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 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 who's going to sell all the gems and the statue we found? After that encounter with the sleeping bugbears, I'm up for getting a rapier that might actually do a better job striking my enemies."

Horster is after a mwk rapier, so is keen to spend his share of the loot if he can afford one.


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 would also like to get a better spear ..."

Looking for a master work long spear ...


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, "Yes, and I could use a new axe!"

Assuming we get 50% value for the loot and that we sell the hand axe, it totals at 1661 gp (331gp split).


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 camping for two weeks. You can bot me.


The treasure is split leaving 331gp shares!

The elven smith begins taking orders for quality weapons.
Will be done when you return.

"I can make weapons and armor of a quality many can only dream about."


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 dunno, I can imagine quite a bit ..."


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'd like a rapier of fine quality (mwk) to replace the one I currently use. I can sell you back this one when it's ready."


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*

"Excellent! I look forward to a fine suit of darkwood-studded leather."


Ex-Dwarf (RIP)

Kelgan ponders new purchases, but decides to wait for a while.


Berta introduces you to the new elven smith who came with the Morgan's last order. He is very short and strong for an elf.

"I came over from the elven town just past the Caves of the Unknown."
The elf smith can make masterwork weapons and armor out of common metals. He has already a few orders from the garrison, but can begin to construct what you would like.

You think about waiting for a few days until the weapons are finished before returning or starting back right away.
Up to you


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 to the Elf, "Sir, I would like to order a masterwork dwarven war axe. Can you manage that ?"

Crom plunks down 300 gp.

He then turns to the others, "Did I hear correctly that the Temple has a wand of healing for us? That will be extremely helpful."

Crom will walk to the temple to meet with the priests.


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 tags along, more for the company...


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*

"Yes. An exquisite suit of studded leather, my fine fey friend," Morgan says, dropping 175 gold coins on the elf's counter. "Something form-fitting, but functional. Mind you keep the kill boxes covered. I'm a ranger, not a harlot. If I want to show off my wares, I'll do it proper," she says with a crooked grin.

"By the way, did you find it as funny as I did that you, an elf, were just asked to make a dwarven war axe by a dwarf?"

She gives in to a deep laugh, as if this were a fine joke.


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

Still here. Just in the middle of a move. Nothing really for me to spend money on.


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)

"Let's purchase our remaining supplies and then prepare to return to the Caves of Chaos. I'm eager to finish those vermin."

Crom will use his remaining gold to procure rations, a vial of anti-toxin and a flask of alchemist fire, if available at the Keep.


Crom finds the alchemist supplies he was looking for. The elf nods and takes the 300 gold as a deposit. The group considers waiting for the items to be completed or rushing off and picking them up later.


Ex-Dwarf (RIP)

"I'm ready whenever we want to depart."


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 revisits the elven smith to see if his rapier is coming along. Upon finding out that it will still take a few more days, he pays the smith half the price [-160 gp], promising to pay the other half when when it's ready. He then gathers up his belongings from the common room and joins the others in the yard. "I'm ready."


Declining to wait or seek audience with the Castellan, the group heads out to the Caves again. This time there is a group of ten local children watching your departure. The current watch smiles and politely greets you and opens the gate.

Arriving at the familiar entrance to the ravine, the group contemplates which cave to visit first.

It is CY 576.4.21 @ 1730


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 flashes a crooked grin at the throng on children. "We're off again, boys and girls! Off to risk it all for fame and fortune! Wish us luck!"


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 points arbitrarily to a cave they have not explored yet. "Yar, that cave seems as good as any."

He then readies his war axe and moves forward.


You think about speaking to the orcs, but Crom decides to push past the two orc caves and the bugbear cave on the right.

Further on down and higher on the hill, another cave entrance is found. After proceeding into the cave, you hear hooting and hollering and the rustle of wings. It sounds like lots of bats in the cave to your right.

Crom in BR53


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 moves into her customary position in the second rank.

"Sounds like bats. I'm not sure if that's good or bad. Humanoids would probably have eaten any bats before they could breed, or driven them off with fire. This cave may be mostly empty, or...be home to something more less civilized than goblins and orcs."


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 pads forward as softly as he can.


stealth/per: 2d20 ⇒ (16, 3) = 19

Horster determines the bat creatures are to the right, the tunnel complex leads straight and left further into the hill.


Ex-Dwarf (RIP)

Kelgan moves up to the front line to keep pace with Crom, shield and axe at the ready.


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 casts a light spell to help guide them in the gloom. He stays near the back of the party, so those with dark vision can scout ahead without his light interfering.


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

customary position ... I am mostly unavailable ... Please bot


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 bats are off somewhere to the right of us. If there's no passage leading that way, it could mean something rather big and noisy coming from deeper within the caves, or some sort of trap. Be wary, my friends!"


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

Not sure where everyone is...

Horster decides to scout ahead, following the passage leading straight on. Wary of traps or ambush attacks, he tries to be as silent as possible.

Stealth: 1d20 + 12 ⇒ (15) + 12 = 27


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 watches as Horster moves ahead into the darkness.

"Give him time to scout ahead, then return and report, so we know what we're facing," she whispers to the group.


