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 HP: 13/13|AC 20/14/16|Init: +5|Fort: +4 Ref: +5 Will: +2|Perception +6, SM: +9| Conditions: Martial Flexibility (10 rounds)

When Rurik speaks to Baern, a sad look seems to enter into the dwarf's eyes and his shield arm lowers down for just a moment. The dwarven left his lips softly, his voice barely a whisper now. "Мы были здесь для друга."

Dwarven:
"We were here for a friend."

Looking back at the others, Baern would give a nod to agree with his cousin. "Hoddy, keep that crossbow leveled. If you see anything green come out of there, kill it."


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: [ ]

"I have my Cantrips, but I am out of more powerful magic."


Male HP: 13/13|AC 20/14/16|Init: +5|Fort: +4 Ref: +5 Will: +2|Perception +6, SM: +9| Conditions: Martial Flexibility (10 rounds)

With Shianni's admission that their more powerful magic was tapped out, Baern would sigh before giving a nod. "To fight more would be foolish. Lead us out, Rurik and I will cover our retreat." Baern would carefully manuever over the barricade, surrendering the secure position in order to ensure that they would be able to come back and fight at full strength.


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: [ ]

"Before we leave, why don't we destroy the barricade? It's only going to have more Orcs behind it, so why bother giving them a place to fight from?"

Dark Archive

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

Garret (and Hess, I assume) complies and begins stripping the orcs of anything of value as the group withdraws from the cavern. The treasure total comes to 63 sp. The withdrawal goes smoothly and the party is relieved to come back into daylight, having destroyed the barricade that the orcs were using for cover.

I have placed a party XP counter beneath the stats, above, and as can be seen from that, everyone may advance to 2nd level!

Dark Archive

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

For convenience, I have placed the map of the Keep area and the Caverns area in the Journal tab of the Roll20 site.


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

Hoddy keeps his crossbow trained on the empty tunnel as the others file out back into the sunlight.

"Should we return to the keep for the time, or try to rest here and go back in?


- | 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 am ready to fight, but we need everyone if we want to clear this place"

He looks to his cousin,

Dwarven:

"I did not know the friend, what would he want? I am wary to continue without the full capabilities of the casters"


Male HP: 13/13|AC 20/14/16|Init: +5|Fort: +4 Ref: +5 Will: +2|Perception +6, SM: +9| Conditions: Martial Flexibility (10 rounds)

"Let us leave and regroup at the keep then. We'll come back later, we'll find his body and give him a proper burial then." The reluctance is evident in Baern's voice but his cousin's question held merit. Would Teasag wish for them to die within these dark caves for a man that was already dead? No, he believed the monk would want them to survive and continue fighting another day.

The party slowly retreated back to the exit and escaped from the cave, stepping over the bodies of dead orcs. While they had lost a new friend, the orcs had suffered quite a bit of losses on their own part. Baern would lead them to the patch of trees that they had stowed the mule and cart in.

"Let us return to the keep and split what we have amongst ourselves. It didn't seem like much but it'd pay for a night, at least."

Dark Archive

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

So the consensus is back to the Keep?


Male HP: 13/13|AC 20/14/16|Init: +5|Fort: +4 Ref: +5 Will: +2|Perception +6, SM: +9| Conditions: Martial Flexibility (10 rounds)

I think so!


- | 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

Seconded


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 we haven't accomplished much, and don't have much loot. Why are we going back to the keep exactly? I'll go along with the majority, just wondering what our objective is.


Male HP: 13/13|AC 20/14/16|Init: +5|Fort: +4 Ref: +5 Will: +2|Perception +6, SM: +9| Conditions: Martial Flexibility (10 rounds)

I think it is just to have a safe place for a long rest. We have no more healing spells available now. We rest up, regroup, and head back in the next day.


- | 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 have no healing, Resting in a dangerous place when we can easily rest in a safe one seems to risky. I am ready to roll and I guess Shianni just got a big chunk of HP. and I guess both Baern and Shianni just got one more spell each.

Sorry for the Waffle, I tend to play Fighters and Locks I understand not wanting to only get a single short rest each day.


