GM WhtKnt's Into the Borderlands, Table 2 (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!

Rurik Holderhek: HP 31/31, AC 18, Init -1, Per 13 (+3) Darkvision
Gimble Undershale: HP 22/22, AC 14, Init +1, Per 15 (+5) Darkvision
Landau Carmycal: HP 24/24, AC 15, Init +4, Per 13 (+3) Darkvision
Quinrick Gobblewright: HP 21/21, AC 15, Init +4, Per 16 (+6)
Kord Silvershield: HP 29/29, AC 18, Init +2, Per 14 (+4) Darkvision

XP Counter: 1230 xp each


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Male Goblin (Unbreakable) - AC 19(21), HP 28/28, PER +5; F +5, R +10, W +5 Rogue (Mastermind) - SPD 25, Background - Osprey Scribe

Hess squeezes along the wall behind his compatriots to try and reach a spot to release another Eldritch Blast.

1d20 + 6 ⇒ (14) + 6 = 20 Eldritch
1d10 + 4 ⇒ (9) + 4 = 13 Blast

Dark Archive

Maps: Car. Crown || Skull & Shackles

The orc leader falls before the overwhelming onslaught of power that is arrayed against him.

Combat over!

Besides his plate armor and shield, the leader has a longsword and the handaxe that he hurled earlier. His belt is made of silver, with a gold buckle, and there is a gem set in the pommel of his longsword. He also carries a leather purse and his mate wears an ivory bracelet.

The 20-foot-square chamber is comfortable with a stained but plush carpet on the floor. Along the back wall (west) is a sturdy wooden bed, a small table holding a tarnished copper bowl, and a mismatched chest of drawers.


F Dwarf Elementalist Shifter (1) HP 14/14 | AC 12, FF 10, Touch 12, +2 vs Water/Aquatic | Fort +6 Ref +4 Will +4, +3 Hardy | Init +2 | CMD +16 (MF-17) | Perception +8 | Minor Form (4/4)

"And that is how we deal with orcs! And look at this armor...such a waste of good steel. I should do something about that..."

Technically a dwarf can wear plate sized for an orc. But could Brunhild use Artisan's Blessing to reshape it into plate that is specifically designed for a dwarf and which looks like it is of proper dwarven craftsmanship?

Cure Wounds: 1d8 + 2 ⇒ (2) + 2 = 4

Dark Archive

Maps: Car. Crown || Skull & Shackles

Technically, you can't use Artisan's Blessing to work something over 100 gp value, but given that the armor already exists, and you are just modifying the look and fit of it, I'll permit it.


F Dwarf Elementalist Shifter (1) HP 14/14 | AC 12, FF 10, Touch 12, +2 vs Water/Aquatic | Fort +6 Ref +4 Will +4, +3 Hardy | Init +2 | CMD +16 (MF-17) | Perception +8 | Minor Form (4/4)

Brunhild’s Hammer glowed as she went to work. She spoke in Dwarven, extolling Moradin to aid her in making the armor suitable for a dwarf to wear. When she was done the plate armor had become resized to fit a Dwarven build. The armor itself was inscribed with runes, each a prayer to the Father of the Forge. The armor looked as such.

Smiling she said to Rurik ”We could both use this. Shall we leave it to fate as to who wears it?”

Dice off? Highest d100 gets it?


Half-elf | HP 24/24 | HD 3/3 | Inspiration 4/4 | 1st 4/4 | 2nd 2/2 | Insp 0 | Active:
Stats:
AC 16 | Str -1, Dex +6, Con +2, Int -1, Wis +1, Cha +6 | Initiative +4 | Perception +3, Darkvision 60 ft

While the dwarf prays to the plate armor after removing all its orc gore, Landau spends his time looking for anything hidden in the room.

Investigation: 1d20 + 1 ⇒ (9) + 1 = 10


- | Second Wind : 0/1 | Action Surge 0/1 | Combat Superiority: 2/4 | HP: 10/31 | AC 18 | Init: -1 | Saves: Str: +6; Dex: -1; Con: +5; Int: +2; Wis: +1; Cha: +1 | PP 13 | PI 13

"It seems blasphemous to test fate against a Cleric, But no less then giving up a good set of armor without a fight, let's cut for it."

