D0 Hollow's Last Hope

Game Master Storycrafter

A wilderness and dungeon adventure for 1st level characters.


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Male Human Cleric 1 | HP 9/10 | AC 17 T 10 FF 17 | Saves: F: +4 R: +0 W: +5 | CMD: 12 | Init: +2 Percep: +3

Oswin stays close to Tobian, also using Detect Magic to aid in his search.


Male Human Occultist [7] | HP 40/45 | AC 19 T 12 FF 17 | F +6 R +5 W +7 | BAB +5 CMB +6 CMD 18 | Perc +11 | SM +11 | DD +9

Tobian will open the first door and cast Detect Magic again, still hoping to find the source of the aura. He'll also search the room for anything that might be of use, including the thing they have come looking for.


Each of the cell rooms appears to hold a skeleton. Dwarven, perhaps, judging from the length of the bones.

The aura appears strongest towards the last cell.


Male Human Occultist [7] | HP 40/45 | AC 19 T 12 FF 17 | F +6 R +5 W +7 | BAB +5 CMB +6 CMD 18 | Perc +11 | SM +11 | DD +9

Poor sods, left to die it seems. Tobian will continue to move toward the source of the aura.


Assuming Tobian is opening the door and entering to investigate

GM Screen:
Tobian perception: 1d20 + 5 ⇒ (15) + 5 = 20

As Tobian enters the cell, he notices two things about the skeleton laying inside:

1) It seems to have a magical ring
2) There are mushrooms growing in its rib cage


Male Human Alchemist (Vivisectionist) 3

Knowledge (Nature): 1d20 + 7 ⇒ (6) + 7 = 13

"What have you got Tobian?" The Doctor asks, following the wizard.


Male Human Occultist [7] | HP 40/45 | AC 19 T 12 FF 17 | F +6 R +5 W +7 | BAB +5 CMB +6 CMD 18 | Perc +11 | SM +11 | DD +9

I think I've found what we've been looking for. Are those mushrooms the item we seek? Tobian will ignore the mushrooms and try to recover the ring instead, moving into the room in order to take it.


Male Human Occultist [7] | HP 40/45 | AC 19 T 12 FF 17 | F +6 R +5 W +7 | BAB +5 CMB +6 CMD 18 | Perc +11 | SM +11 | DD +9

If I get the ring in my hand I will attempt to determine what magic it contains.

Spellcraft: 1d20 + 8 ⇒ (14) + 8 = 22


As Tobian grabs the ring, two things happen:

- Your spellcraft informs you that this golden ring, with a large red gemstone set in the center is likely a ring of fire resistance. It likely requires a 24 hour bonding time, after which this fire resistance offers fire protection in several ways

- There is a large rattling sound and a gasp as the 3 skeletons in the other cells begin to shake and rise. Within a few seconds, the skeletons have risen and a large cry (a raspy, rattling shrill, really) leaves their dusty jaws. Note that these skeletons hold no weapons nor shields -- instead they brandish fiendish looking claws. A thick leather armor apron covers each.

GM Screen:

Belrick initiative: 1d20 + 5 ⇒ (1) + 5 = 6
Oswin initiative: 1d20 + 2 ⇒ (4) + 2 = 6
Tobian initiative: 1d20 + 2 ⇒ (1) + 2 = 3
Jameson initiative: 1d20 + 4 ⇒ (18) + 4 = 22
Skeleton #1 initiative: 1d20 + 5 ⇒ (7) + 5 = 12
Skeleton #2 initiative: 1d20 + 5 ⇒ (12) + 5 = 17
Skeleton #3 initiative: 1d20 + 5 ⇒ (4) + 5 = 9

Initiative
Jameson
Skeleton #2
Skeleton #1
Skeleton #3
Belrick
Oswin
Tobian

It would appear that Tobian's intense focus on the ring has caught him off-guard!

Jameson may act

New Map


Male Human Occultist [7] | HP 40/45 | AC 19 T 12 FF 17 | F +6 R +5 W +7 | BAB +5 CMB +6 CMD 18 | Perc +11 | SM +11 | DD +9

Hmm, a ring I really do not need. Jameson, perhaps you could have use for this? I always possess the ability to defend myself from fire. I'm sure you... Tobian stops mid-sentence as the skeletons rise up and threaten the party. If there was time I'll hand the ring to Jameson, if not I'll pocket it for now and wait for my turn in battle.


Male Human Alchemist (Vivisectionist) 3

"Aroden's corpse!" The doctor exclaims, cutting Tobian off as the skeletons rise in their cells. "Holy man! Do something!"

