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

Maybe Belrick should take point, scouting ahead a short way? Maybe me second, Tobian in the middle, with the doctor covering our rear with his crossbow? I am guessing that while we are out of sight of civilization, we should keep our weapons out and ready. Any thoughts?


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

Sounds like a plan to me. I'll have my longsword out just to be on the safe side.


Male Human Alchemist (Vivisectionist) 3

Sounds like a good marching order.


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]

Agreed - Belrick will scout ahead of the main group - close enough to be heard if I yell but far enough ahead to ensure we don't all blunder into something. Sticking slightly off the path relying on perception, survival (identify tracks) and stealth to hopefully see anything that poses a threat before it sees us. No weapons drawn but shortsword handy in case needed on short notice.


For about 2 hours, you make your way over hilly terrain populated sparsely by short trees and brush. There is a small road here, really nothing more than a glorified trail -- barely large enough for a wagon load but well traveled none-the-less. Other than an occasional rabbit and a smattering of birds, you see and hear little in the way of wild life on your way.

Crossing the next hill, you see that the road enters a dense stand of trees. The day is rather hot and humid, and you notice that the usual sounds of birds seems to have vanished as you begin your descent down the hill towards the stand. The stand appears to be at least a half mile wide, and perhaps at least as long.

GM's screen:

Belrick perception: 1d20 + 8 ⇒ (3) + 8 = 11
Oswin: 1d20 + 3 ⇒ (20) + 3 = 23
Tobian: 1d20 + 5 ⇒ (20) + 5 = 25
Jameson: 1d20 + 5 ⇒ (12) + 5 = 17

Oswin and Tobian:
You can hear a loud humming sound ahead. Perhaps more like buzzing rather than someone singing. It seems to emanate from the stand of trees ahead.


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

Does anyone hear that? After getting answers fromt he others, Seems to be coming from over by those trees. Shall we investigate or avoid the area? I'm not sure what the noise is myself.


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

"I think we ought to investigate. Maybe I'm too much of a worrier, but I hate to leave a threat unresolved. Nevertheless, I think we can all agree that we should proceed with the utmost caution."

Oswin signals to Belrick, who is in the advance. When the two meet, he says:

"I really think we should investigate that noise, but I'm no good at sneaking. Would you be willing to scout that patch of trees? We will follow at a proper distance to avoid detection, but swiftly lend aid - that is, if all of us agree to this course of action."


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

As you wish, Oswin. Tobian will ready his longsword and has his other hand ready near the pouch around his belt.


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]

How did I not catch that noise? Stupid Belrick, that was stupid... you're supposed to be the one with the keen senses, keeping these urban folk out of trouble - and you were just day-dreaming!
Belrick nods at Oswin. That's sound advice. I'll stick to the trees and see what the fuss is all about.

Sparing a quick glance at the rest of the group, Belrick heads to the nearest thicket to scout out his path to the source of the noise.

Stealth: 1d20 + 7 ⇒ (18) + 7 = 25
Perception: 1d20 + 8 ⇒ (19) + 8 = 27 Re-rolling perception now that Belrick knows there's a buzzing noise and is stealthing to specifically investigate it.


As Belrick approaches the thicket, he begins to walk softly and purposefully, and manages to disappear very quickly in the brush and thick leaf cover, making no sound as he enters the wood.

Up ahead, about 60 feet away along the narrow road you can make out the flittering wings of two large fly-like creatures. They appear to be mosquitoes to your keen eyes. They also appear to be focusing their attacks on a small rabbit which looks exhausted and bloody.


Male Human Alchemist (Vivisectionist) 3

Do they seem to have noticed us?


At the moment, they seem intent on their current prey. They do not seem to notice Belrick or the group still outside of the trees.

A surprise round would be possible here, at least for Belrick. He hasn't made the group aware of what he's seen, though, so I wouldn't expect the rest of the group to go rushing in just yet. For the moment, the giant bloodsuckers seem oblivious to your presence.


Male Human Alchemist (Vivisectionist) 3

Stealth: 1d20 + 7 ⇒ (16) + 7 = 23

At the sight of the bug-things, Dr. Iverness steps off the path and into some nearby undergrowth, disappearing with surprising skill.


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 holds his position, waiting for any word from those who ventured into the trees. Whispering to anyone still around him, It may be wise to prepare for the worst, my friends.