Dice off: 1d100 ⇒ 64


F Dwarf Elementalist Shifter (1) HP 14/14 | AC 12, FF 10, Touch 12, +2 vs Water/Aquatic | Fort +6 Ref +4 Will +4, +3 Hardy | Init +2 | CMD +16 (MF-17) | Perception +8 | Minor Form (4/4)

1d100 ⇒ 68

"Aye, lets...ach that was close"


Max HP: 14 | AC 16 | Init: +2 | Saves: Str: +0; Dex: +2; Con: +0; Int: +1; Wis: +6; Cha: +0 | Spell DC: 14 Current Damage: -10 |
Spell Slots:
1/3
| Inspiration: [ ]

"Shodding yourself in steel cuts off your connection to the spirit of nature."


F Dwarf Elementalist Shifter (1) HP 14/14 | AC 12, FF 10, Touch 12, +2 vs Water/Aquatic | Fort +6 Ref +4 Will +4, +3 Hardy | Init +2 | CMD +16 (MF-17) | Perception +8 | Minor Form (4/4)

”How so? Steel’s from nature. And the creation of it is a gift from my god.”


- | Second Wind : 0/1 | Action Surge 0/1 | Combat Superiority: 2/4 | HP: 10/31 | AC 18 | Init: -1 | Saves: Str: +6; Dex: -1; Con: +5; Int: +2; Wis: +1; Cha: +1 | PP 13 | PI 13

"Damn cards"

"Nature is often trying to rend my flesh, I like to have some steel between me and it."

The warrior begins to help the bard search the room.

Investigation: 1d20 + 3 ⇒ (20) + 3 = 23


F Dwarf Elementalist Shifter (1) HP 14/14 | AC 12, FF 10, Touch 12, +2 vs Water/Aquatic | Fort +6 Ref +4 Will +4, +3 Hardy | Init +2 | CMD +16 (MF-17) | Perception +8 | Minor Form (4/4)

”Take heart, cousin. Where there is one orc there is bound to be two. We’ll get ye outfitted soon enough.”


Male Gnome Ranger 2; HP 20/20; AC 15; PP 13; Darkvision

Hoddy just shakes his head at the antics of the dwarves and continues to watch over the party, making sure nothing sneaks up on them while they are searching and hammering the heck out of the armor.


Male Goblin (Unbreakable) - AC 19(21), HP 28/28, PER +5; F +5, R +10, W +5 Rogue (Mastermind) - SPD 25, Background - Osprey Scribe

Search the rooms for secrets...

1d20 + 1 ⇒ (1) + 1 = 2 Investigation

"Well back out the way we came"?


Max HP: 14 | AC 16 | Init: +2 | Saves: Str: +0; Dex: +2; Con: +0; Int: +1; Wis: +6; Cha: +0 | Spell DC: 14 Current Damage: -10 |
Spell Slots:
1/3
| Inspiration: [ ]

"Burnished steel is the artifice of man, not nature." says Shianni, who then nods at Hess.

Dark Archive

Maps: Car. Crown || Skull & Shackles

A thorough search of the room reveals only a coil of rope in the bottommost drawer of the chest of drawers.


F Dwarf Elementalist Shifter (1) HP 14/14 | AC 12, FF 10, Touch 12, +2 vs Water/Aquatic | Fort +6 Ref +4 Will +4, +3 Hardy | Init +2 | CMD +16 (MF-17) | Perception +8 | Minor Form (4/4)

”Bah. Steel is just Iron mined from the ground and then smelted. Everything about it is natural. Just because a squirrel only knows how to shyt in the forest doesn’t make it any more natural than ye or me. The only way something isn’t in touch with nature is if magic is involved. Otherwise, it’s just fooking gobbly-gook. And now! Now I’m in mind to naturally kill some more orcs. Let’s keep going.”

Please fell me when bless wears off

Dark Archive

Maps: Car. Crown || Skull & Shackles

Faced with no other way out, the group turns to go back the way they came. They emerge into a corridor going right and left. To the left lies the secret door that they used to enter the complex. To the right, the corridor goes a short distance and then turns to the left. You follow the corridor around until you come to a four-way intersection.