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

Works for me. It is only a couple of hours away... however let's come back before they have a chance to prepare more surprises. :-)


Male HP: 13/13|AC 20/14/16|Init: +5|Fort: +4 Ref: +5 Will: +2|Perception +6, SM: +9| Conditions: Martial Flexibility (10 rounds)

Baern hasn't surrendered Teasag's body just yet. He'll recover his friend or he'll kill enough orcs that he think the monk would be proud!


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: [ ]

I do have a bit more healing now, but 1 more spell will probably not be all that we want to enter the dungeon with. Of course, we'll also have Baern's spellslots back as well.

Dark Archive

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

The trek back to the Keep is uneventful. Arriving once more, the guards go through the same steps as before and you are permitted entry. Your arrival draws little attention among the denizens of the Keep. The drizzly, cloudy weather seems to keep most folks indoors anyway.

Encounter?: 1d6 ⇒ 4


Male HP: 13/13|AC 20/14/16|Init: +5|Fort: +4 Ref: +5 Will: +2|Perception +6, SM: +9| Conditions: Martial Flexibility (10 rounds)

Baern will make his way through the gates, looking a little worse for wear. While there was merriment to be had in having his cousin arrive in time to help them, a dark cloud hung over his head at the fact that he had lost a friend that day. Slinging his bag over his shoulder, he looks back to the others.

"Tomorrow when the sun rises, I want to return back to those damn caves. We'll kill the last of those orcs, find Teasag's body, and collect what loot we can." Baern murmured, looking at his fellows. They had been tried and tested and the faintest line of a smile spread across his face. [b]"You all did well today. Don't blame yourselves, you did the best you could. We'll get our friend back and after that, we'll hunt down the captives in the caves. Drink and rest as best you can, we all deserve it.

If we split the silver up equally, we'll each get 10sp and 5cp worth. Not much for now but it'll cover food and drink at the Keep.

Baern moves off to the tavern, eager to drown his misery in cheap ale before falling asleep into a stupor. Rurik would've recognized that his cousin, despite his words, was still feeling quite guilty for the loss of his comrade. Properly pickled, Baern would stumble his way to a bed and fall asleep into a blessed empty sleep.

How much do you think it'd be to get pissed drunk at the tavern, GM?

Dark Archive

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

Recognizing the look in your eyes, the bartender reaches beneath the bar and produces a dusty bottle. He sets a glass for each of you and one for himself and pours the drink. Putting the bottle back, he lifts his glass and says solemnly, "To absent friends."

Call it 5 sp to get pissed.


Male HP: 13/13|AC 20/14/16|Init: +5|Fort: +4 Ref: +5 Will: +2|Perception +6, SM: +9| Conditions: Martial Flexibility (10 rounds)

Baern would look up at the man and lift up his glass, with a solemn nod, Baern would speak. "To absent friends..." It would not be the last drink that Baern had, drinking until he forgot how Teasag joined the many other comrades and friends he had seen die in the field of battle.


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: [ ]

Shianni also was drinking, although without the...voracity of Baern. The rest of the evening was a bit of a blur, and in the morning she awoke in someone else's room, Donning her clothes quietly, she slipped out before she woke, and made her way downstairs to eat something and get the taste of the horse trough out of her mouth.


- | 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

Between drinking with Baern, telling stories of "The old days", eating and a room Rurik wakes in the morning with only a few coppers left. He gathers his gear and quietly exits the common room am heads over for a morning Ale and hunk of Bread.


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

Hoddy drinks initially with the others, then goes off on his own. He spends some time cleaning and fixing his gear to be ready for the morrow, as well as spending some time in the keep's chapel praying for Teasag. He drops all that he has gathered so far from the caves in the donation box before leaving and heading to bed.


Male HP: 13/13|AC 20/14/16|Init: +5|Fort: +4 Ref: +5 Will: +2|Perception +6, SM: +9| Conditions: Martial Flexibility (10 rounds)

When Baern awakens the next day, his head is pounding but the pain is a good reminder to fight better today. Today, there would be no reason for sorrowful drinks. Today, they would celebrate a well-earned victory and share a proper drink in memory of Teasag. He kneels at the side of his bed, whispering softly in Dwarven to his god.

