D0 Hollow's Last Hope

Game Master Storycrafter

A wilderness and dungeon adventure for 1st level characters.


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Assuming that the three of you will approach the door and lift it out of the way.

As you step in the cabin, you see a dank, reeking, and shadowy interior. Haphazardly hung shelves line the walls, covered in all manner of clay jugs, clouded bottles, strangely cut rocks, rotted bunches of herbs, and a museum of other crude curios. A rusted iron cauldron with a mouth nearly 5 feet wide and a depth of at least 3 feet, dominates the hut's single room, its ash-covered surface shaped with a relief of capering fiends and leering devils. Across the room from the door stands a high backed chair made of wicker, the gigantic curved tusks of some monstrous beast, and thousands of human teeth. In the chair sits a corpse wrapped in filthy burial linens, its form padded with pungent herbs and sprouting patches of thick white mold.

At this point, Oswin, Jameson, and Tobian are at least just inside the entrance to the hut, while Belrick is still near the clearing edge perhaps searching for his fox?


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

And what is this? Some sort of tomb? Tobian will cast Detect Magic.


Male Human Alchemist (Vivisectionist) 3

Indeed

"Well that answers that question," the doctor noted grimly before looking around for their prize. "I doubt you can provide any assistance apart from a prayer or two at this point."

Perception: 1d20 + 5 ⇒ (18) + 5 = 23
Knowledge (Nature): 1d20 + 7 ⇒ (11) + 7 = 18


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

"True enough, doctor. I will offer a short prayer."

Oswin bows his head and says a short silent prayer for the deceased. He then looks around the room to determine what he can of this form of "burial".

Know religion: 1d20 + 5 ⇒ (2) + 5 = 7
Know history: 1d20 + 5 ⇒ (7) + 5 = 12


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 gives up his search and joins the others in the cabin. What was it that this witch were purported to have that we needed? Perhaps it's still around here in this place even if she's not... He will stroll about the cabin inspecting the curios on the shelves, the chair and the cauldron for any signs of deception. that corpse... is it really a corpse or could it be one of those vile undead abominations I wonder...


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]

On a hunch he glances around the cabin while Oswin offers his prayers. I have a thought... once you're done offering your final rites, let's step back outside for just a minute.

----- Assuming the others join him at the entrance

Once gathered back around, Belrick will take the pebbles and small rocks he collected outside and toss them at the corpse, the cauldron and some of the shelves and glass jars at random. Let's see if that thing really *is* a corpse or if this will rouse it... or perhaps the place is trapped with the trigger being if the corpse is moved...

Perception: 1d20 + 8 ⇒ (10) + 8 = 18


Shortly after Belrick begins tossing pebbles inside, as his pebble strikes his first target, the massive cauldron in the middle of the room groans loudly and lunges out the door towards Belrick.

GM Screen:

Cauldron initiative: 1d20 ⇒ 3
Belrick initiative: 1d20 + 5 ⇒ (4) + 5 = 9
Oswin initiative: 1d20 + 2 ⇒ (18) + 2 = 20
Tobian initiative: 1d20 + 2 ⇒ (19) + 2 = 21
Jameson initiative: 1d20 + 4 ⇒ (1) + 4 = 5

Initiative:
Tobian
Oswin
Belrick
Jameson
Cauldron

It seems you were all expecting something like this.

All PC's 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

Tobian will step up toward the front of the party and use fire jet (20' stream, so I don't need to get too close).

Fire Jet Damage: 1d6 ⇒ 4, DC 14 will save for half.


Male Human Alchemist (Vivisectionist) 3

"Belrick, you mad fool! What did you do?" The Doctor exclaims, clearly startled by the turn of events. He scrambles back and fires off a shot from his crossbow.

Moving to about 30ft from the cauldron while getting a clear shot. It likely has cover from me.
Crossbow: 1d20 + 4 ⇒ (12) + 4 = 16
Damage: 1d8 ⇒ 4
Sneak Attack: 1d6 ⇒ 5


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 steps forward and swings his sword at the cauldron

Attack: 1d20 + 2 ⇒ (5) + 2 = 7


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]

Just a thought - rather than rushing in and attacking the thing head on, if we back up to the clearing and spread out, we may be able to make short work of it and dance around it... I doubt it can move very fast... it's a freakin' cauldron... :)


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 stand just outside the doorway and ready an attack with his sword should the cauldron come within striking range, waiting for his colleagues to evacuate the premises. Watching the doctor scramble back, he grins What I did *doctor* was set off the trap before one of us inadvertently did so unaware and put ourselves in greater danger. Keep an eye on that corpse as well. Things don't appear to be as they seem here!


