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

Sense Motive: 1d20 + 2 ⇒ (3) + 2 = 5

I hope that spoiler says something bad!

MIt'l steps back and jabs ...

Attack: 1d20 + 4 ⇒ (4) + 4 = 8
Damage w/destruct: 1d8 + 4 + 1 ⇒ (4) + 4 + 1 = 9

if Z44 fires a bow ... AOO

Attack: 1d20 + 4 ⇒ (6) + 4 = 10
Damage w/destruct: 1d8 + 4 + 1 ⇒ (7) + 4 + 1 = 12

bah


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*

Sense Motive: 1d20 + 2 ⇒ (7) + 2 = 9 Dang...just missed.

Readied Action, shooting if one of the bandits attacks:

Ranged Attack, Precise Point Blank shot: 1d20 + 6 ⇒ (5) + 6 = 11

Damage: 1d6 + 2 ⇒ (1) + 2 = 3

Annnnnd the crappy roles continue. Sigh.


"Target the wounded, we will get one adventurer today!"
att/damage: 1d20 + 3 ⇒ (4) + 3 = 71d6 + 1d8 ⇒ (3) + (4) = 7 with cover that is a miss.
Mit'l takes his jab with combat reflexes and hits the archer bringing him down.

"We are not going back into the hole."
Another shot but this one strikes the neck of Lorcan.
att/damage: 1d20 + 3 ⇒ (20) + 3 = 231d6 + 1d8 ⇒ (1) + (7) = 8
confirm/damage: 1d20 + 3 ⇒ (13) + 3 = 162d8 ⇒ (2, 8) = 10
I assume Mit'l is taking his AoO on that one.
heal check untrained: 1d20 ⇒ 11
The last one is somewhat unsure if another arrow is needed. But fires at Lorcan before he takes a punishing shot from the dwarves.
att/damage: 1d20 + 3 ⇒ (18) + 3 = 211d5 + 1d8 ⇒ (1) + (3) = 4

You are thankful you are in a temple of powerful elvish origin. The reprisal on the bandits targeting a downed and helpless opponent is quick and swift, leaving them bleeding on the ground. The confrontation with those with nothing to lose and unafraid of death was chilling.

Hopefully the inner shrine would heal the fallen, as it was Lorcan's wounds were quite beyond the magic the clerics had at hand. Now to figure out how the bandits appeared suddenly.

Obviously there is a shrine inside.


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 inspects what his eyes and ears allow him to take in, looking for any secret passages or other non-magical ways the bandits could've appeared.

Perception: 1d20 + 8 ⇒ (8) + 8 = 16


M Gnome Sorc 3 | AC w/mage armor 17 T 13 FF 14 | CMB -1 CMD 11 | HP 15/21 | F +3 R +3 W +3 | Init +6 | Perc +4

So, Lorcan is dead I guess. He was at -2 and bleeding when he took 12 more. The threat would not confirm since since a small prone target with mage armor is AC 19. Would have been nice if had gotten to act before he died. Good to almost play with you guys…


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

"Well, that didn't go well ... hopefully the inner shrine will heal the fallen ... let's see if we can make some friends. Who in their right minds shoots a dead guy instead of trying to escape ... spiteful little people."


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 stows her bow and lifts the body of the gnome.

"He seemed like a nice enough little fella. Maybe the gods of this temple will show him some mercy."


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

"Saaaay ... is that rope he has silk ... nice ... ooh and a wand ...", says the murder-hobo eyeing the fallen gnome.


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

WOW..that went south quick!

Ozmund ensures Lorcan's gear is all accounted for and helps take the little fella into the shrine.


Ex-Dwarf (RIP)

Kelgan, with a smoldering glance of hatred for the dead bandits, morosely helps move the gnome into the shrine.


GM Tribute wrote:

I assume Ozzy retreats through the fighters after firing.

The bandits return fire at Lorcan first. Preferring the look of penetrating robes versus armor. Mage armor stops the first arrow, but two bring the sorcerer down.
[dice=attack/damage]1d20+5;1d6+1d8;
[dice=attack/damage]1d20+5;1d6+1d8;
[dice=attack/damage]1d20+5;1d6+1d8;
The bandits attempt to retreat through the wall they 'popped' through, but it is solid to their chagrin.


In the underground catacombs you go searching for the inner shrine. You head the way you originally intended when the bandits appeared through the wall, carrying the body of Lorcan with you.

The desperate bandits probably did not wish to surrender their pilfered loot. The leader carries a composite, masterwork longbow (+1 STR bonus) and a masterwork studded leather jerkin, both of elvish make. The others carry three studded leather jerkins and three elvish longbows. Four quivers of arrows reveal 80 arrows, 6 of which radiate magic (+1).

Moving to the upper northern hallway you have Morgan and Horster peer inside the curtain. They see........

