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

1d10 - 2 ⇒ (2) - 2 = 0
Horster hurts the goblin, who swings before going down.
vs Horster: 2d20 ⇒ (2, 6) = 8
The party finishes off the lone goblin and settle down to see if the goblins have anything of value.
COMBAT OVER---VICTORY!!! ANYONE APPRAISING NEEDS TO MAKE TWO APPRAISE CHECKS LABELED ONE AND TWO
The ogre has a sack with 250gp!
The goblins between them have silver/copperx10: 12d4 ⇒ (2, 1, 4, 3, 1, 3, 4, 4, 3, 1, 4, 1) = 3112d4 ⇒ (2, 1, 3, 2, 4, 2, 1, 2, 2, 1, 1, 1) = 22
31sp and 220cp and carry 12 crude small shortswords and 12 crude shortbows with 64 arrows
Morgan/Horster: 2d20 ⇒ (11, 5) = 16
Morgan, experienced in tracking, follows the ogre treads through a SECRET DOOR! in the NW part of this room to his lair!!
The ogre sat here on top of a great leather bag. In this
bag are seven large sacks which contain:
#1: 287 silver pieces; #2: a hard cheese; #3: 182 copper
pieces and 91 electrum pieces; #4: 289 gold pieces; #5:
a keg of brandy (); #6: 303 copper
pieces; #7: 241 gold pieces
Morgan points out the ogre lair leads out to the hillside in a covered stand of trees. A good spot to look at the entire hillside while under concealement!! No other activity is spotted at this time.
TREASURE!!!! That is how it is supposed to happen!
Ex-Dwarf (RIP)
appraise ONE: 1d20 ⇒ 17
appraise TWO: 1d20 ⇒ 18
Perception: 1d20 + 2 ⇒ (5) + 2 = 7
Shuffling through the seventh sack, Kelgan grins at the glint of gold. He picks up a coin, brushes it on his sleeve, and bites down on it. His eyebrows know together in vexation as he pulls the coin out and spits violetnly.
Staring at the coin, he snarls "Gilded lead! The big brainless oaf was either planning on cheating someone, or let himself be cheated by the gobbos!"
He shuffles through the bag, scratching a few more of the false coins with his dagger, his expression settling into one of disgusted disappointment.
"Bet they're only worth about a copper each. Hrmf."
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*
Perception: 1d20 + 5 ⇒ (4) + 5 = 9
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
Perception: 1d20 + 7 ⇒ (19) + 7 = 26
Horster's nosey side takes over as he pokes around the southern side of the cave. Under a heap of bones, he finds 6 arrows that look out of the ordinary, a potion and a scroll that he hands over to M'til and Theorn, trusting their deeper knowledge of arcana.
Horster finds:
- 6 magic arrows +1
- a potion of invisibility
- a magic scroll with 2 cleric spells - cure light wounds (CL1),
hold person (CL3)
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 cleans the blood from his blade. "Laddies, now that's what we came for. Let's clear the rest of the cave before we start counting our gold."
Perception:1d20 ⇒ 15
The mage concentrates and is unable to find any other auras nearby, but reveals the nature of the potion and the minor enchantment on the arrows. 2d20 ⇒ (15, 17) = 32
The six magic arrows are medium, the goblins have small arrow. Any healing before continuing?
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
Looking at the stat blocks you all look good on HP ...
"Well that went well ... so what was the problem you all had with the orcs?"
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*
"A lot of things went wrong in that fight. The orcs snuck up on us while the group was arguing about how best to attack them. The were big, strong, and fierce. Even a killing blow didn't stop them immediately. But even with that going against us, we could have prevailed. Except...it was like we were cursed. It was as if Lady Luck had foresaken us."
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
"Indeed! My magics could not take hold on even the lesser of the creatures. And then the Bear Orc...." Ozmund shutters at the memory of the orc clan's leader.
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
"Well, where to next?", says Horster, while pocketing some of the small arrows. "Are we hunting orc now?"
Horster adds 22 arrows to his equipment.
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*
"This was a very small number of goblins. They breed like rats. There are probably more of them back in the cave. They will hide until we seem convinced that they are all dead, and then attack us while our guard is down."
