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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As the ogre was fired upon, the human fighter stepped back allowing Lorcan to hit him with a crossbow. The opening however, allowed more goblins to jump in front of the large creature.

Lorcan's bolt hits as 'pieces' of the ogre are no longer engaged
ORDER OF ACTION
Round 7
Turk
Zoros
Lorcan
Ingrid
Meztli
Zoros
ogre(stunned)+gobins


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

Worried about being shot again, but knowing that he needs to do something to help the group Lorcan steps up and blasts his last bit of arcane power out in a flash of dazzling colors hitting 3 goblins and the ogre again.

If he gets the spell off, Will Save DC 16 or bad things!


GM rolls:
ogre/gob/gob/gob: 4d20 ⇒ (10, 12, 19, 4) = 45

The colors wash over the goblins putting two to sleep.
The ogre is stunned, and is still suffering from the effects of the previous spell. You are not sure if it affects him or not.
ORDER OF ACTION
Round 7
Turk
Zoros
Lorcan
Ingrid
Meztli
Zoros
ogre(stunned)+gobins


Ivy keep the tune going and attacks the Ogre
Atk: 1d20 + 1 + 1 ⇒ (5) + 1 + 1 = 7
Dam: 1d8 + 1 + 1 ⇒ (3) + 1 + 1 = 5
+1 Atk and Damage to everyone


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 swings at the goblin nearest her, hoping to cut the foe down and get to the ogre. If her attack drops the goblin, she takes a five-foot step into its square.

Meztli vs. Goblin: 1d20 + 4 + 1 ⇒ (11) + 4 + 1 = 16 (+1 from Ingrid)
Damage (halberd): 1d10 + 3 + 1 ⇒ (1) + 3 + 1 = 5 (+1 from Ingrid)


hp goblin: 1d10 - 5 ⇒ (7) - 5 = 2
Meztli moves up and hits the only conscious goblin near her. Can't five foot step around 'hard corner' so I moved Meztli to avoid giving goblin cover

The injured goblin and a comrade raise the two sleeping goblins, who stand up in a defensive stance +4ACprovoking for Turk and Meztil

Rolls:
AoO Turk/damage/Meztli/damage: 1d20 + 3 + 1 + 4 ⇒ (12) + 3 + 1 + 4 = 201d6 + 4 ⇒ (3) + 4 = 71d20 + 4 + 1 + 4 ⇒ (16) + 4 + 1 + 4 = 251d10 + 3 + 1 ⇒ (3) + 3 + 1 = 7
hp: 1d10 - 7 ⇒ (9) - 7 = 21d10 - 7 ⇒ (2) - 7 = -5blind: 1d4 ⇒ 1

The goblins hit by the two fighters with masterful blows. The weaker goblin hit by Meztli does not rise, but the stronger one hit by Turk has some life left in him.
One goblin swings at the human fighter with shield and the blow clangs off the shield.
hit/damage: 1d20 + 4 ⇒ (12) + 4 = 161d4 ⇒ 1

RECAP
Lorcan fires a colorful spray knocking out goblins. The goblins manage to rouse them, but they take brutal shots from the fighters getting to their feet. Ingrid's song continues to inspire the group to greatness.

Turk: 1d20 + 4 ⇒ (12) + 4 = 161d6 + 4 ⇒ (1) + 4 = 5

Turk takes out the injured goblin blocking the ogre and takes his place.

ROUND 8
Zoros(delayed)
Turk
Lorcan
Ingrid
Meztli
Zoros

ogre(stunned)+gobins


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

Round 7 (Delayed)

Zoros pulls his sling from his belt and flings a stone at the goblin threatening Lorcan

Attack 1d20 + 1 + 1 ⇒ (18) + 1 + 1 = 20
Damage 1d4 + 1 + 1 ⇒ (2) + 1 + 1 = 4


Ingrid keeps the music going as she attacks the gob next to Meztli

Music Left 3/6
Atk: 1d20 + 1 + 1 ⇒ (10) + 1 + 1 = 12
Dam: 1d8 + 1 + 1 ⇒ (1) + 1 + 1 = 3
+1 Atk and Damage to everyone


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 steps 5' back and blasts a goblin with an acid splash. If there is an injured one he targets it.

Touch Attack: 1d20 + 3 ⇒ (17) + 3 = 201d3 ⇒ 2


hp: 1d10 - 4 ⇒ (6) - 4 = 2
Zoros and Ingrid take down a goblin and Lorcan splashes another with acid taking him down.
hp: 1d10 - 2 ⇒ (2) - 2 = 0
One goblin and a stunned ogre are all that contest the tunnels.
ORDER OF ACTION
Meztli
Ogre(S)+goblin


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 gives a whooping warcry and takes a 5-foot step to EM113 so as to engage the ogre.