A long room, 10 feet wide and 30 feet
long, lies on each side of the opening
behind the curtain. In the room to the left,
under the light of burning torches in wall
sconces, five brown-robed figures crouch
in a circle. They mutter among themselves
as they sharpen wicked-looking blades
in the flickering light.

The figures appear elven dressed in the cloaks you wear. Two sacks in the center of their circle have the word 'Tithe' in common on them. They seem preoccupied and do not notice you. You can gain complete surprise or leave them undisturbed.


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

Even though Mit'l is from more savage lands, he has been paying attention and noting how the faithful behave in this region. He tries to discern what specifically they are doing and whether an interruption would be a "problem".

Knowledge Religion: 1d20 + 3 ⇒ (10) + 3 = 13


No religious knowledge aids, but you remember some Siswa are possessed and can be dangerous per Rahasia's instructions.


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

Always impatient, Horster asks the others, "We're trying not to shed blood if we can, but Lorcan's getting colder by the minute and needs aid. So, what's the plan?"


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 survey's the room, most interested in if the bags are moving or have living creatures in them. He's thinking maybe the swords are for the tithe ... maybe these aren't the possessed ones.

perception: 1d20 + 3 ⇒ (14) + 3 = 17

Whispering, "If they are performing a ritual maybe we let them finish. Lorcan still has time. Maybe they are making an offering to rid themselves of the evil that has possessed there members."


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 whispers,"They're likely possessed and we'll have to subdue them, but I'm willing to wait and parley if ther is a chance to avoid bloodshed."


The ritual continues and you notice they begins swaying and cutting themselves to pour blood on a small figurine.

Mit'l thinks their blood magic is evil. They seem to be possessed at first glance as their eyes are glazed. The ritual will be ending soon.
Perception@-6: 1d20 + 2 ⇒ (16) + 2 = 18

In their disoriented state, one of the elves looks your way, and eventually they all are catching your eyes. They look menacing as they finish cutting upon themselves.


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

" ... or, maybe we're in for a fight.".

Mit'l casts bless.


You realize with the massive construction outside and the detailed domes in the courtyard, the inner sanctuary is probably not on this level. The impromptu curtained ten by fifty hallway these Siswa are praying in is not a holy place.

The elves begin to rise drawing their wicked sickles in two hands. The blades gleam in the light where they are not coated in their blood.


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 pull his bowstring taut and looks at Morgan for the signal to shoot. Here we go 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 draws back her own bow and readies to loose an arrow.

"If they're possessed, killing them won't save them. It's tricky, but maybe we aim for the kneecaps. Don't take unecessary risks, though. If it gets too bloody, we're going to have to put them down for good."


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

If they were not elves, I could cast a sleeping spell, but alas elves are totally immune to such enchantments. I unfortunately do not have spells that will not harm them!"


Morgan: 1d20 + 3 ⇒ (10) + 3 = 13
Horster: 1d20 + 3 ⇒ (17) + 3 = 20
Crom: 1d20 + 2 ⇒ (11) + 2 = 13
Mit'l: 1d20 + 2 ⇒ (19) + 2 = 21
Ozmynd: 1d20 + 2 ⇒ (1) + 2 = 3
Kelgan: 1d20 + 0 ⇒ (7) + 0 = 7
Siswa: 1d20 + 4 ⇒ (11) + 4 = 15

Mit'l and Horster react first as the Siswa prepare to exit their hall. Morgan has a readied shot and can unloose as they move into the hall. Mit'l may get AoOs depending on cover, as cover may deny--Mit'l can roll two AoOs and we may need them.

Map Updated, Morgan has readied action to fire. I don't know if Morgan's shot will be clear until everyone positions themselves.


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

Remember, bless is active

"Let's take them down ... we can keep them breathing once they are scratching on death's door."

AOO1 w/bless: 1d20 + 4 + 1 ⇒ (16) + 4 + 1 = 21
Damage with destruct: 1d8 + 4 + 1 ⇒ (3) + 4 + 1 = 8

AOO2 w/bless: 1d20 + 4 + 1 ⇒ (14) + 4 + 1 = 19
Damage with destruct: 1d8 + 4 + 1 ⇒ (1) + 4 + 1 = 6

Mit'l will hold his action not wanting to run alone into the fray.

"let's funnel them in this hall so we only have to deal with two at a time."


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, "Let Gorum sort 'em out."

He steps in and attacks the elf at Q44.