Moving and firing crossbow at the skeleton in the cell nearest Oswin.
Crossbow: 1d20 + 4 ⇒ (20) + 4 = 24
Damage+SA: 1d8 + 1d6 ⇒ (1) + (5) = 6


Jameson is too busy to receive the ring from Tobian as he is firing at the skeleton and causing less damage than he means to (the bolt seems to only nick the skeleton as it flies completely through the creature's ribcage).

The skeletons continue their slow pitched wail as they clamber towards the cell doors, pulling them open.

Round 1 Initiative left
Belrick
Oswin
Tobian

Skeletons Advance!

All PCs may act!
(Jameson, your action will be at the top of round 2)


Male Human Cleric 1 | HP 9/10 | AC 17 T 10 FF 17 | Saves: F: +4 R: +0 W: +5 | CMD: 12 | Init: +2 Percep: +3

Oswin calls upon the power of his god.

"Gracious Iomedae, cleanse the world of these abomination with thy holy light!"

Channeling energy to harm undead. Will save for half damage DC 11.

Channel: 1d6 ⇒ 5


Male Human Occultist [7] | HP 40/45 | AC 19 T 12 FF 17 | F +6 R +5 W +7 | BAB +5 CMB +6 CMD 18 | Perc +11 | SM +11 | DD +9

Tobian will turn and use Fire Jet, hitting the two skeletons closest to him.

Damage: 1d6 ⇒ 6 DC 14 Reflex for half.


Male Human Alchemist (Vivisectionist) 3

Jameson backs up as his erstwhile companions set to work on the monstrosities and struggles to reload his crossbow as a touch of panic takes hold of him.


GM Screen:

Will save: 1d20 + 2 ⇒ (2) + 2 = 4
Will save: 1d20 + 2 ⇒ (17) + 2 = 19
Will save: 1d20 + 2 ⇒ (14) + 2 = 16
Reflex save: 1d20 + 1 ⇒ (14) + 1 = 15
Reflex save: 1d20 + 1 ⇒ (5) + 1 = 6

Skeleton 1 takes 5
2 takes 2
3 takes 2
2 takes 3
3 takes 6

Attack Belrick: 1d20 + 1 ⇒ (8) + 1 = 9
Attack Belrick: 1d20 + 1 ⇒ (12) + 1 = 13
Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Damage: 1d4 + 1 ⇒ (3) + 1 = 4

The skeleton closest to Oswin topples in screaming agony, as does the skeleton in the middle cell. Their bones rattle violently and are then still.
The skeleton nearest Belrick, near the secret door to the room, clambers out of its cell towards Belrick and clutches at him with both claws. It narrowly misses.

Only 1 skeleton threatens you, and it blocks the exit from the room.
All PC's may act


Male Human Cleric 1 | HP 9/10 | AC 17 T 10 FF 17 | Saves: F: +4 R: +0 W: +5 | CMD: 12 | Init: +2 Percep: +3

Oswin draws his mace and moves close to the skeleton.

[Move action]Draw weapon
[Move action]Move to threaten, or as close as I can


Male Human Occultist [7] | HP 40/45 | AC 19 T 12 FF 17 | F +6 R +5 W +7 | BAB +5 CMB +6 CMD 18 | Perc +11 | SM +11 | DD +9

Is there an updated map?


After Oswin's move: Latest map


Male Human Occultist [7] | HP 40/45 | AC 19 T 12 FF 17 | F +6 R +5 W +7 | BAB +5 CMB +6 CMD 18 | Perc +11 | SM +11 | DD +9

Tobian will stay back out of the melee since he doesn't have anything useful to add to the fight in these close quarters.


Belrick will swing at the only obvious opponent left.

1d20 + 4 + 2 ⇒ (6) + 4 + 2 = 12
1d6 + 2 ⇒ (3) + 2 = 5

He will miss badly, his sword simply slicing harmlessly between ribs where the creature's heart used to be. The skeleton begins to cackle, as if to mock Belrick.

Round 3
Jameson
Skeleton
Belrick
Oswin
Tobian


Male Human Occultist [7] | HP 40/45 | AC 19 T 12 FF 17 | F +6 R +5 W +7 | BAB +5 CMB +6 CMD 18 | Perc +11 | SM +11 | DD +9

With people in the way I still do not have the ability to do much since my arrows won't be effective and I do not wish to use any of my AoE type spells either. I'd have hoped we've had killed this last one by now.


In the interest of time, it's likely you'd be able to wipe the floor with the skeleton, so we'll assume it falls quickly and move on

After a brief fight, the skeleton crumples to the ground -- its death rattle echoing in the small cell room.


