves, and then start making our way back"

Can we get an exact count on those coins? Two bags of gold, and one each of silver and copper.


| 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

The pearl isn't consumed during the cast so we can probably work something out.

Morgan nods. "It might be wise to leave while we're ahead. Are there any objections to returning to the keep, for now?" He asks.

Scarab Sages

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

Yes, I think I have a good start with this map to show it that captian of the watch. And someone has the 'prof' of the Ogre.

Dark Archive

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

The sacks contain: 1 - 287 sp, 2- a wheel of hard cheese, 3 - 182 cp and 91 ep, 4 - 289 gp, 5 - a keg of fine brandy (Neil estimates the worth at about 80 gp), 6 - 303 cp, and 7 - 241 gp. However, it swiftly becomes apparent that the coins in the last sack are too heavy to be gold. Further investigation reveals that the coins are lead given a wash of gold (worth about 1 cp each).

DM Screen (no peeking):
Neil Wisdom: 1d20 + 6 ⇒ (19) + 6 = 25
Ore Wisdom: 1d20 + 2 ⇒ (12) + 2 = 14
Sand Wisdom: 1d20 + 4 ⇒ (16) + 4 = 20
Theo Wisdom: 1d20 + 5 ⇒ (8) + 5 = 13
Morgan Wisdom: 1d20 + 2 ⇒ (3) + 2 = 5
Ya'Bo Wisdom: 1d20 + 4 ⇒ (9) + 4 = 13

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

You forgot the bear rug that Ore is taking back ;o)


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

I like that of all things, Neil knew the value of Brandy. :)

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 we split the coins
bag 1: 287 / 6 = 47.8333
bag 3: 182 /6 =30.333 and 91 / 6 = 15.1666
bag 4: 289 / 6 = 48.16666
bag 6: 303 /6 = 50.5
bag 7: 241 / 6 = 40.1666

Dark Archive

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

Clarification: The contents of sack 7 are lead painted with a gold wash, worth 1 cp each.


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 counting the fakes, our total should be GP:366 SP:20 CP:5

Dividing it as equally as possible gives us, 60gp 13sp 4cp

http://stephthedev.com/dnd-exchange-rate/

"We aren't taking all of it, are we? I mean, this was clearly all stolen during local raids. Obviously, nobody is going to reunite a cheese wheel with its owner. But still..."

"Then again, taking the money directly to the local Monarch is no guarantee that the people will benefit from the windfall. It's just as likely that the sum will simply be spread amongst the most obedient of the aristocracy."

For now, I say we take the 66 gold and change to cover our expenses. That's 11 gold for each of us. It's solid pay for a days work, and covers us should we get the short end of the stick.

We can balance moral and ethical dilemmas when we get back to the Keep


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

"Can't imagine they'd object to us using the spoils to buy room and board and the like. We're performing a service, after all. But about that wheel of cheese... Maybe we ought to bring it with us for safekeeping. You never know what can happen to a good piece of cheese."


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

Y'all can do whatchya like with yers. I'll be doing the good thing and givin' mine to where it'll help. Local church or orphanage or some s@+~ like that. That's where it helps. Right in the hands of the folks who do the most good. Plus a little for me for some more beer. Or maybe I'll just keep that bottle of Brandy, eh? We can drink it all tonight.


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)

"It can turn bad if left alone too long?"

"As for the brandy," the elf continues after his quip about the cheese, "though it is not my favorite spirit, it would be fitting to celebrate our victory with it, being part of the spoils and all."

I agree with Theo. Let us just take 11 gold pieces each for now and see what we do with the other 300 later. Sand will be in favor of the ethical option though, I must say.


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

Yeah. I like the 11 gp option, and figuring out the rest later.

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

"Lets not be too hasty in just giving away good coin. Do you know how much magical research is? It's not cheap, let me tell you. So yes when we get back to the keep I will be taking my full share, thank you.
And maybe part of Ore's as well for his stunt earlier."

Ya'Bo smiles at the last comment

Dark Archive

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

The return journey to the Keep is uneventful. Several of the tavern patrons seem surprised to see you, but the barkeep just laughs and collects his silver from the doubters. "I told you they'd be back! I could tell by the look of them that they were survivors. I've been around long enough to know the ones that will succeed and those who will fall."

1d10 ⇒ 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

"We will need rooms and a hearty meal dear sir."

Ya'Bo finds a table in the back for everyone to sit.


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

Aye. We're back. It was a good hike down t'the caves. Finished out quite a few of them scoundrels and made the place a bit safer for the good folk of the keep. We've done good work today, boys.

Let's have a drink.

Dark Archive

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

"I can handle the hearty meal, but you'll have to go next door to the inn for the rooms, or there is the guild house around the corner, but they're like to charge quite a bit more for non-members."


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, let's test your kitchen again, then: the heartier the better!

"And if you stick around, we'll recount how the caves are slightly less full o' evil!"

