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 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

When there's a chance and room Mit'l casts enlarge to better carry the fallen, taking both if he can, leaving the others to better defend the group.

"I have no more healing! Though I feel the best way to reduce the injuries today is to get the hells out of here!"


Rolls:
chief/gobs/humans1: 14d20 ⇒ (3, 17, 9, 19, 2, 16, 14, 15, 16, 15, 10, 9, 4, 2) = 151chief/gobs/humans2: 14d20 ⇒ (16, 8, 6, 17, 12, 11, 4, 2, 13, 12, 10, 17, 3, 12) = 1431d8 + 3 ⇒ (1) + 3 = 42d8 ⇒ (4, 5) = 9

The group continues an orderly retreat as the two soldiers buy some time. After retreating for about twenty seconds, a human curse and scream of pain is heard. "RUN!!!" is heard from one of the soldiers. A few seconds later he screams in pain. The head start is enough to escape through the goblin caves out through the secret door to the ogre lair.

The group gathers under the canopy just outside the porch of the ogre lair. The rush of large armored hobgoblins continues to pursue you.

The merchant and lady both see a chance to bolt for the road and take it. You have little choice and follow.

Perception: 1d20 ⇒ 4

As you follow, it takes a while for the hobgoblin sentries in the cave above on the hill to notice the exodus out of a strange part of the ravine, and you quickly make the road as the hobgoblins refuse to follow. A few long range crossbow shots prove short.
2d20 ⇒ (8, 17) = 25

random encounter 1=bad: 1d8 ⇒ 7

The forced march to the Keep with two unconscious figures and civilians to watch is quite difficult, but the darkvision of the dwarves proves quite invaluable.

As the sun rises, you see the Keep rousing to do some target practice with the ballistas as you appear. The gate is opened hastily and you are greeted by concerned guards.

"What the *&(^% happened out there!!", the seasoned captain says as he quickly looks at the two wounded. The human with the strong arms and piercing eyes takes off his helmet and listens to the breathing of the injured.

Fast forwarded to the Keep


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 uses his last channel for the day on the group as they arrive at the keep

channel: 1d6 ⇒ 1

His fatigue from their flight from the hobgoblin caves makes his channel much less effective.

Once at the keep, Theorn gets a room for the wounded at the inn. After making sure they are stable, he retires to the common room for some sleep so he can recover his spells and channelings.


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 calls out to the guards, "Blasted Hobgoblins - that's what happened. We killed a few, but there were too many of the buggers. We'll have our revenge next time!"

Crom heads to the tavern,"I could use a drink. Who's with me? The first round is on me."


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 need some of the strong stuff too..." Horster follows Crom to the winesink, somehow keeping pace with the dwarf's sure-footed stride.


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

Upon rising the next day, and after his daily prayers at the chapel, Theorn returns to Morgan and Ozmund and pours all 4 channelings into the room.

channel: 4d6 ⇒ (1, 3, 6, 4) = 14


Ex-Dwarf (RIP)

D'oh! post eaten...I'll try again shortly.


As the group celebrates short the wizard and ranger, the tavern listens raptly to any stories the group will tell.

The merchant describes his ordeal with the hobgoblins and how sadistic and dangerous the creatures they are. Looking at the Captain of the guard, he says:
"Why doesn't the Keep send an expedition to clear out the Caves?"

The Captain explains: "Our job is to protect the people within and keep the roads open. Adventurers will always be available to try their steel against the caves."

The merchant invites you to visit him at the Merchant's Guild tomorrow. Grabbing some paper, he makes a quick note. Unable to find his ring with his seal, he signs 'Without seal due to captivity with the hobgoblins'

The lady gives you all a hug and promises to introduce you to her husband at the merchant guild.

Theorn's cut has scarred and healed on the outside, but he still he feels the injuries were deep. They slowed him down a bit in the rush back to the Keep. -2 CON


The following day, Morgan and Ozzy awake to participate in the celebration after being healed.
I assume you take full days at the Keep to fully replenish. Mark off a gp each for apartment living and a sp each for common room living. Add 1 gp for good meals and 1 sp for common meals per day.


