Keep on the Borderlands--B2 (Pretty in Pink) (Inactive)

Game Master Chainmail

Adventurers arrive at a secure border fort to begin their adventuring career.
Keep
Keep Surroundings
Caves of Chaos map
Elf Temple Map


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Male Human Cleric of Pelor 1 | AC 19 FF 18 Tch 11 | HP 7/12 | Fort +3 Ref +1 Will +4 | CMB +2 CMD 13 | Init +1 Pcpt +2 | Move 15

Monkey Love Bone!!! The dice roller has gone south on me again. Theorn is swinging and missing more than A Rod right now.


Male Halfling Rogue 3 | AC 17* T 14* FF 14 | HP 3/24 | F +3 R +7* W +3* | Init +3 Perc +9 (+10 traps) | Arrows: 26/40

Haha Theorn, check out the damage rolls from my last two turns...


Much better. And you know you definitely earned this one. You handled the best Gary had throw at you and won (for now).

Roll of the vanquished.
12 goblins
1 ogre


Male Human Wizard (Pact Wizard) 1 l AC 13 (Mage Armor 17) T 13 FF 14 l HP11/11 l F +1 R +2 W +3 l Init +2 l Perc +4

I cannot believe we took out an ogre that quickly!! Go Team!!!


Female Human Ranger/1 l AC 14 T 13 FF 13 l HP 13/13 l F +4 R +6 W +2 l Init +4 l Perc +6/+7*

GM Tribute: Are the magic arrows for a small (goblin) or medium-sized bow?


Female Human Ranger/1 l AC 14 T 13 FF 13 l HP 13/13 l F +4 R +6 W +2 l Init +4 l Perc +6/+7*

Is there any objection from the group if Mogan claims the arrows?

The only other archer in the group (if I recall correctly) is Horster, and he uses a small sized bow.


Male Halfling Rogue 3 | AC 17* T 14* FF 14 | HP 3/24 | F +3 R +7* W +3* | Init +3 Perc +9 (+10 traps) | Arrows: 26/40

Take them by all means :) Who wants to keep hold of the potion of invisibility?


Female Human Ranger/1 l AC 14 T 13 FF 13 l HP 13/13 l F +4 R +6 W +2 l Init +4 l Perc +6/+7*

For my two cents, it should go to the rogue. The better to sneak attack with, my dear.

Everyone else feel free to chime in.


Male Human Cleric HP: 16/18 | 2. Init+2, Percep+3, AC 16/12/14 F+3/W+5/R+2 HP 13/18, DesSmit 4/5 | Channel 0/2

The distribution is fine by me ...


Ex-Dwarf (RIP)

Arrows to Morgan, potion to Horster works for me.

Where to next?


Male Halfling Rogue 3 | AC 17* T 14* FF 14 | HP 3/24 | F +3 R +7* W +3* | Init +3 Perc +9 (+10 traps) | Arrows: 26/40

Regarding the Sleep spell, would I be right in assuming:

1. If the goblins are asleep, we could move through their squares to subsequantly flank them or get to the centre of the room without awakening them

2. Doing so would not provoke an AoO

3. Also, we wouldn't be under the effects of the sleep spell ourselves, or would we have to roll a save to see if the spell affects us too...?

Thanks


Yes, you can move through sleeping goblins.

Kelgan takes 4 damage and maybe poisoned.

Theorn takes another 3 from a short sword.


Male Human Cleric HP: 16/18 | 2. Init+2, Percep+3, AC 16/12/14 F+3/W+5/R+2 HP 13/18, DesSmit 4/5 | Channel 0/2

Is everyone's hit point total updated? Might be time for some healing ...


Roll of the vanquished.
18 goblins (135XP each)
1 ogre (800XP)
1 CR 1 pit trap (400XP)

Probable
1 goblin chief (level 2 fighter/archer)


Roll of the vanquished to date.
18 goblins (135XP each)
1 ogre (800XP)
1 CR 1 pit trap (400XP)
1 goblin chief (level 2 fighter/archer) (600XP) --(he used poison and terrain so his CR was bumped to CR2)

Looks like you did it again!!


Male Halfling Rogue 3 | AC 17* T 14* FF 14 | HP 3/24 | F +3 R +7* W +3* | Init +3 Perc +9 (+10 traps) | Arrows: 26/40

So level up?


We are on medium progression so party total needs to be at 2000xp times the number of characters.

We do not want to rush the fun of being first level where any encounter can be you last do we?

Seriously though, I do not consider myself a masochist, but running around at first level is always extra exciting for me.


