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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BACKGROUND
The Realm of mankind is narrow and constricted. Always
the forces of Chaos press upon its borders, seeking to enslave
its populace, rape its riches, and steal its treasures. If
it were not for a stout few, many in the Realm would indeed
fall prey to the evil which surrounds them. Yet, there are always
certain exceptional and brave members of humanity,
as well as similar individuals among its allies - dwarves,
elves, and halflings - who rise above the common level
and join battle to stave off the darkness which would otherwise
overwhelm the land. Bold adventurers from the Realm
set off for the Borderlands to seek their fortune. It is these adventurers
who, provided they survive the challenge, carry
the battle to the enemy. Such adventurers meet the forces
of Chaos in a testing ground where only the fittest will return
to relate the tale. Here, these individuals will become
skilled in their profession, be it fighter or magic-user, cleric
or thief. They will be tried in the fire of combat, those who return,
hardened and more fit. True, some few who do survive
the process will turn from Law and good and serve the
masters of Chaos, but most will remain faithful and ready to
fight chaos wherever it threatens to infect the Realm.
You are indeed members of that exceptional class, adventurers
who have journeyed to the KEEP ON THE BORDERLANDS
in search of fame and fortune. Of course you are inexperienced,
but you have your skills and a heart that cries
out for adventure. You have it in you to become great, but
you must gain experience and knowledge and greater
skill. There is much to learn, and you are willing and eager
to be about it! Each of you has come with everything which
could possibly be given you to help. Now you must fend for
yourselves; your fate is in your hands, for better or worse.
Ahead, up the winding road, atop a sheer-wailed mount of
stone, looms the great KEEP. Here, at one of civilization’s
strongholds between good lands and bad, you will base
yourselves and equip for forays against the wicked monsters
who lurk in the wilds. Somewhere nearby, amidst the
dark forests and tangled fens, are the Caves of Chaos
where fell creatures lie in wait. All this you know, but before
you dare adventure into such regions you must become
acquainted with the other members of your group, for each
life will depend upon the ability of the others to cooperate
against the common foe. Now, before you enter the grim
fortress, is the time for introductions and an exchange of information,
for fate seems to have decreed that you are to
become an adventurous band who must pass through
many harrowing experiences together on the path which
leads towards greatness.

You have travelled for many days, leaving the Realm of Ulek and
entering into the wilder area of the Borderlands. Farms and
towns have become less frequent and travellers few. The
road has climbed higher as you enter the forested and
mountainous country.
You now move up a narrow, rocky track. A sheer wall of natural
stone is on your left, the path falling away to a steep
cliff on the right. There is a small widening ahead, where
the main gate to the KEEP is. The blue-clad men-at-arms*
who guard the entrance shout at you to give your names
and state your business. All along the wall you see curious
faces peering down at you - eager to welcome new
champions of Good, but ready with crossbow and pole arm
to give another sort of welcome to enemies.

As you approach the fortifications, you look at the companions that have joined up with you to seek your fortune on the borderlands. Two dwarves, well armed and armored, a priest handy with the spear, another human of questionable past, and the enigmatic elf with a book of magic.

The guards at the keep call out as you approach.
"Step forward in turn and identify yourselves. State your name, profession, and reasons for coming to the Keep."


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 boldly steps forward. "I Meztli. I warrior. I look for adventure."


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 Kiirassi, Billet of St Cuthbert. The Cudgeler's foes are legion in this area and I aim to smite them!"


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

Er, I think you have the first group info still in the intro. I am not an enigmatic elf with a book of magic.

Surely good people of the keep you recognize Lorcan Gimblesprocket. I have come to you from distant Ulek to bring you my skill with all things arcane. With that the charismatic little gnome bows low.


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

'Ello good sirs! Conner tips his hat towards the gatehouse as he bellows louder than you would think the small halfling could. I am Conner Thinwhistle master trapsmith and seeker of lost fortunes. I 'ave come to delve the Caves of Chaos known to reside in this region and this shaggy fellow is my beast o burden Buck. The halfling bows at the end of the speech while the large shaggy dog wags his tail at the mention of his name.


Ingrid does a slight bow with her left forearm going across her the lowest part of her ribcage and her right arm straight and parallel with her upper torso as she introduces herself.
"I'm Ingrid Vita Yuri, a bardess."
she straightens back into a natural position and continues.
"And where may I find a tavern or inn where I may perform?"


The guards wave you forward with the others.

"Put your weapons away and we will escort you inside."

The portcullis is raised for your entry.