I'm going to attempt to try a new map tool. Let me know right away if you have issues loading this. This only took me 30 minutes to set up, and should be easier to do in the future. If this doesn't work, no worries -- I'll find a static image generating tool!

I've also taken some liberties with placement of tokens given that I've kept the scene kinda loose without having a discrete map to use. I know that's confusing so I'm going to try to get us actual maps to work on from here on out. Hopefully you'll find that your positions are advantageous to you.

Belrick, after moving towards the doorway, you're within striking range, so you still have a standard action left to make an attack if you wish.

Map!


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]

Atk with shortsword: 1d20 + 4 ⇒ (15) + 4 = 19
Dmg if applicable: 1d6 ⇒ 6


GM Screen:

Cauldron attacks: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d6 + 1 ⇒ (6) + 1 = 7
Attempting to grab: 1d20 + 4 ⇒ (9) + 4 = 13

As the cauldron reaches the front of the hut, Tobian will point his outstretched hands towards the cauldron, letting loose a jet of fire. At roughly the same moment, an arrow flies from Jameson's bow and strikes at the iron pot, glancing off of it and ricocheting wildly somewhere inside the hut.

Oswin steps toward the pot and swings, missing badly, while Belrick steps forward and slashes at it deeply. As he slashes, he notices that his weapon largely glances off the cold, hard iron of the cauldron, leaving only a scratch.

The cauldron continues it's path towards Belrick and lunges at him -- it's large massive "mouth" actually bending towards him with a serrated, teeth-like lined outer rim. It succeeds in biting Belrick, dealing 7 points of damage. It barely misses grabbing a hold of enough of Belrick to fling him into the center of the cauldron (a likely dire place to be).

At this point, the cauldron looks barely nicked from Belrick's attack.

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

[ooc]Did the fire damage it and if so it needs to try to make its saving throw still. If it fails it takes another 1d6 ⇒ 2 points of damage since it would have caught on fire.


Tobian, this iron pot has a hardness, and generally, energy effects do half damage before applying that hardness. I'm sorry I wasn't clearer above -- so far Belrick is the only one to have caused any damage. Now, this was fire which was ineffective on the pot. Perhaps other energy types (hint) might actually do full damage against iron. Or, perhaps other energy combinations? The pot is undamaged but quite hot right now.

Sorry, correction, Jameson also managed to add some damage with the additional sneak attack damage on top -- the pot doesn't have concealment although it wasn't really flat footed, but we'll say it's distracted with it's full intent on Belrick.


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 is going to back away from the doorway moving straight back to see if the pot can keep up and test how fast the bewitched thing moves.
He will keep his short sword ready in front of him in case the cauldron manages to keep up with him. Ready attack if pot comes in range.

Move Action - 30 feet back


Male Human Alchemist (Vivisectionist) 3

"Draw it out into the open!" Dr. Iverness shouted to the others, taking another pot shot at the pot.

Crossbow (Firing into melee): 1d20 + 4 - 4 ⇒ (16) + 4 - 4 = 16
damage: 1d8 ⇒ 7


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

OK, just wanted to get that clarified. I didn't know if it was actually iron or just looked like it.

The elf will simply delay, waiting to see if the others can lead the enemy out into the open toward where they are currently positioned.


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

Continuing to delay... :)


Oswin will swing.

Attack: 1d20 + 2 + 2 ⇒ (19) + 2 + 2 = 23
Damage: 1d8 + 2 ⇒ (2) + 2 = 4

He connects, but his sword harmlessly glances off of the pot.

The pot is completely intent on Belrick, ignoring his flank. Everyone can consider that they are flanking and Jameson can get sneak attack damage

GM Screen:

Cauldron attacks: 1d20 + 4 ⇒ (5) + 4 = 9
Damage: 1d6 + 1 ⇒ (2) + 1 = 3
Attempting to grab: 1d20 + 4 ⇒ (12) + 4 = 16

The cauldron will continue to chase Belrick, and will clumsily stumble on a rut as it approaches him. Oswin swings at it as it goes by.

Attack: 1d20 + 2 + 2 ⇒ (14) + 2 + 2 = 18
Damage: 1d8 + 2 ⇒ (6) + 2 = 8

His sword connects, nicking the pot further.

Jameson gets to roll sneak attack damage and Tobian may act quickly before the new round.

All PCs 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

Delay Action of Last Round : Tobian flanks the enemy, hoping that his martial training of long ago has not been too-long forgotten.

Longsword: 1d20 + 2 ⇒ (9) + 2 = 11
Damage: 1d8 ⇒ 7

Evidently it has.

New Round! : Tobian tries again!