Meztli vs. Ogre: 1d20 + 4 + 1 ⇒ (20) + 4 + 1 = 25 (+1 from Ingrid)
Damage (halberd): 1d10 + 3 + 1 ⇒ (5) + 3 + 1 = 9 (+1 from Ingrid)
Confirm crit: 1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 22
Crit damage: 1d10 + 3 + 1 + 1d10 + 3 + 1 ⇒ (6) + 3 + 1 + (4) + 3 + 1 = 18


The ogre takes a spear to the eye, dropping him in a bleeding a heap.
gob: 1d20 ⇒ 16
The goblin hits Meztli slashing: 1d4 ⇒ 2

Then the goblin is finished off by the group.
COMBAT OVER

The ogre is found to be holding a large bag of gold pieces. It appears the goblins did give him some gold.


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

The somewhat excitable Lorcan cheers quietly as the ogre fall. After reloading his crossbow he moves to disarm and loot the goblins and to see if they are all dead. I am out of all but my weakest spells. he admits. And am wounded as well. Perhaps we should retreat to regain our strength. But even as he says this he moves his dancing lights around to see the area the ogre came from, wondering if it hides further and now unguarded riches.


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

"That 'twas well done! The Cudgeler would be proud!" Zoros rumbled assisting Lorcan in the search of the bodies.

"It may be advisable to husband our success and not over-reach..." he says while rolling over a dead goblin.


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

"Greenskins not a threat," Meztli says to no one in particular, her near-death experience apparently forgotten in the heat of the moment. "Giant more better fight, but small-thing make it easier with colors magic."


DM:
survival Meztli: 1d20 + 5 ⇒ (19) + 5 = 24

Anyone appraising make two appraise rolls annotated appraise one and appraise two

The ogre has a sack with 250gp!

The goblins between them have 31sp and 220cp and carry 12 crude small shortswords and 12 crude shortbows with 64 arrows

Meztli, 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 80gp

); #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 no take 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)
.

Meztli 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!!!!

Turk search: 1d20 ⇒ 19


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

Appraise 1 (untrained): 1d20 + 0 ⇒ (1) + 0 = 1
Appraise 2 (untrained): 1d20 + 0 ⇒ (17) + 0 = 17
Perception: 1d20 + 5 ⇒ (3) + 5 = 8

Examining the horde, Meztli carefully hefts one of the bags (#7), then takes out a handful of gold and examines it. "This not shiny yellow metal," she says suspiciously. "It too heavy."


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

Appraise 1 (untrained) 1d20 ⇒ 7
Appraise 2 (untrained) 1d20 ⇒ 6
Perception 1d20 + 4 ⇒ (5) + 4 = 9

"That ogre's been busy."


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

Appraise1: 1d20 + 0 ⇒ (15) + 0 = 15

Appraise2: 1d20 + 0 ⇒ (15) + 0 = 15

Perception: 1d20 + 2 ⇒ (7) + 2 = 9

Hey this brandy is the good stuff. Its likely worth 80 gold or more.

Lorcan did not make the Perception but will be casting Detect Magic so should locate anything magic, no?


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 adds Hey this ogre cave looks pretty secure. Could we camp here?


Appraise1: 1d20 + 2 ⇒ (13) + 2 = 15
Appraise2: 1d20 + 2 ⇒ (2) + 2 = 4
Perception: 1d20 + 6 ⇒ (11) + 6 = 17 So close


None of the treasure detects as magic. Although this area may be good for camping, the goblin cave continues and you did run into a patrol upon entering. The cave has an open door, but it is under a covered canopy. If someone knows its location, it would be hard to defend. In the back of the cave is a secret door that is easy to push open. With ample spikes it may be possible to keep closed.

The treasure found, even discounting the painted lead, amounts to almost 1000gp!

Do you wish to settle down here, retreat to the road, or push on?

Turk smiles as he looks at the treasure. "Nice, we are all rich!! More than I can make in five years guarding caravans. It smells here and may be hard to defend."

He runs his fingers through a bag of real gold. "Who will dance with me?" He offers his hands to any takers and begins to do a short jig.


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

We are somewhat ill equipped. Do we need to head back to the keep to more properly supply before we continue. At least we could sleep securely and prepare safely in the morning.


Turk says: "Pass the cheese wheel. I'm hungry!"


Ingrid takes Turk's offer for quick dance
"If you don't mind good sir."


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

Looking on as the two caper around, Zoros looks out the entrance of the cave, noting its postition on his map.