Two towers 30’ high with battlements
flank a gatehouse 20’ high. All have holes for bow and
crossbow fire. A deep crevice in front of the place is
spanned by a drawbridge (now up). There is a
portcullis’ at the entry and large gates at the far end of
the passage. The passage is about 10’ wide and high,
the ceiling above pierced with murder holes*, and
walls to either side slitted for archery. It is obvious that
the building is constructed of great blocks of the hardest
granite, undoubtedly common throughout the entire
fortress.

The drawbridge comes down and you enter the keep, acquiring the escort of two men at arms and a scribe. The scribe carefully writes down your names, occupation, and the date you entered. A more experience guard with a single slash on his blue livery is also on hand, checking the book and each of you with a keen eye.

The date recorded is CY576.4.4 -- You entered in CY (Common Year) 576 on the fourth or planting month on the fourth day of that month.

The guards nod approvingly as they size you up and seem to like what they see. You find yourself entering the outer bailey, a collection of buildings. See Keep map for more details.

"Provisions and weapons can be found in the general store. Food and drink can be found at our inn. And homage to St. Cuthbert can be performed at our chapel. Mounts can be housed and purchased at the stables."

The guards give you directions to the buildings of interest they just mentioned neglecting to direct you to the stables. Your nose can probably guide you to them if you need to find horses.

The bustle of late day activity continues as mostly armored men move around in the courtyard.

8-9-10 on the Keep map house the general store and smithy/armorer and trading post--14-15 house the inn and tavern--17 is the Chapel.

A young man in blue livery looks up as you enter. He is using a large bristle brush to clean his clothes of horsehair.
"You don't look like tradesmen. Can I show you somewhere? I can show you what passes for a tavern in the keep."


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

Actually an Inn would be grand. Lorcan says accepting the offer. I need a bath and a hot meal, in that order. And I do not suppose you have a gnome population here do you?


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

"Inn. Other paleskins tell me this where I rest. Where?" Meztli asks at the mention of the inn.


"The Inn sounds like a good idea, I hope they have a stage for a performing bard, as well as a room for baths."


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

"The inn is indeed a place we must needs stay. I however must pay my respects at the chapel first. "


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

Yes a cool pint of ale or cider would do nicely. Conner agrees with the others. A rumble of his belly indicates the halfling is already thinking of food.


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

Asking further of the young man in blue livery, Lorcan inquires Also is there a place where commissions or tasks that need attending to are posted? Our little group here are quite eager to prove our value to the keep after all. Perhaps there is some officer of the keep that would have such information?


DM Rolls:
6d10 ⇒ (8, 5, 10, 6, 3, 6) = 38

The stablehand leads you around to the tavern where a considerable number of patrons (about thirty) are eating and drinking including a group of five in blue livery of the Keep regulars and another group of men wearing gold coats with red lions on them.

The stablehand introduces you to the bartender and mentions a bard is in the group. As soon as this fact is announced, all eyes are upon your group. The bartender is taking drink orders and food orders.

The bill of fare is produced.
The people of Ulek still use an electrum piece (e.p.) which is a half gold or equal to 5 silver.
The bill of fare reads:
ALE 1 e.p. SOUP 1 s.p.
SMALL BEER 1 s.p. STEW 1 e.p.
WINE 1 e.p. ROAST FOWL 1 g.p.
HONEY MEAD 1 g.p.
BARK TEA 1 s.p.
ROAST JOINT 2 g.p.
1 e.p.
BREAD 1 c.p./slice CHEESE 1 s.p./wedge
PUDDING 1 s.p./bowl FRUIT 1 s.p.

The bartender remarks: "Of course bards don't pay here. And we pass the hat for coins."

The stablehand mentions: "I am thirsty and hungry." He looks up at your group expectantly.


a standing Ingrid leans forward onto the bar as she asks the bartender
"So what kind of performance do you think the crowd would enjoy more, a Song, a Story, or an Act. I'm asking since I don't know this crowd as well as you, and want to give the best performance and one everyone can enjoy and drink 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

Meztli takes a handful of the bits of metal that Paleskins call "coins" from her purse and considers them for a moment. Barter was a much more efficient means of getting needs. She contemplates the menu for a moment, barely comprehending the words. The Outsiders who brought her here tried to teach her some of their symbols, but the "letters" are confusing. Finally, she gives up and sets the menu down.

Experience among the Paleskins has taught her that one is expected to give coin in payment for receiving a feast and that one must request the desired food. She places a handful of coins on the table (4 gp, 5 sp), grabs the serving girl by the arm, and says, "Meat and water."

