Hollow's Last Hope (Inactive)

Game Master Seldlon the Swift

A wilderness and dungeon adventure designed for four 1st- level characters. Characters who successfully complete this adventure should reach 2nd level by its conclusion.


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M Half Elf Arcane Healer Sound Striker Bard 3 | hp 30/30 | AC 18, T 13, FF 13 | F +3, R +6, W +2 | Init +5 | Per +5 | Performance Rounds: 9/16

Zevon coils his whip and lights a torch.

This may be serve better as a weapon against those bats.

He follows Rhen to the north entrance.


Male Human Unchained Barbarian (Invulnerable Rager) 2 | hp 26/28 | AC 17, T 12, FF 15 | F +5, R +2, W +3 | Init +2 | Per +7 | DR 1/- | Rage Turns: 3/8

"Don't think i ever fought bats before...", Reinar mutters, picking up his sword before following the group.


M Human M Human Ranger 2 | HP 52/52 | AC 20, T 17, FF 15 | F +6, R +10, W +2 | Init +4 | Per +7 |

Bulgard likewise lights a torch and takes off toward the bats.

"N-never fought bats, no sir-ee"


HP 65 l AC 21 [+2 vs Traps] (T 15 FF 16) l F +6 R +12 W +5 (+2 vs Poison/Magic) l Ini +45 Perc +10 (+3 to unusal stone/Traps)

"Ne'er fought em but have seen em as big as a dog" Rhen holds his arms out to emphasize the size.


M Half Elf Arcane Healer Sound Striker Bard 3 | hp 30/30 | AC 18, T 13, FF 13 | F +3, R +6, W +2 | Init +5 | Per +5 | Performance Rounds: 9/16

"That's some bat" Zevon says, grinning at Rhen.

He steps into cooridor and peers into the ruins.

Perception: 1d20 + 5 ⇒ (8) + 5 = 13

can't move token using my phone


This chamber is entirely shattered, with much of the outer wall and ceiling completely crumbled. Most of this room is difficult terrain due to the large chunks of stone and debris that litter the floor.

The bat swarm that lives in this room is relatively harmless unless disturbed.

HP
Rhen 06/11
Reinar 08/14
Bulgard 06/12
Zevon 10/10

Remember:

previous mention of this encounter
Moved you Zevon


Male Human Unchained Barbarian (Invulnerable Rager) 2 | hp 26/28 | AC 17, T 12, FF 15 | F +5, R +2, W +3 | Init +2 | Per +7 | DR 1/- | Rage Turns: 3/8

"So how you wanna do this? I think it'll take too longe to cut them one by one."


M Human M Human Ranger 2 | HP 52/52 | AC 20, T 17, FF 15 | F +6, R +10, W +2 | Init +4 | Per +7 |

"See anything we can set fire to? Smoke em out!"

perception: 1d20 ⇒ 19


There is nothing combustible here. You did leave 8 lanterns filled with oil in the watchtower.

Igar The Terrible wrote:
A lit torch swung as an improvised weapon (usual -4 penalty) deals 1d3 points of fire damage per hit. A lit lantern can be used as a thrown weapon, dealing 1d4 points of fire damage to all creatures in squares adjacent to where it breaks.


HP 65 l AC 21 [+2 vs Traps] (T 15 FF 16) l F +6 R +12 W +5 (+2 vs Poison/Magic) l Ini +45 Perc +10 (+3 to unusal stone/Traps)
Bulgard Merkenkin wrote:

"See anything we can set fire to? Smoke em out!"

[dice = perception] 1d20

"That be the best Idea I heard all day, lets get all the lanterns and chuck em in a burnin'"

Rhen will return to the store room and gather the rest of the lanterns to use to smoke the bats out.


Normally, the bats would wait for you to disturb them. With multiple lanterns and torches, I'll let initiative decide. Here it is when you are ready.

roll initiative

Inititative:

Reinar 1d20 + 2 ⇒ (10) + 2 = 12
Zevon 1d20 + 5 ⇒ (14) + 5 = 19
Bulgard 1d20 + 4 ⇒ (7) + 4 = 11
Rhen 1d20 + 4 ⇒ (8) + 4 = 12
Bat Swarm 1d20 + 2 ⇒ (3) + 2 = 5

Round 1

Reinar, Zevon, Bulgard, Rhen <---------
Bat Swarm


M Half Elf Arcane Healer Sound Striker Bard 3 | hp 30/30 | AC 18, T 13, FF 13 | F +3, R +6, W +2 | Init +5 | Per +5 | Performance Rounds: 9/16

"I suppose I should start this show."

Zevon tosses the lantern onto the swarm with an underhand lob, and moves back down the hall.

10' in front. Far right corner

lantern: 1d20 + 3 ⇒ (15) + 3 = 18

fire dmg: 1d4 ⇒ 3


Zevon's lantern hits the ceiling dropping fire into the swarm. It takes 4 hp of damage.

