Falcon's Hollow MiniAP

Game Master Azure_Zero

Maps
Falcon's Hollow
DarkMoon Vale

Droskar's Crucible

Dungeon Level 01

Character Images
Boreas,Kinshara,Corindus,Darion

NPC Folder 1
NPC Folder 2

NPC Females:

Recruitable NPC height Reference.
Front Row: Eve, Lady Cirthana, Noya, Vona.
Back Row: Mary, Mina

Recruitable NPC Data

Eve: 5'9"
Lady Cirthana: 5' 10"
Noya: 6'0"
Vona 6'6"
Mary: 6'9"
Mina: 7'6"

NPC Males:

Recruitable NPC Data

Hu Wang: 5'9"
Harold: 6'0"
Jack: 6'0"
Luk: 6'3"
Roger: 6'4"
Duke: 6'5"
Locksly: 6'7"
William: 6'9"


Planned Time Gaps.


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Kobold Init: 1d20 + 1 ⇒ (10) + 1 = 11

Players have initiative.


Male Human | Wizard (Diviner: Foresight subschool)/ Level 3| HP: 13/21 | F:+3, R:+3, W:+3| AC: 12 | Diplomacy +2, Perception +6, Knowledge arcana: +9, Knowledge local: +9, Knowledge nature: +9, Knowledge planes: +10, Spellcraft: +10, Craft (alchemy): +9, Use Magic Device +7| Spells; Euphoric Cloud, Detect Thoughts, Summon Minor Monster, Color Spray, Grease, Detect Secret Doors -0- Detect Magic, Acid splash, Dancing lights

Being alerted to the presence of an enemy. Darion decides on what he should do as he spots the creature. Settling on his acid splash spell.
1d20 + 13 ⇒ (13) + 13 = 26

If within range Darion shoots an acid splash at the creature
touch attack: 1d20 + 3 ⇒ (12) + 3 = 15
damage: 1d3 ⇒ 3


Male Apprentice Wizard, Magic Man, Master's Spellbook, Merchant District Castoff

Milton moves over to the kobold and attacks it.

Mwk. CI Longsword: 1d20 + 7 ⇒ (9) + 7 = 16 Damage: 1d8 + 3 ⇒ (5) + 3 = 8


Male Human, AC 17 (T 13, FF 14), CMD 18, Fort +5, Ref +5, Will +1, Init +4, Perception +6, HP 15/27 Ranger (Skirmisher) 3

Corindus swings his magic halberd in a downward sweeping arc, using the polearm to reach the kobold upon his perch.

Magic Halberd vs Kobold: 1d20 + 8 ⇒ (4) + 8 = 12
Damage: 1d10 + 5 ⇒ (1) + 5 = 6


Darrion's acid splash just hits the Kobold

And the statue gives the Kobold some cover from Milton's and Corindus's attacks.

The Kobold lets out a very scream alerting many on the level

GM:

randAct: 1d20 ⇒ 9
randAct: 1d20 ⇒ 2
randAct: 1d20 ⇒ 11

Two more kobolds who also hid pop out from hiding and attack the party

rand: 1d3 ⇒ 2
rand: 1d3 ⇒ 3

Atk(Darrion): 1d20 + 2 ⇒ (12) + 2 = 14
Atk(Milton): 1d20 + 2 ⇒ (6) + 2 = 8

Damage(Darrion): 1d6 ⇒ 2
Damage(Milton): 1d6 ⇒ 3

The Injured one jumps from it's hidng place to attack
acro: 1d20 + 4 ⇒ (9) + 4 = 13
rand: 1d2 ⇒ 2

Atk(Corindus): 1d20 + 2 ⇒ (17) + 2 = 19
Damage(Corindus): 1d6 ⇒ 5

And one Kobold gets Darrion for 2 damage
and another gets Corindus for 5 damage.

Players turn.


Male Apprentice Wizard, Magic Man, Master's Spellbook, Merchant District Castoff

Milton attacks the closet kobold.

Mwk. Cold Iron Longsword: 1d20 + 7 ⇒ (7) + 7 = 14 Damage: 1d8 + 3 ⇒ (2) + 3 = 5


Male Human | Wizard (Diviner: Foresight subschool)/ Level 3| HP: 13/21 | F:+3, R:+3, W:+3| AC: 12 | Diplomacy +2, Perception +6, Knowledge arcana: +9, Knowledge local: +9, Knowledge nature: +9, Knowledge planes: +10, Spellcraft: +10, Craft (alchemy): +9, Use Magic Device +7| Spells; Euphoric Cloud, Detect Thoughts, Summon Minor Monster, Color Spray, Grease, Detect Secret Doors -0- Detect Magic, Acid splash, Dancing lights

Darion reacts by stepping away from the kobold that attacked him then firing again with an acid splash
5ft step away
touch attack: 1d20 + 3 ⇒ (19) + 3 = 22
damage: 1d3 ⇒ 3


Male Human, AC 17 (T 13, FF 14), CMD 18, Fort +5, Ref +5, Will +1, Init +4, Perception +6, HP 15/27 Ranger (Skirmisher) 3

Corindus shakes loose the kobold that leaped out at him and delivers a return strike.