Longsword: 1d20 + 2 ⇒ (19) + 2 = 21
Damage: 1d8 ⇒ 1

Crit Threat!: 1d20 + 2 ⇒ (19) + 2 = 21
Damage: 1d8 ⇒ 2

Tobian's next attack looks to be with great form but seems to lack any true force.


Male Human Alchemist (Vivisectionist) 3

Dr. Iverness produces a dagger and darts in, not exactly trying to stab the cauldron so much as pry apart its crude limbs.

Dagger: 1d20 + 6 ⇒ (17) + 6 = 23
Damage: 1d4 + 1d6 ⇒ (3) + (2) = 5


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

Thanks for the good rolls GM! Sorry I missed posting, been busy at work and at home!

Oswin strikes at the pot again, hoping to make more headway.

Longsword: 1d20 + 2 + 2 + 2 ⇒ (10) + 2 + 2 + 2 = 16
Damage: 1d8 + 2 ⇒ (2) + 2 = 4

AC 15 until next turn


Male Human Alchemist (Vivisectionist) 3

If only I were a proper alchemist and not a vivisectionist.


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 lead the pot on a merry chase - this time towards the north. Double-Move away from the cauldron.

As he dances away from the iron cauldron, he mocks the animated thing. Do try and keep up now you rusty heap of junk. Or would you rather I toss a few more stones into that sorry maw of yours?

Moving towards the north, he gestures to his colleagues wordlessly pointing to them and then to the hut, indicating perhaps one of them ought to seek what they are looking for in the hut while he keeps the pot busy.


As the heroes' attacks seem to do little damage to the pot, it seems to remain intent on it original course of action and chases Belrick.

New round, all PC's may act

New map


Male Human Alchemist (Vivisectionist) 3

The doctor ducks back into the hut and begins looking for their prize.

Perception: 1d20 + 5 ⇒ (11) + 5 = 16
Knowledge (Nature): 1d20 + 7 ⇒ (12) + 7 = 19


As Jameson begins to search, it becomes apparent it may take a few more turns to dig through all the pots, pans, dishes, bowls, jars, bags, wraps, and other odds and ends.

Jameson:
You find a few statuettes this go round. Appraising will take another turn or you can simply pocket and keep looking. At this point, you have a choice -- spend your time being careful in your search, and you can skip the rolls, or keep trying to roll (high) and possibly get to the end of your search more quickly. Not much of a choice, I realize, as it's basically taking 10 vs. a hurried 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 rush inside the hut and will try to help Jamison with the search.

Perception: 1d20 + 5 ⇒ (19) + 5 = 24


Male Human Alchemist (Vivisectionist) 3

DM:
Jameson will simply pocket the statues for now. You want perception for the search or is there another skill I can use to aid this?


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 tries to get into position to attack the pot again. He gets the feeling that only his strongest blow will have any chance of being effective.

Attack, if possible: 1d20 + 2 ⇒ (13) + 2 = 15
Damage: 1d8 + 2 ⇒ (3) + 2 = 5


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]

Not sure if everyone was waiting on Belrick or not but...

Belrick will continue to lead the pot on his merry chase... this time to the west. If the pot deviates from chasing after him, Belrick is going to toss more pebbles at the cauldron to regain its attention.


Jameson:
Perception for the search to try to locate the item(s) you're interested faster. It looks like Tobian is assisting, so between the two of you, this may not take too many rounds, although we can probably wrap up here -- see below

Oswin's arrow flies, easily striking the pot, and just as easily bouncing right off.

Belrick's tactics seem to be working, as the pot is now chasing him north through the glade.

At this point, unless one of you deviates from your current action, it is clear you will likely find what you are looking for in the hut. With Belrick continuing to harass the pot into chasing him, the rest of you are free to either take pot shots (likely harmless ones) at the pot, or take a few free seconds inside the hut searching for your items. I'll assume that's your goal and we can conclude this encounter.

Jameson:
You find a rat's tail and a pouch containing what appear to be salts -- this last item appears useful, and of course the first item is the one you believed you'd find here

Tobian:
You find several rare stones and a disgusting shrunken head which detects as magical

At this point, Belrick is outside, north of the hut, with the pot close behind continuing to harass him. Jameson and Tobian (and possibly Oswin) have searched the interior and likely found what they are looking for.


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 show the party my findings, several rare stones and a disgusting shrunken head which detects as magical, and pocket the stones for now. I will investigate the shrunken head before I know for sure we want to keep it.

Knowledge Arcana?: 1d20 + 8 ⇒ (15) + 8 = 23


Male Human Alchemist (Vivisectionist) 3

Jameson shamelessly grabs both the rat's tail and the salts and ducks outside. "Anyone got an idea for the cauldron?"