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 rouses from her coma and looks around the room.

"Another day of barely escaping the jaws of death. (Sigh) Why is it no one believes me when I tell them that fighting hobgoblins is entirely different from fighting plain old goblins?"

She turn to the priest, Theorn, who had clearly called upon his god to heal her.

[B]"My thanks, priest," she says with a nod.

Without further comment, she rises and begins removing her bloodstained bandages.

Standing naked, she takes a moment to examine, and admire, the scars newly added to her collection.

"Bones knit and wounds heal. But scars tell stories; stories of glory that shine forever!"

She stretches, cracking her neck and shoulders, then moves to the basin and begins to wash, oblivious to the others in the room


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

Ozmund cracks an eye open as he hears Morgan speaking to Theorn.

"First the orc's and now hobgoblins! We have got to stop meeting like this Morgan."

He give a short little laugh, that turns into a dry, hacking cough.

"I am as dry as a desert! Lets go down and break our fast with wine and bread, shall we?"

He gingerly climbs out of the bed and stretched, feeling his muscles protest at first, but soon warming up. He quickly goes through his belongings, removing some gold to pay for his room and board.


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 blushes as Morgan disrobes in front of him. He has seen the human form before, but most often purely in a healing capacity. The naked form crossing the room flusters him and he stands quickly and fumbles for the door. Pelor be blessed!, he says, not clear if in response to her thanks or her state of undress.

He seizes on Ozmund's invitation to breakfast and quickly leaves the room with the wizard.

As they make their way to the taproom, Theorn rubs his chest and can feel that something is not right with the wound he received. We have cheated death so often lately. I wonder at our sanity at times.

After eating with Ozmund, Theorn is going to find some time to visit the temple and talk to the priest about his condition.


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 chuckles to herself after the two men leave, finishes washing, then gets dressed.

She takes several minutes to review the state of her equipment. This could do with a bit of patching... she comments silently.

She gathers her gear and leaves, paying the innkeeper as she goes.

The others'll likely be at the tavern. I wonder if they've collected the reward for rescuing that merchant and his wife.


Ex-Dwarf (RIP)

Kelgan splurges for an apartment and good meals, and tell both clerics that their money is no good at the bar. "I was near to wandering my last steps, friends, and the gods saw fit to send the pair of you to keep me right-side-out. You do you drinking on my coin, this trip!"

(Deducting for 5 days room and good meals, an additional 10gp for bar tab, and 5gp each for donations to the temples of Pelor and Vathris)

"Really makes me think about my own faith in much starker terms..." he muses over an ale on evening, fingers idly rubbing the symbol of Muamman Duathal he wears under his armor.


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

How long do we plan to stay in town? If it is awhile, I might take some time and scribe a few spells.


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 opens his groggy eyes to the familiar sight of the common-room, not in much of a mood to speak after the last battle. He's plainly aware of the fact that fighting disciplined hobgoblins is nothing like the village drunks and bullies he had bettered in times past.

Still, after a good night's rest (interjected with nightmares of gnolls), he feels braver than the previous day. Remembering his Mam's words, he says a quick prayer to Chaldira Zuzaristan before going downstairs to break his fast.

Fried bread and bacon would do me well today, but I've gotta stop making it a habit of drinking with dwarves..., he muses as his head spins from last night's ale.


RECAP OF CALENDAR
Return to keep with goblin loot CY576.4.8@1300
Last departure from Keep CY576.4.12@0600
Last departure from Caves CY576.4.12@1300
Last return to Keep CY576.4.13@0700
Ozzy and Morgan awake after healing CY576.4.14 (today)
Planned departure from the Keep CY576.4.17

The group takes advantage of their invitation and visits the merchant guild. The Guild House is an elegant, solid 2400 square foot building spread over two floors. Entering the first floor two guild members take the note from the merchant and invite you in.