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 Morgan, "There's a goblin chief also, I'm sure. Let's get back into formation and finish the job. Bree-yark, you little buggers!"
Proceed down the western passage?
Ex-Dwarf (RIP)
"Aye, I hate to leave unexplored halls at my back. I'm with Crom, lets look to the West"
Shall Crom and Kelgan take up position in EW116 and 117?
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
"Agreed, off to the west we go!"
Crom should be injured. 5hp at least I saw.
The group heads west and sees two dead ends, one south and one west as the passage turns north to hook up with a large room to the west. As the party approaches, Morgan sees quite a few goblin tracks heading up the north passage.
goblin stealth: 1d20 + 8 ⇒ (14) + 8 = 22
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
clw: 1d8 + 1 ⇒ (4) + 1 = 5 for Crom
As the group heads west and looks into the northern passage the goblins try to stay hidden.
Perception 22 to act in surprise round. Feel free to place yourselves on the map where the PARTY text is located.
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)
Thank you Mit'l
Perception:1d20 ⇒ 20
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
perception: 1d20 + 1 ⇒ (12) + 1 = 13
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*
Perception: 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 11
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
perception: 1d20 + 3 ⇒ (8) + 3 = 11
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
Perception: 1d20 + 7 ⇒ (13) + 7 = 20
The goblins are waiting hidden in the north room. A salvo of small arrows comes out of the darkness.
+4vsff: 5d20 ⇒ (10, 4, 1, 14, 8) = 37
A single arrow from ambush hits Crom for 1d4 ⇒ 4 piercing
INITIATIVE
Horster: 1d20 + 3 ⇒ (2) + 3 = 5
Crom: 1d20 + 2 ⇒ (17) + 2 = 19
Mit'l: 1d20 + 2 ⇒ (5) + 2 = 7
Theorn: 1d20 + 2 ⇒ (5) + 2 = 7
Ozmynd: 1d20 + 2 ⇒ (3) + 2 = 5
Kelgan: 1d20 + 0 ⇒ (5) + 0 = 5
Enemy 1: 1d20 + 2 ⇒ (8) + 2 = 10
Crom reacts before the goblins can fire again, but he is the only one!
The goblins are packed in the northern room with women and even littler baby goblins!!
A high pitched scream erupts from the females. "BREE YARK!!"
ORDER
Crom
goblins
PARTY
Ex-Dwarf (RIP)
Per: 1d20 + 2 ⇒ (12) + 2 = 14
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: 13/17
Effects:
Move action: Crom moves to DU 111
Std action: attacks goblin DT110.
Free action:
Attack: 1d20 + 5 ⇒ (13) + 5 = 18 Damage: 1d10 + 4 ⇒ (10) + 4 = 14
Crom splits the goblin and his bow in two with a vicious axe swing. The goblins back up and fire arrows at him.
@+4: 5d20 ⇒ (11, 3, 18, 12, 16) = 60
Another pesky small arrow hits for 1d4 ⇒ 3 piercing
Two goblins move up to attack the dwarf.
+4: 2d20 ⇒ (8, 19) = 27
confirm?: 1d20 ⇒ 9
A pesky small shortsword hits for 1d4 ⇒ 2 slashing
Crom continues to dodge a majority of these pesky goblins, but a few get through. Crom sees about a dozen goblin children and a half dozen goblin females rushing away, grabbing all they can from sleeping pallets on the ground.
ORDER OF ACTION (note bless has lapsed)
Entire party (Crom too)
goblins
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
In hand: Composite short bow
Move action: move to DV113
Standard Action: fire at goblin at DV110
Attack: 1d20 + 4 + 1 + 2 - 4 ⇒ (11) + 4 + 1 + 2 - 4 = 14
Damage: 1d6 + 1 + 1 + 2 ⇒ (2) + 1 + 1 + 2 = 6
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 calls to his comrades, "I am casting a sleep spell just in fornt of Crom, so do not pass him, or you might get caught in the area!"
Thus warned, Ozmund begins to cast the spell.
