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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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

Quinrick uses the spare time to visit the Cartographers' guild *, to share the maps he has drawn so far. While there, he does a little bit of research to see if anything is recorded about Quasqueton, or if any of the maps detail a lone tower.

* if there is a guildhouse around, that is

He rejoins the group just in time for the talks on where to go next.
"Well, I don't really have a preference -all sounds good. How much of the hobgoblin caves you had covered, before we joined? Hess has a good point, that leaving things unfinished is... unprofessional."


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

So after an evening of resting and recharging, Landau gathers the troops to return to the hills and rid them of potential bandits and raiders.


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

"That tower does sound interesting but weren't there remains of your fallen companions we were still trying to reclaim from the nasties in the caves? I can say a prayer for their souls if you wish and we can move on though. I'm fine either way."

Dark Archive

Maps: Car. Crown || Skull & Shackles

@Quinrick: A cartographer is available at the merchant's guild, but there is no official cartographer in the Keep. None of the local maps show a lone tower. They are very happy to trade with you for your maps, however."

So will it be a hunt for the tower or a return to the caves?

Dark Archive

Maps: Car. Crown || Skull & Shackles

The decision is made to return to the caves. After a night in relative comfort at the inn, the group is ready to set forth once more. If anyone has some business to perform yet, we can retcon it. The return journey is uneventful, and drizzle is falling as you arrive back at the caves.

A map of the cave layout is available in the handouts on the Roll20 site. Which cave do you want to investigate now? You last entered cave D.


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 would suggest cave E if we can find it, or cave F to stay on the same side of the ravine. Maybe they connect.


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

Unfortunately that map is so small I can't read it... :-) so I'll go along with Landau.

As his half elf kin points to the destination, Hess nods in agreement. "Lets try this other entrance first. We kind of know what to expect in the other one. Rather now have anything unfamiliar sneak up on us".


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

"Sounds good to me. Point me in a direction and I'll keep things from gettin to ya from that way at least."


Rock Gnome Male Rogue 3rd NG |HP:22/22 HD:3/3| AC:14|Init:+ P:15 Inv:15 Insgt:13|Saves|Str:+0 Dex:+4 Con:+2 Int:+5 Wis:+1 Cha:+1|Cantrips:3 1st:2/2

Gimble is cleaning his nails with his dagger as he nods."Sounds good, We'll check in with the other group later if we don't hear from them after as while we may need to investigate"

Dark Archive

Maps: Car. Crown || Skull & Shackles

Cave E

A short passage opens into a rough 20-foot-diameter chamber. Your nostrils are assaulted by a pungent, sour stench. In the southwestern corner of the chamber; a massive brown bear lies sprawled asleep. To the left is a passage heading deeper into the hillside.


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 signals quiet with a finger to his lips and heads deeper into the caves.


- | 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 keep his shield between himself and the bear, but trusting Landau, he follows.


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

Quinrick understands without saying that stealth is the best approach here. Luckily, that is the very nature of a lightfoot halfling.

He tiptoes silently, following Landau's lead.


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

Kord attempts to keep his armor from clanking and follows along.


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 follows in stead...

1d20 + 4 ⇒ (1) + 4 = 5 Stealth
1d20 + 4 ⇒ (10) + 4 = 14 Advantage (Sleeping Bear?)


Rock Gnome Male Rogue 3rd NG |HP:22/22 HD:3/3| AC:14|Init:+ P:15 Inv:15 Insgt:13|Saves|Str:+0 Dex:+4 Con:+2 Int:+5 Wis:+1 Cha:+1|Cantrips:3 1st:2/2

Gimble seeing that stealth is required switches to more of a semi crouch.

Stealth: 1d20 + 6 ⇒ (15) + 6 = 21

Dark Archive

Maps: Car. Crown || Skull & Shackles

You have barely taken a few steps into the cavern opposing the bear when you are startled by a horrific roar! Ahead is a humanoid, easily 9 feet in height, carrying a huge club. It looks very aggressive. For its part, the bear seems to be uninterested, as it hasn't so much as moved.

The party is up!

INITIATIVE
Party
Ogre

Dice Rolls:

Quinrick Init: 1d20 + 4 ⇒ (20) + 4 = 24
Kord Init: 1d20 + 2 ⇒ (4) + 2 = 6
Hess Init: 1d20 + 2 ⇒ (9) + 2 = 11
Landau Init: 1d20 + 4 ⇒ (19) + 4 = 23
Gimble Init: 1d20 + 1 ⇒ (9) + 1 = 10
Rurik Init: 1d20 - 1 ⇒ (19) - 1 = 18
Ogre Init: 1d20 - 1 ⇒ (17) - 1 = 16


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 steps back towards any available cover. He puts "Hexblades Curse" on the ogre, and sends a blast of Eldritch might at the raging creature.

1d20 + 5 ⇒ (18) + 5 = 23 Eldritch Blast

1d10 + 7 ⇒ (2) + 7 = 9 Eldritch hit (Agonizing Blast + Hexblades Curse)

If possible he then takes any cover available.

"Ahhhhh!


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

"Woah, big fella!" Landau backs up and pulls out his heavy crossbow.