In a well appointed lounge area you are served quality drinks and refreshments from far away Ulek, but nothing alcoholic. The iced tea is of an amazing fruit and honey mix with touches of cinnamon.

Two merchants come down, the rescued merchant now dressed in fine clothes and another merchant who introduces himself as the husband of the woman you rescued.

"We wanted to meet the brave group that rescued our own. We also wanted to hear from you about how things went as we hear two of our guards did not make it. We need to hear how things went and determine if we determine them to be deceased, determine if their service was honorable, and then if their families get compensation."


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 meets the others at the tavern and orders breakfast.

"Funny how healing magic takes so much out of ya...I mean I'm the one being healed, you'd think the healer'd be the one who felt like he'd been up all night in an orc brothel..."

She looks around at her companions.

"How're the rest of you, none the worse for our...well my...second near-death experience in as many weeks?'


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 responds to the merchant, "Yar, it was a bloody mess - that's how things went. Hobgoblins everywhere! Yer guards fought honorably. Without them covering our retreat, we'd surely be dead. Your men did not make it - we heard their screams. The families deserve the compensation."


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

Earlier at the tavern at breakfast in reply to Morgan: Healing magic can only do so much, Theorn says, his hand unconsciously going to his chest wound. I think the aches are the gods way of telling us not to get hit like that again.

Later at the merchant guild:

I will second Crom's claim. We had healed them slightly on recovering them, and the immediately armed themselves with the weapons taken from the hobgoblins we defeated. They did not hesitate, even in their weakened state, to put themselves into harms way to insure or safe escape. They were some of the valiant men I have met in my short career.


Ex-Dwarf (RIP)

"Wouldn't be here talking to you now without them. Neither would your friends, " Kelgan says somberly, indicating the rescued merchant and lady.


The merchants nod soberly and fill out some paperwork. It appears it is required to compensate the families.

A younger merchant in fine silk clothes with silver thread and a meticulously groomed mustache speaks up: "The Caves of Chaos are a dangerous place. Ulek's official attitude seems to be to protect everyone from that area and it will eventually go away. We try to guard our caravans and make the best of it. Unfortunately they are right by one of the roads we like to use."

The merchant produces a dagger with a finely crafted handle. "Take this enchanted dagger for rescuing my wife. I am convinced you can make good use of it."

+1 dagger

Appraise DC 15:
2500 gp value!

Theorn prays and discovers he has suffered a near lethal wound. It will take considerable healing magic to restore him whole from a priest of great skill. CL 3 or 5


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*

"That's a fancy knife. How do we decide who gets it, a game of chance?"


As the party recovers and wanders around the Keep, it appears they are getting some recognition. Occasionally a smile and a grin where previously a shrug or sour look. Portions in the inn seem a bit larger, cups are occasionally refilled without charge, and the meat seems to be leaner with less fat.

Ozzy takes some time each evening to scribe a scroll and study his magic as the group recovers from the harrowing experience in the hobgoblin cave.

On the third evening, another group of hardened adventurers seem to gathered around a table in the Keep. The group of six seems to includes two elves and a half elf along with three human fighters. They nod amiably at your group as you enter, and go back to their conversation and drinking. The elves seem to give the dwarves a knowing, superior look as if they have assessed them in a few moments and found them lacking.


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*

"Hey, lads, those pointy-eared stuff-shirts are givin' you the stink-eye," Morgan whispers to the dwarves, not wanting to miss the opportunity to loosen the cork on a bottle of alchemist's fire.

While wandering the keep:

Morgan pays a visit to the armorer to check on the status of her special order. "Hey there, fella. Has my buckler made of darkwood arrived yet?"


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

Ozmund will scribe a sleep and an identify spell


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 inquires at the temple about the whereabouts of any priests of sufficient power to heal him.

He otherwise spends most of his days tending to the spiritual and medical needs of those in the keep.

Joining his companions on the third night back at the keep, he takes note of the new arrivals. "Blessings friends," he says to the newcomers, "What brings you to this wild corner of the world?"