Directly across from you is the cavern entrance. To your left, the corridor turns, then goes a little further, opening into another room. To the right opens a chamber full of orcs! They let out a howl of rage as they spot you!

The party is up!

The front rank of the party is currently about 20 feet from the chamber entrance, and another 10 feet further from the nearest orc. The ranks are Brunhild and Rurik in the first rank, Hess and Landau in the second rank, and Shianni and Hoddy in the rear. The corridor you are in is 10 feet wide.

Dice Rolls:
Party Init: 1d20 + 4 ⇒ (3) + 4 = 7
Orc Init: 1d20 + 1 ⇒ (6) + 1 = 7


F Dwarf Elementalist Shifter (1) HP 14/14 | AC 12, FF 10, Touch 12, +2 vs Water/Aquatic | Fort +6 Ref +4 Will +4, +3 Hardy | Init +2 | CMD +16 (MF-17) | Perception +8 | Minor Form (4/4)

Hit: 1d20 + 7 ⇒ (13) + 7 = 20
Damage: 1d8 + 5 ⇒ (4) + 5 = 9

Picking the largest, most heavily armored orc possible, Brunhild ran forward and with a wordless battlecry brought her hammer down onto it’s shoulder.


Male Goblin (Unbreakable) - AC 19(21), HP 28/28, PER +5; F +5, R +10, W +5 Rogue (Mastermind) - SPD 25, Background - Osprey Scribe

"This could be bad! Make them come to us so we can fight in this confined space".

Hess casts Armor of Agathys on himself.

"I think this might be to many for us to take on at this time. We should retreat".


Half-elf | HP 24/24 | HD 3/3 | Inspiration 4/4 | 1st 4/4 | 2nd 2/2 | Insp 0 | Active:
Stats:
AC 16 | Str -1, Dex +6, Con +2, Int -1, Wis +1, Cha +6 | Initiative +4 | Perception +3, Darkvision 60 ft

Landau pulls out his rapier and taunts the orc in front,

In Orc wrote:
"Hey, more orcs! You guys are so dead. Especially, that one in front. Yeah you. The ugly one. No, I mean the uglier one. No, I'm sorry, the ugliest one. Yeah, you!"

Vicious Mockery DC 14 Wisdom, or psychic damage and disadvantage: 1d4 ⇒ 2


Male Gnome Ranger 2; HP 20/20; AC 15; PP 13; Darkvision

Taking aim, Hoddy fires on one of the orcs in the frontline.

Attack: 1d20 + 7 ⇒ (9) + 7 = 16
Damage: 1d8 + 3 ⇒ (4) + 3 = 7

Dark Archive

Maps: Car. Crown || Skull & Shackles

Botting Rurik for the sake of keeping things moving.

The party surges forward, despite Hess' warning. Both Rurik and Brunhild savagely attack the foe. Rurik drops his opponent, a female orc, while Brunhild leaves a lasting impression on a male. The females seem content not to fight, but the males are spoiling for battle! Landau mocks one of the orcs just before Hoddy's bolt slams home in its chest, but the dim-witted creatures press forward! Shianni wildshapes into the form of a wolf!

The orcs form a solid line before the two dwarves, each striking at one of them. Each dwarf is hit twice by the orc horde! (Rurik takes 22 points of damage, and Brunhild takes 14 points of damage! Rurik is down!)

The party is up!

Dice Rolls:
Rurik vs. Orc: 1d20 + 6 ⇒ (13) + 6 = 19Damage: 1d8 + 6 ⇒ (3) + 6 = 9
Orc 6 Wis: 1d10 + 0 ⇒ (9) + 0 = 9
Orc 9 vs. Rurik: 1d20 + 5 ⇒ (14) + 5 = 19 Damage: 1d8 + 3 ⇒ (7) + 3 = 10
Orc 6 vs. Rurik: 1d20 + 5 ⇒ (16) + 5 = 21 Damage: 1d8 + 3 ⇒ (8) + 3 = 11
Orc 1 vs. Brunhild: 1d20 + 5 ⇒ (17) + 5 = 22 Damage: 1d8 + 3 ⇒ (2) + 3 = 5
Orc 2 vs. Brunhild: 1d20 + 5 ⇒ (19) + 5 = 24 Damage: 1d8 + 3 ⇒ (6) + 3 = 9


F Dwarf Elementalist Shifter (1) HP 14/14 | AC 12, FF 10, Touch 12, +2 vs Water/Aquatic | Fort +6 Ref +4 Will +4, +3 Hardy | Init +2 | CMD +16 (MF-17) | Perception +8 | Minor Form (4/4)

That was unlucky!