"Sparkly!"
Cast Faerie Fire Dex DC 14


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

Kord lets off a prayer before drawing his hammer and approaches the beast with his shield raised. Just as he reaches striking distance a spectral warhammer identical to his own appears before the beast already soaring towards its head.

Bonus action to cast spiritual weapon. Movement to get between Landau and the ogre. Dodge action.

sw attack: 1d20 + 6 ⇒ (3) + 6 = 9

if Faerie Fire sticks:
sw advantage: 1d20 + 6 ⇒ (10) + 6 = 16
sw damage: 1d8 + 4 ⇒ (5) + 4 = 9


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

"Hush, you stupid creature, don't wake the bear!"

Quinrick follows close behind Kord, using the dwarf's wide back to hide from the ogre. There, he throws one of his daggers, aiming between the big creature's eyes.

Bonus action: hide: 1d20 + 6 ⇒ (12) + 6 = 18
attack, advantage: 1d20 + 6 ⇒ (13) + 6 = 19
attack, advantage: 1d20 + 6 ⇒ (15) + 6 = 21
damage, sneak?: 1d4 + 4 + 2d6 ⇒ (1) + 4 + (5, 2) = 12


Rock Gnome Male Rogue 3rd NG |HP:22/22 HD:3/3| AC:14|Init:+ P:15 Inv:15 Insgt:13|Saves|Str:+0 Dex:+4 Con:+2 Int:+5 Wis:+1 Cha:+1|Cantrips:3 1st:2/2

Gimble will cast Sleep on the Ogre.

Sleep DC15


- | 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 forward, raiding his hammer to smash the Ogre.

Warhammer+6: 1d20 + 6 ⇒ (18) + 6 = 24
Damage: 1d8 + 6 ⇒ (8) + 6 = 14

Auto Crit?:
Damage: 1d8 + 6 ⇒ (3) + 6 = 9

Dark Archive

Maps: Car. Crown || Skull & Shackles

The party moves forward to engage the ogre. Hess is the first to react, blasting it with eldritch energy. It's flesh still sizzling from that attack, Landau outlines the beast in magical flames. Kord is next to attack, smiting the creature on the head. The ogre roars in pain but does not fall. Quinrich smiles as the ogre suddenly sprouts a dagger from between its eyes, but the stubborn beast remains on its feet! Gimble casts sleep, but the ogre merely staggers slightly and shrugs it off. Finally, Rurik moves in to finish it off, but though he gains a solid hit, the ogre continues its assault! Its club swings in a deadly arc, smashing into Kord, but the dwarf stubbornly refuses to budge and remains standing. (No damage, stopped by your armo.)

The party is up!

Dice Rolls:
Ogre Dex save: 1d20 - 1 ⇒ (13) - 1 = 12
Gimble's sleep: 5d8 ⇒ (2, 4, 6, 2, 3) = 17
Ogre vs. Kord: 1d20 + 6 ⇒ (11) + 6 = 17 Damage: 2d8 + 4 ⇒ (6, 2) + 4 = 12


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

Gritting his teeth from the impact, "I'll not give you another chance like that!"
Kord mentally commands his spectral hammer to swing in synch with his physical hammer with devastating effect.

attack: 1d20 + 4 ⇒ (10) + 4 = 14
attack advantage: 1d20 + 4 ⇒ (17) + 4 = 21
bludgeoning damage: 1d8 + 2 ⇒ (5) + 2 = 7
______________
spiritual weapon attack: 1d20 + 6 ⇒ (14) + 6 = 20
spiritual weapon attack advantage: 1d20 + 6 ⇒ (17) + 6 = 23
force damage: 1d8 + 4 ⇒ (6) + 4 = 10


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 aims his new toy at the ogre and lets loose.

Heavy crossbow: 1d20 + 6 ⇒ (12) + 6 = 18
Heavy crossbow advantage: 1d20 + 6 ⇒ (8) + 6 = 14
if hit, damage: 1d10 + 4 ⇒ (4) + 4 = 8


Rock Gnome Male Rogue 3rd NG |HP:22/22 HD:3/3| AC:14|Init:+ P:15 Inv:15 Insgt:13|Saves|Str:+0 Dex:+4 Con:+2 Int:+5 Wis:+1 Cha:+1|Cantrips:3 1st:2/2

Gimble pulls out his shortbow and an arrow as he looks around to find some cover.


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 doesn't hesitate to send more Eldritch Embracing the Ogre's way.

1d20 + 5 ⇒ (8) + 5 = 13 Eldritch ray

1d10 + 7 ⇒ (8) + 7 = 15 Eldritch impact

Dark Archive

Maps: Car. Crown || Skull & Shackles

Kord's twin hammers strike hard, catching the raging giant to either side of the temples. It staggers for a moment, then crashes to the ground, dead. The bear still has not moved or reacted. Behind the ogre is a small cave with a gigantic sack bulging with goodies and a massive keg.


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

Letting the more inquisitive types to check out the sack, Kord moves carefully towards the bear, keeping his shield raised just in case. "Something's not right here... somebody want to give me a hand investigating this thing?"

die roll:
1d20 ⇒ 13 perception is +4, investigation is +1


- | 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 not taking a chance brings his hammer back down on the ogres temple. then moves to help his fellow dwarf.