Dark Archive

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

The tavernkeeper is happy to provide the requested meals and drinks and even tells you that the drinks are on the house as a thank-you for your successes. Several of the locals that are in the place bring their chairs closer to listen to your tales of daring-do. Even the tale spinner in the corner stops to lend an ear.


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

Having just managed to slip out of Ore's story circle, Theo sits in the corner listening to the Halfling weave the group's adventure into a grand epic.

He can't put his finger on any falsehoods or embellishments in the tale; even the group's lowest points are on full display. And yet - a testament to Ore's innate talent as wordsmith and showmen - Theo can see the group as no less than an elite assortment of prodigious casters, martial experts, and zealous acolytes.

As he listens, Theo begins to scribble down...something. A spell, probably. Bits of one, at least. After recalling his little light trick in the caves, most of Theo's old go-to spells had floated to the surface of his mind. But about halfway back to the Keep, he hit a wall.

A spell scratches at the back of his mind but only pieces make it through the tears in his psyche. Leaving Theo to puzzle them back together. Runes flash and pieces of an encantation repeat.

Theo attempted to ignore the phenomena at first. He was certain this was a higher level spell, likely one from his own spellbook. Thus, it didn't seem worth his while to dwell on the information until he could recreate the tome. That was until a key rune caught his attention, one indicating a ritual casting. If Theo can remember the ritual, perhaps he can cast the spell on his own.

Finally getting down the last verse of his partial encantation, Theo scans the page several times.

"So close. I can feel it." he thinks to himself. "Maybe Sand or Ya'Bo will have some insight. There's a sizeable portion of a ritual here, surely three of us can fill in the blanks." Waiting for the crowd to thin-out, Theo approaches his fellow arcanists with the query.

Ya'Bo, Sand: All I mayneed is an Arcana roll from each of you. Depending on GM, this could just be for lulz.

Arcana: 1d20 + 3 ⇒ (3) + 3 = 6

GM:

Would you mind setting DCs for various pieces of information relating to the spell: level, school, components, name? And minimum pieces needed to recall the spell? Preferably with higher rolls including the lower tier information (eg; rolling "name" from the list above would grant all information). The spell in question is Find Familiar.

It's been 10 years since Theo has even seen his spellbook. Accessing his non-cantrips should probably involve some kind of hurdle, at least until he has the resources to re-craft the tome. So, as a little bit of personal motivation, a group-wide failing of these checks would block him off from the spell until he has recreated his spellbook. And he'll only have these near-recalls once per long rest.

I'm open to any other ideas on how Theo could earn back his spells, that you might have. Or, if you prefer, I can just have them return during my daily mediation or something.


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 enjoys his drink and the stories, laughing heartedly where appropriate and giving a sombor look where appropriate. That lad sure could spin a story into something it was more than.

Later, well into the night, Neil takes a stroll across town. It's a slow walk. A meandering walk. Half the time he's living in the past, as the memories flood into him. His wife. His daughter. His friends. That old bastard who forced it all upon him.

He eventually finds his way to the local orphanage (or school, if this keep does not yet have wayward children) and donates his portion of the gold, keeping only a few pieces for himself to pay for rent and food.

Dark Archive

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

Theo:
Sure, I have no problem with that. Give me a day or so and I'll set the DC's.

Neil:
Though the Keep does not have an orphanage as such, the church of Lathander (the only actual chapel in the Keep) does see to the needs of the children, as well as the spiritual needs of the people. There are generic shrines to other gods, however. The priest, Xyneg, is a friendly sort.

Scarab Sages

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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

Theo:
Arcana: 1d20 + 6 ⇒ (20) + 6 = 26
"I think this is what you are looking for. It's a VERY basic spell."


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)

"Gladly," Sand replies to Theo with a smile as he starts to look at the pieces of the incantation the half-elf shows him and Ya'Bo. At the same time he writes down some arcane symbols on a piece of parchment, erasing those he finds do not fit and keeping those that seem to do so.

Arcana: 1d20 + 6 ⇒ (18) + 6 = 24


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

GM:
Lathandar is perfectly acceptable. The whole point is just to help make the keep a better place to live.

Well? Whatdya say we get a good rest in and head back to the caverns in the morn?

Dark Archive

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

Theo:
With the aid of Sand and Ya'Bo, you are able to piece together a little bit of information (specifically, the components and name). You are still a ways from completing the recovery, but it is a start. I know what the DCs are, but you will not. You may try again each week (representing studying during your downtime).

Neil:
Xyneg is very happy to receive your donation and promises that it will go to aid the people, especially the poor.

If you guys are ready, I'll take you back to the caverns, after a good night's rest.


Halfling Monk 2| HP: 6/15 | AC 16 | Init: +4 | Handaxe (+6, 1d6+4) & UAS (+6, 1d4+4)| Saves: Str: +2; Dex: +6; Con: +1; Int: -1; Wis: +2; Cha: -1

"Soon as this cheese is gone, you got it, Neil," Ore says from his comfortable chair. "We'll be needing some more tales, after-all"

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 stuffs the last bit of food in his full mouth
"Wreding"
and grabs his pack

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