HP
Rhen 06/11
Reinar 08/14
Bulgard 06/12
Zevon 10/10
bat swarm -4 hp

Zevon

Reinar, Bulgard, Rhen <---------

Bat Swarm


HP 65 l AC 21 [+2 vs Traps] (T 15 FF 16) l F +6 R +12 W +5 (+2 vs Poison/Magic) l Ini +45 Perc +10 (+3 to unusal stone/Traps)

Lantern Toss: 1d20 + 4 ⇒ (18) + 4 = 22

dmg: 1d4 ⇒ 1

Trying to hit the swarm


Rhen's lantern explodes in flames doing 1 hp of damage to the swarm.

Zevon, Rhen

Reinar, Bulgard, <---------

Bat Swarm


M Human M Human Ranger 2 | HP 52/52 | AC 20, T 17, FF 15 | F +6, R +10, W +2 | Init +4 | Per +7 |

do I need to go pick up a lantern? If not, I'll lob one too.

lantern hurl: 1d20 + 4 ⇒ (11) + 4 = 15

damage: 1d4 ⇒ 2


Male Human Unchained Barbarian (Invulnerable Rager) 2 | hp 26/28 | AC 17, T 12, FF 15 | F +5, R +2, W +3 | Init +2 | Per +7 | DR 1/- | Rage Turns: 3/8

Reinar follows suit.

"Hahahah! Burn!"

Lantern hurl: 1d20 + 3 ⇒ (16) + 3 = 19
Damage: 1d4 ⇒ 2


Each lantern does 3 hp of damage to the swarm. The swarm moves over Rhen, Zevon and Reinar doing 1d6 damage to each. They will bleed 1 hp per round until they can stop it.

Rhen: 1d6 ⇒ 2
Zevon: 1d6 ⇒ 3
Reinar: 1d6 ⇒ 2

HP
Rhen 04/11
Reinar 06/14
Bulgard 06/12
Zevon 07/10
swarm -11

Top of the order, Round 2


If you toss a lantern, be sure your token is where you want it and specify the square or intersection you are targeting. I'll move the token for you if you ask (phone users can't do that for some reason).


HP 65 l AC 21 [+2 vs Traps] (T 15 FF 16) l F +6 R +12 W +5 (+2 vs Poison/Magic) l Ini +45 Perc +10 (+3 to unusal stone/Traps)

Can you add a link to the map again? You can do it at the top via the campaign info tab


map

And it is on the campaign tab for future reference.


M Half Elf Arcane Healer Sound Striker Bard 3 | hp 30/30 | AC 18, T 13, FF 13 | F +3, R +6, W +2 | Init +5 | Per +5 | Performance Rounds: 9/16

Zevon swings madly at the bats around him.

torch: 1d20 ⇒ 7

fire: 1d3 ⇒ 1


Zevon swings his torch madly about failing to connect with the swarm before the -4 penalty.


HP 65 l AC 21 [+2 vs Traps] (T 15 FF 16) l F +6 R +12 W +5 (+2 vs Poison/Magic) l Ini +45 Perc +10 (+3 to unusal stone/Traps)

Tossing last lantern: 1d20 + 4 ⇒ (7) + 4 = 11

damage: 1d4 ⇒ 2

"What out ye durn'd ELF!


What is your target, Rhen? Where is that lantern headed?


HP 65 l AC 21 [+2 vs Traps] (T 15 FF 16) l F +6 R +12 W +5 (+2 vs Poison/Magic) l Ini +45 Perc +10 (+3 to unusal stone/Traps)

to the left side of the swarm away from Zevon


I remain unclear. How about direction (north, south, east, west) and number of squares from your current position? The unoccupied intersection SW of Reinar with him in the potential flames?


Male Human Unchained Barbarian (Invulnerable Rager) 2 | hp 26/28 | AC 17, T 12, FF 15 | F +5, R +2, W +3 | Init +2 | Per +7 | DR 1/- | Rage Turns: 3/8

"Guess i'll just have to this the old fashioned way."

Reinar steps out of the swarm (if possible), draws his sword and hacks at the mass of bats.

Attack(Power Attack): 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 1d8 + 4 + 2 ⇒ (3) + 4 + 2 = 9


The swarm is made up of diminutive creatures. Weapons have no effect on them. The move will happen when Rhen's toss is resolved.


The only logical target based on that description is the intersection SW of Reinar. The swarm takes 3p of damage and Reinar takes 1d4 ⇒ 3. As the swarm breaks up, Reinar swings his greatsword in vain and moves adjacent to Rhen. Rhen and Reinar each bleed 1 hp. We stay in initiative as bleeding doth occur.

HP
Rhen 03/11
Reinar 02/14
Bulgard 06/12
Zevon 07/10

Round 2

Rhen, Reinar

Bulgard, Zevon <---------------


You guys are looking pretty rough right about now. FYI bleeding


M Half Elf Arcane Healer Sound Striker Bard 3 | hp 30/30 | AC 18, T 13, FF 13 | F +3, R +6, W +2 | Init +5 | Per +5 | Performance Rounds: 9/16

Zevon is panting as he points the wand at Reinar.

Bulgard, see if you can tend to the dwarf!