Magic Halberd vs Kobold: 1d20 + 8 ⇒ (5) + 8 = 13
Damage: 1d10 + 5 ⇒ (9) + 5 = 14

However, he continues to struggle at adjusting to the heft of the larger weapon, and his swing is unwieldy.


Milton and Corindus miss the Kobolds
Darrion injures another

Atk(Milton): 1d20 + 2 ⇒ (3) + 2 = 5
damage: 1d6 ⇒ 2

Atk(Corindus): 1d20 + 2 ⇒ (10) + 2 = 12
damage: 1d6 ⇒ 3

A Kobold 5ft steps to Darrion
Atk(Darrion): 1d20 + 2 ⇒ (1) + 2 = 3
damage: 1d6 ⇒ 1

They all miss.

And now the Forth Kobold appears, but it runs by the group through a small hole as if heading off to warn and inform the others.

Players Go


Male Apprentice Wizard, Magic Man, Master's Spellbook, Merchant District Castoff

Milton swings at the kobold again, he can't seem to get it's size right.

Mwk. Cold Iron Longsword: 1d20 + 7 ⇒ (4) + 7 = 11 Damage: 1d8 + 3 ⇒ (4) + 3 = 7


Male Human | Wizard (Diviner: Foresight subschool)/ Level 3| HP: 13/21 | F:+3, R:+3, W:+3| AC: 12 | Diplomacy +2, Perception +6, Knowledge arcana: +9, Knowledge local: +9, Knowledge nature: +9, Knowledge planes: +10, Spellcraft: +10, Craft (alchemy): +9, Use Magic Device +7| Spells; Euphoric Cloud, Detect Thoughts, Summon Minor Monster, Color Spray, Grease, Detect Secret Doors -0- Detect Magic, Acid splash, Dancing lights

Darion moves away from the kobold next to him and shoots it again with his acidic splash spell
attack touch: 1d20 + 3 ⇒ (8) + 3 = 11
damage: 1d3 ⇒ 1

5ft step back


Botting Corindus

Corindus swings his magic halberd at the Kobold that stuck him.

Atk: 1d20 + 8 ⇒ (20) + 8 = 28 Crit
Dam: 1d10 + 5 ⇒ (6) + 5 = 11

Crit: 1d20 + 8 ⇒ (8) + 8 = 16 Confirm
Dam: 1d10 + 5 ⇒ (6) + 5 = 11

Corindus cuts the Kobold in Half from skull to butt-hole.


Milton and Darrion miss and the Kobolds smirk at their attempts to hit them and continue attack them

Atk(Milton): 1d20 + 2 ⇒ (7) + 2 = 9
damage: 1d6 ⇒ 6

A Kobold 5ft steps to Darrion
Atk(Darrion): 1d20 + 2 ⇒ (5) + 2 = 7
damage: 1d6 ⇒ 5

But Corindus cutting one in half made their jaws drop.....and become a bit distracted with their attacks.

Players Go


Male Apprentice Wizard, Magic Man, Master's Spellbook, Merchant District Castoff

Milton isn't very used to swinging a sword and attacks the kobold again.

Longsword: 1d20 + 7 ⇒ (5) + 7 = 12 dam: 1d8 + 3 ⇒ (8) + 3 = 11


Male Human, AC 17 (T 13, FF 14), CMD 18, Fort +5, Ref +5, Will +1, Init +4, Perception +6, HP 15/27 Ranger (Skirmisher) 3

Corindus seems to be better off in your hands. Thank you for botting.

Emboldened by his recent success, seemingly guided by a divine hand, the sheriff strives to produce another devastating blow. He takes a small step forward first, hoping to position the small foe between him and Darion, before he reels back and delivers his swing.

If it's possible to get into flanking position, please add 2 to my attack.
Magic Halberd vs Kobold attacking Darion: 1d20 + 8 ⇒ (6) + 8 = 14
Damage: 1d10 + 5 ⇒ (2) + 5 = 7


Botting Darrion

Another Kobold killed by Halberd

Darion uses his acidic splash spell on the Kobold next to Milton
attack touch: 1d20 + 3 ⇒ (2) + 3 = 5
damage: 1d3 ⇒ 1


With two Kobolds down the last one makes a withdraw into the hole the other one escaped through.


Male Human, AC 17 (T 13, FF 14), CMD 18, Fort +5, Ref +5, Will +1, Init +4, Perception +6, HP 15/27 Ranger (Skirmisher) 3

"Looks like we've got two doors," Corin pants, gesturing with the head of his halberd.

"Mary says 'When in doubt, choose right," so I say we try that one first," he says, indicating the door to the south.