Hit Injured Orc: 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 1d8 + 5 ⇒ (4) + 5 = 9

Healing Word Rurik: 1d4 + 2 ⇒ (2) + 2 = 4

Brunhild grunted as the blows slammed into her armor. Roaring the name Moradin she bashed the orc in front of her with her shield and then put her hammer right into it’s head. Even as the orc fell dead she channeled the last of her power into Rurik, closing his wounds. She wouldn’t allow an ally to fall when she could help it!


Male Goblin (Unbreakable) - AC 19(21), HP 28/28, PER +5; F +5, R +10, W +5 Rogue (Mastermind) - SPD 25, Background - Osprey Scribe

We must retreat! They are too many, and fight viciously defending their home! Let's withdraw, and try to delay them as we might.

"Come on! Back the way we came!

Not sure if this is the right passage. We really need to start mapping so we can figure out where we've been.

Hess moves down the passageway a bit, and holds action. If his companions start down the corridor he will use minor image to create the image of either bars or a stone barrier blocking the passage behind them.


Half-elf | HP 24/24 | HD 3/3 | Inspiration 4/4 | 1st 4/4 | 2nd 2/2 | Insp 0 | Active:
Stats:
AC 16 | Str -1, Dex +6, Con +2, Int -1, Wis +1, Cha +6 | Initiative +4 | Perception +3, Darkvision 60 ft

move up

"And leave the dwarves to the orcs?" Landau moves up. "Hey you, big ugly pig! Pick on someone taller."

Vicious Mockery DC 14 Wisdom, or psychic damage and disadvantage: 1d4 ⇒ 1


Male Goblin (Unbreakable) - AC 19(21), HP 28/28, PER +5; F +5, R +10, W +5 Rogue (Mastermind) - SPD 25, Background - Osprey Scribe

"It is foolish to throw away you life against unbeatable odds, when you can live to fight another day. To get more experienced and stronger, and use better strategy. They can still escape. We can use distraction to help them. Perhaps the Orcs will not chase us once we leave their home. I do know we will probably die if we try to stand our ground here. We don't even know if this is all of them. There are other passages we haven't explored yet. Let's all live another day"!

Hess will stay until there is no other choice, and help the others to make their exit, but will not give his life without cause.


F Dwarf Elementalist Shifter (1) HP 14/14 | AC 12, FF 10, Touch 12, +2 vs Water/Aquatic | Fort +6 Ref +4 Will +4, +3 Hardy | Init +2 | CMD +16 (MF-17) | Perception +8 | Minor Form (4/4)

”Rurik is bleeding out and they’re faster than us. Flee if ye want! I know where I’ll go after I die. ‘Tis a place without cowards!”

Brunhild blocked a blow with her shield as she yelled this, with all of the fervor of a zealot.


Male Gnome Ranger 2; HP 20/20; AC 15; PP 13; Darkvision

Hoddy continues to lay down fire at the approaching orcs. He targets the one battling Brunhild next.

Attack: 1d20 + 7 ⇒ (14) + 7 = 21
Damage: 1d8 + 3 ⇒ (2) + 3 = 5


Male Goblin (Unbreakable) - AC 19(21), HP 28/28, PER +5; F +5, R +10, W +5 Rogue (Mastermind) - SPD 25, Background - Osprey Scribe

Hess moves down the passageway opposite the room to see if there is a better escape route, and hears the snores before he sees the occupants of the other room. He rushes back to his party. Double move

"There are more in the passage behind us. If we're determined to throw our lives away, at least let's do it on our own terms. Let's try to lure them into the passageway North of us so that only two at a time can engage us".


