Keep on the Borderlands Group 2 (Prettier 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


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Stats:
AC: 16; flatfooted: 15; Touch: 11 HP=12/12 CMD=12 Fort Save: +4 Ref Save: +2 Will Save: +6
Human Cleric 1

Zoros moves to stop the implusive halfing but the diminutive man has slipped away into the shadows before he can do so.

"Hrmph, where is he going? With so many entrances, 'tis a surety that we've been observed. Hmmm, what a warren. I'm sure many of these caves are connected. We must be wary."


Female Human Barbarian 1 || HP -5/16 || AC 13/Tch 9/FF 9 || F+6 R+1 W+3 || CMB +6 CMB 15 || Init +1 || Perc +5 || Rage: 6 rounds remaining

"Star at bottom and work up?" Meztli suggests.


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

hmm. For some reason I think we should start with the first cave on the left.


"Before we enter let's make sure we can mark our way back to here."


Map in campaign tab at the top--nothing fancy. Note there is a cave up high about FA 45 and one below it at EU11. You are entering middle right into the horseshoe which opens to the right. Goal is to do all CoC exploration on only this spreadsheet.

The ground level cave on the left and the cave farther up the hill on the right are clearly visible and not well hidden.

The party discusses a marching order. Turk wants to be near the front. He hands his ranseur he checked out of the armory to the barbarian. It can be used to disarm foes at range, and Turk demonstrates a quick twisting motion to do this. Turk then checks his armor and carefully adjusts the straps.

He speaks with no concern: "Who is in charge of this group? Someone needs to sound the retreat if things go badly."


Male Halfling
vital stats:
HP 9/9, AC 16 T13 FF13, Fort 2 Reflex 6 Will 1, init 3, CMB -2, CMD 11, Perc +6, Acrob +9, Stealth +11
Rogue 1

GM Tribute:
anything come of my stealth sneak up and get a look, or do you want to retcon that in favor of Turk stopping us with his question before I did?


Conner returns after quickly peering into the lower tunnel from about thirty feet.

Conner:

The lower tunnel is natural tunnel, and you heard nothing or saw nothing of interest except for small tracks leading in.

The group decides on a marching order. Although possible to bypass the two caves and move further into the closed end of the horseshoe ravine, Turk points out it may cut down retreat options.

Anyone want to propose a two wide marching order? Options: natural cave left, higher natural cave to right, continue ahead and scout the ravine with one or more of the group.


Male Halfling
vital stats:
HP 9/9, AC 16 T13 FF13, Fort 2 Reflex 6 Will 1, init 3, CMB -2, CMD 11, Perc +6, Acrob +9, Stealth +11
Rogue 1

GM Tribute:
any idea what kind of tracks Know local 6 if that helps did they appear to be humanoid, critter?

Conner emerges from the shadowy underbrush in a low tone, yet not a whisper [b] Ok I saw some small tracks leading into that cave to our left there. Doesn't seem to be any kind of stonework done, and I 'eard nothing neither. I suggest I be upfront with Turk so as to spot any kind of traps or tripwires, but if ya think it is naught to worry 'bout then I will stand aside. Lorcan if you would let Buck stay close to you I'd be 'pprecitive, seems 'e likes you pretty well and you are most likely to stay out o' the thick of it if bloody work commences.[/c] Conners eyes sparkle as if you were all children about to storm down the stairs to open presents on Wintertide morn.

possibly more info on tracks incoming waiting for GM to respond :)


Stats:
AC: 16; flatfooted: 15; Touch: 11 HP=12/12 CMD=12 Fort Save: +4 Ref Save: +2 Will Save: +6
Human Cleric 1

Zoros suppresses a smile at Conner's obvious excitement "I would secure the second rank, the Cudgeler's ire would rise should I hide at the rear." he says, hefting his mace.


GM Tribute wrote:

...

He speaks with no concern: "Who is in charge of this group? Someone needs to sound the retreat if things go badly."

Ivy replies

"In a way you could say that one one person is in charge of our group."

------------

Zoros Kiirassi wrote:
Zoros suppresses a smile at Conner's obvious excitement "I would secure the second rank, the Cudgeler's ire would rise should I hide at the rear." he says, hefting his mace.

Ingrid adds

"I'll likely be somewhere in the middle as I'm not much of a fighter, but one whom can support others."


Conner:
kn/per: 2d20 ⇒ (1, 14) = 15Tracks are small humanoid and not Halfling or gnome. They look a little like Lorcan's tracks.

The sun has a good hour before it begins to set.

Turk nods: "Mezli on my left so I can cover her with my shield. Those small in stature only can bring up the rear. Lower tunnel or let our scout push ahead? I don't like splittin' up too much!"