Male Human Occultist [7] | HP 40/45 | AC 19 T 12 FF 17 | F +6 R +5 W +7 | BAB +5 CMB +6 CMD 18 | Perc +11 | SM +11 | DD +9

Tobian will now take the time to hand off the ring to the Doctor. Perhaps you could make use of this.

The elf will then search the cells for anything that might be of use to the party, including any mushrooms or antidote ingredients that the party is seeking.


The animated skeletons contain nothing of any real value. The fore-mentioned ring and a pair of ironbloom mushrooms in the rib cage of the dwarf in the last cell you've already searched are all that you find in this area.

Reminder, Laurel needs a total of 7 of the mushrooms.


Male Human Occultist [7] | HP 40/45 | AC 19 T 12 FF 17 | F +6 R +5 W +7 | BAB +5 CMB +6 CMD 18 | Perc +11 | SM +11 | DD +9

Tobian will suggest that the party moves on the the next room, hopeful that they will find more of the mushrooms in the darkness within. If the door is open, Tobian will ask one of the martial members of the party to step inside first, Tobian will then follow.


Male Human Cleric 1 | HP 9/10 | AC 17 T 10 FF 17 | Saves: F: +4 R: +0 W: +5 | CMD: 12 | Init: +2 Percep: +3

Oswin follows along and offers to inspect the next room first.


Male Human Alchemist (Vivisectionist) 3

Jameson takes the ring, not saying that his first instinct is to sell the thing, and follows the others.


GM Screen:

Belrick perception: 1d20 + 8 ⇒ (11) + 8 = 19
Oswin: 1d20 + 3 ⇒ (17) + 3 = 20
Tobian: 1d20 + 5 ⇒ (16) + 5 = 21
Jameson: 1d20 + 5 ⇒ (3) + 5 = 8

This small study looks like it has been lived in recently. Gnawed bones litter the floor and tufts of gray fur can be seen here and there. An old stone desk sits in the center of the chamber, scratched and cracked in many places. The stench of wet fur hangs heavy in the air.

Oswin:

Out of the corner of his eye he catches a small, rhythmic movement from behind the desk.

Next room


Male Human Cleric 1 | HP 9/10 | AC 17 T 10 FF 17 | Saves: F: +4 R: +0 W: +5 | CMD: 12 | Init: +2 Percep: +3

Oswin slowly draws his sword, then moves aorund the desk to have a closer look.

He whispers ot his companions: "I saw something moving. Going to have closer look."


Male Human Alchemist (Vivisectionist) 3

"By all means Mr. Durhelm, I'll be back here with my crossbow, ready to heroically shoot whatever promptly eviscerates you."


Male Human Occultist [7] | HP 40/45 | AC 19 T 12 FF 17 | F +6 R +5 W +7 | BAB +5 CMB +6 CMD 18 | Perc +11 | SM +11 | DD +9

Tobian readies his bow, not knowing what else to do as Oswin investigates.


GM Screen:

Wolf perception #1: 1d20 + 8 ⇒ (17) + 8 = 25
Wolf perception #2: 1d20 + 8 ⇒ (3) + 8 = 11
Belrick initiative: 1d20 + 5 ⇒ (9) + 5 = 14
Oswin initiative: 1d20 + 2 ⇒ (16) + 2 = 18
Tobian initiative: 1d20 + 2 ⇒ (18) + 2 = 20
Jameson initiative: 1d20 + 4 ⇒ (18) + 4 = 22
Wolf #1: 1d20 + 2 ⇒ (18) + 2 = 20
Wolf #2: 1d20 + 2 ⇒ (2) + 2 = 4

As Oswin turns the corner of the desk, he spots two wolves. One of them, a gray wolf, appears to be just waking from sleep, and at the sight of Oswin, lets out a massive howl. It then turns to Oswin with a growl, baring its teeth. The other wolf, a black colored wolf, is still prone and only just waking up.

Initiative, round 1:
Jameson
Grey wolf
Tobian
Oswin
Belrick

Wolfen! )(a map)

Jameson may act.


Male Human Alchemist (Vivisectionist) 3

Jameson's eyes snap to the standing grey wolf and he immediately fires, thankful to have an enemy with discernible anatomy.

Crossbow: 1d20 + 4 ⇒ (13) + 4 = 17
Damage+Sneak Attack: 1d8 + 1d6 ⇒ (3) + (2) = 5
Move action to reload.


GM Screen:

Attack: 1d20 + 2 ⇒ (20) + 2 = 22
Damage: 1d6 + 1 ⇒ (5) + 1 = 6
Trip: 1d20 + 2 ⇒ (2) + 2 = 4

Jameson's bolts sink deep into the wolf's flesh, causing it to howl in pain again.