She wished for a nice bowl of ātōlli, or a refreshing octli, but the Paleskins have never heard of these things, and she has learned better than to request them.


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 aghast sweeps the coins into his hand Meztli that is too much I take it you are not familiar with our customs? Would you prefer bird of beef? the beef is more expensive mind you. I tell you what I will help you. Bring my fine warrior friend the roast fowl the fruit and her water. sliding the waitress a gold and 2 silver handing the rest back to Meztli. I will have a pint of ale; stout if you have it, the fowl as well with a couple slices of bread and a wedge of your cheese the sharper the better. Oh and if you have a soup bone or some scraps for ol' Buck here he would be most appreciative Conner reaches into his own pouch produces two gold and hands them over with a smile to the serving girl. Looking over to the stable hand and knowing how handy it can be to have friends in the right places he produces a couple silver. A soup and small beer for the lad here better bring him a piece of bread too.


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

"Thank... you." Meztli manages, remembering that the Paleskins revered such customs.


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

Yes, yes, all this looks good, but I said I'll have a bath before I eat and I mean to have it. says the determined Lorcan. How much are your rooms?


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 nods approvingly at Connor's good deed, having begun to reach over himself to do the same. "Though your people may not take much stock in such thing, Meztli, our peoples place great stock in those little bits of metal, sometimes too much. " he says, turning to the bar maid Ale and stew for me , thank you." handing over a gold piece, his level gaze indicating he expects his change back.


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

Seeing Zoros's look at the girl Conner takes the opportunity to hopefully preemptively defuse the situation. See Meztli for example young Zoros here just ordered an ale for 1 electrum and a bowl of stew for 1 electrum which together are equal to 1 gold. The different coins have different values which you will have to learn, but once you do you will see how this system beats barter alone hands down. later I will explain the etiquette of tipping those that provide a service for you like this young lady who is so kindly waiting on us. Conner says with a wink to the warrior woman. Looking over to the stable hand so what news of these parts can you share with me my friend? Buck curls up under the table below Conner his tail thumping the floor knowing that food is coming his way in a place that smells this good.


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

LOL, my currency conversion was off ! Thanks for the correction Conner!

Seeing that Connor was correct, face red with embarrassment , Zoros quickly dipped into his belt pouch and gave the serving lass a few coppers more "My apologies lass. And my heartfelt thanks for the gentle correction, Conner."


The bartender looks expectantly at the crowd:
"SONG! SONG! SONG!", then all goes quiet except for the sound of the serving maids. Some patrons leave to pass the word that a bard is in the inn, and soon there is at least one standing patron to every sitting patron.

The food is delicious and the drink is quite good, except for the small beer, which seems to be brewed with the idea of getting quantity not quality.

The stable-hand motions for one of his friends to come over, and they point to the men with the lions on their livery and invite them over. The man at arms with a well kept spear and scale mail under his armor produces a map drawn by the Keep cartographer. He smiles a shy smile at Meztli before pushing lose curly black hair under his hat and speaking in a projected voice of confidence.

sense motive 12:
He is trying to appear like a seasoned veteran.

"These are the Caves of Chaos. One of the merchant princes was captured, and my masters can reward those who find him. They believe he is held in these Caves. You can purchase these maps at the trading post for a gold piece."

Refer to the map of the surroundings in the campaign tab--it is the one you are looking at. Feel free to RP the bardic performance as much as possible, but these people have not seen a bard in a long time.


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

Sense Motive (Wis check): 1d20 + 1 ⇒ (2) + 1 = 3

Meztli, having no idea whatsoever if the merchant is being less than honest, stands and proclaims to any who might hear, "Meztli will go to these caves. Meztli will find mer-chant."


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

sense motive untrained: 1d20 ⇒ 17Conner nods to Zoros, listens to the guardsman as the food arrives. Noting the growing crowd Conner decides it may be a good idea to try keep an on things subtly perception: 1d20 + 6 ⇒ (13) + 6 = 19
What more can you tell us ...Sargent?Conner makes the last a bit of a question as well hoping to play up to the man's desired status.


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 listens to the man talk about the lost merchant.

Sense Motive: 1d20 + 0 ⇒ (12) + 0 = 12

Looking skeptically at the man he says Well, I certainly cannot go before a bath.


Perform(Sing): 1d20 + 6 ⇒ (14) + 6 = 20
"Looks like its a song since it unanimous."