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 7
In hand: Long Spear
HP: 12/12
Effects: None
Move action: Start location on map
Std action: Stab goblin at DV110
Free action: none
Destructive Smite= 4/5
Attack 1 w/reach: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 1d8 + 4 ⇒ (6) + 4 = 10
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 5
In hand: Rapier
Move action: Move to DV 111
Standard action: Stab goblin at DV 110
Attack: 1d20 + 4 ⇒ (1) + 4 = 5
Damage: 1d4 ⇒ 3
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 holds his place in the rear ranks, waiting for the sleep spell to activate before advancing.
Round 1 Initiative 7
In hand: shield and mace
HP: 12/12
Effects: None
Move action: start at DU113
Std action: none
Free action: none
Ex-Dwarf (RIP)
Round 1, Initiative 5 (after Oz)
Kelgan, hearing the wizard and seeing the pile-up in the doorway, Kelgan steps forward, putting his shoulder to the wall, and waits.
five-foot step to DX113. Std action to ready an attack against a foe that approaches within reach.
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: 11/17
Effects:
Move action: NA
Std action: attacks goblin DU110.
Free action:
Attack: 1d20 + 5 ⇒ (5) + 5 = 10 Damage: 1d10 + 4 ⇒ (10) + 4 = 14
The goblins attack Crom.
2@+4,1+2: 3d20 ⇒ (3, 16, 13) = 32
arrows need 20: 2d20 ⇒ (11, 17) = 28
Sleep: 5d20 ⇒ (17, 20, 2, 10, 9) = 58
After a nasty sword nicks Crom for 1d4 ⇒ 1, The powerful magic of slumber hits two goblins in the front and one in the rear, causing the goblins to slump to the ground.
PARTY UP
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 7
After hearing what happened in the last battle, Mit'l does not intend to let any goblins get back up.
In hand: Long Spear
HP: 12/12
Effects: None
Move action: Stay put
Std action: Kill slumbering goblin at DV110
Free action: none
Destructive Smite= 4/5
Auto Crit: 1d8 + 4 + 1d8 + 4 + 1d8 + 4 ⇒ (8) + 4 + (3) + 4 + (2) + 4 = 25
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 2 Init 5
In hand: Rapier
Full round action: Coup de Grace against goblin at DU 110
Automatic Crit + Sneak Attack: 2d4 + 1d8 ⇒ (2, 1) + (4) = 7
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 sees his chance to effect the battle and takes it.
Round 2 Initiative 7
In hand: shield and mace
HP: 12/12
Effects: none
Move action: Move to DV109
Std action: atk sleeping goblin at DV108
Free action: none
Attack vs. helpless goblin (-9 to AC)
attack: 1d20 + 2 ⇒ (14) + 2 = 16
damage: 1d8 + 2 ⇒ (7) + 2 = 9
Ex-Dwarf (RIP)
(Kelgan will act just after Horster and Ozmynd. With limited movement and a crowded environment, I'll wait to see where everyone is on the map before posting his Round 2 action.)
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 another force bolt at the goblin in DT 108.
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*
Round 2:
Unable to see beyond the crowd in the passage ahead of her, Morgan patiently waits for a clean shot at one of the goblins.
Action: hold
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
Kelgan, I think you can move past us and the goblin at DV110 without taking any AoO... I plan to move on ahead and help you guys flank while pulling off some sneak attacks.
hp/fort: 1d10 - 7 ⇒ (5) - 7 = -21d20 ⇒ 16
hp: 1d10 - 2 ⇒ (10) - 2 = 8
hp: 1d10 - 9 ⇒ (1) - 9 = -8
The sleeping goblins are hit and do not get up again. A force bolt hits a goblin, but he doesn't go down.
ORDER OF ACTION
Kelgan
Morgan (holding)
goblins
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 2 - The Sequel!
In Hand: Composite Short Bow
Move Action: to DV110
Standard Action: Shoot goblin at DT110
Attack: 1d20 + 4 + 1 + 2 ⇒ (18) + 4 + 1 + 2 = 25
Damage: 1d6 + 1 + 1 + 2 ⇒ (6) + 1 + 1 + 2 = 10
Ex-Dwarf (RIP)
Round 2, Initiative 5
In hand: axe and shield
Double Move action to DU110.
Morgan impales a goblin and leaves him bleeding and Kelgan runs up into the room.
This time the cleric seems to be the focus of goblin aggression.