"Могучий Всечеловек, пожалуйста, благословите наши путешествия сегодня. Сделайте нашу броню непроницаемой, как Мифриловый зал, сделайте наше оружие таким же острым, как зуб дракона. Даруй нам победу и приведи нас домой." The soft words leave his lips and as they do, the chainmail begins to shimmer. The simple metal curves and twists, almost as if it is alive, and the imperfections within it twist themselves away. When Baern opens his eyes, he smiles to see the fiery anvil of Moradin now proudly displayed upon the chest of his armor. "Today will be a good day."

Dwarven:
"Mighty All-Father, please bless our travels today. Make our armor as impenetrable as the Mithril Hall, make our weapons as sharp as a dragon's tooth. Grant us victory and bring us home."

I am using my Blessing of the Forge to move my +1 bonus from my weapon to my armor. That'll drop my To Hit and Damage by one but increase my AC by 1.

Rising up from his bed, Baern would leave the common room and be awaiting all the others by the cart. Eager to begin his adventure anew, he'd give a firm smile to each one. "Let us go, the orcs won't kill themselves after all..."


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 does not drink with the rest of the group, instead walking the keep at night, considering his motivations, and loyalty to this group. For some reason he was OK with losing an adventuring companion. He wasn't happy about it... just ambivalent. Was something wrong with him? The others were beside themselves with sadness and desire for revenge, but he found that he was more interested in finding anything to help him advance in life.

Still they had a common goal for now. He then found a quiet spot to practice the forms with his spear until he was exhausted enough to go to sleep. He climbed under the wagon to sleep, and woke early the next morning, ready to go back.

He is awakened from a fitful sleep by Baern's booming voice. "Top of the morning dwarf". He grumbles before heading to the watering trough, and ducking his entire head underneath to wake himself.

Dark Archive

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

In contrast to Baern's mood, the day is dark and cloudy, with a steady drizzle. The skies occasionally grumble, threatening a strong rain, but for now, the precipitation is light, but steady.


Male HP: 13/13|AC 20/14/16|Init: +5|Fort: +4 Ref: +5 Will: +2|Perception +6, SM: +9| Conditions: Martial Flexibility (10 rounds)

Rain fell from the sky and Baern would look skywards for a bit, letting the rain catch in his beard. Closing his eyes, he tried to place his faith once more in Moradin. When Hess finally joined them again, he gave the man a small nod and hoisted his backpack once more. "Again, into the breach." He would murmur, leading the caravan out out of the keep and back to the caves.

Travel by roads again, we'll see what happens!


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: [ ]

Shianni seemed rather unfazed by the rain. She also had the annoying Elven habit of not getting wet, as if the raindrops fell around her, rather than on her.

Dark Archive

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

The group has no encounters en route to the Caves and you arrive about an hour after setting out. The place seems quiet, almost too quiet. Carrion birds sit silently in the trees.

Encounters?: 1d6 ⇒ 4


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

Hoddy takes a look around the cave entrance to see if anything has been going in or out...other than themselves.

Survival: 1d20 + 3 ⇒ (9) + 3 = 12
ADV. Survival: 1d20 + 3 ⇒ (18) + 3 = 21


- | 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 grumbles to himself about the rain, and palms his Tinderbox to light a couple of torches as soon as they are in out of the rain.

Dark Archive

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

It looks as though nothing has been in or out of late, though the rain makes it difficult to be certain.


Male HP: 13/13|AC 20/14/16|Init: +5|Fort: +4 Ref: +5 Will: +2|Perception +6, SM: +9| Conditions: Martial Flexibility (10 rounds)

Back at these damnable caves, Baern's face grows more grim and serious. It is quite an impressive feat, considering how grim and serious most Dwarves looked when they weren't drinking.

Nodding at his cousin as the torches are lit, he looks back at the others and gives a small smile to them all. "Today, we cut the bastards down, get back our friend, and eliminate the orcs. If all goes well, we'll take whatever pillaged goods they have and bring them home with us."

"Rurik and I will take the front. Hess and Shianni, you both take the middle. Hoddy, you watch our rear and make sure nothing comes up and spooks us, right?" He waited for any disagreements to the plan, hoisting his shield onto his arm and making his way carefully back into that dark, unwelcoming entrance to the orc's lair.