Male Halfling
vital stats:
HP 9/9, AC 16 T13 FF13, Fort 2 Reflex 6 Will 1, init 3, CMB -2, CMD 11, Perc +6, Acrob +9, Stealth +11
Rogue 1

Conner looks around the group in anticipation when he settles on Lorcan he looks him up and down walks over to the gnome studying the ground behind him. 'Mmmm those tracks looked very similar to our Lorcan 'ere. I can say they belong to no gnome nor 'alfling with confidence though. He turns to listen to the young man at arms tactics nodding his head a bit perturbed at the youths racism. Very well Turk I will respect your wishes. If I am in the back though; I may not be able to be much 'elp with traps in the rear of the party. Either of you doublins think you can spot traps? He gives a look to Turk and Mezli before either responds he continues. I am willing to scout ahead a bit to keep an eye out if you want, but if I run into a hoard of beasties you better be ready to let me slide through. Up to you though. He walks over fiddling with buck's saddle bags taking a quick inventory then fastening them nice and tight securing the harness rig.


Turk nods.
"Maybe you fall back if you feel endangered Conner to your spot. Most patrols have a single vanguard."


Male Halfling
vital stats:
HP 9/9, AC 16 T13 FF13, Fort 2 Reflex 6 Will 1, init 3, CMB -2, CMD 11, Perc +6, Acrob +9, Stealth +11
Rogue 1

Conner nods in return. If the foes are not many then I will tumble forward into the fray trying to flank them. Do any of our wonderful masters of magic have the ability of lighting our way? Somehow I didn't notice before leaving I am down to a single sunrod and would like to have it in case of emergencies or if we were split up somehow.Conner asks as he checks his daggers and slides the sunrod into a loop on his belt.


Conner heads into the tunnel near the ground following the tracks.

secret rolls:
6d6 ⇒ (3, 6, 4, 4, 5, 3) = 25

Conner gets fifteen feet inside, and has yet to see anything but many more small tracks. He estimates the tracks of over ten small creatures have been here.

Conner placed 15 feet inside cave. Does the group follow or let him go it alone?


Male Halfling
vital stats:
HP 9/9, AC 16 T13 FF13, Fort 2 Reflex 6 Will 1, init 3, CMB -2, CMD 11, Perc +6, Acrob +9, Stealth +11
Rogue 1

Conner continues on creeping along the wall carefully looking for traps along the way.

rolls:
stealth,perception: 1d20 + 11 ⇒ (9) + 11 = 201d20 + 6 ⇒ (12) + 6 = 18+1 more for traps specifically.


Stats:
AC: 16; flatfooted: 15; Touch: 11 HP=12/12 CMD=12 Fort Save: +4 Ref Save: +2 Will Save: +6
Human Cleric 1

Zoros mutters quietly to the others "Let's not let him get too far ahead. " when Conner gets some 20 feet ahead.


Conner is creeping along, and a goblin is moving at a faster pace -5 to stealth.
stealth: 1d20 + 10 - 5 ⇒ (9) + 10 - 5 = 14
perception: 1d20 - 1 ⇒ (14) - 1 = 13

Conner surprises a group of goblins in the cave.

Surprise Round
CONNER ONLY

Conner feels he MAY sneak out without notice.


Male Halfling
vital stats:
HP 9/9, AC 16 T13 FF13, Fort 2 Reflex 6 Will 1, init 3, CMB -2, CMD 11, Perc +6, Acrob +9, Stealth +11
Rogue 1

Conner stays very still listening to the goblins watching where they are heading. If it appears they head for the entrance he will let them pass and sneak attack the last or the closest of the two if they double up. If they seem to be going into the other chamber he stays still and lets them pass to see what they do from their. I speak goblin so understand what they say if they are talking.


The goblins continue to pass by Conner as he stays still.
Perception-1: 2d20 ⇒ (9, 6) = 15
They are not chattering. Two of them have what looks to be small leather pouches with a cord to carry it.


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
Conner Thinwhistle wrote:

Conner nods in return. If the foes are not many then I will tumble forward into the fray trying to flank them. Do any of our wonderful masters of magic have the ability of lighting our way? Somehow I didn't notice before leaving I am down to a single sunrod and would like to have it in case of emergencies or if we were split up somehow.Conner asks as he checks his daggers and slides the sunrod into a loop on his belt.

When Conor asks about light Lorcan casts a quick spell and 4 small globes of light, each the size of a torch appear above the halfling's head and then quickly dart about, easily covertly 100' feet in the space of a round. {b] I have the light covered. [/b] he offers.