The wolf spins to face Jameson, and with a leap lunges at Oswin. It sinks its teeth in, biting him deeply for 6 points of damage. It whips its head at the end of the bite in an attempt to rip Oswin's legs from under him, but fails.

All PCs may act


Male Human Occultist [7] | HP 40/45 | AC 19 T 12 FF 17 | F +6 R +5 W +7 | BAB +5 CMB +6 CMD 18 | Perc +11 | SM +11 | DD +9

I moved a wolf up to in front of Oswin on the map, if a correction is needed please fix it.

Tobian will (perhaps foolishly) step up next to Oswin and strike at the beast with his longsword! Seeing that I now notice I have no ranged weapon on this guy, must have forgot to at least get a shortbow!

1d20 ⇒ 1
1d8 ⇒ 4

Yes, Tobian has long forgotten his elf training with the weapon!


Male Human Cleric 1 | HP 9/10 | AC 17 T 10 FF 17 | Saves: F: +4 R: +0 W: +5 | CMD: 12 | Init: +2 Percep: +3

Oswin gasps in pain as he nearly falls. He then strikes at the wolf with his blade.

Attack: 1d20 + 2 ⇒ (17) + 2 = 19
Damage: 1d8 + 2 ⇒ (1) + 2 = 3


Male Human Alchemist (Vivisectionist) 3

The doctor produces a dagger from his wrist sheath and moves in next to Oswin and slashes at the wolf.

Dagger: 1d20 + 4 ⇒ (15) + 4 = 19
1d4 ⇒ 2
Dagger Confirmation: 1d20 + 4 ⇒ (20) + 4 = 24
1d4 ⇒ 3


Male Human Ranger (1) [HPs 12/12 AC 15 FF 12 T 13 CMD 14 Fort +3, Ref +5, Will +2 Init +5 Per +8]

Seeing that the others are in melee, Belrick will forego his bow and attack with his short sword instead.

Atk w/ short sword: 1d20 + 4 ⇒ (16) + 4 = 20
Dmg: 1d6 ⇒ 4


GM Screen:

wolf #2 attack: 1d20 + 2 ⇒ (15) + 2 = 17
wolf #2 damage: 1d6 + 1 ⇒ (4) + 1 = 5
wolf #2 trip: 1d20 + 2 ⇒ (11) + 2 = 13
Greypelt intiative: 1d20 + 3 ⇒ (10) + 3 = 13

The grey wolf howls in pain as Oswin and Belrick proceed to hack at it. Blood flows freely as their blows land.

The black wolf springs into action and lands to the side of the grey wolf, just as Jameson's dagger splits the grey wolf's neck open in a huge spray of blood and gore. The black wolf lunges at Oswin, managing to catch his arm exposed, causing 5 points of damage. It narrowly missing tripping him as well.

Tobian's longsword attack misses completely.

At that moment, a growl is heard at the door. A rather fearsome wolf appears there, blocking it. Much larger than the original wolves in this room, its coat appears more mottled.

"How dare you attack my pack!" he barks.

Wolves advance!

Initiative round #3:


  • Jameson
  • Black wolf
  • Tobian
  • Oswin
  • Belrick
  • Large wolf

Tobian, Oswin, and Belrick may act

Tobian, thanks for trying to clean up the map. If you change the map, you have to click the "advance turn" button so that it generates a new URL, which you then have to copy and paste here. I updated it to show a more appropriate combat array. I took some liberties with the desk being there such that we wouldn't have to slice up the combat actions a great deal. It was a fantastic leap onto that short desk, I assure you. Probably why you missed -- you were too busy looking good during your leap.

In the future, if you want to move tokens, just be sure to click that advance button and copy the resulting URL here. I think the intent of the tool is that everyone make their own move action and update the map. I don't mind doing that for the remainder of this adventure, so it's not critical that everyone do it. Next adventure, I'm looking for a better tool


Male Human Cleric 1 | HP 9/10 | AC 17 T 10 FF 17 | Saves: F: +4 R: +0 W: +5 | CMD: 12 | Init: +2 Percep: +3

Well, tripping me wasn't going to matter, since I'm now unconscious at -1 HP.

Fort save to stabilize: 1d20 + 4 ⇒ (11) + 4 = 15


Male Human Alchemist (Vivisectionist) 3

"And now they talk?" Jameson mutters, slashing again at the other, normal, wolf and hoping he could get the ill-fated Oswin back on his feet soon.

"Tobian! Help me flank it!"

