Pixie Rogue's Shadowed Keep

Game Master Pixie Rogue

Shadowed Keep on the Borderlands

Map of the keep


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An attack of opportunity (which is what this is because the goblin opened himself up to an extra attack from the adjacent Frenhir by using a ranged weapon) does not count against your normal actions for the round. Think of it more as a reflexive stab/bite when the enemy takes his eye off of you for a moment. Jaonos and Frenhir still have their normal actions to take for the round.

Note, as this hasn't come up for you previously, there is a penalty for shooting into melee unless you have a feat that negates it, so if you fire into the scrum between Frenhir and Orange, you will have a -4 penalty. Alternatively, if you wish, you can close the distance, drawing your dagger as you move, and engage in melee at no penalty.


Male Elf cleric of Iluvitar /4

I'm confused about the pink Goblin. You said it was finished. Then it failed one role to stop bleeding but then passed another. Is it still in the fight? Sorry if I'm missing something. I just want to finish it if it is still in the fight.


Perfectly understandable concern.

Some definitions to facilitate the discussion:

Disabled When a creature is reduced to zero hit points, it is disabled. In this state, it can only take a single action per round or will lose another hit point and begin dying.

Dying When a creature is reduced to a negative number of hit points, it is dying. It is unconscious and must make a DC 10 Constitution check each round or lose another hit point. It takes a penalty to the check equal to the number of hit points it has below zero.

Stable When a creature is dying and succeeds at its DC 10 Constitution check, the creature becomes stable and is no longer dying. It has a low percentage chance of regaining consciousness, but it would take a while and I will refer you to the rules for those specifics.

Dead When a creature is reduced to a negative number of hit points equal to its Constitution score, it is dead.

OK, so in this case, Pink was reduced to a negative number of hit points (-4, I believe). On its turn, I rolled a stabilization/Constitution check for it. Because of the penalty, I said the DC was 14, which is effectively the same as a DC 10 with a -4 penalty to the roll. Either way, it needs a 14 to succeed. It failed that roll, so its hit points were reduced to -5. On its next turn, I rolled a new stabilization/Constitution check with a penalty of -5, which it passed with flying colors. It is no longer bleeding out, but it is still unconscious, is not a threat, and it is very unlikely to wake up on its own. (It is also easy to finish off if you wish to do so.)


Male Elf Magus (Bladebound) [HP 38, Fort +6, Ref +4, Will +5, CMD 19/16, Init +3, AC 16, touch 13, flat-footed 13, Perc +8]

Seeing Yellow drop, Lalandar will try to sneak through the bushes behind Blue to flank him.

Stealth: 1d20 + 5 ⇒ (16) + 5 = 21

assuming I get there

Lalandar jumps out and takes a swing with the blade

attack+2 for flank: 1d20 + 6 ⇒ (7) + 6 = 13
Damage if applicable: 1d6 + 3 ⇒ (4) + 3 = 7


Male Elf cleric of Iluvitar /4

Following the sound of Frenhir's growl, Jaonos dashed forwarded lowering his bow to his side and drawing his dagger from it's sheath he lashes out to stab the orange Goblin.

Dagger: 1d20 + 5 ⇒ (4) + 5 = 9
Damage: 1d4 + 2 ⇒ (3) + 2 = 5

Frenhir rolls to his fear after his attempt to trip the Goblin and lunges in for another bite.

Bite: 1d20 + 2 ⇒ (2) + 2 = 4
Trip: 1d20 + 2 ⇒ (9) + 2 = 11
Damage: 1d6 + 1 ⇒ (6) + 1 = 7


Bose Aufero wrote:

Bose will respond to blue's clumsy attempt.

You should really sneak up on someone who doesn't sneak for a living

I am ruling that you played with the mouse before you pounced, giving Lalandar time to flank him. That gives you a +2 to hit, which is sufficient. Please roll sneak attack damage.


The enlarged half-orc manages to take his frustration out on his tiny foe once more.

