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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Delaying Ingrid

Lorcan hits a goblin, but he is made of strong stuff and keeps his feet. hp: 1d10 - 4 ⇒ (9) - 4 = 5

Meztli and Turk moves next to Meztli, readying and attack.

readied:
Turk: 1d20 + 4 ⇒ (20) + 4 = 241d6 + 3 ⇒ (1) + 3 = 4
Turk: 1d20 + 4 ⇒ (16) + 4 = 201d6 + 3 ⇒ (5) + 3 = 8

A tricky goblin springs a pit trap dropping open just behind Meztli and Turk. The struggle to keep their balance and avoid a 20'fall.

Reflex DC 18 Meztli/Turk:
You keep your balance

Fail Reflex DC 18 Meztli/Turk:
You drop 20' Acrobatics can stop first first 10'/2nd10': 1d6 ⇒ 51d6 ⇒ 1

REF Turk/acr Turk: 1d20 + 2 ⇒ (12) + 2 = 141d20 + 2 - 5 ⇒ (12) + 2 - 5 = 9

The armored fighter drops into the pit that is 20' below and takes a nasty fall.

Awaiting Meztli save


Ingrid will sing to boost morale.
+1 morale bonus to atk/dam and vs fear


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

This is on hard mode for sure! DC 18 traps at first level catches us 80+% of the time. Wow. Was there no chance to see the trap before party members walk across it?


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

Reflex save: 1d20 + 1 ⇒ (2) + 1 = 3

Acrobatics: 1d20 + 4 ⇒ (17) + 4 = 21

Meztli also struggles to keep her balance, but loses the battle and drops into the pit. She twists as she falls, catlike, to land on the floor a little harder than intended, but still upright.


With the way cleared, the goblins target.
1Zorcan/2Ingrid: 1d2 ⇒ 1
shortbow@+4: 3d20 ⇒ (20, 4, 19) = 43
confirm: 1d20 + 4 ⇒ (2) + 4 = 6
damage pierce: 2d4 ⇒ (1, 1) = 2
shortbow@+4: 3d20 ⇒ (18, 1, 4) = 23
damage pierce: 1d4 ⇒ 1
A volley of arrows glances off Zorcan as the goblin fire is erratic and weak. 3hp damage

ORDER OF ACTION
ROUND 1
Zoros
Round 2
Everybody else

goblins

The tricky goblins seem to have trapped Turk and Meztli in a twenty foot pit.
With two sides to climb perpendicular walls it is DC 20 without rope to climb the sides

All to act


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 one

Scowling at how the front line was tricked, moves forward to the corner. DW-112

Once there he kneels and opens his pack. Taking out the coil of rope and attached grapple hook, he fits the hook in the stone and tosses the rope down to the two unfortunates in the pit.


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 gasps as two of his friends fall into the pit. You damn green skins are gonna pay! he calls as he blasts the one he shot last round with his Heavenly Fire.

Heavenly Fire: 1d20 + 3 + 1 ⇒ (10) + 3 + 1 = 141d4 ⇒ 4 Damage only if the creature is evil.

After firing he removes his silk rope from his pack and 5' steps as shown. I am gonna need some help. he says as he looks for something to tie to.


"Oh boy this is not good."

Ingrid casts Sleep on a group of gobs

4 Will saves, DC:13
Gobs are in light blue


Turk begins the climb with the rope.
climb: 1d20 + 3 ⇒ (5) + 3 = 8
climb: 1d20 + 3 ⇒ (14) + 3 = 17

After a slip, Turk begins to ascend.

ORDER
Meztli
bad hobg


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

Did Lorcan drop the one he hit with holy fire?


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 also has a little difficulty getting started, but then scampers up the rope as easily as if it were a vine in her home jungle.

Climb: 1d20 + 6 ⇒ (3) + 6 = 9
Climb: 1d20 + 6 ⇒ (12) + 6 = 18


RECAP
The heroes, seeing goblins, do not have time to check (move action) and move to engage. A tricky goblin triggers a device on the wall and a pit opens. The two warriors cannot avoid it and fall. Zoros produces a rope and they begin to climb out. Zorcan finishes off the goblin hit before with a shot of fire. Ingrid begins to cast.

On goblin has a decent shot at Zoros.
arrow: 1d20 + 4 - 2 ⇒ (9) + 4 - 2 = 111d4 ⇒ 4
Ingrid's spell to concern the goblins, and she is the target of the goblin volley as Zorcan has stepped behind cover.
+4: 6d20 ⇒ (1, 16, 18, 11, 9, 17) = 72
As with Zorcan, half of the six arrows hit for
piercing: 3d4 ⇒ (1, 2, 4) = 7

Turk continues to climb the rope.
climb: 1d20 + 3 ⇒ (10) + 3 = 131d20 + 3 ⇒ (6) + 3 = 9
Meztli needs one more climb to be out on this side, Turk needs one more after this due to his slower speed.