Investigation aid: 1d20 + 3 ⇒ (6) + 3 = 9

Dark Archive

Maps: Car. Crown || Skull & Shackles

The "bear" proves to be a bearskin, laying over a bed of debris.


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

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

Landau helps the dwarf investigate the goodies.


Rock Gnome Male Rogue 3rd NG |HP:22/22 HD:3/3| AC:14|Init:+ P:15 Inv:15 Insgt:13|Saves|Str:+0 Dex:+4 Con:+2 Int:+5 Wis:+1 Cha:+1|Cantrips:3 1st:2/2

Gimble also helps poke around and see what's on the creature and after that the furs


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

[B]"All good lads, looks like it was just a rug that had me all worried. Let's see what this creature was hiding." Kord looks around in case there are exits, hidden or otherwise, from this cave.

Dark Archive

Maps: Car. Crown || Skull & Shackles

Kord finds no other exits from the cavern. In the ogre's bag, Landau and Gimble find seven smaller bags.

#1 has 287 sp
#2 has a wheel of hard cheese
#3 has 182 cp and 91 ep
#4 has 289 gp
#5 has a keg of fine brandy
#6 has 303 cp
#7 has 241 gp

Dice Rolls:
Kord Investigation: 1d20 + 1 ⇒ (7) + 1 = 8


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

"Nice! That's a serious haul there. Should keep us in spirits for a while. I'm assuming that big thing just lived in this cave, and slept on that bearskin, but let me look around to see if we missed anything".

1d20 + 1 ⇒ (14) + 1 = 15 Investigation

Is the bearskin worth anything, or is it too stinky and worn?


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 splits the loot among the crew and herds the cats toward Cave F.

"Let's get going."


- | 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 nods to Landau and moves to the next cave.


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

"Heh, I was starting to think it was a very deaf bear. I'm glad it was no bear at all!" Quinrick says happily, pocketing his share of the money.

Once the loot is handled, he starts following the others.

If I managed to do the conversions correctly (what's the point of electrum pieces...), there was a total of 609gp 5cp - divided equally that would be 101,5 gp each. Or is someone tracking group loot?


Rock Gnome Male Rogue 3rd NG |HP:22/22 HD:3/3| AC:14|Init:+ P:15 Inv:15 Insgt:13|Saves|Str:+0 Dex:+4 Con:+2 Int:+5 Wis:+1 Cha:+1|Cantrips:3 1st:2/2

Gimble sighs as his first major attempt at magic failed.

Dark Archive

Maps: Car. Crown || Skull & Shackles

The bearskin is worthless. The skinning job was crudely done and the thing reeks of rot. However, in investigating the "bed", Hess finds a small cache of goods intermixed with some bones! There are six arrows, a crystal vial, and a bone scroll case!


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

"Ha! Look! I have found some more things over hear... arrows and scroll case and a vial of something".

Hess throws back the bearskin to reveal the loot.

"Anybody want to take a stab at what this stuff does... well except for the arrows. I know what they do".


Rock Gnome Male Rogue 3rd NG |HP:22/22 HD:3/3| AC:14|Init:+ P:15 Inv:15 Insgt:13|Saves|Str:+0 Dex:+4 Con:+2 Int:+5 Wis:+1 Cha:+1|Cantrips:3 1st:2/2

"Arrows the invention to tell the world, I really want to stab that guy but he is all the way over there" Gimble says almost automatically in a sarcastic tone.

"We should see what they are?'

Arcana: 1d20 + 3 ⇒ (3) + 3 = 6

Dark Archive

Maps: Car. Crown || Skull & Shackles

Gimble has no idea what the vial contains. The bone scroll case has something inside that can be heard, but it is very light. The liquid in the vial is clear. The arrows seem well-made, but otherwise unremarkable.


Rock Gnome Male Rogue 3rd NG |HP:22/22 HD:3/3| AC:14|Init:+ P:15 Inv:15 Insgt:13|Saves|Str:+0 Dex:+4 Con:+2 Int:+5 Wis:+1 Cha:+1|Cantrips:3 1st:2/2

"Nope No idea, nice arrows though and a scroll" he says smiling but unsure of what he was looking at.


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 continues to herd the cats toward Cave F.

"Let's get going."


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

"A moment please".

Hess takes a small taste of the potion to see if he can identify it, and then opens the scroll tube to see if he can tell what it is a scroll of.


- | 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 ever the faithful guard patiently waits for the skilled members of the team do their work.

Dark Archive

Maps: Car. Crown || Skull & Shackles

Hess lifts the potion to his lips and tries a sip. His tongue tingles at the touch of the liquid then goes numb, but it does not pain him. He tries to speak, but finds himself tripping over the words. The tingling quickly fades, but Gimble is startled to notice that Hess' tongue has disappeared from his mouth! Oddly enough, Hess can still feel his tongue in his mouth, and can now speak normally. He uncaps the scroll tube and unfurls the two scrolls within; one a scroll of hold person and one of cure wounds.

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