Male Human Wizard (Pact Wizard) 1 l AC 13 (Mage Armor 17) T 13 FF 14 l HP11/11 l F +1 R +2 W +3 l Init +2 l Perc +4

so that is 4230xp divided up amound how many characters do we have now??


Crude gives you 25% -- all others at 50%

Tapestry offered 500 gp by jeweler.

They will take all you want to sell!


Ex-Dwarf (RIP)

GM, are we using old 1st ed coin conversion? i.e. 1pp=10gp=20ep=200sp=2000cp?

I've really missed the electrum piece, by the way...


Ex-Dwarf (RIP)

Total GP value of sold items, including the tapestry = 728 g.p.


We are sneaking the electrum into the new system.
1pp=10gp=20ep=100sp=1000cp
So, you have done well!


Ex-Dwarf (RIP)

GM Trib, are we going really old school and charging for money changing/coin conversion?


Ex-Dwarf (RIP)

Assuming we are NOT using coin exhange fees...

Out total haul comes to 1427gp, 1 ep, 4 sp, 6 cp, or

237gp, 1ep, 4sp, 6cp each.

Drink up!


Gary put a money changer here.

How is he to make money if rich adventurers don't use him.

I see the machine at Walmart. People use it!


Ex-Dwarf (RIP)

In which case, after exchanging everything to its highest possible value, each share is 229gp, 1ep, 3sp, 6cp.


Male Human Cleric HP: 16/18 | 2. Init+2, Percep+3, AC 16/12/14 F+3/W+5/R+2 HP 13/18, DesSmit 4/5 | Channel 0/2

My availability will be sketchy for a couple of days … tonight I am going to the mud slide area in Washington to support, then tomorrow afternoon I am going out on a boat in the San Juans for a couple of days.


4230/6 = 705XP each I think


Male Human Cleric HP: 16/18 | 2. Init+2, Percep+3, AC 16/12/14 F+3/W+5/R+2 HP 13/18, DesSmit 4/5 | Channel 0/2

Mit'l Purchased a potion of cure light wounds. And stayed in the private room.


Male Human Cleric of Pelor 1 | AC 19 FF 18 Tch 11 | HP 7/12 | Fort +3 Ref +1 Will +4 | CMB +2 CMD 13 | Init +1 Pcpt +2 | Move 15

Sorry, but there are 7 of us. so XP should be 4230/7 = 605 each.


Male Human Cleric HP: 16/18 | 2. Init+2, Percep+3, AC 16/12/14 F+3/W+5/R+2 HP 13/18, DesSmit 4/5 | Channel 0/2

Was there a "bank"


Ex-Dwarf (RIP)

Quick question - Theorn, Kelgan has the higher initiative (for once) and is decked out as a front line fighter. Would you be OK with him advancing to your spot?


The money changer hands out notes of credit. The merchants do too. They charge only 1% for these. Redeemable almost anywhere in the kingdom.


Roll of the vanquished to date.
18 goblins (135XP each)
1 ogre (800XP)
1 CR 1 pit trap (400XP)
1 goblin chief (level 2 fighter/archer) (600XP) --(he used poison and terrain so his CR was bumped to CR2)
7 hobgoblins (200XP each)

Looks like you did it again!!


Male Human Cleric of Pelor 1 | AC 19 FF 18 Tch 11 | HP 7/12 | Fort +3 Ref +1 Will +4 | CMB +2 CMD 13 | Init +1 Pcpt +2 | Move 15

That is 805xp each, we are getting really close.


Female Human Ranger/1 l AC 14 T 13 FF 13 l HP 13/13 l F +4 R +6 W +2 l Init +4 l Perc +6/+7*

I am posting from my phone, and can't update the map. Could someone move me? 2nd rank, behind the dwarves.


Roll of the vanquished to date.
18 goblins (135XP each)
1 ogre (800XP)
1 CR 1 pit trap (400XP)
1 goblin chief (level 2 fighter/archer) (600XP) --(he used poison and terrain so his CR was bumped to CR2)
7 hobgoblins (200XP each)
3 tough hobgoblins (400XP each)???


Male Human Cleric of Pelor 1 | AC 19 FF 18 Tch 11 | HP 7/12 | Fort +3 Ref +1 Will +4 | CMB +2 CMD 13 | Init +1 Pcpt +2 | Move 15

We are sitting at 975 exp. We need one more encounter to jump to level 2. Of course thee may be a story award for returning the merchant. We could use the extra hit points that come from leveling before we try to tackle the other caves.