CLW: 1d8 + 1 ⇒ (7) + 1 = 8


As Zevon heals the warrior, his bleeding stops. Zevon bleeds 1 hp.
HP
Rhen 03/11
Reinar 10/14
Bulgard 06/12
Zevon 06/10

Round 2

Rhen, Reinar, Zevon

Bulgard <---------------


M Human M Human Ranger 2 | HP 52/52 | AC 20, T 17, FF 15 | F +6, R +10, W +2 | Init +4 | Per +7 |

Bulgard runs to Rhen and wraps both hands around his bleeding wound.

"Hold still dwarf you're making me n-n-n-nervous!!!"

Bulgard blinks repeatedly during his fit of nerves, trying to force the last word out.

heal: 1d20 + 1 ⇒ (15) + 1 = 16


Success, Bulgard. Round three. Only Zevon bleeds at this point.

HP
Rhen 03/11
Reinar 10/14
Bulgard 06/12
Zevon 06/10

Everyone is up.


HP 65 l AC 21 [+2 vs Traps] (T 15 FF 16) l F +6 R +12 W +5 (+2 vs Poison/Magic) l Ini +45 Perc +10 (+3 to unusal stone/Traps)

I missed why we were bleeding but see it now.

"Thank ye, now lets get rid o' these bats in this belfry."

Rhen will disengage and move out of the room to light a torch.


Clarifying, the bast swarm is gone. All that is left now is that Zevon is bleeding. The post on the swarm dying was not that clear. You did it, Rhen. You killed em.


HP 65 l AC 21 [+2 vs Traps] (T 15 FF 16) l F +6 R +12 W +5 (+2 vs Poison/Magic) l Ini +45 Perc +10 (+3 to unusal stone/Traps)

After lighting the torch and coming back in, Rhen realizes that Zevon is bleeding out. Rhen rushes over to him trying to stem the bleeding.

Wisdom Check: 1d20 + 1 ⇒ (13) + 1 = 14


So close. He still bleeds.


M Half Elf Arcane Healer Sound Striker Bard 3 | hp 30/30 | AC 18, T 13, FF 13 | F +3, R +6, W +2 | Init +5 | Per +5 | Performance Rounds: 9/16

Can I aid Rhen's attempt?

Heal (DC 10 OR 15): 1d20 + 1 ⇒ (1) + 1 = 2

Zevon attempts to dress his own wounds, but obviously has no clue what he is doing.


You can aid another. Zevon continues to bleed

HP
Rhen 03/11
Reinar 10/14
Bulgard 06/12
Zevon 05/10


HP 65 l AC 21 [+2 vs Traps] (T 15 FF 16) l F +6 R +12 W +5 (+2 vs Poison/Magic) l Ini +45 Perc +10 (+3 to unusal stone/Traps)

"Dammit I am a killer not a doctor, someone get me some bandages."


Male Human Unchained Barbarian (Invulnerable Rager) 2 | hp 26/28 | AC 17, T 12, FF 15 | F +5, R +2, W +3 | Init +2 | Per +7 | DR 1/- | Rage Turns: 3/8

Reinar looks at Zevon's wounds.

Heal: 1d20 + 2 ⇒ (4) + 2 = 6

And gives up on trying before he makes it worse.

"I still have that healing flask in case you want it back..."


M Human M Human Ranger 2 | HP 52/52 | AC 20, T 17, FF 15 | F +6, R +10, W +2 | Init +4 | Per +7 |

"let me try!"

heal zevon: 1d20 + 2 ⇒ (14) + 2 = 16


End initiative


M Half Elf Arcane Healer Sound Striker Bard 3 | hp 30/30 | AC 18, T 13, FF 13 | F +3, R +6, W +2 | Init +5 | Per +5 | Performance Rounds: 9/16

Well, now that situation is properly remedied, let us refresh ourselves and see to our reward... as unlikely as it is.

Zevon waves the wand over himself and each of his companions.

CLW Bulgard: 1d8 + 1 ⇒ (4) + 1 = 5
CLW Rhen: 1d8 + 1 ⇒ (5) + 1 = 6
CLW Reinar: 1d8 + 1 ⇒ (4) + 1 = 5
CLW Zevon: 1d8 + 1 ⇒ (8) + 1 = 9

Those four castings leave 5 charges remaining.


HP
Rhen 09/11
Reinar 14/14
Bulgard 11/12
Zevon 10/10


HP 65 l AC 21 [+2 vs Traps] (T 15 FF 16) l F +6 R +12 W +5 (+2 vs Poison/Magic) l Ini +45 Perc +10 (+3 to unusal stone/Traps)

"To the pup now? I dun like how he looked at us afore."

Rhen will wait for the others to move ahead and keep his sword drawn.


M Human M Human Ranger 2 | HP 52/52 | AC 20, T 17, FF 15 | F +6, R +10, W +2 | Init +4 | Per +7 |

"Aye, but I am a man of my w-word. I will not bear arms against the warg if he will part with the f-fungus freely. If he breaks his word, I will riddle him with a-a-arrows."


Looks like a consensus. You enter the warg's lair. He and the wolf remain in the corner where you last saw them.

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