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 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

Weird, but in the description of scribe scroll it says if the cost of the scroll is under 250gp, then it only takes 2 hours, however in the item creation section of the book it says no more than 1 spell can be scribed per day...never noticed the discrepancy before...but 1 per day it is, and will give everyone a chance to heal and buy stuff!!


Ex-Dwarf (RIP)

Kelgan wil sell his scale and buy a suit of dwarf-sized splint armor. (+25gp, -200)


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

Horster would like to trade his leather armour for one of studded leather and made well.

Leather armour +5gp
Studded armour, masterwork -175gp


Male Dwarf Fighter 7; Perception +4; Init +3; AC 21, HP 105/105, Fort +8, Ref +3, Will +3, Dwarven Double War Axe +15/+10 (1d10+12/x3)

Crom will also trade his scale armor in for splint.


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 seeks a bank/someplace safe to keep valuables?


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

Theorn will stay in the common room, and spends much of his downtime in the chapel and administering to any who need healing or spiritual advice.

If Mit'l doesn't object, Theorn will claim the scroll we found in the caves as I see him as more of the support cleric while Mit'l spends more time actively in combat.


Ex-Dwarf (RIP)

Kelgan will splurge on a room. (What was the cost on that, again?)


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*

Morgan, excited to have money to spend, elects for a private room. She hands a gold piece to the innkeeper.

"What a treat, to sleep an entire night without some drunken lout snoring and farting beside me!" she laughs.

"If I'd wanted that, I'dve gotten married, HA!"


Ex-Dwarf (RIP)

After a good night's sleep, Kelgan pushes himself back from the ruins of a hearty breakfast and looks around at his companions.

"Well, friends, are we all thinking that we watn to return to the caves? There are doubtless more foul creatures milling about there, simply waiting to be driven off - and, coincidentally, relived of the terrible burden of their coins and gems..."


Male Dwarf Fighter 7; Perception +4; Init +3; AC 21, HP 105/105, Fort +8, Ref +3, Will +3, Dwarven Double War Axe +15/+10 (1d10+12/x3)

Crom shakes off the blur of his hangover.

"Arg, how many days have I been drunk? Yes, you are right Kelgan, it is time we head back. There be gold in them thar caves!"


The party celebrates in town for four day as the magical scrolls are prepared. Then the party leaves the Keep to return to the Caves more prepared and well armored.

As the party returns to their original spot, the explore north and find the passage dead ends in a large storage room.

Many bales, boxes, crates, barrels, and sacks are stacked and heaped in the large chamber. They contain cloth, food, beer, and wine - these trade goods seem of somewhat inferior quality.

You do have caves to the left of the first entrance you have not fully explored.


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 suggest we sweep the goblin warren, and make certain that it's clear. We can then move on to the next cave."


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

"Let's not waste time with these goods. Who's up for checking out the caves near the entrance?", asks Horster, ready for some more goblin slaying.


You head back to the cave and make a left and follow the diagonal path, go south, then turn to the west.

You find yourselves at a door. Horster listens

DM:
1d20 ⇒ 3stealth1d20 ⇒ 8
and returns having heard nothing at the door but rough shuffling sounds as if the room is occupied.

You are at the bottom right on the map--position yourselves and decide who opens door.


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

Moved Ozmund into the hallway outside the room...a quick question, how many XP have we earned so far...for some reason I have the gp, but not the XP (we got to be getting close!!!


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

Horster whispers to the others, "There's definitely someone in there, and I doubt we're likely to find friends in these caves... What's the approach?"

Drawing his rapier, he gives Crom and Kelgan a decisive look and motions towards the door with his head.


Male Dwarf Fighter 7; Perception +4; Init +3; AC 21, HP 105/105, Fort +8, Ref +3, Will +3, Dwarven Double War Axe +15/+10 (1d10+12/x3)

Crom nods at Horster.

"Kill em all!"

He steps past the halfling and opens the door

Perception: 1d20 ⇒ 1


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 Positions behind the front line.