A nasty swortsword swing followed by two arrows from the long hallway.
+4: 3d20 ⇒ (2, 5, 14) = 21
A pair barbed arrows in rapid succession come whistling down the corridor at the cleric.
att1/att2: 1d20 + 6 ⇒ (9) + 6 = 151d20 + 6 ⇒ (12) + 6 = 18
The cleric is hit by two arrows, the second one coated with a nasty substance.
Theorn takes2d4 + 1 ⇒ (2, 3) + 1 = 6 piercing
RECAP: The sleeping and some standing goblins quickly fall. Two goblins are left standing and the arrowfire comes from the long passage.
ORDER
Round 3
Party
Goblins
T
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 holds his action, waiting for space to move 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*
Round 3
In Hand: Composite Short Bow
Standard Action: Shoot the goblin at DT108
Attack: 1d20 + 4 + 1 + 2 ⇒ (12) + 4 + 1 + 2 = 19
Damage: 1d6 + 1 + 1 + 2 ⇒ (2) + 1 + 1 + 2 = 6
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 7
Mit'l moves to an out of the way position and stabs a goblin.
In hand: Long Spear
HP: 12/12
Effects: None
Move action: Move to DS110
Std action: Stab goblin at DU108
Free action: none
Destructive Smite= 4/5
Attack: 1d20 + 3 ⇒ (15) + 3 = 18
Damage: 1d8 + 4 ⇒ (7) + 4 = 11
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 5
Standard action: Sheathe rapier
Move action: Draw shortbow
In hand: Shortbow
Horster, seeing Theorn hit by arrowfire, means to sneak closer to their source to fire a reply.
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
Fort Save: 1d20 + 3 ⇒ (2) + 3 = 5
Theorn learns his first lesson of combat, don't get ahead of the shield wall. two barbs strike home and he feels the sickening sting of some sort of venom applied to them. He grits his teeth and takes a swing at the goblin within his reach.
Round 3 Initiative 7
In hand: shield and mace
HP: 5/12 (-6 arrows, -1 con)
Effects: CON Damage -1
Move action: none
Std action: atk goblin at DU108
Free action: none
attack: 1d20 + 2 ⇒ (9) + 2 = 11
damage: 1d8 + 2 ⇒ (8) + 2 = 10
Recent threads in Play-by-Post
When selected, players will converse here on out of game subjects and possible mechanics that do not need to clog the game thread.
Male Mountain Dwarf Cleric (War) - 3, AC 18 HP 21/[21] Init + 0 Inspiration 1
WooHoo...looking forward to playing. I was wondering if Elwitta comes from the same area as I do?? Also, I hate to say it, but I thought he was a she...Elwitta kinda sounded like a female dwarf name...
Male Elf Wizard 1 | AC: 15 FF: 12 T: 13 | HP: 8/8 | F: +1 R: +3 W: +2 | CMB: +1 CMD: 14 | Init: +3 Perc: +2 | Move: 30 feet | Low-light vision
Have to say I am pretty GEEKED to be playing Keep on the Borderlands again after all these years.
I'm curious though, Tribute, are you using the Basic D&D B2 module or the 2nd Edition AD&D module "Return to the Keep on the Borderlands"?
Btw, Tribute, I included a "hook" for my character in my background wherein my PC has been sent to the Keep to visit an old friend of my master. I left the details concerning the purpose for the visit (I figured maybe he was sent to deliver something)and identity of the visitee (is that a word?) purposefully vague so that you could use them as you saw fit.
Its a shame that it appears that we will not have a Halfling "class" character in this game.
Male Elf Wizard 1 | AC: 15 FF: 12 T: 13 | HP: 8/8 | F: +1 R: +3 W: +2 | CMB: +1 CMD: 14 | Init: +3 Perc: +2 | Move: 30 feet | Low-light vision
Forgot to ask if there is a particular format you would prefer that we use to present our "stats" (i.e. HP, AC, saves) in the class area that shows just under our PC name.
Deceased - Killed by orcs in the Caves of Chaos
My Basic set (blue box, 1979) came with Module B1 "In Search of the Unknown" ... I have actually never played Keep on the Borderlands!
The module with randomly generated monsters and treasures :-)
Let me know if the map links at the top of the page work.