Claw attack vs Red: 1d20 + 9 ⇒ (20) + 9 = 29 That's more like it
Damage: 1d8 + 6 ⇒ (4) + 6 = 10

Second claw attack vs Red: 1d20 + 9 ⇒ (10) + 9 = 19 Oh, and another!
Damage: 1d8 + 6 ⇒ (1) + 6 = 7

Critical confirmation roll: 1d20 + 9 ⇒ (1) + 9 = 10 There it is...
Damage: 1d8 + 6 ⇒ (3) + 6 = 9

With an unexpected lunge, Ferrum catches the goblin between his clawed hands and, well, we've heard the last of his giggles unless some powerful magic is involved to bring him back from the dead.

Summary and goblins' actions to follow Bose' sneak attack damage rolls.


M Elf 4 Rogue

Damage: 1d4 + 2d8 + 1 ⇒ (1) + (2, 4) + 1 = 8


Round Four

  • (AOO from previous round) Frenhir attempts to bite the goblin Orange when it shoots at Jaonos, but misses.
  • Lalandar attempts to sneak up on the goblin Blue that snuck up on Bose. His attack fails, but the distraction he provides is telling.
  • Bose once again uses his ally's presence to his advantage, making sure the goblin Blue shall not be sneaking up on anyone else. Four down!
  • Jaonos steps toward the nearest goblin, drawing his dagger, and stabs to no avail. Orange
  • Frenhir once more lunges and growls, missing. Orange
  • Ferrum finally catches the Red goblin's with both hands and virtually snaps it in two. Five down!


  • Blue bleeds thanks to Bose' surgical precision. No stabilization forthcoming thanks to bleeding attack.
  • Yellow bleeds thanks to Bose' surgical precision. No stabilization forthcoming thanks to bleeding attack.
  • Orange flees. As he turns to run, he provokes an attack of opportunity from both Jaonos and Frenhir.
  • Red needs a DC 20 stabilization roll or continue bleeding out. Failure, he's dead.
  • Green needs a DC 12 stabilization roll or continue bleeding out. Success!
  • Pink needs a DC 15 stabilitation roll or continue bleeding out. Success!

GM Only:

Yellow -6 Bleed effect
Green -2 Stable
Pink -5 Stable
Red -11 Dead
Blue -2 Bleed effect
Stabilize: 1d20 ⇒ 5


M Elf 4 Rogue

Where are we in the init order?


Once the attacks of opportunity of Jaonos and Frenhir are resolved, we are back on the party's go. Feel free to post "if orange gets away, I..." and "if orange doesn't get away, I..." if you know what you want to do.


Male Elf Magus (Bladebound) [HP 38, Fort +6, Ref +4, Will +5, CMD 19/16, Init +3, AC 16, touch 13, flat-footed 13, Perc +8]

if there is anyway I can see orange Lalandar turns with a look of of pure determination and casts Magic Missile

If nothing is visible.. That one will warn any others. We need to be prepared. Quickly, turns to the body and looks for anything of value on the corpses

Searching two bodies near me:
Perception I assume: 1d20 + 8 ⇒ (10) + 8 = 18
2nd corpse: 1d20 + 8 ⇒ (3) + 8 = 11


M Elf 4 Rogue

Orange_in_range:
Bose will wheel and throw one of his daggers at orange attack: 1d20 + 8 ⇒ (6) + 8 = 14
damage: 1d4 + 1 ⇒ (1) + 1 = 2
sneak: 2d8 ⇒ (2, 8) = 10
It seemed that running away may prevent him from knowing that a weapon is heading his way, but I wasn't sure if that would allow sneak attack but he is within range for a ranged sneak attack, unless he covers

Orange_not_in_range:
I agree with Lalander. We should either move quickly, or hunt him down. That said, the idea of chasing a goblin into a forest full of goblins may be a poor strategy.


To clarify, the goblin is not actually orange - that was just a convenient mechanic to make sure we all were speaking of the same creature.

If Jaonos is unable to roll for the AoO before Sunday, I will take care of it so we can continue.


