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


501 to 550 of 908 << first < prev | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | next > last >>
Dark Archive

Maps: Car. Crown || Skull & Shackles

You were indeed exploring B, and emerged at C!


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 sat down and took a deep breath. ”Could have taken them if we held the tunnel. Or scared them off with a strong enough assault. Ah well.” She took her helmet off and smiled at the mere joy of being alive while an orc wasn’t. ”If ye all don’t mind i’ll stick around a mite longer. Don’t have anywhere else that really needs being.”


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

"Does anyone want a short or long rest before we stir up another orc's nest?" Landau asks.

Dark Archive

Maps: Car. Crown || Skull & Shackles

Ping?


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

I am fine. Do we need to camp and rest or are the injured well enough to continue?


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

"Well if you are all ok to continue...then lets go!"


- | 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

"I could do with a short break"


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

"Fine let's take an hours break or so, then head towards an unexplored cave".

Dark Archive

Maps: Car. Crown || Skull & Shackles

Okay, we're now down two adventurers; Hoddy and Shianni. I can NPC both until an appropriate moment, but do you folks want to replace them or go it with just the four of you? I'm good with it either way.


- | 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

4 is pretty standard, although this being old school not having a thief for trap finding we might be in trouble.


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

I agree with Rurik. I'd feel much happier with a Rogue along Hess is not bad at sneaking and thieves tools, but not the best at finding or detecting things... but I'm ready to go ahead with what we've got if we have trouble recruiting.


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)

Just push on, lest the campaign die from lack of momentum. Plus Brunhild also has thief tools and investigation trained...and as a cleric will eventually gave dispel magic for magic traps


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

I vote push on. Keep the momentum


- | 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

Lets push on

Dark Archive

Maps: Car. Crown || Skull & Shackles

Pushing on.

The group takes a short rest, during which time Hoddy and Shianni say their goodbyes and part ways with the party. To which cave do you wish to proceed?


- | 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

Rurik will lead the party toward 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

Hess nods and follows


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

During the rest, Landau quietly strums his lute. His tunes start relaxing and progressively accelerate into invigorating ditties that bring smiles and good humor to his new companions.

If anyone used your HD to heal during the short rest, heal another 1d6 HP

Landau stows his lute and pulls out his rapier. He follows Rurik down the hole hunting rabbits orcs.


- | 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

Rurik takes some time to Breathe

Rest: 1d10 + 1d6 ⇒ (8) + (6) = 14


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)

Heal: 1d8 + 1d6 ⇒ (3) + (5) = 8

Dark Archive

Maps: Car. Crown || Skull & Shackles

Cave D

Somewhat healed and feeling a bit more sturdy, the party proceeds to a cave on the south wall of the canyon. Stepping into the darkened entrance, you are faced with a corridor that splits three ways, going southeast, west, and south. To the south, the corridor ends at a blank wall after about 30 feet. To the west, all is quiet, but to the southeast, you can spot six goblins moving about in a room in that direction. About halfway down the southeast passage, another passage intersects the corridor from the east.

The goblins appear to have seen you as well, for they prepare spears and take up guarded positions. One of them calls out in a loud voice, "Bree-yark!!"

INITIATIVE
Party
Goblins

The party is up!

Dice Rolls:
Goblins Init: 1d20 + 2 ⇒ (1) + 2 = 3
Party Init: 1d20 + 4 ⇒ (3) + 4 = 7


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

Sorry I was traveling on business this week. Let's post players!

Landau steps into the crossway to let the dwarves block the hallway from the goblins. He targets the biggest one and points at it starting to laugh and bark.

DC 14 Vicious Mockery


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

His palms tickling with power, Hess grins, chuckles along with Landau, and sends forth a trickle of eldritch energy.

1d20 + 7 ⇒ (15) + 7 = 22 Eldritch Blast
1d10 + 5 ⇒ (4) + 5 = 9 Eldritch Agony


- | 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

"Aaagghhhh!