Male Human (Oerid) Rogue 1 | HP 10/10 | AC: 17 Tch: 14 ff: 13 | Fort: +1 Ref: +5 Will +0 | CMB +1 CMD 15 | Init +7 |
This is going to be great, I am seriously looking forward to cutting a swath through the caves of chaos.
I had the basic set from '82, and I am pretty sure it had the keep with it. either that or the local game store bundled it with the box sets.
M Dwarf [AC: 22(26MA); ff 19; T:21] HP=75/75 F +11/R+10/W+15 CMD 31 (32 grapple) Ki 12/12 Monk (Zen Archer)/8 Perc +18/stone +20 Darkvision 60' per strike 8/8 40' move
This character has a good stat format.
If you can, the three ACs saves CMB init bonus.
We are doing the original b2.
Female Dwarf Fighter 1; HP 17/17, AC 18, Fort +5, Ref +1, Will +0, War Axe +5 (1d10+4/x3), Perception +1
Greetings all, I'm very much looking forward to the campaign!
Concerning the name Elwitta, I actually took it from the tournament characters provided in the original A1-4 slaver series. He's definitely male :)
OK, it is somewhat nostalgic, but this was how many players started their D&D career.
Introducing themselves to the guards of the Keep.
Male Elf Wizard 1 | AC: 15 FF: 12 T: 13 | HP: 8/8 | F: +1 R: +3 W: +2 | CMB: +1 CMD: 14 | Init: +3 Perc: +2 | Move: 30 feet | Low-light vision
I made the update to my stat line below my PC name, Tribute. If there is anything else you would like to see up there or any changes to what I have currently, let me know.

Here are words in this module from the master (Gary Gygax). I was amazed at how they still have meaning today. I do not imply that you are novices, just that it can be helpful to outline the social contract of adventuring together. I could not say it any better.
On a lighter note: Hoping for the BEST GAME EVER
TIPS TO THE PLAYERS
It often helps for beginning players to have advice on how
to play D&D. Many points are overlooked by novices in
their eagerness to get on with the adventure, The following
points are given to help these players.
Most importantly, players should be organized and cooperative.
Each player should have complete information
on his or her character easily on hand and should supply
the DM with this information quickly and accurately if
asked. As parties will usually involve a variety of alignments
and classes, players should work together to use their abilities
effectively. Arguing among players will cause delays,
attract monsters, and often result in the deaths of some or
all of the members.
Cooperation should also be given to the DM. He or she is
the judge of the game and his or her decisions are final. If a
player disagrees, he or she should calmly state why, and
accept whatever the DM decides. Shouting, crying, pouting,
or refusing to accept decisions only angers the other
players. The game should be fun for all involved. Not everything
will go the way players want it.
Planning is another important part of play. Players should
be well equipped, comparing each member’s list and
balancing the items on each. No character should be overburdened
nor under-equipped. This may mean sharing the
costs of extra items. Rope, oil, torches, spikes, and other
useful items should always be carried. Plans should be considered
for encountering monsters and casting spells.
Caution is also necessary and is a part of planning. A party
that charges forward without preparation is almost
certainly doomed. Danger should be expected at any
moment and from any direction, possibly even from one’s
own party. Lying and trickery are not unknown. Cautious
play will help avoid many (but not all) tricks and traps and
may save a life. However, too much caution is as dangerous
as too little. Many instances will require bold and quick
actions on the part of the players, before all is lost.
Above all a player must think. The game is designed to
challenge the minds and imaginations of the players.
Those who tackle problems and use their abilities, wits, and
new ideas will succeed more often than fail. The challenge
of thinking is a great deal of the fun of the game.
Male Elf Wizard 1 | AC: 15 FF: 12 T: 13 | HP: 8/8 | F: +1 R: +3 W: +2 | CMB: +1 CMD: 14 | Init: +3 Perc: +2 | Move: 30 feet | Low-light vision
@Ryan/Mot: You've got Combat Casting on your character sheet under special abilities. Where is that feat coming from? It's not a feat from your domains and you already have two other feats listed under the feat section in your sheet.
Also, you are wearing Hide armor which means that your movement rate is reduced to 20 feet per turn not 30 feet.