Male Elf cleric of Iluvitar /4

Frenhir dives for the goblins legs for another bite
Bite: 1d20 + 2 ⇒ (17) + 2 = 19
Trip: 1d20 + 2 ⇒ (4) + 2 = 6
Damage: 1d6 + 1 ⇒ (2) + 1 = 3

Jaonos resets his feet and lunges with a not more care to drive his dagger into the Goblin
Dagger: 1d20 + 5 ⇒ (10) + 5 = 15
Damage: 1d4 + 2 ⇒ (3) + 2 = 5


Male Elf cleric of Iluvitar /4

if that attack finishes off the Goblin
Jaonos relieved
We we're lucky. Ferrum you are hurt. May I try to heal you?

If the Goblin escapes
Jaonos rushed but calm. A hint of shame in his voice for letting the Goblin get away

The Goblins will take personal pride in hunting us down for their pleasure. Bose, Lalandar I will trust your judgment, but before we do anything, we must attend to Ferrum and Frenhir's wounds.


Post Round Four Attacks of Opportunity

  • Frenhir's lunge at the fleeing goblin draws blood as his teeth tear at the creature's calf, but it's not enough to stop the creature's escape.
  • Jaonos' stab etches a line across the goblin's leather armor, but doesn't get through. That was so close...

Surprisingly, the goblin flees across the road toward Ferrum, screaming and diving into the underbrush when it sees the enormous half-orc scowling at him.


  • @Bose: By my count, the goblin is 70' from Bose, within extreme range if you take a move action first, so... Bose, unwilling to let the goblin get away so easily, runs across the clearing. As he does, he flips the dagger in his hand into a throwing grip. As he prepares to fling the blade...
  • Lalandar says an arcane phrase and two shimmering missiles streak from his outstretched hand unerringly toward the fleeing goblin, moving around Bose as they go. Damage: 2d4 + 2 ⇒ (2, 1) + 2 = 5 There is the distinct sound of two solid blows. The goblin is thrown to the ground by the force of the twin impacts where he lays, unmoving.
  • Jaonos looks at his allies and their wounds and focuses on getting everyone back to full health before more goblins show up.
  • Frenhir growls at the departing goblin and licks at his wounds before looking up at his favorite elf. A goblin arrow still juts from his side.
  • Ferrum, with a mighty exhalation, comes down from his bloodrage, visibly shrinking as he does so. He stomps into the underbrush and drags the goblin out into the open.

@Jaonos:
Relatively speaking, though Ferrum was hit several times, none did much damage. If you use your ability to channel energy to heal Frenhir (which may be plenty for the wolf), Ferrum can also benefit from that channel as long as he's within 30' of the cleric and will probably be sufficiently healed.

Out of combat rounds, so you can post in any order.

Unless directed not to, Ferrum intends to take up his sword and finish off each of the still-breathing goblins. He'll let the smart ones figure out what comes next.

Coup d'grace on all but Red:

Green: 4d4 + 6 ⇒ (3, 1, 3, 3) + 6 = 16 Takes it to -18 and dead
Orange: 4d4 + 6 ⇒ (3, 1, 2, 4) + 6 = 16 Takes him to -18 and dead
Pink: 4d4 + 6 ⇒ (1, 1, 4, 3) + 6 = 15 Takes him to -20 and dead
Yellow: 4d4 + 6 ⇒ (3, 4, 4, 3) + 6 = 20 Takes him to -26 and dead
Blue: 4d4 + 6 ⇒ (4, 2, 1, 2) + 6 = 15 Takes him to -18 and dead

He arranges them in a neat row in the clearing after any of their equipment you want to keep has been removed as a warning to any other goblins that come along.

Lalandar loots the bodies; anyone assisting can read this:
You are richer by six Small-sized shortswords, six Small-sized shortbows, 112 Small-sized arrows, and six Small-sized suits of leather armor. Of the eight goblin arrows that were fired, four were destroyed and Arrow recovery?: 4d100 ⇒ (54, 23, 95, 95) = 267 three were recoverable. The party fired three arrows, one of which was destroyed and Arrow recovery?: 2d100 ⇒ (58, 17) = 75 one was recoverable. You realize that these goblins seem to be a bit better equipped than many. This is not high-quality gear, but it's not the repurposed junk that goblins often resort to, either. Last but not least, each goblin has a tiny coin purse. The total coinage recovered comes to silver pieces: 6d6 ⇒ (4, 1, 1, 6, 5, 4) = 21.

