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
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...
"Peace and pardons, stranger. We mean no harm. We assumed this place long-abandoned. At least by anyone literate."
Leaning his staff on his shoulder, Theo offers a soft smile and displays his empty palms; a universal sign of de-escalation and non-violent intent.
Maps: Car. Crown || Skull & Shackles
Whoops! I did miss this post.
The gnome, surprised to see you, bolts up, slamming the tome shut. His arms flail swiftly as arcane words fall from his lips! Theo, please make a Wisdom save (DC 12) with Advantage. After Theo makes his check, the party is up!
Party Init: 1d20 + 4 ⇒ (6) + 4 = 10
Enemy Init: 1d20 + 3 ⇒ (20) + 3 = 23
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...
Wisdom Save: 1d20 + 5 ⇒ (5) + 5 = 10
Advantage: 1d20 + 5 ⇒ (11) + 5 = 16
As Theo shakes off the failed enchantment, he pushes down his annoyance and tries to identify the spell. Honing in on an enemy mage's potential casting level is crucial.
"Verbal and somatic components. Odd lack of potency indicates a charm. Enchantment school likely."
(I'll let GM decide if this is enough to hone in on the spell. Let me know if you want an Arcana roll or something.)
He mulls over the available data while weaving a response to the Gnome's distinct lack of hospitality.
Firebolt: 1d20 + 4 ⇒ (12) + 4 = 16
Damage: 1d10 ⇒ 4
Maps: Car. Crown || Skull & Shackles
The spell was a charm person.
Maps: Car. Crown || Skull & Shackles
The party, such as it is, is up, though with the loss of Ya'Bo, I suspect that we are down to two. Shall we try to recruit a few more souls, or call this a good effort?
Cleric 1, Wiz 1 | HP: 8/13 (1D8, 1D6) | AC 14 | Init: +0 | Mace +3 [1+2], 1D6 | Staff +3 [1+2], 1D4 | Saves: Str: +1; Dex: +0; Con: +2; Int: +2; Wis: +5 [3+2]; Cha: +1 [-1+2] | Spell DC: 13 [8+3+2], 12 [8+2+2] | Spell Slots: 3/3, 0/0, 0/0...
WhtKnt wrote: The party, such as it is, is up, though with the loss of Ya'Bo, I suspect that we are down to two. Shall we try to recruit a few more souls, or call this a good effort? Yeah...I think we should call it.
If Ore and Galador both check-in within the next few days, I'd be willing to keep going. Otherwise, it will likely just be me.
I see Makira IRL regularly. It seems like she probably overestimated her free time. So, it doesn't seem like she'll be able to manage any consistent posting.
If this is the end, thanks for the adventure, GM. :)
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 think ending is a good call. Time to commit has really hit a nadir. Thanks for the adventure, everyone.
Maps: Car. Crown || Skull & Shackles
Thank you, guys, for sticking with it as long as you did. It's been fun!
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