Ingrid struggles to keep focused on longer sleep spell Concentration check

ORDER
ROUND 2
Zoros
ROund 3
Rest of party

goblins


Sleep does not need concentration, Lullably does


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 swears in her native tongue as she fails to make progress, but then gathers herself together and continues her climb.

Climb: 1d20 + 6 ⇒ (3) + 6 = 9
Climb: 1d20 + 6 ⇒ (8) + 6 = 14


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
Ingrid Vita Yuri wrote:
Sleep does not need concentration, Lullably does

BUT sleep is a full round action to cast. So it will, or would have gone off next round. We discussed this when you first cast it in the earlier fight. You will need a pretty hard concentration check or loose the spell.


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
GM Tribute wrote:

RECAP

The heroes, seeing goblins, do not have time to check (move action) and move to engage. A tricky goblin triggers a device on the wall and a pit opens. The two warriors cannot avoid it and fall. Zoros produces a rope and they begin to climb out. Zorcan finishes off the goblin hit before with a shot of fire.

A minor correction - Lorcan finishes off the goblin, not Zorcan. Also Lorcan produces a rope as well, but I am not sure its needed.

On his next turn Lorcan will reload his crossbow if he is not needed to help get the fighters out of the pit.


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 2

Zoros ducks behind cover as an arrow flies by, only to clatter against the wall behind him.

He leans forward and slings a stone at one of the goblins.

Attack 1d20 + 1 ⇒ (8) + 1 = 9

Only to miss horribly.


The sleep hits the goblins after a massive effort to concentrate by Ingrid.
will: 4d20 ⇒ (6, 14, 9, 17) = 46
Three of four affected go down as one resists.


Lorcan's rope is allowing Turk and Meztli to climb at the same time as they are having difficulty. Three goblins now sleep on the ground. Meztli is up and prone.
ORDER
Round 3
Ingrid
Complete sleep then act
goblins


Ingrid will 5-foot step next to the pit, go prone and assist Turk out

I'll assume climb(aid)
Climb(aid): 1d20 + 1 ⇒ (11) + 1 = 12


Ingrid's spell gives the party a respite as the goblins struggle to wake their sleeping friends who manage to stagger to their feet with their bows.


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

Lorcan's rope? what about Zoros' rope? A Priest tries to do some good and this is the recognition he gets? ;D


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

[XXX[You were first. I think you ninja'd me buy a few minutes. [/ooc]


Turk and Meztli climb up two ropes .


RECAP
After falling in the pit. Mezli has climbed up the rope Lorcan tossed down, and Turk has climbed up the rope extended by Zoros. Ingrid completes her sleep spell and reaches down to help the armored warrior up. The agile warrior is hampered by his chainmail and fails to get up to the top.climb: 1d20 + 3 ⇒ (4) + 3 = 7

Party up -- Ingrid's appropriate action gave Turk a free aided climb which he failed after his ACP was included :-(

Turk continues his scamper.
climb: 1d20 - 2 + 2 ⇒ (1) - 2 + 2 = 11d20 - 2 + 2 ⇒ (14) - 2 + 2 = 14
The goblins taunt the armored warrior but he manages to get to the top.
Prone out of the pit--map updated
Turk has acted, rest of you to go

ORDER OF ACTION
Round 3
Zoros
Round 4
Meztli(prone)

Turk (prone)
Ingrid (prone)
Lorcan

goblins
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

Since climb is a move action, maybe he can try to climb twice?

Lorcan takes a shot at a goblin he can see and then goes prone.

crossbow: 1d20 + 3 ⇒ (9) + 3 = 121d8 ⇒ 3


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 finds her feet and then contemplates the pit, calculating her chances of clearing it. After a few seconds, she turns and leaps. (Move action to stand from prone and move action to jump the pit.) Unfortunately her jump falls short and she lands in the pit again, twisting to avoid landing too hard, but coming down on her right side, scraping and bruising her thigh.

Acrobatics: 1d20 + 8 ⇒ (2) + 8 = 10
Acrobatics: 1d20 + 4 ⇒ (14) + 4 = 18
Falling damage: 1d6 ⇒ 5


I gave him a bonus climb and two more for his action. Third time was a charm.


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

EDIT: Meztli had at least 10 feet of space for a running start, so her DC would have been only 10, which means that she cleared the pit. So, she is on the other side, but can take no more actions.


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 3

Zoros pull another stone from his pouch an flings it at the one aware goblin.

Attack. 1d20 + 1 + 1 ⇒ (12) + 1 + 1 = 14
Damage 1d4 + 1 ⇒ (2) + 1 = 3


INgrid cast CLW on herself
clw: 1d8 + 1 ⇒ (6) + 1 = 7


RECAP
The party fires at the goblins, but fail to hit them. Ingrid heals herself, and Turk struggles to climb out of the pit.
The barbarian makes a running jump and succeeds in barely clearing the ten foot gap.