F Dwarf Elementalist Shifter (1) HP 14/14 | AC 12, FF 10, Touch 12, +2 vs Water/Aquatic | Fort +6 Ref +4 Will +4, +3 Hardy | Init +2 | CMD +16 (MF-17) | Perception +8 | Minor Form (4/4)

”Get Rurik then! I’m not leaving him.”

What are the rules for a fighting retreat?

Dark Archive

Maps: Car. Crown || Skull & Shackles

The Disengage action allows you to move away from an enemy without provoking an Attack of Opportunity.

Brunhild, the room is 30 feet square with the entrance in the middle of the east wall. You and Rurik are 5 feet into the room and the eight male orcs have formed a double line from north to south directly in front of you and Rurik (with one orc in the third rank). The corridor leading into the room is 10 feet wide. The female orcs do not seem to be attacking so much as trying to get away.

Rurik is up and mobile, just at 4 hp. In 5e, there are no negative hit points.


F Dwarf Elementalist Shifter (1) HP 14/14 | AC 12, FF 10, Touch 12, +2 vs Water/Aquatic | Fort +6 Ref +4 Will +4, +3 Hardy | Init +2 | CMD +16 (MF-17) | Perception +8 | Minor Form (4/4)

”Alright! Disengage, to the hallway. Shieldwall. Rurik, get in the back.”


- | Second Wind : 0/1 | Action Surge 0/1 | Combat Superiority: 2/4 | HP: 10/31 | AC 18 | Init: -1 | Saves: Str: +6; Dex: -1; Con: +5; Int: +2; Wis: +1; Cha: +1 | PP 13 | PI 13

Sorry missed the healing word.

Rurik digs down deep to the bones of the earth.

Second Wind: 1d10 + 2 ⇒ (6) + 2 = 8

He stands Smashing the Orc in-front of him in the knee.

Warhammer+6: 1d20 + 6 ⇒ (17) + 6 = 23
Damage: 1d8 + 6 ⇒ (2) + 6 = 8

He digs even deeper to to step infront of Brunhild with his shield up. "Back in the hall"

Action Surge:Dodge

Dark Archive

Maps: Car. Crown || Skull & Shackles

Brunhild smashes one of the orcs with her hammer before giving a healing word to Rurik, who staggers to his feet and refocuses himself, giving his limbs more strength. He slams the orc before him in the knee and then raises his shield. Forming a shield wall, the two dwarves make a tactical withdrawal from the melee. As the go, Hoddy and Landau offer support with spell and bolt. Hess, meanwhile, uses an illusion to close off the corridor to the east, lest any orcs come from there.

Predictably, the orcs follow the group into the corridor, swinging as they come. Brunhild is missed, but again Rurik takes a wound from the onslaught. (Rurik takes 11 points of damage.)

Dice Rolls:
Orc Wis: 1d20 ⇒ 9
Orc vs. Brunhild: 1d20 + 5 ⇒ (6) + 5 = 11 Damage: 1d8 + 3 ⇒ (5) + 3 = 8
Orc vs. Rurik: 1d20 + 5 ⇒ (18) + 5 = 23 Damage: 1d8 + 3 ⇒ (8) + 3 = 11


F Dwarf Elementalist Shifter (1) HP 14/14 | AC 12, FF 10, Touch 12, +2 vs Water/Aquatic | Fort +6 Ref +4 Will +4, +3 Hardy | Init +2 | CMD +16 (MF-17) | Perception +8 | Minor Form (4/4)

Completley out of healing, Brunhild could but swing her hammer.

Hit: 1d20 + 7 ⇒ (19) + 7 = 26
Damage: 1d8 + 5 ⇒ (5) + 5 = 10

It was a solid blow. ”Anyone able to see to Rurik’s sounds?” She said with gritted teeth.


Half-elf | HP 24/24 | HD 3/3 | Inspiration 4/4 | 1st 4/4 | 2nd 2/2 | Insp 0 | Active:
Stats:
AC 16 | Str -1, Dex +6, Con +2, Int -1, Wis +1, Cha +6 | Initiative +4 | Perception +3, Darkvision 60 ft

Landau commands the wounded dwarf, "Rurik, right? You hang in there."

