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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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)

Rhen sneaks to the side of the door, out of sight so that he can ambush who ever comes through.


The secret door swings open to reveal a short corridor with a wall of bars running down one side. Four rusted doors open in this wall into four cramped cells. The locks on the cell doors have rusted away, making them easy to open.


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 steps into the corner, covering the hall with his crossbow.

"Wouldn't want to end up in the way of someone more capable. By all means, after you."


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

"Should i force these doors open or do you want to open them more quietly?", he asks to Rhen, stepping into the corridor and looking around.


Reinar:
As you step into the corridor, you notice a dwarf skeleton lying in a contorted position in the first cell. It apparently was wearing a leather apron when it died. No mushroom in sight.


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)

Rhen will approach the locks and try to pick them.

"Probably no one home but best ta be careful."

Disable Device taking 20: 20 + 6 = 26


The locks on the cell doors have rusted away, making them easy to open.


As you step into the corridor, you notice a dwarf skeleton lying in a contorted position in the first cell. It apparently was wearing a leather apron when it died. No mushroom in sight.


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)

Rhen will open the door, poking the skeleton with his sword.


When you open the door, the skeleton rises up. You hear more bones cracking and moving in the other cells. Skeletons on Parade

roll initiative

Inititative:

Reinar 1d20 + 2 ⇒ (1) + 2 = 3
Zevon 1d20 + 5 ⇒ (16) + 5 = 21
Bulgard 1d20 + 4 ⇒ (16) + 4 = 20
Rhen 1d20 + 4 ⇒ (8) + 4 = 12
Yellow Skeleton 1d20 + 5 ⇒ (4) + 5 = 9
Red Skeleton 1d20 + 5 ⇒ (1) + 5 = 6
White Skeleton 1d20 + 5 ⇒ (1) + 5 = 6

Round 1
Zevon, Reinar, Bulgard, Rhen <------------
Yellow Skeleton, Red Skeleton, White Skeleton,


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

"Undead!, Reinar swings his glaive at the closest one.

Attack(Power Attack): 1d20 + 4 ⇒ (9) + 4 = 13
Damage: 1d10 + 6 + 3 ⇒ (9) + 6 + 3 = 18


Reinar fails to connect.


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

"Nothing we cannot handle! A quick dispatch to set us back on our path."

Inspire Courage (Su): Affected allies receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.


Round 1
Zevon,Reinar,

Bulgard, Rhen <------------
Yellow Skeleton, Red Skeleton, White Skeleton,


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)

"Well this should be fun!"

Short Sword: 1d20 + 6 ⇒ (6) + 6 = 121d6 + 1 + 1d6 ⇒ (1) + 1 + (3) = 5

I get my Sneak attack since they are flat footed. Mind you they are undead


Rhen misses the bag of bones.

Thank you for the FF reminder.


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)

No Worries


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 draws his greatsword, hurtles the dwarf and takes an overhead swing at the first skeleton.

greatsword, inspire courage: 1d20 + 4 + 1 ⇒ (5) + 4 + 1 = 10

damage: 2d6 + 3 + 1 ⇒ (1, 1) + 3 + 1 = 6


Don't think you can take Rhen's position, but you can move through player's squares. Moving you to the third skeleton. That is a miss.


The yellow skeleton claws at Rhen
claw 1 v ac 19: 1d20 + 1 ⇒ (20) + 1 = 21
claw 2 v ac 19: 1d20 + 1 ⇒ (14) + 1 = 15

confirm: 1d20 + 1 ⇒ (6) + 1 = 7

damage: 1d4 + 1 ⇒ (3) + 1 = 4

The red skeleton claws at Reinar
claw 1 v ac 17: 1d20 + 1 ⇒ (12) + 1 = 13
claw 2 v ac 17: 1d20 + 1 ⇒ (10) + 1 = 11

The white skeleton claws at Bulgard
claw 1 v ac 18: 1d20 + 1 ⇒ (8) + 1 = 9
claw 2 v ac 18: 1d20 + 1 ⇒ (5) + 1 = 6

Rhen takes 4 hp of damage, the other two miss

Round 2
Zevon, Reinar, Bulgard, Rhen <------------
Yellow Skeleton, Red Skeleton, White Skeleton,


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 drops his glaive and draws his sword to fight the close-by skeleton.

Attack(Inspire Courage, Power Attack, Two-Handed): 1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 22
Damage: 1d8 + 6 + 3 + 1 ⇒ (1) + 6 + 3 + 1 = 11


The warrior's sword destroys the skeleton. Bones fall to the ground in a pile.


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 uncoils his whip, keeping the crossbow in his off hand. He moves behind Rhen and lashes out at the corpse's ankles. He continues to rally his party.

Trip: 1d20 + 3 + 1 ⇒ (10) + 3 + 1 = 14


When making a melee attack against a target that isn’t adjacent to you (such as with a reach weapon), use the rules for determining cover from ranged attacks. He has soft cover making that a miss.


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

Yeah, I figured the dwarf would be in the way. Worth a shot.


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)

"Damn undead dwarf, don't ye know ye should be moving on not here attacking yer kin?"