Attack: 1d20 + 8 + 1 ⇒ (8) + 8 + 1 = 17
Damage: 1d10 + 5 ⇒ (7) + 5 = 12


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 looses an arrow at the robed figure directly in front of her. (O45)

Attack: 1d20 + 6 ⇒ (3) + 6 = 9

Damage: 1d6 + 1 + 1 ⇒ (3) + 1 + 1 = 5


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

Sigh ... ok leeroy ... :)

Mit'l comes out of hold and moves into position O44

Attack w/bless: 1d20 + 4 + 1 ⇒ (8) + 4 + 1 = 13
Damage w/Desctruct: 1d8 + 4 + 1 ⇒ (3) + 4 + 1 = 8


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

Feeling the warmth of Mit'l's prayer, Horster looses his arrow at the nearest Siswa in sight.

attack, point blank shot, bless: 1d20 + 5 + 1 ⇒ (14) + 5 + 1 = 20
damage, point blank shot: 1d4 + 1 ⇒ (3) + 1 = 4


Ex-Dwarf (RIP)

Kelgan steps into the room beside Crom, swinging at N44

attack with bless: 1d20 + 4 ⇒ (17) + 4 = 21
dmg: 1d20 + 2 ⇒ (1) + 2 = 3


The Siswa prepare to step out and attack, but Horster's shot leaves one bleeding on the ground.
Horster: 1d8 ⇒ 3
Before Kelgan and Crom can move in. The Siswa move up and concentrate on Mit'l and three Siswa swing six sickles at him.
sickles @+3: 6d20 ⇒ (11, 12, 10, 5, 14, 4) = 56
Two more go for Kelgan
sickles @+3/confirm: 2d20 ⇒ (19, 1) = 201d20 ⇒ 20
Mit'l takes a single slash 1d4 + 2 ⇒ (2) + 2 = 4 Kelgan a wicked cut to the neck 2d4 + 4 ⇒ (3, 2) + 4 = 9
Crom puts on down and bleeding and Kelgan wounds one. Three are left wielding six sickles.

ORDER
Horster
Morgan

Siswa


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 looses a force bolt at one of the wounded Siswa.

Damage: 1d4 + 1 ⇒ (1) + 1 = 2


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 another arrow.

Attack, point-blank, precise: 1d20 + 6 ⇒ (14) + 6 = 20

Damage: 1d6 + 1 + 1 ⇒ (6) + 1 + 1 = 8


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

If Horster has a clean shot at any Siswa, he fires another arrow:

attack, PBS, bless: 1d20 + 5 + 1 + 1 ⇒ (17) + 5 + 1 + 1 = 24
damage, PBS: 1d4 + 1 ⇒ (4) + 1 = 5

If there isn't an opening, he chooses instead to sheathe his bow and draw his rapier.


Two more go down in a hail of arrows and force bolts.

The last one tries for Kelgan.
+3: 2d20 ⇒ (2, 10) = 12
But misses and quickly joins her companions bleeding on the floor.

Combat Over


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

"quickly tie them up and I will channel to keep them from dying"

We tie them.

channel: 1d6 ⇒ 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)

Crom helps Mit'l bind the elves and then inspects the room.

Perception: 1d20 + 2 ⇒ (17) + 2 = 19


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 also assists in binding the elves up.


elves:
con: 3d6 ⇒ (5, 3, 3) = 113d6 ⇒ (4, 1, 1) = 63d6 ⇒ (2, 6, 5) = 133d6 ⇒ (4, 3, 5) = 123d6 ⇒ (5, 3, 4) = 12

Mit'l channels and determines four of the five elves are still breathing. One elf seemed quite unhardy, unable to take a huge axe swing.

The sacks with the word 'tithe' on them each have 130 gold pieces in them.

Nothing else remarkable is found except for a few prayer books, and a journal by one of the elven girls.

elven:
The journal details her life as a loyal servant of the shrine and the crafts of wood she like to make.

You notice the wall on the other side that is similar to the one the bandits came through.


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

"These for will live ... this frail one has succumb to his wounds. We should take him with us ... maybe they will be more likely to raise Lorcan if we also care for their wonded."

Mit'l tosses the body of the fallen elf on his shoulder.

"Lead on ... hmm, that wall. Do these elves have a key? Talisman? Something that might get us through?"


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 inspects the door for any traps.

perception/trapfinding: 1d20 + 9 ⇒ (13) + 9 = 22


No key or trap is found. The map is accurate. At the far end of the hall a shimmering is seen in the west wall.


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 attempts to step through the shimmering wall.


And Crom is gone!!


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's eyes fly open as Crom vanishes.

"He's vanished into the wall! Did that magic take him somewhere or charbroil him?!"


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

Spellcraft: 1d20 + 8 ⇒ (4) + 8 = 12

Ozmund looks at the shimmering wall and tried to decide if it is harmful or not.


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

" ... um ... Crom?"


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 apprehensively touches the wall that Crom's just stepped through, not sure whether to expect anything other than the plain hardness of stone.


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 sighs, hefts Lorcan over her shoulder and moves toward the shimmering wall.

The bandits came through it, and it didn't kill them. Odds are, it's a portal of some kind. Time to roll the bones, Morgan.

"Let's go, boys. Crom's waiting for us!" Morgan says, as she steps into the light.


1 bad: 1d4 ⇒ 2
You emerge in a hallway complex very much similar to the one you left in a four way intersection with two ten foot passages leading to a dead end and two long passages.

New map to folllow

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