"Indeed, defense of this room may be problematic. However, if we leave , recuperate and return, the liklihood this room will still be unoccupied is high. The ogre must have a reputation within this labyrinth, most of the other occupants likely give this cave a wide berth. When we return, we enter by this outside entrance."


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

But its a long way back to the Keep. I need healing and rest, but do not need to go back myself quite yet.


Gazing out of the tunnel, you think the sun will set in about a half an hour.
Turk nods: "I bet this area gets real busy at night. If we left now we could reach the main road before dark. Or we could continue and try to clear out these caves."

He looks around skeptically. "Trying to rest in a contested goblin cave may be risky. Even if it is the ogre lair with a dead ogre out in the main passage. The goblins would see him and know his stash is up for grabs, wouldn't they?"

Let me know what the consensus is.


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

I vote for the main road. Lorcan states firmly. And is there any healing to be had?


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 remains alert as the group retreats to the relative safety of the road. Lets try to find some place defendable for the night. I feel vulnerable out here without my spells. And before we rest, does anyone have any healing magic remaining?

Trying to move us along. We all agree to post daily in this game…


"Sorry, But I can't cast Cure Light Wounds for the rest of the day.
And for a spot we can defend, I think the side of a cliff would provide some protection."


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

As the group reaches the road, Meztli scampers up a tree and settles in among the branches. "I comfortable here," the savage woman says.


1 is bad: 1d8 ⇒ 6

The group retreats to the road. By the setting sun you are able to find the approximate spot you departed from the road. Meztli finds a sheltered spot where you can observe the road without being easily seen. The night passes uneventfully.

Refreshed, you head back to the Caves of Chaos.

Nothing happened at night---where to?


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

Climbing down from her perch, Meztli cracks and swallows the contents of a pair of eggs that she found in a bird's nest. "We finish greenskins," she asks, indicating the goblin cave.


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 agrees to going back to where they were. Lets clear that area, even if they have fortified it while we were gone. Just before entering the cave he will cast his Mage armor.


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

Before turning in for the night, Zoros used as many channels as needed to heal everyone up to full.

"Indeed, Lorcan, we should not be surprised if we find new occupants." Zoros says, his mace hanging menacingly by his side.


"Though I think the odd of a new ogre or two moving in should be very low."


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 loads his small heavy crossbow and nods that he is ready to move in.


The group finds there way back to the goblin caves. Moving farther in, the party continues to explore parts of the caves new to them.

The Party is around DY112 moving from right to left. You can put yourself in marching order. Who is up front? They need a perception roll. How are you generating light?


"I think someone who can see well in dim light and is good at noticing things should be at the front or next to it."

She looks at everyone as they look at her

after a few seconds
"Oh crap, it's me isn't 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

Lorcan will be in the second rank. He will maintain his Dancing Lights as one of the light sources and keep them light ahead of the group.


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

With the dancing lights to see by, Meztli will take point.


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

"I wouldn't be one of Cuthbert's Chosen if I shirked my duties, I will advance behind Meztli." Zoros says, adusting his shield.


"I think I should be second in the line, as I have better eyes Zoros.
That and we should balance the line.
If all the strong are in the front, the back becomes weak."


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 begins to bristle a bit, but the relaxes "Your words are wise, Ingrid. In such a place, ambush from behind is a real danger. I will guard our rear."


Bad innuendo check, when I read what you said Zoros.

"Let's hope, we don't get ambushed."


goblin stealth/Per Meztli/Per Ingrid: 1d20 + 14 ⇒ (2) + 14 = 162d20 ⇒ (19, 12) = 31

As the party advances down the caves, Meztli and Ingrid hear a large group of goblins in the large room that parallels the passage they have been moving down.

Initiative
Lorcan: 1d20 + 6 ⇒ (7) + 6 = 13
Turk: 1d20 + 2 ⇒ (13) + 2 = 15
Zoros: 1d20 + 1 ⇒ (3) + 1 = 4
Ingrid: 1d20 + 1 ⇒ (11) + 1 = 12
Meztli: 1d20 + 1 ⇒ (17) + 1 = 18
goblins: 1d20 + 1 ⇒ (6) + 1 = 7

Thanks to Meztli and Ingrid's quick warning, all but Zoros gets the jump on the goblins.

ORDER of ACTION
ROUND1
ALL BUT ZOROS

Goblins

Map updated--all but Zoros to go


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 moves and fires his crossbow at the closest goblin.

1d20 + 4 ⇒ (15) + 4 = 191d8 ⇒ 4


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 attacks the nearest goblin, slashing with her halberd. Unfortunately, the attack is poorly timed and misses by se eral inches.

Meztli vs. Goblin: 1d20 + 4 ⇒ (2) + 4 = 6
Damage (halberd): 1d10 + 3 ⇒ (2) + 3 = 5

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