Rurik charges the goblins.

Warhammer+6: 1d20 + 6 ⇒ (20) + 6 = 26
Damage: 1d8 + 6 ⇒ (7) + 6 = 13

Dark Archive

Maps: Car. Crown || Skull & Shackles

Landau sets one of the goblins to raging and it moves to come forward and demand that Landau answer for his temerity. Unfortunately, it is cut short by Rurik, who charges into the goblins, swinging his warhammer and staving in the creature's head! Hess fries the one standing beside it with eldritch energy!

Rurik, there are four more in the room within melee reach.

I'll give Brunhild until tomorrow, then bot her.

Dice Rolls:
Goblin Wis Save: 1d20 - 1 ⇒ (9) - 1 = 8


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)

Sorry about that!

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

Brunhild joined Rurik in his charge, eager to end the goblins.

Dark Archive

Maps: Car. Crown || Skull & Shackles

Brunhild follows Rurik but is unable to reach a foe this turn. The goblins are more than happy to come to them, however. One attacks Brunhild with a spear, while another attacks Rurik. The spear deflects off Brunhild's armor, but Rurik is hit! (Rurik takes 6 points of damage!) A third comes forward, surging over the table and strikes at Brunhild, the attack also turned by her armor!

The party is up!

Dice Rolls:
Goblin vs. Brunhild: 1d20 + 4 ⇒ (14) + 4 = 18 Damage: 1d8 - 1 ⇒ (8) - 1 = 7
Goblin vs. Rurik: 1d20 + 4 ⇒ (19) + 4 = 23 Damage: 1d8 - 1 ⇒ (7) - 1 = 6
Goblin vs. Brunhild: 1d20 + 4 ⇒ (14) + 4 = 18 Damage: 1d8 - 1 ⇒ (7) - 1 = 6


- | 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

"Time to crack some heads"

Rurik swings his mace at a goblin.

Warhammer+6: 1d20 + 6 ⇒ (4) + 6 = 10
Damage: 1d8 + 6 ⇒ (2) + 6 = 8

The blow goes wide and the dwarf digs deep and taps into some deep reserves and brings the hammer back again.

Second Wind, Action Surge

Warhammer+6: 1d20 + 6 ⇒ (15) + 6 = 21
Damage: 1d8 + 6 ⇒ (1) + 6 = 7


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

I'm confused. Is the map correct?

Dark Archive

Maps: Car. Crown || Skull & Shackles

Yes. There is a line of goblins before Rurik and Brunhild at the end of a corridor which opens into a room.


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

The map I'm seeing looks like the one from the Orc battle we just left.

Hess takes a breath, then launches another blast at the next recipient in line.

1d20 + 7 ⇒ (17) + 7 = 24 Blast of Eldritch

1d10 + 5 ⇒ (7) + 5 = 12 Injury taken


- | 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

Same. you might need to move the party to a new map

Dark Archive

Maps: Car. Crown || Skull & Shackles

Sorry for the prolonged delay. I had to take my wife to Tampa, FL to see her eye doctor (about 10 hours away) and we decided that since Orlando is so close, we'd stop by Disney for two days. That, plus travel time, cut into my posting ability.

Crap. Yes, I forgot to change the players marker. Sorry, guys. It should be right, now. If this changes anyone's actions, let me know and we'll retcon it.


- | 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

Perfect, reminds me I forgot to roll Second wind.

Second Wind: 1d10 + 2 ⇒ (6) + 2 = 8

Dark Archive

Maps: Car. Crown || Skull & Shackles

Ping for Landau, now that the map is correct?


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

Oops.

Landau moves up and starts laughing at the goblin who is attacking Rurik.

Vicious Mockery DC 14 Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

Dark Archive

Maps: Car. Crown || Skull & Shackles

Hess' eldritch blast strips one of the goblin's skin from its bones and it collapses into a bloody heap. Rurik swings, misses, then takes a deep breath and tries again, this time caving in the skull of the goblin before him. Landau, his target now felled, switches to one of the goblins in the back. His ringing laughter causes the goblin to screech and hold its ears. Brunhild connects with the third goblin in line, shattering its spine! The remaining goblin shrieks and tries to escape, only to be cut down by Brunhild.