Short Sword: 1d20 + 5 + 1 ⇒ (4) + 5 + 1 = 101d6 + 1 + 1 ⇒ (4) + 1 + 1 = 6

Rhen lashes out again at the one that attacked him


Round 2

Zevon, Reinar, Rhen
Bulgard, <------------
Yellow Skeleton, White Skeleton,


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 screams in rage and takes another swing.

greatsword, IC: 1d20 + 4 + 1 ⇒ (18) + 4 + 1 = 23
dmg: 2d6 + 3 + 1 ⇒ (4, 2) + 3 + 1 = 10


Bulgard shatters the skeleton. Pieces of it go flying, hitting the wall while the remaining bones disengage and fall to the floor.

The yellow skeleton slashes at Rhen

claw 1 v ac 19: 1d20 + 1 ⇒ (20) + 1 = 21
claw 2 v ac 19: 1d20 + 1 ⇒ (6) + 1 = 7

confirm: 1d4 + 1 ⇒ (1) + 1 = 2

damage: 1d4 + 1 ⇒ (4) + 1 = 5

Rhen takes another 5 hp of damage. I believe he is at 1 now.

Round 3

Zevon, Reinar, Rhen, Bulgard, <------------
Yellow Skeleton


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

Seeing the dwarf sustain grevious injury, Zevon drops his whip and produces the wand.

CLW: 1d8 + 1 ⇒ (5) + 1 = 6

This is the final round for Inspire Courage.


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)

"Thank ye, now to get rid o' this abomination!"

Short Sword: 1d20 + 5 + 1 ⇒ (17) + 5 + 1 = 231d6 + 1 + 1 ⇒ (3) + 1 + 1 = 5


Rhen injures the skeleton.


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 doesn't seem to think he can help much with the battle so he starts searching the rooms.

perception: 1d20 ⇒ 5


As you enter the last cell you see that this skeleton lies in a peaceful posture on his simple straw cot. Apparently he alone remained loyal to Torag until the end. On one of his hands is a beautiful ring. Growing inside his ribcage is a pair of ironbloom mushrooms. K Religion DC 13 to identify.

Unless Reinar wants to throw a lit lantern at Rhen, I see little else he can do.


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 smashes the little skeleton's skull with his blade just to make sure it stays in bed. He plucks the ring from the dwarf's finger and pockets it, then gathers the fungi as well. He will present these items to his party for ID once Rhen can finish his deed.


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

Yep, Reinar just stands there looking angry and dangerous


The yellow skeleton claws at Rhen
claw 1 v ac 19: 1d20 + 1 ⇒ (1) + 1 = 2
claw 2 v ac 19: 1d20 + 1 ⇒ (9) + 1 = 10

Round 4

Zevon, Reinar, Rhen, Bulgard, <------------
Yellow Skeleton


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 leans against the wall, chewing his fingernail and examining the new ring, keeping an ear out for the sounds of a collapsing pile of bones.


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)

Rhen will slash again then move back to allow someone else to take a hit.

Short Sword: 1d20 + 5 + 1 ⇒ (8) + 5 + 1 = 141d6 + 1 + 1 ⇒ (2) + 1 + 1 = 4

I meant to move back the last time but was distracted in my writing.


Bulgard hears a whiff as a shortsword whirs through the air missing the skeleton. Rhen draws an attack of opportunity as he cannot take a five foot step.

claw 1 v ac 19: 1d20 + 1 ⇒ (7) + 1 = 8


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

His rallies no longer having the desired effect, Zevon turns his attention to the skeleton. He steps forward and begins to hum softly. As the soothing melody crescendos, he reaches out and touches the dwaven skeleton.

Cure Light Wounds Touch Attack: 1d20 + 3 ⇒ (14) + 3 = 17
Cure Damage v Undead: 1d8 + 1 ⇒ (1) + 1 = 2

Cure Light Wounds:When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply Spell Resistance, and can attempt a Will save to take half damage.


As Zevon touches the dwarven warrior's skeleton, Bulgard hears a pile of bones fall to the floor.

It is 3:00 pm day 2. You can reach the Elder Tree by sunset, using up all of your 8 hours travel time.


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

If that is the quickest way, I say we book it... don't forget the pony


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

"That was entertaining, lets head back."

Yep lets go


Day 2 17:00
You pass through the clearing where the witch's hut still smolders. A chill runs down your spine as you notice every tree bending away from the clearing as if trying to escape.

Day 2 19:00
You arrive at the clearing around the Elder Tree. It is sunset and will be completely dark in 30 minutes. You feel like you are being watched.

map


deja vu


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 |

"I don't like the feel of this place, and night is nearly upon us. I am weary from a brutal day and need to rest to regain my strength. I say we find a defensible position and catch some shuteye, taking watches in turn. We are going to need all our tricks to get home, I think."

Bulgard layers himself in thick, stickymud and rolls in some leaves. He looks like a bristly bush and smells of the detritus of the forest floor.

"I would like to sneak around and find us a place to shelter for the night. Any objections?"

stealth, rocky terrain: 1d20 + 10 ⇒ (11) + 10 = 21


Knowing Bulgard, there is usually a method to his madness.

perception: 1d20 + 8 ⇒ (12) + 8 = 20

Bulgard vanishes.


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

"Maybe that serpent is back, if it gets in our way again i'll be sure to kill it and take its skin."

Reinar stays with the rest of the group, weapon in hand, waiting for Bulgard to return.

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