Dagger: 1d20 + 4 ⇒ (4) + 4 = 8
1d4 ⇒ 2


Male Human Occultist [7] | HP 40/45 | AC 19 T 12 FF 17 | F +6 R +5 W +7 | BAB +5 CMB +6 CMD 18 | Perc +11 | SM +11 | DD +9

Tobian will listen, shifting to flank!

Longsword: 1d20 + 2 ⇒ (3) + 2 = 5
Damage: 1d8 ⇒ 8

Ha, slightly better. Think I may go back to some magic.


GM Screen:

Belrick attack: 1d20 + 4 ⇒ (20) + 4 = 24
Belrick damage: 1d6 ⇒ 2
Warg attack: 1d20 + 7 + 2 ⇒ (10) + 7 + 2 = 19
Warg damage: 1d6 + 4 ⇒ (5) + 4 = 9
black attack: 1d20 + 2 ⇒ (10) + 2 = 12
black damage: 1d6 + 1 ⇒ (4) + 1 = 5
black trip: 1d20 + 2 ⇒ (13) + 2 = 15
warg trip: 1d20 + 7 ⇒ (14) + 7 = 21

Oswin falls, unconscious, and luckily, his bleeding stops. Tobian steps forward for a flank on the black wolf, but misses badly. Belrick swings wildly at the black wolf, connecting solidly, although his blade may not have been perfectly aligned as he only does 2 points of damage.

The large wolf at the door lunges foward, ripping into Belrick and biting him for 9 points of damage. His teeth rip at Belrick's legs, tripping him. As Belrick falls, the black wolf tears at Belrick, missing him.

Jameson, now flanking the black wolf, tears at the creature with his dagger, missing.

Initiative round #4:

  • Jameson (acted, flanking)
  • Black wolf (acted)
  • Tobian (flanking)
  • Oswin (prone and unconscious)
  • Belrick (prone)
  • Large wolf

Tobian, Oswin, and Belrick may act

Wolf pack!


Male Human Occultist [7] | HP 40/45 | AC 19 T 12 FF 17 | F +6 R +5 W +7 | BAB +5 CMB +6 CMD 18 | Perc +11 | SM +11 | DD +9

Tobian will step to the north east and cast Magic Missile by calling on the power of his Arcane Bond!

Magic Missile the Black Dog: 1d4 + 1 ⇒ (1) + 1 = 2

New Map!


Male Human Occultist [7] | HP 40/45 | AC 19 T 12 FF 17 | F +6 R +5 W +7 | BAB +5 CMB +6 CMD 18 | Perc +11 | SM +11 | DD +9

Belrick! Get up before they get on top of you!

Just something to give this a bump.


Thanks for the ping and the map update Tobian -- I didn't forget yas!

Belrick will stand, provoking attacks from the two wolves, both of whom will miss.

He will then swing wide with his sword, attempting to kill the black wolf, and miss.

The large wolf, seeing his prey standing tall before him, attempts a bite, and misses.

Jameson may act

Lots of misses. Had to compose this offline,so I guess using real dice not so hot tonight


Male Human Alchemist (Vivisectionist) 3

New Map

Jameson steps over to place the remaining average wolf between him and Belrick. While the creature's attention was focussed on the unfortunate man, the doctor slashes viciously at it.

Dagger: 1d20 + 6 ⇒ (10) + 6 = 16
Damage: 1d4 + 1d6 ⇒ (1) + (2) = 3

... underwhelming.


GM Screen:

wolf attack: 1d20 + 2 ⇒ (1) + 2 = 3
wolf damage: 1d6 + 1 ⇒ (1) + 1 = 2
wolf trip: 1d20 + 2 ⇒ (16) + 2 = 18
fox attack: 1d20 + 1 ⇒ (14) + 1 = 15
fox damage: 1d3 - 1 ⇒ (2) - 1 = 1

The black wolf lunges at Belrick again, and misses.

At the same moment that the black wolf is lunging at Belrick, a small yip can be heard from outside the doorway. A small patch of brown fur and teeth can be barely seen nipping at the big wolf's heels (and connecting).

Round 4
Jameson (acted, flanking)
Black wolf (acted)
Patch of fur (acted)
Tobian
Oswin (prone and unconscious)
Belrick
Large wolf

What does the fox say?


Male Human Occultist [7] | HP 40/45 | AC 19 T 12 FF 17 | F +6 R +5 W +7 | BAB +5 CMB +6 CMD 18 | Perc +11 | SM +11 | DD +9

Tobian will face south and unleash fire from his hand!

Fire Jet: 1d6 ⇒ 5

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