A note on wrong-sized gear:
This might not be by the book - or might not be in the book - but it's how I'm going to rule lacking overwhelming evidence that it's incorrect.

Because of differences in weight distribution, grip size, etc., using a weapon designed for a creature of another size will typically incur a -2 penalty to the attack roll but will deal normal damage for the size of weapon. In this case, Small-sized shortbows and Small-sized shortswords deal 1d4 damage. Any feats or abilities that a character has that would affect a properly-sized weapon of equivalent 'power' will be usable for these wrong-sized weapons. Example: If you have Weapon Focus (dagger) and you are trying to use a Small-sized shortsword (both weapons are light one-handed blades dealing 1d4 points of damage), your Weapon Focus (dagger) feat applies.

Of course, just because you are carrying a weapon doesn't mean you have to use it. These can also serve as trade goods if you come across someone that deals in weapons or in need of weapons themselves. In that case, they would have the standard 50% resale value unless you can negotiate something better.


After the post-combat actions have been taken - looting, healing, etc. - and you are ready to move forward, roll a Perception or Survival check (whichever is better for your character).

Lalander:
Roll an Intelligence check in addition to the skill check, please.


Male Elf Magus (Bladebound) [HP 38, Fort +6, Ref +4, Will +5, CMD 19/16, Init +3, AC 16, touch 13, flat-footed 13, Perc +8]

Perception: 1d20 + 8 ⇒ (9) + 8 = 17

Intelligence: 1d20 + 4 ⇒ (18) + 4 = 22 I know I have some Planes and Arcana Knowledge if that specific Intelligence would give me more


M Elf 4 Rogue

survival: 1d20 + 8 ⇒ (5) + 8 = 13


Male Elf Magus (Bladebound) [HP 38, Fort +6, Ref +4, Will +5, CMD 19/16, Init +3, AC 16, touch 13, flat-footed 13, Perc +8]

I assume an equal share of the money for each. I'm not sure I have much use for their miniature weapons.. I would assume 5 for each and then the silver coin extra could go to a rogue because he would quickly snatch it before anyone noticed


Male Elf cleric of Iluvitar /4

Jaonos lead Frenhir closer to Ferrum. Gently Jaonos guided Frenhir to lay on his side. Looking his companion in the eye Jaonos placed his left on at the base of the arrow. Understanding what was happening, Frenhir looked away as Jaonos swiftly removed the arrow from his side. Jaonos quickly stood up straight. Focusing on feeling that magic energy flowing through him, Jaonos began to pray softly.

Elvish:
Iluvitar guide me. Guide my energy to leave me. Give me the gift of healing.

As he finished his short prayer, Jaonos released his energy.

Channel Energy: 2d6 ⇒ (2, 3) = 5

Perception Check Jaonos: 1d20 + 9 ⇒ (3) + 9 = 12
Perception Check Frenhir: 1d20 + 5 ⇒ (7) + 5 = 12


Perception for Ferrum: 1d20 + 7 ⇒ (12) + 7 = 19

So:

The big half-orc catches his breath following his bloodrage.
The cleric patches up the wounds sustained by the party.
The magus and the rogue search the bodies.

(Literary license - I assume Bose would assist lacking anything else to do currently.)

Make a note of how many arrows you fired. The party was able to recover only one of those fired, so someone gets one back.

Lalandar only:

The longer the party remains in the clearing, the more familiar - and yet not - that it feels to Lalandar. As the party has come deeper into the forest, he has paused from time to time, looking back at the way they've come, looking for signs he recalls from last time he was here.

Then he realizes - he saw this clearing as they came out of the trees with the children. It was on his left and their small band turned right, away from the clearing, as they hustled toward the village.

Your Intelligence check was to see if you remembered. Well done. Your Perception and that of Ferrum are sufficient to realize that the last fleeing goblin was trying to reach the path you seek to make his escape. I will let you describe your realization in your own words.