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

I need to list my prepared spells:

Level 0: Light, Guidance, Resistance

Level 1: Bless (x2; Protection from Evil


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]

Belrick will head back to Oswin and Tobian. A quick signal conveys the danger ahead. Belrick heads back to the bushes and loosens his short sword at his side. Rather than drawing it though, he nocks an arrow to his bow preparing to take one of the bugs down at range.

@GM How are you handing combat?


At this point, due to your skill at stealth and subterfuge, and to the mosquitoes' diverted attention, you get a surprise round. You may take one standard action or a move action, but not both at this point.

GM Screen:

Belrick initiative: 1d20 + 5 ⇒ (7) + 5 = 12
Oswin initiative: 1d20 + 2 ⇒ (12) + 2 = 14
Tobian initiative: 1d20 + 2 ⇒ (20) + 2 = 22
Jameson initiative: 1d20 + 4 ⇒ (3) + 4 = 7

Initiative order:
Tobian <-- Your turn
Oswin
Belrick
Jameson

A couple of housekeeping updates: I will generally roll initiative simply to move things along. I'll let you roll it when there's a serious, dramatic encounter, but otherwise please expect that I'll roll it. I'm also rolling other checks for you along the way and letting you know the outcomes via spoilers. This is also to keep things moving and to help preserve some of the suspense. Again, I'll be happy to let you roll when the outcome would be dramatic. Feel free to improvise on your own, though -- if you announce some stunning action and roll the outcome for yourself that's totally fine. The stuff I'll be rolling "behind the screen" will be mostly for the mundane secret door check type stuff.

Also, you can announce your action out of turn, although I will generally resolve them in turn order. If you announce an action that would be nullified by the completion of someone's earlier action, I'd like to try to just play through it. If the outcome of the action is dramatic or serious enough, I'll let you "remake" the action.


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

Just a couple of questions. Are you using a map or combat by description? If the latter, about how far away from the bugs are we? Also, I think I stated earlier that I was walking with my sword drawn. It makes a differnce since my BAB is +0, I beleive that I have to spend a move action to draw.


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

Yes, good question. How far away are we once the surprise round begins?

If I am within range I will use Fire Jet, trying to hit both the aggressive creatures if I can, otherwise the closest.

Fire Jet Damage, DC 15 Reflex save for half damage: 1d6 ⇒ 5


For this encounter, I'd like to try to do this by description. I'm working out a scheme to do things by map for later encounters, but rather than delay, I say we give this a chance first

Let's assume that Belrick was able to return to the group to and is within 50' of the creatures (in cover), and the rest of you are within about 55'. The road is about 8 feet across, and clear of brush for only about 1 foot on either side. The trail is fairly straight at this point, so you're looking at essentially just a straight path 10' wide with thick, rough terrain on either side. Everyone can assume to be in some partial cover at this point. Oswin's sword is drawn, and everyone would have their primary weapon already at the ready.

As you seem to be a little out of range, Tobian, you can try to notify your friends somehow about your intention to move closer to get in range. If no one hits the mosquitoes, gaining their attention,, you can continue with more actions (i.e. extend the surprise round). Obviously, anyone firing at this moment will certainly bring you to their attention and we'll proceed with combat normally. Anyone attempting to sneak closer would want to try a stealth check, or if you are fine with where you are, simply remain silent, hold your action until your friends get in range, and let loose with your shot at the right moment.


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 will hold and wait for the right moment to close range and use the spell.


Male Human Alchemist (Vivisectionist) 3

Stealth: 1d20 + 7 ⇒ (13) + 7 = 20

Dr. Iverness tries to move closer while maintaining his stealth. He would have preferred to try to find a way around these beasts but no doubt the rest of the group was not as proficient as moving quietly as he was.


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 will move steadily directly towards the giant insects (double move at normal speed, so 40').