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 responds a little slowly, as he tries to catch his breath.

"Could we get it back in the cottage and bar the door?"


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 his companions emerge back out from the hut, Belrick assumes they've found what they were looking for. Letting out a rare grin, he races ahead of the cauldron yet again Alright pot, let's see how you fare on some rougher ground. Time to show us your climbing skills and hiking skills...

He shouts over to the rest Head out of the clearing - we'll meet up away from the cottage. Belrick will head towards the nearest edge of the clearing moving away from the cauldron and head into the thicket to see how well the cauldron keeps up. Surely this thing isn't going to chase me all the way back to the village... perhaps I need to head for some water and see how well it swims...


Tobian, you detect a faint aura of illusion about the shrunken head, which is fashioned much like an amulet. Your keen knowledge of the arcane gives you some insight into its probable function -- it can be used once per day to relay a message (much like the spell magic mouth). You recall from your studies that it is rumored that an enslaved soul is trapped inside. As it carries its message, the eyes of its stitched head open, and once the message is delivered, the eyes close shut.

As Belrick heads to edge of the clearing, he will notice that the cauldron will slow its chase and eventually turn back. Towards the hut.

Those standing outside the hut will likely notice the cauldron wobbling its way quite quickly from the edge of the clearing back to the hut.


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

Interesting little trinket... Fascinated by the head, Tobian places it within his backpack.

Alright, where to now? We need to move out of here.


Indeed, the pot is making its way back to the hut.

Assuming that you are interested in making haste to leave the hut and continue on to your next objective, you may recall that you were sent to collect Elderwood moss (found), a special root called rat's tail (just found), and seven ironbloom mushrooms.

The last item, the mushrooms, are likely located in or near the dwarven ruins located at the foot of "Droskar's Crag", which lies to the west of here.


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

Off to the west we go, fellows. Let's hope the trek is not too long.


Male Human Alchemist (Vivisectionist) 3

"The disease doesn't rest, so neither should we," Dr. Iverness said grimly, sparing a glance back in the direction of the hut before looking to the path ahead.


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

"Right, let's be off then. I too hope we can put a swift end to this wickedness!"


Moving westward, the group continues on through the forest. The trees, ever so dense and verdant make the passage slow and arduous. Eventually, sitting squat at the foot of an imposing mountain, a ruined monastery comes into view between ancient gnarled trees. Made of simple stone blocks, worn smooth with the passage of time, the stout building is falling apart. Sections of the slanted shale roof have collapsed and portions of the outer wall have crumbled. Weeds and wild thorn plants run rampant across the field leading up to the place, leaving only the slightest indication of a path that ends at the ruined front doors. Beyond, and overgrown yard sits in shadow.

The fox rejoined the group shortly after the clearing, following you at a short distance as you traveled westward. It stops just short of the gnarled trees, clearly indicating it does not wish to follow you into the ruins.


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

Looking at the fox Tobian remarks, Knows something we do not but I suspect we will soon discover. To the doors, gentlemen?

Tobian will cast detect magic as they approach, just to be sure, while taking a careful look around.

Perception: 1d20 + 5 ⇒ (6) + 5 = 11
Knowledge History helpful?: 1d20 + 8 ⇒ (6) + 8 = 14


Tobian:
From within the monastery, you detect faint traces of divination and conjuration from the within the courtyard, to the left, and far ahead and too the left. A faint trace of enchantment from straight ahead (across the courtyard), and a faint abjuration aura emanating from straight ahead and to the right. Various other traces of magic seem to be present, although they are too distant and faint to detect clearly.

GM Screen:

Oswin Survival: 1d20 + 3 ⇒ (9) + 3 = 12
Belrick Survival: 1d20 + 7 ⇒ (10) + 7 = 17

Belrick:
Your expertise in tracking and knowledge of animals tells you there are many signs of animals that are regularly entering and leaving the courtyard, particularly wolves.

The Monastery

You are currently south of the fallen door, facing north.

Map


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]

This place is not uninhabited says Belrick quietly as he kneels low to the ground looking at a bit of fur caught in a low-lying bush. He gently rubs the dirt on the ground with two fingers and examines the spoor of some animal that passed by. My guess would be wolves... fine enough animals when approached carefully and not threatened but some get twisted by malevolent forces. We should be careful as we move forward.


Male Human Alchemist (Vivisectionist) 3

"All the more reason to be careful," the doctor notes and begins his approach toward the fallen doors.

Stealth: 1d20 + 7 ⇒ (18) + 7 = 25

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