Goblins
The goblins all see the tiger in their midst, and fire at Mezli then Ingrid with their shortbows. The goblin fire is incredibly accurate as all but one of their seven small arrows misses.
Meztli shortbow@+4: 6d20 ⇒ (8, 16, 7, 8, 15, 12) = 66
damage: 5d4 ⇒ (2, 4, 2, 4, 4) = 16
vs Ingrid: 1d20 + 4 ⇒ (13) + 4 = 171d4 ⇒ 3

ORDER OF ACTION
Round 4
Zoros
Round 5
Meztli
Turk (prone)
Ingrid
Lorcan

goblins
Zoros

Turk prepares to jump across too, but with his wounds, he thinks better of 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 loads his heavy crossbow and stays out of sight.


Lorcan is the only one to post. Meztli went down, but I think we are missing some actions. Rather than delay everyone and let the goblins go, we need to see who is still in.

ORDER OF ACTION
Round 4
Zoros
Round 5
Meztli
Turk (prone)
Ingrid

Lorcan reloading
goblins
Zoros


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 4
Whoops sorry .lost track of the current round.

"Blast and damnation! What's that girl thinking of?" Zoros exclaims , but he can't help but feel admiration for her bravery.

Knowing he can't reach the fallen warrior, Zoros clutches his holy symbol and calls upon St Cuthbert's grace, sending out a wave of healing energy.

Channel, Positive , 30ft radius 1d6 ⇒ 4


Same here

"We need to get close to the goblins and take them out."

If Ingrid jumps over the pit to land in DU-108 and attack a gob. What would be the Jump DC


Ten foot jump--so acrobatics will depend on if you have a ten foot running start or not. If so, DC 10 acrobatics.


Ingrid jumps over the pit and attack a gob

Atk: 1d20 + 1 ⇒ (15) + 1 = 16
Damage: 1d8 + 1 ⇒ (2) + 1 = 3

Acro: 1d20 + 5 ⇒ (8) + 5 = 13


hp: 1d10 - 3 ⇒ (3) - 3 = 0

Ingrid shoots a gobln. He fires back and she hits at him. aoo ingrid: 1d20 + 1 ⇒ (6) + 1 = 7

The closest goblins shoot at Ingrid.
+4 vs I: 5d20 ⇒ (3, 13, 10, 4, 3) = 33

The one Ingrid hit passes out from the exertion. One goblin takes an obstructed shot at Ingrid.
+0: 1d20 ⇒ 20
conf : 1d20 ⇒ 4
Ingrid is hit twice for 2d4 ⇒ (4, 3) = 7

Six goblins remain.

Party to go--exact order posted tonite if needed


Turk attempts a running jump of the pit after retreating.
acr: 1d20 + 3 - 5 ⇒ (12) + 3 - 5 = 10
He barely makes it across teetering at the edge of the pit.
ORDER OF ACTION
Round 5
Zoros
Round 6
Meztli

Turk jumped across
Ingrid
Lorcan

goblins
Zoros


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

Once again, the irrepressible warrior gets to her feet and moves to engage the nearest goblin. Double move action, so no attack.


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 5

Seeing he compatriots leaping into the fray, Zoros once again calls upon his connection to St Cuthbert , sending out positive energy.

Channel ,Positive 1d6 ⇒ 4


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 have lost track. Is Lorcan up?


Those up are in bold typically--Lorcan and Ingrid up.
Turk turns his head and gives Zoros a thumbs up as his blood soaked knee begins to heal. Turk @ max-2


Ingrid five foot steps attacks the nearest standing goblin DS-109

Atk: 1d20 + 1 ⇒ (11) + 1 = 12
Damage: 1d8 + 1 ⇒ (5) + 1 = 6


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

Are the goblins in blue asleep?

Lorcan uses a move action to move back and then leap over the pit with a running start.

Jump: 1d20 + 2 ⇒ (11) + 2 = 13

If he has not had to double move he will then shoot a goblin.

Crossbow: 1d20 + 3 + 1 ⇒ (19) + 3 + 1 = 231d8 ⇒ 8


The goblins in blue are awake now--running jump with 20' move speed requires a double move.
Ingrid misses and Lorcan rushes across the pit and jumps with a leap, clearing the ten foot distance.

Two goblins fire at Meztli.
+4: 2d20 ⇒ (19, 14) = 33
Two goblins fire at Lorcan.
+4: 2d20 ⇒ (7, 10) = 17
Two goblins fire at Ingrid.
+4: 2d20 ⇒ (5, 6) = 11

The only two arrows that hit strike the barbarian woman.
damage: 2d4 ⇒ (3, 1) = 4

ORDER OF ACTION
Round 6
Zoros
Round 7
Meztli
Turk
Ingrid
Lorcan

goblins
Zoros


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

Sorry guys, for some reason was waiting for Goblins to go....and missed the fact that they did.

Zoros will wait until a landing spot has been freed, then will jump across.


Ingrid attacks the nearest standing goblin DS-109

Atk: 1d20 + 1 ⇒ (11) + 1 = 12
Damage: 1d8 + 1 ⇒ (6) + 1 = 7

Fudgecakes, same darn roll

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