Female Human Ranger/1 l AC 14 T 13 FF 13 l HP 13/13 l F +4 R +6 W +2 l Init +4 l Perc +6/+7*

I vote to return the merchant now. Trying to protect him and all the other prisoners while fighting well-organized hobgoblins doesn't seem worth the risk.

We may get a story reward, in addition to the posted gold, or there coulf be a wandering monster or two on the way back that gets us to the mark.

Even if there isn't, we will be able to come back better equipped, and our levelling will be almost immediate (first encounter).

So. There's my 2 copper.

If everyone else prefers to keep going, though, I'll tag along.


Remember, level 2 requires 2000xp each at medium progression. You are halfway there.

Level 1 starts at 0XP. You need level advancing to times 1000XP more XP than the previous level.


Female Human Ranger/1 l AC 14 T 13 FF 13 l HP 13/13 l F +4 R +6 W +2 l Init +4 l Perc +6/+7*

It looks like the GM is giving us a moment to carefully consider how we are treating the orc and gnoll.

If it were just Morgan, I'd feel fine about it. She freed them, provided the orc with a masterwork weapon (it's his choice to have repurposed it) and did not prevent him from picking up the falchion or great sword (not her problem if they didn't). Did she refuse to let them get behind the group? Yes. She has no reason to trust them, and has no compassion for humanoid monsters.

Unfortunately, that argument is meaningless. Fighters don't lose anything one way nor the other for changing alignment. What matters is what happens to our clerics. If the clerics lose favor with their gods, then we have no functioning healers. That would be bad.


Male Halfling Rogue 3 | AC 17* T 14* FF 14 | HP 3/24 | F +3 R +7* W +3* | Init +3 Perc +9 (+10 traps) | Arrows: 26/40

The falchion and greatsword were taken by the men-at-arms before the orc and gnoll were even freed. Besides, we didn't include the former two in the channelling either. So they're barely up with no weapons - Horster thinks they should be allowed to pass - they may be important, and just being an orc doesn't make him an enemy. Or are we just judging him by his race? If yes, we'll have to deal with whatever happens next.


Female Human Ranger/1 l AC 14 T 13 FF 13 l HP 13/13 l F +4 R +6 W +2 l Init +4 l Perc +6/+7*

As suggestion, we could let the orc and gnoll pass and leave, and instruct the two caravan guards to act as rearguard and watch, with instructions to kill anything, including theorc and gnoll that tries to ambush us while we are fighting the hobgoblins.


Male Human Wizard (Pact Wizard) 1 l AC 13 (Mage Armor 17) T 13 FF 14 l HP11/11 l F +1 R +2 W +3 l Init +2 l Perc +4

That would make sense...otherwise we will have to hack through them to get at the new threat....this way we can still interrogate them and get some information about the caves...my 2cp input!


Male Halfling Rogue 3 | AC 17* T 14* FF 14 | HP 3/24 | F +3 R +7* W +3* | Init +3 Perc +9 (+10 traps) | Arrows: 26/40

I'm with Morgan - let them pass but let the two men-at-arms guard them. Don't let them escape though - seems like they might have some kinda role to play later on :)


Male Human Cleric HP: 16/18 | 2. Init+2, Percep+3, AC 16/12/14 F+3/W+5/R+2 HP 13/18, DesSmit 4/5 | Channel 0/2

I agree, let them pass ...


Male Human Cleric of Pelor 1 | AC 19 FF 18 Tch 11 | HP 7/12 | Fort +3 Ref +1 Will +4 | CMB +2 CMD 13 | Init +1 Pcpt +2 | Move 15

While I disagree about some of the premise, Orcs and Gnolls are inherently evil and letting them live could be seen as the more evil act, I will go with the majority and let them pass.


Ex-Dwarf (RIP)

Kelgan can go with Morgan's suggestion.


Having run this part many times--Gary has it that the gnoll attacks you as soon as he gets a weapon. My twist is the orc knows this, but can't really reveal this until he is shown some trust. Saying that the other monstrous humanoid is an insane killer doesn't help your cause if you are trying to be freed by a well armed group of adventurers, especially if they have an elf or dwarf in them.

The orc wants to kill goblins and survive. It appears he won't be making either of these goals.


Male Human Cleric HP: 16/18 | 2. Init+2, Percep+3, AC 16/12/14 F+3/W+5/R+2 HP 13/18, DesSmit 4/5 | Channel 0/2

FYI ... I am gone the next three days. Completely dark, not even phone ... bot me please.

Only spell left is Enlarge. And it's a domain spell so it can't be swapped out.

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