I'll assume Belrick is also trying to maintain stealth and advancing, and that the group collectively closes until Tobian is in range and lets loose with his Fire Jet, beginning the surprise round in the original initiative order

GM Screen:

Belrick stealth: 1d20 + 7 ⇒ (11) + 7 = 18
Oswin stealth: 1d20 - 6 ⇒ (5) - 6 = -1
Jameson stealth = 20
Tobian stealth: 1d20 + 2 ⇒ (14) + 2 = 16
Stirge 1 perception: 1d20 + 1 - 10 ⇒ (5) + 1 - 10 = -4
Stirge 2 perception: 1d20 + 1 - 10 ⇒ (5) + 1 - 10 = -4
Stirge 1 reflex save: 1d20 + 6 ⇒ (15) + 6 = 21
Stirge 2 reflex save: 1d20 + 6 ⇒ (3) + 6 = 9

As the group moves closer, moving stealthily along the road, just off the road and in some brush, the mosquitoes seem driven by the quarry. The rabbit is clearly done for at this point, and it's death spams seem to abate as the mosquitoes buzz just above it with their long mouth spikes impaling the dying creature.

After a few tense moments of creeping closer, Oswin manages to step on a small twig, sending a "snap!" out into the open area of the road. At precisely that moment, the mosquitoes begin to turn towards the sound as Tobian emerges from nearby brush and let's loose with jets of fire from his outstretched hands. The streaking bands of fire slam full into the first large mosquito, burning it completely as it begins falling from the air. The flames flicker and dance and also reach the second mosquito, which begins burning but is still buzzing in the air -- its wings fanning the flames encasing its body.

The entire group are now within 20' of the mosquitoes. At this point, Oswin's presence is likely known to the mosquitoes, and Tobian's presence certainly is. Jameson and Belrick are still covered in the brush.

Tobian
Oswin <-- Your turn
Belrick
Jameson


Male Human Alchemist (Vivisectionist) 3

This assumes there are any remaining:

The doctor stands from his hiding place and fires his crossbow at the remaining creature, hoping to catch it unawares.

Crossbow: 1d20 + 4 ⇒ (10) + 4 = 14
Damage (Sneak Attack): 1d8 + 1d6 ⇒ (1) + (2) = 3

Really? That hurts me a little.


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 rushes towards the nearest creature, and swings his sword around in an attempt to strike it down!

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

Okay then, let me just use up my 1's early on then!


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

They are kinda small, though on fire. Still hard to hit I'd say. :)


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]

Belrick fires from his hidden vantage point at the remaining stirge.

Longbow: 1d20 + 4 ⇒ (13) + 4 = 17


Oswin recovers quickly from his mistep and fires his longbow, striking the remaining large mosquito. Oswin's arrow is quickly followed by Jameson's crossbow bolt, the combined force of which fling the mosquito through the air and pin it to a nearby tree. Its frantic buzzing and burning torso quickly scorching the tree, threatening to burn it.

The mosquito hit first is now on the ground, vaguely writhing as it's body now begins to pop and sizzle. The smell of burning insect beginning to rise up in the air.

Both mosquitoes are apparently dispatched. The woods are still eerily quiet except for the sound of the burning bugs. The road continues on, more or less straight, through the small wood toward the east.


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

Well done. Seems we have a capable group here. Shall we be on our way?


Male Human Alchemist (Vivisectionist) 3

"Indeed," Jameson said, reloading his crossbow and scanning the surroundings or any further threats.


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

"I agree, let's keep moving. I don't like feel of this place." Oswin pauses to re-sheath his sword. "Then again, things could quite likely get worse than a few nasty insects."


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

The cleric speaks the truth. Hopefully any creatures more foul than these will fail to notice our presence.


Lumber Consortium Camp

The rest of the morning passes uneventfully. Shortly after the incident in the thicket, the sounds and signs of natural forest life return. A few hours later, you arrive at the lumber camp.

The Lumber Consortium Camp cuts an ugly scar of stumps into a dense stand of proud darkwood trees. Five sturdy-looking log buildings -- seemingly a bunkhouse, meal hall, office, barn, and smithy -- stand with numerous wide carts and sleds amid the sawdust-covered clearing.

As you enter the camp, several burly men covered in sawdust and wearing leathers and gloves befitting a logger glare at 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

Good day, gentlemen. No need for alarm. We seek a knowledgeable man named Milon Rhoddam. Can we speak to him?

Diplomacy: 1d20 ⇒ 13


The nearest man, a red haired giant of a man wearing an extremely large axe on his hip snorts and responds with, "Alarm? Why would we be alarmed? You're obviously lost. What's your business here with Milon?" He takes a step towards the group, fingering his still sheathed axe with his thumb.


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

Lost? No sir, I don't believe so. We set out for this camp and well, here we are, just as we planned. Tobian explains. We only seek some simple information from the man. Would that man be you?