Ingrid quickly goes and changes her hair style and gets into something better to sing in
before she sings her first song she addresses the crowd
"This first song is for those who've past on before us, those we know and those we don't know."
The first song she sings for the evening is in common with a slight elven accent, though it sounds like a hymn for those who've pasted on.
After the first song she sings her other songs in elven and she moves her body with the songs' rhythm and emotions.

Hope you guys enjoy the songs


The response to the songs is positive, though the elven songs seem a little lost on the patrons. Nevertheless, the coins pour in.

take:
sp/cp: 10d10 ⇒ (1, 1, 6, 10, 4, 6, 7, 1, 8, 6) = 502d10 ⇒ (2, 3) = 5


Had to cut post short last night--follow up now
The coins arrive, 50 coppers and 5 silvers, in a hat passed by the barmaids. Most of the silvers came from the mercenaries and men at arms. The bartender looks at the coins and smiles. "Not bad. I am sure there will be more to follow if you stick around."

The mercenary smiles at the promotion by Conner, and corrects Conner but obviously flattered: "No, I am not a sergeant yet. I am quite young to be a sergeant."

The mercenary continues, addressing the gnome: "There are private rooms at the inn for a gold piece. For a silver they will bring in the large tub and fill it with water. The common room is pallets on the floor for a silver a night."

He points to the map at where the caves are. "This is also called the burial ground of the foolish. The Keep guards say to 'ware the evil wizard' when adventuring parties go there. The last mercenary company to go there did not return."

The stable hand nods to the mercenary. "Turk here knows his business. He guards the trading missions."

Turk nods: "Gotta keep the almighty Ulek trade flowing."

Turk puts his pack under his shirt so he has a large belly and makes it so the buttons on his shirt are straining and does an imitation of one of the merchants you think.
"Economic development is the only way to expand our influence and tame the savage lands."

The other mercenaries laugh and fill up his flagon with ale.

Turk adds: "If you are headed to the caves, if you return, it will be with plunder and gold. There is no sense hoarding your wealth. Make merry with us."

You can tell Turk is taken with Meztli and thinks Eva out of his league. The horseman seems to be fascinated with Lorcan. Obviously gnomes and arcanists are both exotic to him.

Turk looks at Meztli's weapons. He mentions:"I can find you a disarming spear if you want. I think it is called a ranseur."


"Does anybody want an encore?"

If yes:

"So An encore it is"
1d20 + 6 ⇒ (13) + 6 = 19
She first encore Songs are in common, and ends it with some elven songs

If No:

She bows to her audience
"Thank you gentleman, I hope you enjoy the rest of the night."


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

Looking worried Lorcan comments to his traveling companions. Hmm. At a gold a night cannot stay two many nights before seeking an income. Perhaps we could share a room? I do not take up much space.

If Ingrid offers to sing again Lorcan ask I know a song they might like here. Perhaps if you know it I could accompany you? He mentions a common drinking song that includes a madden and a bear. It given a chance he will join the bard in singing it. He will even add some dancing globes of lights as special effects.

Perform Sing: 1d20 + 4 ⇒ (15) + 4 = 19

The gnome has a strange but appealing voice that reminds the listener of a spring morning in the woods and other-wordily realms.

Lorcan only started with 70 gold and bought a 50 gp heavy crossbow. He only has 2 gold 2 silver in coin with him.


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 smiles at Lorcan I bet the journey 'as all of us on our last coin or two. Seems Ingrid is doing well for 'erself, but I think there is a pallet in that common room with my name on it. I say we should head out on the morrow for the caves. looking to the young mercenary Please tell us all you can bout this merchant and evil wizard the more we know the better chance we got. the gnome is right the way this crowd is feeling and 'ow free they are being with the coin I bet I could make a right penny in here, alas like uncle Evern always said never pinch where you plan to perch. Conner sighs at the crowd continuing to drink growing more festive and the pouches that rattle with coin.


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

An I suppose we aught to all chip in and get us a Map. Course it seems to me that it the keep wants anything down about the caves they would be handing out those maps for free.


After Ivy get's down off the stage in her dress, she goes to the bar and leans forward on it using her elbows to keep her torso propped up and shes says to the barkeep.
"I hope I can do a better performance tomorrow.
Though I wonder if the guards, mercs and fellow adventurers enjoyed the first song for their comrades that could not be here?"

after chatting it up with the barkeep for awhile learning where the shops* are and what they provide, she mingles with the patrons talking with them gaining feedback on her songs before she goes back to her group's table and sits down across from Meztli and Zoros.