Deceased - Killed by orcs in the Caves of Chaos
I have to re-output the Hero-lab text file. Have not done that yet. Does NOT have combat casting ... thanks on the 20', did not see that from my cut-n'-paste from your stat line.
Male Human (Oerid) Rogue 1 | HP 10/10 | AC: 17 Tch: 14 ff: 13 | Fort: +1 Ref: +5 Will +0 | CMB +1 CMD 15 | Init +7 |
I was not able to open the maps in the campaign page. thought you should know.
Thanks--the setting say they are viewable by anyone with link--I have changed the maps to allow anyone to edit them too hoping that is the problem.
Any other problems with maps?
Male Elf Wizard 1 | AC: 15 FF: 12 T: 13 | HP: 8/8 | F: +1 R: +3 W: +2 | CMB: +1 CMD: 14 | Init: +3 Perc: +2 | Move: 30 feet | Low-light vision
I have no problem seeing the maps but they are oriented in a difficult manner to view. Is it possible for me to rotate the view or would you need to re-post them to Google?

You can cut and paste the maps into a Powerpoint slide and use rotate. Given I was cutting and pasting and cropping, they were oriented to preserve the most detail and information from the original document.
For combat posts, let us post the round and character name at the top. I know we can update character sheets, but try to keep active effects and hp totals as well as what is in your hands each round. When movement and spell area of effects are specified, we can use the coordinates in the excel spreadsheet. For melee characters, tracking what is in your hands can be important, sometimes at both the beginning and end of the round.
Round 2 Grug the Barbarian
In hands=Mwork greataxe 14/18hp
Active effect = Rage/bless Rage power grants 2 AoOs per round
Move=take potion of enlarge from belt pouch Std=drink potion of enlarge
Grug takes his blue potion and drinks it while easily holding his greataxe with his left hand. He waits to get bigger and puts his hand back on the greataxe discarding his potion bottle.
Casters can track the counters on their spells too.
Bless 8/10 rounds left, Summoned badger 6/8 rounds left.
Male Elf Wizard 1 | AC: 15 FF: 12 T: 13 | HP: 8/8 | F: +1 R: +3 W: +2 | CMB: +1 CMD: 14 | Init: +3 Perc: +2 | Move: 30 feet | Low-light vision
Tribute, would it be possible to move your instructions for combat information you desire over to the Campaign information tab so that it doesn't get lost in the jumble of later discussion posts and will be easier to find for future reference?
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*
Hello! Thanks again for the invite!
Morgan has arrived, newly refitted as a ranger.
Please let me know if I need to make any adjustments.
I figured Morgan, as a ranger, would logically be a local at the keep. She would even be someone the party could bring along as a guide to the Caves.
The master himself used to say that a party of half martial characters was a good mix. When there were only four classes, he liked a party of six to be fighter, fighter, fighter, cleric, thief, magic user. When rangers were invented, he liked to see one of them in the mix. So, we are there!
Morgan is good.
I have a post from another game this is actually more realistic. Later added tracking smite evils and LoHs. Ministats are nice, because it allows us to track hp fluctuations and leaves a record. Updates to profiles/character sheets do not leave a record, but are still encouraged. I see Mot is all ready to track his many resources.
Justin turns to wink at Aarakess. Time is on our side
This is a standard chokepoint defense. I have a magic shield without using any hands, this is so amazing.
Justin draws the big flail and slings the big sword. He prepares for the inevitable rush of skeletons.
In hands:2-h flail Effects:shield(4rnds left)/aid(3 temp hp)
Move: ready 2-h flail/Std: Ready attack on approach
"Sorry Ingrid, don't think we can give you an opening with your whip without exposing the formation. Kilthan, you have to show me that hardening your skin trick."
Male Elf Wizard 1 | AC: 15 FF: 12 T: 13 | HP: 8/8 | F: +1 R: +3 W: +2 | CMB: +1 CMD: 14 | Init: +3 Perc: +2 | Move: 30 feet | Low-light vision
Wasn't Morgan Iron Wolf a name given in the rules for a Fighter in Basic D&D? Awesome little inside joke/Easter egg.
Well played, sir...or madam.