Just before the group enters the cave Lorcan will intone the arcane components a spell which causes his body to become outlined in a shield of force that fades from view quickly but remains in place for some time (Mage Armor).

He takes his place in the back but explains that some of his better spells requires him to be close the the enemy.


Connor is still unnoticed and they will be moving past him.

Map is updated, now there are six he sees. Slip out? Stay motionless and hidden? Do something else?


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

How far ahead of us is he. We have a light source they might see…


Male Halfling
vital stats:
HP 9/9, AC 16 T13 FF13, Fort 2 Reflex 6 Will 1, init 3, CMB -2, CMD 11, Perc +6, Acrob +9, Stealth +11
Rogue 1

Conner stays very still if any look like they are about to notice him he will lunge forward stabbing and drop down low hoping to remain hidden if obvious that he is spotted after the attack he will turn that low drop into a tumbling retreat toward the entrance.

the what if rolls:
sneak attack: 1d20 + 3 ⇒ (14) + 3 = 171d4 - 1 + 1d6 ⇒ (1) - 1 + (2) = 2,stealth after: 1d20 + 11 ⇒ (1) + 11 = 12 in case of tumble: 1d20 + 9 ⇒ (4) + 9 = 13


perception goblin: 2d20 ⇒ (12, 19) = 31

The goblins continue to pass, when one notices another small figure in their cave. Just when he turns to look further, he is subject to a quick attack.
Initiative
Conner: 1d20 + 3 ⇒ (12) + 3 = 15
inj goblin: 1d20 + 2 ⇒ (12) + 2 = 14
Before the goblin can react, Conner is ready again. The other goblins have not noticed anything!! The goblin already stabbed turns to face Conner, but the halfling's reflexes are a split second faster!!
other goblins: 2d20 ⇒ (9, 7) = 16
Conner to go==full round


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

Hmm. I am unsure where the party is at the moment. I was thinking that at this point Conner was not too far ahead. Lorcan certainly did not intend to allow him too much of a lead into the caves.


Stats:
AC: 16; flatfooted: 15; Touch: 11 HP=12/12 CMD=12 Fort Save: +4 Ref Save: +2 Will Save: +6
Human Cleric 1

My last post implied that we'd start after him after he got 20 feet ahead.


Male Halfling
vital stats:
HP 9/9, AC 16 T13 FF13, Fort 2 Reflex 6 Will 1, init 3, CMB -2, CMD 11, Perc +6, Acrob +9, Stealth +11
Rogue 1

Conner stabs again at the goblin calling to his companions To arms! Dirty goblins mean to do me 'arm!

Attack!:
short sword: 1d20 + 3 ⇒ (6) + 3 = 91d4 - 1 + 1d6 ⇒ (2) - 1 + (3) = 4 also the goblin should be at minus 3 hp as 1 is min damage I believe. If Conner does not drop the goblin he will tumble away from it acrobatics: 1d20 + 9 ⇒ (18) + 9 = 27


Conner fails to silence the goblin before he can act. The goblin turns, swings, and hisses. His small shortsword misses badly.

After the goblin reacts, the rest of the party and the goblins take notice of the two small creatures fighting nearby. Unfortunately, the goblins are faster to react than Conner's support group outside.

Party is just outside the entrance ready to rush in.

Initiative
Lorcan: 1d20 + 6 ⇒ (3) + 6 = 9
Turk: 1d20 + 2 ⇒ (12) + 2 = 14
Zoros: 1d20 + 1 ⇒ (9) + 1 = 10
Ingrid: 1d20 + 1 ⇒ (14) + 1 = 15
Meztli: 1d20 + 1 ⇒ (7) + 1 = 8

goblin charge: 1d20 + 4 ⇒ (4) + 4 = 81d4 ⇒ 4

Round 1 Order of Action
Connor--missed
goblin--missed
Round 2
Connor<<<<
goblins
Entire Party
Round 3
goblins

Conner to act then the goblins


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

Lorcan's init modifier is +6, not +2


Ok, fixed it above and on the campaign tab.


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

Thanks! did not make much difference. :(


Male Halfling
vital stats:
HP 9/9, AC 16 T13 FF13, Fort 2 Reflex 6 Will 1, init 3, CMB -2, CMD 11, Perc +6, Acrob +9, Stealth +11
Rogue 1

Conner seeing this could get out of hand very quickly tries desperately to finish off the goblin in front of him.

short sword:
1d20 + 3 ⇒ (6) + 3 = 91d4 - 1 ⇒ (3) - 1 = 2
whiffing again the halfling looks back to his allies At your leisure my friends! smiling like this is the best game of stick-ball he has ever played.