Ivy smiles as she speaks
"Meztli, How do you feel about shopping for some new clothes.
As I can guarantee that any clothes we adventure in are going to get dirty and ripped from the various attacks from various creatures?"

after her answer Ivy addresses the group
"A map would be helpful, but it's only good if you know exactly how to use it.
An item we should have on us should we go underground is chalk, so we can mark the way we came since string and thread can only go oh so far and it could be cut on or by something.
And I think it'll be tactically better if we fully introduced ourselves and explained what they can do as well as your likes, dislikes,
where you'd want to be in a formation, and what job you'd want in the group."

Ivy goes first
"I'll go first, My full name is Ingrid Vita Yuri, or for as some call me Ivy. I'm a Bard whose performances lift spirits up, distract or even fascinate, those who hear them, And am quite knowledgeable.
As for spells I only know only a few; Detect Magic, Dancing Lights, Mage Hand, Lullaby and Sleep.
I'm also a very social individual and enjoy talking with people."

*including a shop for clothes.


The patrons ask for an encore. Their pockets are getting empty, but more coins are thrown in as the duet is quite beautiful.

Coins:
1d8 ⇒ 62d20 ⇒ (4, 15) = 19

Six silvers and 19 coppers are collected.
Turk and the stablehand confer. "Well, the saying is the merchant came from the guild and his family has money. The evil wizard there is not much about him. I heard he dresses in black and wears a conical pointy hat. But then, that is how all evil wizards dress, so it can't be much to go on."
Turk looks around. "I have some leave coming. I could go with you to the Caves. Getting some action may help me make rank. Either way, let me escort you to the inn."
He laughs about the maps: "Everyone likes maps. Just giving 'em away would not encourage too many. Most adventurers can spare a gold. But if I come, you don't need a map."


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

At Ingrid's suggestion, Meztli looks down at her own outfit. "Clothes not good? she asks.

As Ingrid makes her pitch and looks expectantly to her, Meztli shifts uncomfortably in her chair. "I Meztli. I warrior," she says firmly. She pounds the haft of her spear on the floor for emphasis.

Looking to Turk, she says, "Ran-seur? Better spear?


Ingrid replies to Meztli's clothes answer
"The your current clothes are good for adventuring,
What I'm talking about are clothes for being more social.
As you have a great canvas to work with, Heck I think you caught the eye of a few patrons."

Ivy's reply to Meztli's "I warrior."
"Then what weapons do you have and why do you prefer them over others."

After a short pause
"We should go shopping for some better armour, as padded armour does not protect you much.
I hope they have leather or studded leather that would fit you.
As I have a hard time finding clothes and armour that fits me"


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 says to Lorcan "I would gladly share accomodations with you Lorcan, you've been a boon companion on the journey here. I'd offer the same arrangement to all who are interested."

To Turk, the cleric says "Your knowledge, while valuable, if the caves prove as dangerous as it is said, may perish with you. So a physical map is quite essential."


Not going to do an introduction like Ivy has, Zoros


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 for one would welcome this brave man's company, though I too think a map that we can add to would be a good idea. Zoros, I shall pay for the first night then, and you procure the map? And what time shall we meet in the morning to go and have our first look at these caves?


Turk nods: "I'll meet you for the breakfast special, bread cut and baked with eggs and mincemeat. I'll grab a ranseur from the armory. You may like it better--I'll take some leave."

A quick trip to the trading post shows that they have all manner of supplies. What they do not have in general supplies, the provisioner has. The nearby blacksmith carries many common weapons and armor and can take orders to make more. Buildings 8=trader/9=provisioner/10=blacksmith on keep map

Checking in for the evening at the common room (1sp) or getting a private room (1gp) with a double bed, desk, dresser, and washstand. (1sp+tip to waterboys to have bath brought in)

Will start with a breakfast off to Adventure post tomorrow, but more socializing is allowed :-)


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 gets the room and a bath with a simple dinner of bread and cheese. With the purchase of breakfast in the morning he is mostly out of coin (unless Ivy shared some of the coins from the second song... )


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 buys a map, a pouch of tobacco and pipe, and some rawhide and jerky for Buck spending 4 g.p 1 e.p total. He will buy a pallet in the common room and spend his last few coins on breakfast most likely. Glad to have the young mercenary along for added strength he drifts off to sleep pleased with himself at a well spent evening.


It is uneventful in the common room. Not even a heavy snorer. The group awakes and heads to the provisioner (Bldg 9 on map). After buying supplies they head out of the keep.