Ex-Dwarf (RIP)

"Better to be informed...Scream if you need us, Horster."


Horster moves into the caves, and they begin to twist and turn with multiple branches. He attempts to figure out where he is rather than get lost.

fail Will DC19:
Horster is lost

make Will DC19:
Horster is in a maze.


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 waits back with the others, listening to the sound of Horster's receding footsteps.


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

Will: 1d20 + 2 ⇒ (8) + 2 = 10

Seeing the walls move around him, Horster has a sick feeling in his gut. He is lost and separated from the others. Calm, keep calm! He considers yelling out for help, but has no idea if his cries might be heard by his oblivious friends, or worse still, some unknown foe.

He slings his bow over his back, lights his torch and draws his rapier. Maybe they'll notice me gone and try come after me. Oh, what I'd give to be a dwarf right now!

Horster tries to get his bearings and listens quietly for anyone approaching. If a foe approaches before he manages to mentally count from 1 to 500 (whichever is first), he yells out for the others.

Perception: 1d20 + 8 ⇒ (7) + 8 = 15


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 patiently waits for Horster to return. After a few minutes, her expression turns to one of concern.

"He's been gone too long," she whispers to the rest of the group. "I've a feeling something's happened to him. We should go look for him, but we need to stay close. If something's grabbed him, we don't want it grabbing another one of us. Mit'l, can you light your spear again? I need to look for his tracks."

As Mit'l moves forward with his illuminated spear, Morgan looks carefully at the floor of the passage for Horster's foot prints.

Tracking: 1d20 + 7 ⇒ (1) + 7 = 8


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 scowls and nods at Morgan, "Yes, we need to go in. All of us."

Crom moves forward to the intersection and then listens for any sign of Horster.

Perception: 1d20 + 1 ⇒ (16) + 1 = 17


Horster:
You have gotten lost just a short distance into the twisty tunnels all alike. Perception: 1d20 + 4 ⇒ (18) + 4 = 22 A half man, half bull comes down the passage with a large spear. You can run from him or try to hide. Additionally you can shout to your friends, but it will make hiding difficult. Hiding requires a stealth roll

DM rolls:
Perception: 1d20 + 4 ⇒ (18) + 4 = 22

All but Horster:
Morgan leads you into the twisty passages that look all alike and becomes turned around, unable to follow any tracks.
direction: 1d5 ⇒ 5 You see a larger cave ahead, but no Horster.


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 tries to make himself small and hides.

Stealth: 1d20 + 12 ⇒ (15) + 12 = 27


Horster:
The creature rushes by passing you by a foot without a glance your way. He is in quite the hurry, but you may be able to follow him or go the other way.

All but Horster:
You see a cave ahead and twisty passages that look all alike behind you. Do you continue or try to go back?


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 leads the group into the larger cave.

"This place is maddening. More of that ill-fortune that came over us back in that first orc cave. Whatever happens, stay close. If we get separated, we might starve before we find our way out."

Morgan looks again for some tracks to follow.

Tracking: 1d20 + 7 ⇒ (8) + 7 = 15


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

"Should we maybe attach a rope or something so we can keep together, as well as get out? I have heard of pit traps that can swallow a person whole and leave no indication where they are!"


Ex-Dwarf (RIP)

"Can anyone mark our progress someway? Chalk, or magic, or such?"


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*

"Not with me. If we can get back out, we can return to the keep and better equip ourselves. Chalk is cheap. We can buy a wagon load, if need be. I don't want to leave Horster, though. If there's magic in these caves, odds are there's something making the magic; something that's not exactly hospitable."


INITIATIVE
Morgan: 1d20 + 3 ⇒ (6) + 3 = 9
Crom: 1d20 + 2 ⇒ (13) + 2 = 15
Mit'l: 1d20 + 2 ⇒ (6) + 2 = 8
Ozmynd: 1d20 + 2 ⇒ (14) + 2 = 16
Kelgan: 1d20 + 0 ⇒ (16) + 0 = 16
Enemy 1: 1d20 + 0 ⇒ (9) + 0 = 9

The group disturbs three creatures. These housecat-sized beetles are a dull brown color brightened by two glowing green-yellow spots on their carapace. They glow with a light that surround them in a ten foot radius.

Map updated

ORDER OF ACTION
ROUND 1
Ozmynd 16
Kelgan 16
Crom 15
Morgan 9

Beetles 9
Mit'l 8


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 attacks the nearest creature.

attack: 1d20 + 6 ⇒ (18) + 6 = 24
damage: 1d10 + 4 ⇒ (2) + 4 = 6


hp left: 1d8 - 6 ⇒ (1) - 6 = -5
Crom smashes the beetle, but he continues to glow even in death.


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

Acting quickly, Ozmund casts a force missile at one of the beetles.

Force Missile: 1d4 + 1 ⇒ (3) + 1 = 4


hp: 1d8 - 4 ⇒ (5) - 4 = 1

A second beetle is badly hurt.


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 draws and looses an arrow at one of the beetles.

Attack: 1d20 + 6 ⇒ (6) + 6 = 12

Damage: 1d6 + 2 ⇒ (4) + 2 = 6

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