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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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 (

appraise ONE DC10:
worth 80 gold pieces
); #6: 303 copper
pieces; #7: 241 gold pieces
appraise TWO DC15:
This gold is actually painted lead worth 1 cp per coin--the ogre was not always paid with real gold

Perception DC 20:
Hidden under
a heap of old bones in the southern portion of his cave
are 6 magic arrows +1, a potion of invisibility, and a
magic scroll with 2 cleric spells - cure light wounds (CL1),
hold person (CL3).

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

goblin:
"Get CHIEF! THEY ARE HERE!

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

Theorn:
FORT DC 11 this round and every round until you succeed or six rounds have elapsed. Each failure costs the following in CON damage. 6d2 ⇒ (1, 1, 1, 2, 1, 2) = 8

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

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