Connor, Do you wish to provoke and move 20'?


Should we bait the goblins in towards us?


Male Halfling
vital stats:
HP 9/9, AC 16 T13 FF13, Fort 2 Reflex 6 Will 1, init 3, CMB -2, CMD 11, Perc +6, Acrob +9, Stealth +11
Rogue 1

I will stay and hope for the best ;)


Conner is charged by one goblin and two others try to hit him.
attx3: 1d20 + 6 ⇒ (7) + 6 = 131d20 + 4 ⇒ (13) + 4 = 171d20 + 4 ⇒ (19) + 4 = 23
confirm: 1d20 + 4 ⇒ (20) + 4 = 24
Two goblins slice, one at a vital spot under the shoulder.
damage slashing: 3d4 ⇒ (4, 4, 4) = 12
The goblins wield small but very long knives. In a shower of blood Conner collapses.

The words "Bree-Yark!!" ring out loudly in high pitched, nasal goblin voices.
Party up in any order

Round 1
Connor acted
Goblins acted
Party<<<<<<<


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

Seeing his small friend fall, Lorcan lets our a squeak as his desire to aid his friend overrides better judgement. He moves up and blasts the closet three goblins with a spray of vibrant colors. Leave him alone!

Area shown on the Map - Will save DC 16 or unconscious for 2d4 rounds, blinded and stunned for 1d4 more, and stunned for an additional round.


Ingrid Casts sleep that targets 3 goblins
Spell area marked in light yellow, Will save DC: 13


Female Human Barbarian 1 || HP -5/16 || AC 13/Tch 9/FF 9 || F+6 R+1 W+3 || CMB +6 CMB 15 || Init +1 || Perc +5 || Rage: 6 rounds remaining

Meztli moves forward and tries her new weapon at the goblin.

Meztli vs. Goblin: 1d20 + 4 ⇒ (15) + 4 = 19
Dmage (Halberd): 1d10 + 3 ⇒ (8) + 3 = 11


3x@-1: 3d20 ⇒ (10, 7, 9) = 26
The three goblins are sleeping up front.


The last thing the sleeping goblins saw were a wash of brilliant colors in a fan shaped cone erupting from the gnome's nimble fingers.

apologies--rushed a post from phone to allow efficient actions within round--full round sleep is still to resolve.


Turk rushes and swings at a downed goblin.
1d20 + 4 ⇒ (12) + 4 = 161d6 + 3 ⇒ (1) + 3 = 4
The creature takes a nasty shot and begins to bleed out. hp left: 1d10 - 4 ⇒ (2) - 4 = -2
Meztli shatters another one completely.


Watching the team work with precision, the cleric stands ready to act. A barrage of magic and arms leaves goblins bleeding on the floor.

The pretty deadly colors left goblins completely motionless on the ground until hit with deadly force by the warriors.
Zoros up


Stats:
AC: 16; flatfooted: 15; Touch: 11 HP=12/12 CMD=12 Fort Save: +4 Ref Save: +2 Will Save: +6
Human Cleric 1

Zoros steps up and finishes off the last goblin.

Coup-de-grace
Damage 2d8 + 1 ⇒ (4, 8) + 1 = 13

Snapping his mace to get the goblin off of it, he mutters "Vermin!"


retro-con:
Ingrid takes no action


Zoros moves into position to administer a death blow.
Cdg is a full round action
One goblin rushes to stand over the fallen goblin and hisses as he swings at Zoros. The next one hits Conner.
1d20 + 4 ⇒ (17) + 4 = 211d4 ⇒ 4
1d20 + 4 ⇒ (1) + 4 = 51d4 ⇒ 2
Zoros is damaged 4 slashing, but the other goblin somehow misses the prone hobbit.

Round 2
Connor (out)
Goblins (acted)
Rest of Party<<<<<

Two goblins hiss as they stand over the fallen hobbit and goblin. One still is unconscious on the ground. The words: "BREE YARK!" echo in the halls.


Stats:
AC: 16; flatfooted: 15; Touch: 11 HP=12/12 CMD=12 Fort Save: +4 Ref Save: +2 Will Save: +6
Human Cleric 1

My bad, thought there were only 3 goblins....Tribute, when i click on the caves of chaos map all I get is an empty spreadsheet.


Move the sheet over to around EU-111


Turk engages the goblin striking the cleric. His blow is easily dodged by the elusive goblin.
hit/damage: 1d20 + 4 ⇒ (5) + 4 = 91d6 + 3 ⇒ (2) + 3 = 5
Order of Action
Round 2
Connor
goblins
Turk
Lorcan
Ingrid
Meztli
Zoros

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