Ex-Dwarf (RIP)

Kelgan will respond to the elves with nothing more than a raised eyebrow and a confident smile.

Around a meal with his friends, he will start asking about the next trip to the Caves - assuming they are out of earshot of the new adventuring party.

"There seems to be a lot more to explore there, but, frankly, I'm itching to finish the Hobgoblins. They'll be prepared, this time...but we won't be so battered either. What do you think?"


Theorn is examined by the clerics of the Cudgeler. They tell him he is lucky to be alive. How he is walking around with such a wound is somewhat amazing. It will be very expensive to repair it.

Theorn gets the idea the healing is about 1000gp


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 belches loudly at the elves. "Yar, yer too pretty for the Caves laddies. Best give up now or face certain death. I can give you some advice, but it will cost ya."


The elves seem to rely on magic and bows and have the humans along for muscle and protection. They are talking about the Caves of the Unknown, a different dungeon than the Caves of Chaos.

Theorn negotiates a cure of his ailment (permanent ability drain) using the restoration spell, a potion of lesser restoration, and a fully charged wand of Cure Light Wounds in exchange for the magic dagger.


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

"Yes ... we should seek vengeance on the hobgoblins and rid this region of their vile presence."


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, humbled by the generosity of his companions, makes the transaction for the potion and wand. He feels somewhat uncomfortable going to a priest of the cudgel for the restoration, but rationalizes that on the verges of the wild one must be practical.

On returning to the group, "Thank you all for helping to cure me. I will be in your debt until the day I go to the sunlord."

"Did any of you catch what the elves are talking about, the Caves of the Unknown? I wonder where that is. We may want to check it out."

If we are going back to the hobgoblin caves, we might want to hire on some more muscle. They are well armed and armored, and they were using tactics we did not see from the goblins. Dropping thunderstones is not something dumb monsters will do."


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 wish I had more powerful spells to offer. These monsters seem almost immune to my magics! I have readied a scroll of slumber and the azure missiles that strike unerringly, but have little else to use to damage the beasts."


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*

"Hobgoblins are smart, disciplined, and have a mind for tactics. Makes you almost prefer another tangle with the orcs," Morgan replies.

"We need to give ourselves some other means of disrupting their lines. Caltrops, smoke sticks, and alchemists fire, for a start."


Ex-Dwarf (RIP)

Kelgan strokes his beard as he thinks over the coming foray. "The hobgoblins seemed fond of the Thunderstones. Maybe the frontliners could invest in some earplugs. Our scouts and such could keep their ears open for surprises, but the ones up front would have a better chance to shake 'em off..."

From the SRD:
EARPLUGS
Price 3 cp; Weight —
Made of waxed cotton or cork, earplugs give you a +2 circumstance bonus on saves against effects that require hearing, but also cause a –5 penalty on hearing-based Perception checks.

Available at the Keep?


As the group waits to depart, Ozzy scribes some spells and Morgan checks the armorer. The shield has not arrived yet, though the order has been assuredly placed.

Although the keep has no earplugs, improvised earplugs are quite easy to make out of cloth.

The loan bank has the following items for sale:
1 carved ivory tusk - price 50 g.p.
1 silver cup - 20 g.p.
1 crystal decanter* - price 45 g.p.
1 jade ring - price 250 g.p.
1 dagger with jeweled scabbard - price 600 g.p.
1 fur-trimmed cape - price 75 g.p.
3 blank vellum* books - price 20 g.p. each
1 gold &silver belt - price 90 g.p.
1 set of thief’s tools - price 100 g.p.
1 iron box with secret lock - price 50 g.p.

Looking for some help and inquiring around the Keep, it is discovered there is a soft spoken priest in the Keep with two acolytes. He seems quite hearty and full of vigor. He is staying in a well appointed apartment with a fireplace and frequently discusses religion with visitors and merchants.


The party peruses the loan bank, which has some items for sale, but does not purchase anything. The party looks around the Keep and finds out that the casualties they have experienced visiting the cave seem to leave no one willing to go with the group to the Caves.