"Anyone want to check the door for …"

Seeing Crom open the door he readies his spear.


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

Theorn is about to add his voice to Mit'l's urging some caution and checking for traps when Crom opens the door. He eyes the floor suspiciously, hoping it doesn't open into a pit like the last doors.

"Sunlord save us." he says under his breath as he readies his mace and shield.


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*

Morgan nocks an arrow, and readies herself to shoot anything on the other side of the door that appears dangerous.


Ex-Dwarf (RIP)

Kelgan, axe and shield at the ready, prepares to advance.


INITIATIVE
Erik: 1d20 + 3 ⇒ (9) + 3 = 12
Horster: 1d20 + 3 ⇒ (10) + 3 = 13
Crom: 1d20 + 2 ⇒ (5) + 2 = 7
Mit'l: 1d20 + 2 ⇒ (15) + 2 = 17
Theorn: 1d20 + 2 ⇒ (11) + 2 = 13
Ozmynd: 1d20 + 2 ⇒ (15) + 2 = 17
Kelgan: 1d20 + 0 ⇒ (20) + 0 = 20
Enemy 1: 1d20 + 1 ⇒ (1) + 1 = 2

The two strongest have a problem opening the door right away, but nevertheless, the group gets the jump on seven humanoid creatures standing as tall as a human. These muscular, gray-skinned creatures peer about with tiny, observant eyes.

Kn: 1d20 ⇒ 2

These creatures are well armed with longswords and shields and look much stronger than goblins, but not as strong as the orcs.

ROUND 1 PARTY UP


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*

Knowledge (Nature or Dungeoneering) to identify (same bonus): 1d20 + 5 ⇒ (6) + 5 = 11+2 more if these are goblinoids

Initiative (since I'm not on the list :P): 1d20 + 3 ⇒ (3) + 3 = 6


Male Dwarf Fighter 7; Perception +4; Init +3; AC 21, HP 105/105, Fort +8, Ref +3, Will +3, Dwarven Double War Axe +15/+10 (1d10+12/x3)

Round 1

In hand: shield and war axe
HP: 17/17
Effects:
Move action: Crom takes a 5' step forward
Std action: Attacks the nearest creature
Free action:

Attack: 1d20 + 5 ⇒ (7) + 5 = 12
Damage: 1d10 + 4 ⇒ (2) + 4 = 6


Morgan shouts: "Hobgoblins."

Morgan informs you.
Hobgoblins are militaristic and fecund, a combination that makes them quite dangerous in some regions. They breed quickly, replacing fallen members with new soldiers and keeping up their numbers despite the fortunes of war. They generally need little reason to declare war, but more often than not that reason is to capture new slaves—life as a slave in a hobgoblin lair is brutal and short, and new slaves are always needed to replace those who fall or are eaten.


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

Theorn steps up to fill the gap and keep the hobgoblins from moving into their ranks.

Round 1 Initiative 13

In hand: shield and mace
HP: 12/12
Effects: none
Move action: move to FB131
Std action: Attack hob @ FA130
Free action: none

attack: 1d20 + 2 ⇒ (14) + 2 = 16

damage: 1d8 + 2 ⇒ (5) + 2 = 7


Ex-Dwarf (RIP)

Kelgan's move pending, see discussion


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

Ok, Ozzy is going to start out with another sleep spell (as marked in blue on the map) and will warn everyone. Maybe a shield wall of our fighters in the front with arrow support from behind to start...then see if I sleep more than just 1 of them again!

Round 1 Initiative 17

In hand: none
HP: 11/11
Effects: none
Move action: move to FF130
Std action: Cast Sleep spell
Free action: none

Calling out a warning, Ozmund begins casting his sleep spell on the hobgoblin troops.


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 waiting for Kelgan and M'til to make a move before I post, seeing as their initiative is higher. I plan to move to FB129 and attack, unless one of them prefers that spot.


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

Round 1 Initiative 17

Mit'l moves to within reach and stabs with destructive smite.