Combat over (for now).

Dice Rolls:

Goblin Wis save: 1d20 - 1 ⇒ (14) - 1 = 13 Psychic damage: 1d4 ⇒ 2
Brunhild attack: 1d20 + 7 ⇒ (20) + 7 = 27 Damage: 2d8 + 5 ⇒ (4, 5) + 5 = 14
Brunhild AoO: 1d20 + 7 ⇒ (6) + 7 = 13 Damage: 1d8 + 5 ⇒ (7) + 5 = 12


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

"Good job, team. More vermin to exterminate. Tally ho." Landau encourages his companions to lead on.


- | 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

Rurik, moves to the cross path. "I'll keep an eye out, toss the place quick

Dark Archive

Maps: Car. Crown || Skull & Shackles

A search of the room reveals little of interest beyond a barrel full of water and another full of spears. A passage exits to the east or you can return the way that you came.


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

"Well while we're here we might as well check out that passage".

Hess takes on the visage of one of the goblins they just defeated, and looks into the next room.

1d20 + 4 ⇒ (2) + 4 = 6 Stealth

1d20 + 1 ⇒ (1) + 1 = 2 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

"I could use a moment, How are the rest of you?

Dark Archive

Maps: Car. Crown || Skull & Shackles

The passage goes up a flight of stairs and then turns to the right, proceeding up another flight of steps.


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

Returning from a brief look-see Hess looks at Rurik.

"Sure I guess we could rest a bit. How long do you need? I see a couple of flights of stairs leading up in there but nothing else".


- | 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

"Not long, just a short rest. I don't want to overextend.


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

"That's a good plan. I could stand a rest as well".

1d8 + 2 ⇒ (5) + 2 = 7 Short Rest healing.


Male Dwarf Life Cleric (3) HP:14/29 AC:18 perc: +4, Init: +2 SAVES: Str +2, Dex +2, Con +3, Int +1, Wis +6, Cha +1

There is a jingling of armor as a dwarf jogs up from where you've been. "Whew, finally caught up to you! Those goblins back there your handiwork? Looks like we're in good company." The dwarf rats the head of his warhammer on the ground and takes off his helmet to greet the group. "Kord Silvershield at your service. We've been trying to find you for a while."


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 jumps to his feet at the jingling, jangling approach, his hands already beginning the familiar motions of his eldritch blast. When he sees that the threat is false, he relaxes his hand going to his chest in relief.

”Well you certainly know how to make an entrance “:

He then turns to look at Rurik...

”Another cousin”?


NG Halfling Rogue 3 (Scout) | HP: 21/21 | AC 15 | Init: +4 | Saves: Str -1, Dex +6, Con +1, Int +1, Wis +2, Cha 0 | Passive Perc. +16

"Hey Kord, wait up!" A voice echoes from hallways, it's source somewhere out of sight.

"Yes, you were right. It was the your left we needed to turn. But that's no reason to march off and leave me... Oh!"

A halfling appears from around the corner, his face a bit red from running. As he sees the others, his eyes widen in surprise. Soon, the surprise fades from his face, replaced by a happy smile.

"Oh, wow! We actually found you! I mean - of course there was not any doubt of finding you.." the halfling emphasizes this by pointing the map he is holding (and then turning the map right side up). "But still, quite a trek, catching you up."

"Oh, right... I'm Quinrick. Quinrick Gobblewright, pleased to meet you." the halfling says, proceeding to shake hands with everyone.


- | 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

"We are not all related. he smiles. "However an uncommon number of our clergy does take to the adventuring life."

501 to 550 of 908 << first < prev | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / The Keep on the Borderlands All Messageboards

Want to post a reply? Sign in.