A party of elves and human adventurers where scouting out another location of trouble--the Caves of the Unknown.

Finally, a soft spoken priest 'holds court' in his plush apartment and has talks to visitors and merchants. You decide not to visit him before departing.

Taking the road back to the Keep is uneventful. Leaving early allows you to get to the ravine well before daylight expires. Three caves you know the location of: the right cave to the orcs, the two left caves to the goblin and ogre lair. You are sure there is a higher cave to the left that directly access the hobgoblin lair.

You determine whether to go into a known cave, look for the hobgoblin cave, or poke around in the ravine outside.
Which is it?


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*

"If we're going to fight the hobgoblins again, be warned, they'll be ready for us. It'll be a tough fight - tougher than the first time, more than likely."


Having left on CY576.4.17 on a wonderful spring day you have arrived the next late afternoon/evening on CY576.4.18 @ 1800

Ozzy scribed four scrolls in four days


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

Scrolls scribed - Shield, Mage Armour, Sleepx2


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 frowns as he stares down into the ravine. "The hobgoblins will be on guard. Let's pick another cave".

Crom starts moving to the nearest unexplored cave.


The action now moves to DG43===note in the top left cell of the spreadsheet I place a cell reference to note where the action is centered around. Now it reads DG43.

Crom is a tough dwarf. He boldly leads the party past the deserted orc cave on the right side of the ravine to the next cave slightly farther in and a little higher up the hill (about twenty to thirty feet higher in elevation) than the entrance to the Boar tribe.

The party waits outside the unexplored cave excited about the possibility of seeing what a new cave has to offer.

Map updated, you see what looks to be ten foot wide cave going to a four way intersection.


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 takes a deep breath, then nocks an arrow.

"Well, boys, here we go again. Another dance with death on the way to fortune and glory."


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)

"Aye, let's find that gold laddies."

Crom readies his war axe and creeps forward to the intersection.

Perception: 1d20 ⇒ 10


Ex-Dwarf (RIP)

Kelgan readies his axe and shield, and keeps pace with Crom.

"Lets be about it then, friends!"


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 casts light on the tip of his spear and silently follows the front line.


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 draws his bow and sticks close to Morgan to cover the front line.


Kelgan per: 1d20 ⇒ 13

Neither Kelgan nor Crom can spot the large, tarred, weighted net that drops on them with a loud crash!! Trailing behind by thirty feet, the rest of the party cannot see the net, but, were out of its reach when it fell.

The interior of the cave is pitch dark but the intersection is dim light. Kelgan and Crom yell "ORCS" before the net descends.

Kelgan/Crom MISS REFLEX DC20:
Your are grappled! A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity.--STR or Escape Artist DC20 to escape

Kelgan/Crom MAKE REFLEX DC20:
You escaped the grasp of the net!

Morgan: 1d20 + 3 ⇒ (18) + 3 = 21
Horster: 1d20 + 3 ⇒ (1) + 3 = 4
Crom: 1d20 + 2 ⇒ (15) + 2 = 17
Mit'l: 1d20 + 2 ⇒ (15) + 2 = 17
Theorn: 1d20 + 2 ⇒ (8) + 2 = 10
Ozmynd: 1d20 + 2 ⇒ (5) + 2 = 7
Kelgan: 1d20 + 0 ⇒ (9) + 0 = 9
Enemy 1: 1d20 + 1 ⇒ (12) + 1 = 13

ORDER OF ACTION
Round 1
Morgan
Crom
Mit'l

orcs
Theorn
Kelgan
Ozzy
Horster
ROUND 2


Ex-Dwarf (RIP)

Reflex Save: 1d20 + 0 ⇒ (7) + 0 = 7

Kelgan sees the approaching humanoids and hunches into the hollow of his shield, shouting "ORCS! voer his shoulder. Then...

Not an auspicious start! Kelgan thinks as he feels the heavy ropes tangle him.

Grappled. AC is now 18. When Kelgan's turn comes around, what is the CMD of the net?

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