Cure Wounds on Rurik: 1d8 + 4 ⇒ (1) + 4 = 5

He readies to retreat behind the dwarfwall


Male Gnome Ranger 2; HP 20/20; AC 15; PP 13; Darkvision

Hoddy continues to fire at the oncoming orcs.

Attack: 1d20 + 7 ⇒ (15) + 7 = 22
Damage: 1d8 + 3 ⇒ (4) + 3 = 7


Male Goblin (Unbreakable) - AC 19(21), HP 28/28, PER +5; F +5, R +10, W +5 Rogue (Mastermind) - SPD 25, Background - Osprey Scribe

Hess joins Hoddy to provide covering fire, as the team tries to escape their dangerous predicament.

1d20 + 6 ⇒ (19) + 6 = 25 Eldritch Blast
1d10 + 4 ⇒ (6) + 4 = 10 Eldritch energy

Is that the mouth of the cave just below us? It might be better to get clear of the complex rather than go deeper into it. Not sure of the layout.

Dark Archive

Maps: Car. Crown || Skull & Shackles

Yes, that is the cave entrance beneath you and we can easily retcon your movement in that direction if desired.


Male Goblin (Unbreakable) - AC 19(21), HP 28/28, PER +5; F +5, R +10, W +5 Rogue (Mastermind) - SPD 25, Background - Osprey Scribe

"No! No! This way! out of the caves"!


Male Goblin (Unbreakable) - AC 19(21), HP 28/28, PER +5; F +5, R +10, W +5 Rogue (Mastermind) - SPD 25, Background - Osprey Scribe

Hess dashes out of the dangerous caves, and immediately turns around to wait for his friends to emerge. He checks the entrance above the cave entrance to see if there is any way to cause a blockage to help them escape.

1d20 + 1 ⇒ (18) + 1 = 19 Perception


- | Second Wind : 0/1 | Action Surge 0/1 | Combat Superiority: 2/4 | HP: 10/31 | AC 18 | Init: -1 | Saves: Str: +6; Dex: -1; Con: +5; Int: +2; Wis: +1; Cha: +1 | PP 13 | PI 13

The forums must have ate a post, Rurik used the dodge action, so he might not be hurt as bad.

"A fighting withdraw, make them pay to follow and they will stop eventually"

Dark Archive

Maps: Car. Crown || Skull & Shackles

The group emerges into the light, taking down two more orcs as they go. As they emerge squinting into the sunlight, the orcs suddenly stop and retreat back into the cavern.

Combat over!


Half-elf | HP 24/24 | HD 3/3 | Inspiration 4/4 | 1st 4/4 | 2nd 2/2 | Insp 0 | Active:
Stats:
AC 16 | Str -1, Dex +6, Con +2, Int -1, Wis +1, Cha +6 | Initiative +4 | Perception +3, Darkvision 60 ft

"Wow. That was a horde of orcs! Like a hive of wasps. What now?" Landau asks.


Male Goblin (Unbreakable) - AC 19(21), HP 28/28, PER +5; F +5, R +10, W +5 Rogue (Mastermind) - SPD 25, Background - Osprey Scribe

"From the rumors I hear there are perhaps less powerful beings inhabiting these caves as well. Perhaps we should find one of these, and practice our techniques and battle tactics, before taking on a tribe of powerful orcs".

Hess exclaims, keeping a close eye on the cave entrance.


Male Gnome Ranger 2; HP 20/20; AC 15; PP 13; Darkvision

Hoddy covers the cave entrance as the others talk.

"Maybe we should move further from these caves before formulating our next move, yeah?"

Dark Archive

Maps: Car. Crown || Skull & Shackles

So what's next?


- | Second Wind : 0/1 | Action Surge 0/1 | Combat Superiority: 2/4 | HP: 10/31 | AC 18 | Init: -1 | Saves: Str: +6; Dex: -1; Con: +5; Int: +2; Wis: +1; Cha: +1 | PP 13 | PI 13

Map

I think we where exploring B, I suggest D


Male Goblin (Unbreakable) - AC 19(21), HP 28/28, PER +5; F +5, R +10, W +5 Rogue (Mastermind) - SPD 25, Background - Osprey Scribe

As Rurik discusses their next destination Hess nods in agreement. "That way looks as good as any. Perhaps we should scout it out before entering".

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