Male Elf Magus (Bladebound) [HP 38, Fort +6, Ref +4, Will +5, CMD 19/16, Init +3, AC 16, touch 13, flat-footed 13, Perc +8]

Suddenly Lalandar looks around, and an expression of knowing passes his face. I've been here before. Where that last goblin fell is the beginning, well it was our end when we came through.. but that is the path towards the Keep. We saw more goblins there last time and we should be on the look out. When we left, a wizard was holding them off and no one has seen him return towards the village. Lalandar will then head towards the path and then pause to see if the others are going to continue the journey.


The path is little more than a game trail. Going more than single file will be difficult. The trail leads to the base of a cliff that was the biggest impediment to the earlier party’s escape until they found this more-or-less natural path down the face. They did not have time to seek an alternative route. Marching order?


M Elf 4 Rogue

Lalander knows the lay of the land, so I think he should lead for now. Perhaps with Ferrum next and the healer in front of the Frenhir and Bose in case we have some ornery goblins come from the back.


Male Elf Magus (Bladebound) [HP 38, Fort +6, Ref +4, Will +5, CMD 19/16, Init +3, AC 16, touch 13, flat-footed 13, Perc +8]

Bose has the stealth right? I think him at the back so he could sneak around in case someone interrupts our progress. If so, I agree with the order.


M Elf 4 Rogue

Bose does have +9 stealth.


Male Elf cleric of Iluvitar /4

I agree with that order


M Elf 4 Rogue

Following in Lalander's wake with some gap between them and a ware eye on the forest

Ferrum, why don't you get his back since he knows the way. I will cover the rear with my Bow ready (though not in hand). Jaonos, is your friend back to his frisky self?


Male Elf cleric of Iluvitar /4

Frenhir is well. We best hurry. Goblins are never far apart.


Post forthcoming tomorrow so we can start moving again. If you see this before my next post, two Perception or Survival checks, your choice, would be appreciated. If I post first, I will roll for you.


M Elf 4 Rogue

Perception 1: 1d20 + 7 ⇒ (10) + 7 = 17
Perception 2: 1d20 + 7 ⇒ (4) + 7 = 11
Survival 1: 1d20 + 8 ⇒ (20) + 8 = 28
Survival 2: 1d20 + 8 ⇒ (18) + 8 = 26


Testing, testing. Thanks for the headsup, Bose, but I am out of time again. Will attempt the post tomorrow.


Dice rolls, spoilered for space:

Ferrum's Perception 1: 1d20 + 7 ⇒ (18) + 7 = 25
Ferrum's Perception 2: 1d20 + 7 ⇒ (17) + 7 = 24

Jaonos' Perception 1: 1d20 + 9 ⇒ (2) + 9 = 11
Jaonos' Perception 2: 1d20 + 9 ⇒ (18) + 9 = 27

Frenhir's check 1: 1d20 + 5 ⇒ (2) + 5 = 7
Frenhir's check 2: 1d20 + 5 ⇒ (2) + 5 = 7

Lalandar's Perception 1: 1d20 + 7 ⇒ (9) + 7 = 16
Lalandar's Perception 2: 1d20 + 7 ⇒ (15) + 7 = 22

I'm going to go novelist on you for a moment to move us along. I'm using some literary license to use the good rolls as the narrative goes.

As the party moves through the forest, no longer on an established (if long-neglected) road, the going is slower, but this game trail appears to be used as a footpath quite often, so once found, it's easy to follow.

Lalandar focuses on the path, looking for signs to bolster his recollection of their previous flight. Ferrum watches his back, long curved blade in hand. The half-orc squints into the gloom, his sight unaffected by the darker shadows.

At one point, he holds up his blade to stop those behind him and grabs Lalandar's shoulder from behind as he scowls into the shadows. "Something moved. Like person, not like wolf." After a long moment, he shakes his head, "Gone now."

As the party continues forward, the path ahead becomes darker despite the hour of the day. After a negotiating a bend in the trail, the small party comes to the base of a sheer rock wall. The game trail runs along its base to the right for several hundred yards.