Male I don't like to run and I'm not overly competitive Procrastinator 10/Daydreamer 15/Trivia Buff 5
Thanks! It is indeed the name from the old Basic Set rulebook, and it was chosen specifically for that reason.
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*
RETCON:
I went ahead and traded out one bag of caltrops for a map of the area. It would make sense for Morgan to have one, and she's bout of gold.
Male I don't like to run and I'm not overly competitive Procrastinator 10/Daydreamer 15/Trivia Buff 5
I decided to change Morgan's avatar to something a little more ranger-ry.
Feel free to compliment her new hairstyle.
To be clear:
The Dwarven Weaponry feat is: +1 to hit with all axes AND hammers
Male Human (Oerid) Rogue 1 | HP 10/10 | AC: 17 Tch: 14 ff: 13 | Fort: +1 Ref: +5 Will +0 | CMB +1 CMD 15 | Init +7 |
I am going to be in a seminar all day (Saturday) for work, feel free to bot Rowan if I am slowing things down. His main actions in combat will be flanking and sticking them with the sharp end of his sword.
Male Elf Wizard 1 | AC: 15 FF: 12 T: 13 | HP: 8/8 | F: +1 R: +3 W: +2 | CMB: +1 CMD: 14 | Init: +3 Perc: +2 | Move: 30 feet | Low-light vision
Rowan the Fox wrote: I am going to be in a seminar all day (Saturday) for work, feel free to bot Rowan if I am slowing things down. His main actions in combat will be flanking and sticking them with the sharp end of his sword. So..."stick 'em with the pointy end" ? (Apologies to Aria Stark)
Male Human Ranger 2/ Inquisitor of Abadar 3
Eldarian Stardancer wrote: Rowan the Fox wrote: I am going to be in a seminar all day (Saturday) for work, feel free to bot Rowan if I am slowing things down. His main actions in combat will be flanking and sticking them with the sharp end of his sword. So..."stick 'em with the pointy end" ? (Apologies to Aria Stark) Yah, pretty much.
Ok we can set watches for practice. I will probably put that in the campaign tab with initiative and marching order.
I tried to learn maptools after installing it and reading some tutorials. It is not going as quickly as I had hoped. I will probably stick with the quick Excel spreadsheets shared in google docs for now.
I was able to import the map, put a square grid over it to make a five foot square grid on a map made for ten foot squares, hide the appropriate sections with fog of war, and import tokens from the PC pictures.
We will see how it goes, but a map should be up today or tomorrow for the caves.
Male Elf Wizard 1 | AC: 15 FF: 12 T: 13 | HP: 8/8 | F: +1 R: +3 W: +2 | CMB: +1 CMD: 14 | Init: +3 Perc: +2 | Move: 30 feet | Low-light vision
Tribute, is the map for the CoC still a "work in progress"? I see a link to it but when I click on it all that comes up is a completely blank spreadsheet with no overlaying map as seems to be suggested in the post above this one.
Has anyone else opened that map and seen anything different?
Male Elf Wizard 1 | AC: 15 FF: 12 T: 13 | HP: 8/8 | F: +1 R: +3 W: +2 | CMB: +1 CMD: 14 | Init: +3 Perc: +2 | Move: 30 feet | Low-light vision
I just saw an article that today is the unofficial 40th birthday for D&D. Thanks to Gary Gygax and Dave Arneson for creating this awesome collaborative gaming experience that has given so much enjoyment to people all over the world for 40 years.
Different comment
I looked at the map for the area surrounding the Keep and noticed something about Caves of the Unknown. Is that where B1 -- Expedition to the Unknown was supposed to take place? I never played that module and was unaware that the two modules (B1 and B2) were supposed to take place almost right next to each other.
Male Elf Wizard 1 | AC: 15 FF: 12 T: 13 | HP: 8/8 | F: +1 R: +3 W: +2 | CMB: +1 CMD: 14 | Init: +3 Perc: +2 | Move: 30 feet | Low-light vision
Regarding the marching order proposed by Elwitta, I'd make a small amendment by placing Eldarian in middle. In our games we always stuck the "squishiest" PC's in the middle because you never know when your group might get attacked from the rear.
Morgan, did you steal that "do you want to live forever?" line from Valeria in Conan the Barbarian? I literally just watched that movie again last night. Eerie coincidence if you did it intentionally.