- | 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

Stepping into the cave mouth Rurik holds a pair of torches in his hand and lights them with the Tinderbox. "Lets take the darkness from them!"

Rurik will toss a lit torch about 5' into each of the two areas that they are not going down or came from.


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

"Sounds good to me. Should we continue to the left, or try the right side this time"?


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

Hoddy moves quietly at the rear of the party, his darksight searching the path behind them for any movement.

Perception: 1d20 + 3 ⇒ (10) + 3 = 13


"Let us clear the entrance straight ahead and make sure no one is flanking our sides. Then we'll proceed west. Move carefully and as quietly as you can." It was a lot to ask for when it came to Rurik and himself but acting cautiously was the best plan that they had.

Stealth: 1d20 ⇒ 6
Stealth Disadvantage: 1d20 ⇒ 10

Total is 6. I'm going to say we take that Northern route after checking to our right first.


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: [ ]

"Seems pretty reasonable to me, but if we're travelling in that manner, I would suggest a bit of space between us, so that any area offensive magic would likely miss one end or the other."

Dark Archive

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

The party proceeds first to the right, finding only an empty guardroom. From there they head north, finding that the corridor Ts, going right and left. To the right, there is another small chamber, deserted. To the left, the corridor wraps back around into the dining area. There is no sign of any orcs, nor any other foes. Just before the guard room is a small alcove covered with a black cloth where a guard could stand and appear to be one of the heads at the entranceway.

Map is updated!


Male HP: 13/13|AC 20/14/16|Init: +5|Fort: +4 Ref: +5 Will: +2|Perception +6, SM: +9| Conditions: Martial Flexibility (10 rounds)

Baern would look around carefully for a moment, grimacing ever so slightly before he looked back at the others.

"It doesn't look like there is anything else here but...my eyes aren't as good as some. Check the guard room, see if there is any secret passages." He didn't doubt the cunning of orcs to use such devious methods, though he doubted their skill would ever match the beautiful craftmanship of the dwarves.

"Rurik, stay with me. We're going to take point going deeper in." Like before, Baern will maintain a fifteen foot lead ahead of the second rank, entering into the common room with trepidation.

Updated my location on the map. Moved a total of 50ft.


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

Head darting about looking for anything out of place... or just scary, Hess follows Baern as he progresses.

1d20 + 1 ⇒ (6) + 1 = 7 Perception


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

Hoddy keeps back from the group and watches behind them to ensure nothing is sneaking up on them.


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: [ ]

As the group walks, Shianni can feel something inside her wanting to get out. Maybe it's the heightened danger, maybe it's the fact they've returned to a place where she nearly died.

Subconsciously, she begins quietly scratching her arm.


- | 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 cover his cousin, His boots grinding on the floor.

Dark Archive

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

When nothing is found in the way of secret passages, Rurik and Baern move into the dining area. In stark contrast to the previous state of affairs, the fireplace has died to a dim glow or ash and embers and nothing moves in the darkness. If further orcs remain in the sleeping area to the west, they do not any sounds.

Dark Archive

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

Bump?


Male HP: 13/13|AC 20/14/16|Init: +5|Fort: +4 Ref: +5 Will: +2|Perception +6, SM: +9| Conditions: Martial Flexibility (10 rounds)

Sorry folks, jobhunting has been keeping me busy and we had some life stuff going on.

Baern watched the area carefully, eyes observing the shadows. They could be coming at any moment and Baern would be ready for it. With cautious steps, he head deeper into the cave looking for their foes. He moves quickly to the other passageway, looking down it and trying to catch sight of the orcs that are still within the cave.

Stealth: 1d20 + 0 ⇒ (2) + 0 = 2Disadvantage: 1d20 ⇒ 16
Perception: 1d20 + 3 ⇒ (9) + 3 = 12


- | 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 young dwarf follows his cousin, eyes darting.

"There hiding will do them no good"

Stealth w/ Disaddvantage: 1d20 - 1 ⇒ (3) - 1 = 21d20 - 1 ⇒ (8) - 1 = 7
Perception: 1d20 + 3 ⇒ (18) + 3 = 21

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