In hand: Long Spear
HP: 12/12
Effects: Destructive Smite
Move action: FC131
Std action: Stab Hobo at FA130
Free action: none
Destructive Smite= 4/5

Attack: 1d20 + 3 ⇒ (15) + 3 = 18
Damage: 1d8 + 5 ⇒ (4) + 5 = 9


Ex-Dwarf (RIP)

Round 1 Initiative 20

In hand: axe and shield
Double move to FB129, provoke from Hobgob in FA130.

Kelgan moves forward, risking a strike by the leading hobgoblin, getting himself in position for battle.


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*

Round 1 - Initiative 6:

Morgan stands ready, waiting for an open target.

Holding.


hp: 1d10 + 1 - 9 ⇒ (10) + 1 - 9 = 2AoO: 1d20 + 4 ⇒ (14) + 4 = 18
Recap
Mit'l stabs viciously leaving the tough hobgoblin still standing, but Theorn follows up with another hit to take him down. Kelgan moves around the lead hobgoblin, but he is on the ground.

With the lines held, Horster and Morgan hold and wait for an opening. The hobgoblins rush the group in two ranks and attempt to concentrate on Crom in the middle.
+4: 3d20 ⇒ (16, 15, 11) = 42
His armor barely turns a nasty blow, but another hits him.
slashing: 1d8 + 2 ⇒ (5) + 2 = 7
Unlike the goblins, these hobgoblins have quality longswords and longbows.

Save Will reading order: 4d20 ⇒ (10, 5, 2, 10) = 27

Four hobgoblins go down, only the two on the flanks are up.
Remember, I allow moving through sleeping figures
Party up!!
ORDER
Round 2
Party (Mit'l missed)

hobgloblins


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

Round 2 Initiative 17

In hand: Long Spear
HP: 12/12
Effects: Destructive Smite
Move action: N/A
Std action: Stab Hobo at FA131
Free action: none
Destructive Smite= 3/5

Attack: 1d20 + 3 ⇒ (2) + 3 = 5
Damage: 1d8 + 5 ⇒ (4) + 5 = 9


Male Dwarf Fighter 7; Perception +4; Init +3; AC 21, HP 105/105, Fort +8, Ref +3, Will +3, Dwarven Double War Axe +15/+10 (1d10+12/x3)

Round 2

In hand: shield and war axe
HP: 17/17
Effects:
Move action: NA
Std action: Attacks the hobgoblin in front of Theorn
Free action:

Attack: 1d20 + 5 ⇒ (7) + 5 = 12
Damage: 1d10 + 4 ⇒ (9) + 4 = 13


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

Round 2 Initiative 17

In hand: none
HP: 11/11
Effects: none
Move action: None
Std action: Cast Magic Missile
Free action: none

Seeing his spell take effect on so many of the creatures, Ozmund follows up with a Force Bolt at one of the remaining awake hobgoblins.

Aiming at the one in FA 131

1d4 + 1 ⇒ (2) + 1 = 3


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

Round 1 Init 13

Full round action: Horster sheathes his rapier and draws his shortbow.

Round 2 Init 13

He holds, waiting for an opening to shoot.

Seeing the front line held, Horster switches to his bow, ready to provide any cover if needed.


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

Theorn is satisfied to hear the meaty 'thunk' of a solid hit on the one hob, and feeling the rush of battle takes another swing at the hob threatening him.

Round 2 Initiative 13

In hand: shield and mace
HP: 12/12
Effects: none
Move action: none
Std action: Attack hob @ FA131
Free action: none

attack: 1d20 + 2 ⇒ (8) + 2 = 10

damage: 1d8 + 2 ⇒ (3) + 2 = 5


Ex-Dwarf (RIP)

Round 1 Initiative 20
In hand: Axe and shield
Standard Action: attack hob in FA
Move action: Contingent ( see below)

attack: 1d20 + 3 ⇒ (18) + 3 = 21
damage: 1d10 + 2 ⇒ (5) + 2 = 7

Kelgan aggressively presses his shield up towards the hob's face, blocking its view of the low, sweeping upward stroke of his waraxe, which impacts just under the humanoid's ribs with a satisfying crunch.