Lalandar nods, "Yes, this is it." Taking a dagger, he cuts a rune in the dirt. "Look for a tree near the path with this cut in the trunk and about this high," he indicates the height of his chest, "We marked the base of the path because it was well-hidden and we thought we might want to return. It is along this section of trail near the wall." As the party searches, Ferrum finds several charred skeletons shoved into the underbrush off the trail. Some of them have broken bones.

The cleric easily determines that they were goblins and appear to have been immolated in a very intense fire. The breaks however appear to be post-mortem. Lalandar, recalling the mage that stayed to protect their back trail and considering the terrain, wonders as he looks up the wall, "Would a fireball do the trick?"

Jaonos gazes upward also and nods. "It would indeed. The dead and dying falling from somewhere up the wall would explain the broken bones."

While they consider the bodies, Ferrum keeps watch and suddenly realizes that Bose has disappeared. Before he can raise the alarm, however, the stealthiest member of the party appears next to him. "When you are done with whatever you are doing, I've found the path up the wall. Looks a little exposed for my taste, though."

Lalandar shakes his head, "Only at the very top and bottom. Someone built it with war in mind." As he takes up the lead once more, Bose telling him where to look, they find themselves on a ledge that seems to grow from the very rock. Soon the path retreats into the face of the rock, giving the party shelter from anyone on the wall above and shielding them from inquisitive eyes that might look up from below. The trail has several switchbacks where there is room to sit and rest if the party is so inclined - or even take a longer rest, considering how defensible the position is.

Eventually, they come to the end of the trail at the top of the wall.

That's a lot of narrative without asking for input or feedback, so I want to pause here. Any additional actions you want to take or questions you want to ask can be retconned into the narrative. The mention of the places to rest is not because it is late in the day or because I think the party needs it, but as a possibility if you find yourself needing to retreat to a relatively safe spot.

Status: You are within sight of the end of the wall-path. Lalandar remembers that it brings you out just out of sight of the keep you are looking for. Any actions, plans, precautions that you wish to take before you move forward? Now's the time. Let's get this game moving again!


M Elf 4 Rogue

Bose will come to the edge and look/listen to see (with low-light vision)

perception: 1d20 + 7 ⇒ (9) + 7 = 16


Male Elf Magus (Bladebound) [HP 38, Fort +6, Ref +4, Will +5, CMD 19/16, Init +3, AC 16, touch 13, flat-footed 13, Perc +8]

Following Bose, Lalandar will peek over the edge also

Perception: 1d20 + 8 ⇒ (19) + 8 = 27


Male Elf Magus (Bladebound) [HP 38, Fort +6, Ref +4, Will +5, CMD 19/16, Init +3, AC 16, touch 13, flat-footed 13, Perc +8]

"There weren't any guards my last time here. That was awhile ago though. That being said, I believe they like people to believe this place abandoned."

Spoiler:
I am going to do an intelligence check again hoping to remember any extra cover or details about the front from last time Intelligence: 1d20 + 4 ⇒ (20) + 4 = 24


Lalandar can easily recall the route from here to the keep. The distance is short, maybe half a mile. The keep does not sit immediately on the edge of the cliff. The fleeing group and their charges rappelled down the ‘back’ of the structure and snuck along the outer wall to get away.

He believes guards are very unlikely, as much from the remote location and reputation of the site as from desire to disguise the presence of activity.

However, patrols and hunters are quite likely and just as much an issue.

Bose and Lalandar do not see anything. The keep is not close enough to be visible among the undergrowth, but another apparent game trail leads in the right general direction.


Lalandar can easily recall the route from here to the keep. The distance is short, maybe half a mile. The keep does not sit immediately on the edge of the cliff. The fleeing group and their charges rappelled down the ‘back’ of the structure and snuck along the outer wall to get away.

He believes guards are very unlikely, as much from the remote location and reputation of the site as from desire to disguise the presence of activity.

However, patrols and hunters are quite likely and just as much an issue.

Bose and Lalandar do not see anything. The keep is not close enough to be visible among the undergrowth, but another apparent game trail leads in the right general direction.


