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
Maps: Car. Crown || Skull & Shackles
Your long rest goes undisturbed and you all awake refreshed. I believe that resets everyone's hit points to maximum. Where to from here?
Half-elf | HP 24/24 | HD 3/3 | Inspiration 4/4 | 1st 4/4 | 2nd 2/2 | Insp 0 | Active:
We're going to the temple of evil bad guys. Dwarves first.
Maps: Car. Crown || Skull & Shackles
The group exits the goblin cave and slowly climbs to the highest cave in the canyon. Standing at the darkened entrance, they ready themselves. The smell of death comes from within. A short corridor swiftly becomes a divide, going right (north) and left (south).
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
"Quinrick, you go left. Gimble, you go right. Check out the tunnels. First sign of trouble, head back this way. Don't open any doors without us if you can help it."
Or go as a team, I just think some intel would be handy before having well armored dwarves go clanking down the tunnels.
Maps: Car. Crown || Skull & Shackles
The scouts proceed 60 feet in either direction. Quinrick heads south, while Gimble goes north. Reporting back, Gimble says that the corridor proceeds about 60 feet before turning to the west, and that there are two doors at the end of the corridor; one on the right and the other straight ahead. Quinrick reports that the corridor proceeds 60 feet to the south before slanting off towards the southwest, with no signs of life (or unlife, for that matter).
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
"No signs of life, which could be in our favor!"
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
"No enemies in sight. I didn't dare venture far - I can't see in the dark and the possible enemies can easily spot the light from the lantern"
At times, the halfling really envies hs companions' darkness-piercing eyes.
Sorry for the absence. Work has been really busy (and still is)
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
"Hmmm, let's go check out those doors then. Hopefully that's a dead end and we won't have to worry about anything else from that direction."
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