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 agree that the dwarf fighters make a good choice of being on the front line.
Of course, if we put one dwarf and the rogue or ranger on one end, and one dwarf and the other stealthy-type on the other, then the party can make an immediate about-face without really changing the party's strength.
The cleric and the wizard can be in the middle: the wizard for protection and the cleric for healing access and being able to use his spear reach in every direction.
Male Elf Wizard 1 | AC: 15 FF: 12 T: 13 | HP: 8/8 | F: +1 R: +3 W: +2 | CMB: +1 CMD: 14 | Init: +3 Perc: +2 | Move: 30 feet | Low-light vision
I think your proposal makes a lot of sense. I would go with...
1st row: Dwarf -- Ranger
2nd row: Wizard -- Cleric
3rd row: Rogue -- Dwarf
Any of those could be flipped within the row obviously.
Female Dwarf Fighter 1; HP 17/17, AC 18, Fort +5, Ref +1, Will +0, War Axe +5 (1d10+4/x3), Perception +1
Sounds good Eldarian. I defer to Grimm on whether he wants to lead or bring up the rear.
Male Mountain Dwarf Cleric (War) - 3, AC 18 HP 21/[21] Init + 0 Inspiration 1
Grimm will want to lead...always..lol, but maybe we can switch it up occasionally....
Deceased - Killed by orcs in the Caves of Chaos
Positioning sounds good to me. Happy to have Mot Zon in the middle for best use of healing. Mot is also using a reach weapon, so being back makes some sense as well.
Male Human (Oerid) Rogue 1 | HP 10/10 | AC: 17 Tch: 14 ff: 13 | Fort: +1 Ref: +5 Will +0 | CMB +1 CMD 15 | Init +7 |
I think this should work, the only thing I would say is that it would be nice to have the rogue in front to check for traps. I will also need to be able to move efficiently to get into flanking positions, which can be done from the rear. So being able to flip the order front to back when needed should be a good strategy.
I am not able to see the map. But I think we can work around it for the short term.
The map is very basic. I added a few green blobs for trees. You are entering from the middle right. The ground level cave is visible at 111 and 112EU. The cave uphill a ways is at around 44FB.
Maptools was not the easy program I hoped it would be.
Male Historian/Curator
Have you tried My Campaigns Roll20? I use it and it is a great little program...you just upload your map and then you can fog-of-war it, or use dynamic lighting to show us what we can see. check it out..I will add a link below.
Roll20
Deceased - Killed by orcs in the Caves of Chaos
WIth Roll20 does he need to be logged in and active for us to join his campaign and see the map?
I DO love Roll20 ... I use it with dynamic lighting for my face-to-face games.
Male Elf Wizard 1 | AC: 15 FF: 12 T: 13 | HP: 8/8 | F: +1 R: +3 W: +2 | CMB: +1 CMD: 14 | Init: +3 Perc: +2 | Move: 30 feet | Low-light vision
Tribute, it is my turn but as we don't have a tactical level map I am not sure exactly what I can do.
I might cast color spray to try to affect as many of the orcs as possible but without knowing where everyone is positioned that would be pretty risky.
Do you intend to put up a tactical map (like you used in Swordthrust) for us to use or will we be just doing Theater of the Mind?
Is the map with your names and six orcs not opening?
Look in top right around fa44
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*
Found it!
Yes. This will help a lot.
Morgan's action will remain the same. She's pretty much stuck at the moment.
Male Mountain Dwarf Cleric (War) - 3, AC 18 HP 21/[21] Init + 0 Inspiration 1
sorry for the late post...was away unexpectedly today
Male Elf Wizard 1 | AC: 15 FF: 12 T: 13 | HP: 8/8 | F: +1 R: +3 W: +2 | CMB: +1 CMD: 14 | Init: +3 Perc: +2 | Move: 30 feet | Low-light vision
Just a suggestion it might be helpful if people indicate the cell address of where they intend to end their move as well as the cell address of the location of any enemies they attack.
For example, Ewitta could post: I move 10 feet to FC41 and attack the orc in FD41.
I think that might makes things a little clearer for everyone especially GM Tribute.
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