Male Elf Magus (Bladebound) [HP 38, Fort +6, Ref +4, Will +5, CMD 19/16, Init +3, AC 16, touch 13, flat-footed 13, Perc +8]

The path is apparent from here. I reccomend we take the same stance as when we began. Be on the lookout, I'm sure more goblins will be about.


M Elf 4 Rogue

On our way then


The party cautiously move forward from the opening, keeping low and listening for signs that an alarm has been raised.

Trail sign is evident, showing that this trail has been used, but it doesn’t appear to have been since the last rain.

Slowly the ruin they have been searching for comes into view, a towering and angular testament to one man’s short-lived grip on the land. Circling around away from the cliff to where Lalandar says the gate can be found, you can make out a pair of rutted tracks that come out of the structure and disappear into the forest in the other direction.

All is still.


Male Elf Magus (Bladebound) [HP 38, Fort +6, Ref +4, Will +5, CMD 19/16, Init +3, AC 16, touch 13, flat-footed 13, Perc +8]

Perception: 1d20 + 8 ⇒ (9) + 8 = 17 Trying to determine if there are any fresh tracks


At this point, the party is close enough to see the front gate and the rutted track that leads through it. You will need to get closer to determine if any tracks are present. Also, to do more than notice them, you will need a Survival roll. Survival can be used untrained - it is a Wisdom check in that case. If you intend to get closer, do you want to take any precautions? Does everyone move up, do you sneak up, do some stay back hidden while others walk up like they own the place, stuff like that.


M Elf 4 Rogue

Bose will move forward stealthily to examine the track and move towards the gate

survival check: 1d20 + 8 ⇒ (2) + 8 = 10

stealth: 1d20 + 9 ⇒ (5) + 9 = 14


As the rest of the party stays back, Bose moves forward. He can see into the neglected keep as whatever gates it may have once had barring the entrance are nowhere to be seen. A large building within fills the far left corner of the keep’s interior. It has an unfinished look to it though the walls all appear to be solid. The building forms an “L” and a closed door can be seen in the corner.

The tracks appear to be very old ruts cut into the forest floor by normal-width wagons. There is no sign that such has passed this way in a very long time, however. What foot traffic might pass through here is hidden by layers of typical forest debris. While no detail leaps to the elf’s eye, he is pretty sure something or someone has passed this way in the last few days.

I think an overall map would not be out of place, but I won’t have time to make it tonight. Feel free to continue via theater of the mind if you can. If you try something that doesn’t fit the scene, I will let you know.


No time for map tonight. I picture the party is some 50’ from the gate to its right while Bose is about 15’ right of the gate.


M Elf 4 Rogue

With the feeling that someone has come that way recently, Bose examines the area for signs of when and who it may have been.

Survival: 1d20 + 8 ⇒ (14) + 8 = 22


Bose, seeing no immediate threats, studies the 'road' closely. There appear to be two distinct sets of tracks, two or three days old. One set of four are booted and roughly adult-human-sized. They appear to generally follow the road. Another set of six, some booted, some bare, all the size of young children's feet, exit the courtyard and quickly move off the road and into the trees.

The original map was not friendly to the technique I had in mind, so I have fallen back to a spreadsheet. Post your desired moves and I will update the map.

Map of the keep

Description of the keep: Stout, crenelated walls surround the courtyard and buildings. (They are much thicker than the thin lines on the map would indicate.) A wide gate is found on the south wall, indicated by the area between the black squares on the map. To the east of the gate is the sole watchtower of the keep, standing a good story or more taller than the walls of the keep. (The watchtower is represented in blue.) A solidly-built building fills an inner corner of the keep. Two stories tall, it's clear that it was never completed, if only because of the lack of crenelations. (The building, known as a donjon, is represented in red. A once-fortified doorway is represented in a lighter shade. Once protected by two doors, one hangs from a single hinge while the other lays on the few steps leading up to the doorway. Debris (represented in green) can be seen all around the courtyard, but especially along the walls where it appears some wooden buildings have long since lost their battle with the elements and have collapsed in on themselves. Tracks can be seen throughout the courtyard, but the most-traveled areas are represented in brown on the map. The road leaving the keep is represented in the pale yellow.

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