After a wonderful breakfast the group heads out. Provisioner has standard items (none >20gp in value from CRB). Adjust character sheet accordingly. Maps are 1gp.

As the party departs the keep, a few men in blue livery manning the walls cheer as you leave. Shouts of "Ulek, Ulek, Ulek!" and "Crush evil!" and "'Ware the evil mage!" are heard. A few wearing the lion colors are there to cheer on Turk, and wave to him as you depart.

As the portcullis is opened after the drawbridge is lowered, the sentry hands Turk two man-sized targets and asks you to place one fifty feet and the other two hundred feet from the keep. As you walk into the distance, the fire of what appears to be monstrous crossbows firing large spear sized projectiles rips into the dummies and tears them to shreds. Although the first shots are a little erratic, quickly the missileers find their mark.

It is wonderful day as you leave the Keep along the road on day five of the planting month at about 0900.

CY576.4.5@0900


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 is in good spirits and hums a tune as he walks. He carries what for him is a rather large heavy crossbow. So, we should discuss division of loot. I propose we split everything evenly and further, assuming some level of success that we subtract some stipend that we use to pay to rent some property that we can operate from. The Inn is very nice but will keep us all poor in the long run. I suspect we could rent a house, and hire someone to cook for us much more cheaply staying in the inn for weeks.

Does the map show the way to the caves, the caves themselves, or both? Do you have the map to post?


Ivy gets up does her morning exercises/stretches, breakfast and heads out with the rest of the group.


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 pays for one map and half of the cost of a room with Lorcan

Zoros smiles at the beautiful morning, bidding a cheerful goodbye to the guards , glad to be on the way; not even noticing that he begins to hum along with Lorcan as the travel down the road.


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 pleased to be on their way greets Turk and the rest of the companions. He picks up whistling the tune once Zoros begins to hum as well. Buck follows along behind Conner sniffing and snuffing everyone taking pets and pats from any who give them quickly learning to steer clear of anyone who doesn't seem to care for him.


We will move on as Meztli did mention player being busy.

The march is somewhat uneventful. The weather holds and the group marches for more than eight hours with a short rest at midday. You find yourselves about half way along the road. Looking at you map you recognize you are at the point where the river and the forest are at their closest to the road.

Turk notes that there is one hour of good light and the sun will begin to set.

The watch is uneventful and the party breaks camp in the morning after a warm, cloudless night. Getting an even earlier start you get close to where the Caves of Chaos are marked on the map. You figure it as about two more hours to get there.

Turk leads you the final two hours to what appears to be a large ravine on the left. As you look into the woods, there are two sets of hills on either side. Given the topology, you are entering the open end of a horsehoe.

The forest you have been passing through has been
getting more dense, tangled, and gloomier than before.
The thick, twisted tree trunks, unnaturally misshapen limbs,
writhing roots, clutching and grasping thorns and briars all
seem to warn and ward you off, but you have forced and
hacked your way through regardless. Now the strange
growth has suddenly ended - you have stepped out of the
thicket into a ravine-like area. The walls rise rather steeply
to either side to a height of about 100’ or so - dark,
streaked rock mingled with earth. Clumps of trees grow
here and there, both on the floor of the ravine and up the
sloping walls of the canyon. The opening you stand in is
about 200’ wide. The ravine runs at least 400’ west (actually
440’) to where the western end rises in a steep slope. Here
and there, at varying heights on all sides of the ravine, you
can see the black mouths of cave-like openings in the rock
walls. The sunlight is dim, the air dank, there is an oppressive
feeling here - as if something evil is watching and
waiting to pounce upon you. There are bare, dead trees
here and there, and upon one a vulture perches and gazes
hungrily at you. A flock of ravens rise croaking from the
ground, the beat of their wings and their cries magnified by
the terrain to sound loud and horrible. Amongst the litter of
rubble, boulders, and dead wood scattered about on the
ravine floor, you can see bits of gleaming ivory and white -
closer inspection reveals that these are bones and skulls of
men, animals, and other things,. . .
You know that you have certainly discovered the Caves Of Chaos!!!!


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 draws his sword fretful in a hushed tone he says I don't like the look of this place one bit. I feel like a hundred sets of beady eyes are all looking down on us." He looks the group over, shall I sneak up and see what I can discover? he ducks low and scurries from cover to cover trying to get a better vantage of the situation.
stealth: 1d20 + 11 ⇒ (8) + 11 = 19perception: 1d20 + 6 ⇒ (11) + 6 = 17

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