Others may attempt their own diplomacy with the lumberjacks, or assist Tobian, of course.


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

"Indeed, I also believe we've arrived in the right place. Mistress Laurel in Falcon's Hollow told us we might find Master Rhoddam here."

Diplomacy: 1d20 + 4 ⇒ (8) + 4 = 12


Male Human Alchemist (Vivisectionist) 3

Diplomacy: 1d20 ⇒ 5

Dr. Iverness remains silent, allowing the others to try their diplomacy with the lumberjack. He instead idly turns his attention to the man's health looking for signs of illness to keep himself sharp.


At your mention of "Laurel", the man's face seems to soften somewhat. "Laurel sent you, huh?" Without waiting for a response, he begins to walk to a clearing about a hundred paces to the north. Seated at a small, makeshift bench is a thin, wiry man with balding hair and no facial hair (unlike the rest of the men at the entrance to the camp). He is currently lacing his boots and strapping on gear. As the giant-like man approaches, he says to the seated man, "found these folk lost and wandering in the wood. Asked for you." Without waiting for a response, he turns to leave.


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

Umm, we weren't lost... never mind. Tobian then looks at the man seated at the bench. Laurel suggested we look for you here. She says you might be able to help us with something. The elf then steps back a bit, allowing one of the other members of the party take the lead in the conversation.


Male Human Alchemist (Vivisectionist) 3

"We're looking for a tree of sufficient age to grow elderwood mold," the young doctor stated simply, cutting to the heart of the matter much like he would cut away dead flesh.


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

Yes, that's it. Elderwood mold. Tobian blurts out as soon as the Doctor completes his sentence, as if he had forgotten what they were after. Would you know of it?


"Looking for Elderwood mold, huh? Why would you be looking for that sort of thing? If Laurel sent you, she's no doubt looking to brew up something, likely some sort of useless concoction. Why would I help you? You look like the sort that might just get themselves hurt or lost if'n I showed you where you'd find your tree." Milon says, doubt and concern seeming to cross his face.

Jameson:
The lumberjack looks a little thin, but otherwise doesn't show any apparent signs of illness or disease


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]

Belrick lets out an exasperated sigh, quite audible and fully intended to display his impatience at the lack of progress. Now listen Milly... Milo... Milon - whatever you call yourself. These fine folk - indicating the rest of the group - are trying to help Laurel and everyone living in that rat-infested hovel of a village. You're not making things exactly easy here. The people there are sick with some fungus, taint, whathaveyou... and Laurel thinks she may be able to help. She's looking for the oldest tree in the forest, some mushroom or other from dwarves and some witch that lives in the forest. Now if you *know* anything that can be of any use to us, how 'bout you share it with us... 'friend'? Or make like a tree and leave...

Diplomacy or Intimidate, both are +2: 1d20 + 2 ⇒ (17) + 2 = 19


Heh, OK, I'll take intimidate since your speech sounds somewhat intimidating...

At the mention of "faint" and "Laurel", Milon jumps up, "Taint? As in blackscour taint? Why didn't you say so? If Laurel's got something up her sleeve that will cure that, then maybe there's help for my nephew, Jared. He's got the 'taint something fierce and it breaks my heart to see him so likely to go."

"You say you're looking for the oldest tree in the forest, some 'witch' living in the forest, and mushrooms from dwarves? I can definitely help with the first two, assuming you mean the witch Ulizmila" he says as he pulls out a thin bit of tree bark and a coal smudge from a nearby firepit. He begins to draw a map of the forest, indicating the location of the first two items. "Did she give you a name or description or anything for these mushrooms? I do know where there are some ancient dwarven ruins, if that helps."


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

"Yes, I believe she said the mushrooms could be found around some ruins, right fellows? I'm guessing that our best chance is to look there, unless I've forgotten something."


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]

yeah he's a no-nonsense kinda fellow

Belrick furrows his brow trying to recollect what Laurel had said about the mushrooms Ironbloom mushrooms I think she called them. Stunty little things that grow in places thick with metal. She needed seven so these ruins you mention might very well be worth a shot. His tone softens a bit - I'm sorry to hear about your nephew. We'll try and bring these back and hopefully Laurel can make something useful out of them. Thank you for your help.

Which of the three is closest on the map GM? Let's head there first.

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