If this drops the hobgoblin, Kelgan will move through FA129, EZ129, to EZ 130.


hp: 1d10 + 1 - 7 ⇒ (7) + 1 - 7 = 11d10 + 1 - 3 ⇒ (6) + 1 - 3 = 4


The wizard and dwarf hit two hobgoblins, but they stay on their feet and rouse their friends behind them. These hobgoblins stagger to their feet.

Party up!!
ORDER
Round 3
Party


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

Round 3 Initiative 17

Before we they wake up the other 2, Coup de grâce FA130

In hand: Long Spear
HP: 12/12
Effects: None
Move action: None
Std action: CDG FA130
Free action: none
Destructive Smite= 3/5

Damage: 1d8 + 4 + 1d8 + 4 + 1d8 + 4 ⇒ (8) + 4 + (2) + 4 + (5) + 4 = 27


Ex-Dwarf (RIP)

Round 3 Initiative 20

In hand: axe and shield
HP: 11/11
Attack action: attack hobgob in FA129.
move action: contingent (see below)

attack: 1d20 + 3 ⇒ (17) + 3 = 20
damage: 1d10 + 2 ⇒ (4) + 2 = 6

If THAT one drops the hobgoblin, five-foot step to FA129.


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

Round 3 Initiative 17

In hand: none
HP: 11/11
Effects: none
Move action: None
Std action: Cast Force Bolt
Free action: none

Seeing his spell did not take down the hobgoblin, he casts at it again.

Aiming at the one in FA 131

Damage: 1d4 + 1 ⇒ (2) + 1 = 3


Male Dwarf Fighter 7; Perception +4; Init +3; AC 21, HP 105/105, Fort +8, Ref +3, Will +3, Dwarven Double War Axe +15/+10 (1d10+12/x3)

Round 3

In hand: shield and war axe
HP: 17/17
Effects:
Move action: NA
Std action: Crom attacks Hobgoblin 4
Free action:

Attack: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 1d10 + 4 ⇒ (3) + 4 = 7


Kelgan finishes off his opponent while the wizard and Crom take out another. Mit'l makes short work of a sleeping hobgoblin.


Horster
Theorn
Morgan


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

Round 3 Init 13


In hand: Shortbow
Move action: Move to FC 130
Standard action: Shoot goblin at EZ 129

Attack: 1d20 + 4 ⇒ (7) + 4 = 11

Seizing the opportunity at hand, Horster takes a pot-shot at one of the hobgoblins. The angle doesn't seem to be the easiest though.


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

Theorn advances on the hob and takes another swing.

Round 2 Initiative 13

In hand: shield and mace
HP: 12/12
Effects: none
Move action: move to FA131
Std action: Attack hob @ EZ131
Free action: none

attack: 1d20 + 2 ⇒ (6) + 2 = 8

damage: 1d8 + 2 ⇒ (2) + 2 = 4


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*

Round 3 - Initiative 6;

In Hand: Composite Short Bow
Move: move to FB129
Std Action: Shoot at hobgoblin at EZ129

Ranged Attack: 1d20 + 4 + 1 + 2 ⇒ (16) + 4 + 1 + 2 = 23

Damage: 1d6 + 1 + 1 + 2 ⇒ (2) + 1 + 1 + 2 = 6


hpEZ129: 1d10 + 1 - 6 ⇒ (9) + 1 - 6 = 4
Morgan puts an arrow into a hardy hobgoblin and he grins as he prepares to act.

RECAP
The hobgoblins have tried to wake their friends, but they are losing fighters faster than they can rouse them. The injured hobgoblin rouses his friend on the ground, who swings at Kelgan defensively from the ground missing wildly.
1d20 ⇒ 10
The last hobgoblin rushes to the door yelling at the top of his lungs after withdrawing from a bad fight that is getting worse. The hobgoblins are in full retreat. The one on the ground speaks:

goblin:
"Draw, draw."

Party up

Map updated

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