Male Human | Wizard (Diviner: Foresight subschool)/ Level 3| HP: 13/21 | F:+3, R:+3, W:+3| AC: 12 | Diplomacy +2, Perception +6, Knowledge arcana: +9, Knowledge local: +9, Knowledge nature: +9, Knowledge planes: +10, Spellcraft: +10, Craft (alchemy): +9, Use Magic Device +7| Spells; Euphoric Cloud, Detect Thoughts, Summon Minor Monster, Color Spray, Grease, Detect Secret Doors -0- Detect Magic, Acid splash, Dancing lights

Darion is still in a state of alert wondering if any other kobolds are going to jump out. When the sheriff proposes his method of selecting which door to choose. Oh..oh yes its as good as any method for selecting an alternative I suppose. Lead on then Corindus

Darion readies to cast his light spell should it be needed


You open the door to the south and find a kitchen with ovens, and place to prepare food, with doors on the opposite side of the room.


Male Human, AC 17 (T 13, FF 14), CMD 18, Fort +5, Ref +5, Will +1, Init +4, Perception +6, HP 15/27 Ranger (Skirmisher) 3

"So ordinary. Almost disappointing," Corin muses, a rare attempt at humor from the sheriff.

He looks around all the same, searching for snouts peaking out of cupboards, tails extending from behind pots, or any other signs of hiding kobolds.

Perception: 1d20 + 6 ⇒ (17) + 6 = 23

"Looks like only one way to go next," he says, pointing out the southern door with his halberd.

If there are no dangers or hidden treasures in the kitchen, Corin will lead the party onward to the next room.


Male Apprentice Wizard, Magic Man, Master's Spellbook, Merchant District Castoff

Milton smiles and says "It's nice not to have someone try and take your head off. To the south we go."


Sorry for delays, the weather has been casting sleep on me.

As Corindus and the party moves to southward, Corindus doesn't see any traps, but it seems the kitchen was in use recently as their seems to water on the floor from a few spilled pots, seems the fight next door scared what was here.


Male Human, AC 17 (T 13, FF 14), CMD 18, Fort +5, Ref +5, Will +1, Init +4, Perception +6, HP 15/27 Ranger (Skirmisher) 3

Corin stops midway through the kitchen and stoops down to examine the tracks hidden among the spilled pots and water. Were these more kobolds or was something else cooking in the kitchen?

Survival to read tracks: 1d20 + 5 ⇒ (19) + 5 = 24


GM:

rand: 1d100 ⇒ 20

Corindus finds what seems to be a set of rat tracks near the spilled pots and water
as it seems the pots fell and startled a rat.


Male Human, AC 17 (T 13, FF 14), CMD 18, Fort +5, Ref +5, Will +1, Init +4, Perception +6, HP 15/27 Ranger (Skirmisher) 3

"Just rats," Corin announces quietly, although it sounds an awful lot like a sigh of relief.

He stands back up and presses on to the next set of doors, opening them once the party is ready.


As the group crosses the water on the floor a well hidden trip wire sets off a set of sparks right next to the water near the wall and it ignites doing a burst of a flaming fire wall.

Reflex saves DC: 13 for half damage

Fire damage: 2d4 ⇒ (1, 3) = 4


Male Apprentice Wizard, Magic Man, Master's Spellbook, Merchant District Castoff

Milton jumps back from the flames "Ouch! That's hot. We need to be more careful."

Reflex: 1d20 + 4 ⇒ (13) + 4 = 17


Male Human, AC 17 (T 13, FF 14), CMD 18, Fort +5, Ref +5, Will +1, Init +4, Perception +6, HP 15/27 Ranger (Skirmisher) 3

Reflex Save: 1d20 + 5 ⇒ (6) + 5 = 11

An observer might generously assume that Corindus throws himself in front of Milton to shield him from the brunt of the flames. In truth, he is merely too slow and too unlucky to get out of the way.

"Damn it!" the sheriff yells as he slaps out the flames upon his overcoat. He throws himself upon the ground and rolls around, better dousing the flames in the standing water on the floor.

He lies upon the ground for a moment catching his breath before pushing himself back to his feet.

"Damn kobolds," he groans. "Let's...is there any way we can avoid things like that in the future?"


Male Apprentice Wizard, Magic Man, Master's Spellbook, Merchant District Castoff

Milton shrugs and says "See whatever sets off the traps? We'll just have to be more watchful as we progress."


Botting Darrion

Ref: 1d20 + 3 ⇒ (6) + 3 = 9

Darrion gets Burned for 4 damage


You all reach the southern door with no further problems


Male Human | Wizard (Diviner: Foresight subschool)/ Level 3| HP: 13/21 | F:+3, R:+3, W:+3| AC: 12 | Diplomacy +2, Perception +6, Knowledge arcana: +9, Knowledge local: +9, Knowledge nature: +9, Knowledge planes: +10, Spellcraft: +10, Craft (alchemy): +9, Use Magic Device +7| Spells; Euphoric Cloud, Detect Thoughts, Summon Minor Monster, Color Spray, Grease, Detect Secret Doors -0- Detect Magic, Acid splash, Dancing lights

Darion pats out the fire on his clothing feeling a few spots that are quite tender Well let’s continue. Milton I may need your healing soon. I didn’t get out of that last encounter unscathed Darion pats at his singed clothing trying to avoid the pain of the most tender areas that were burned


Male Human, AC 17 (T 13, FF 14), CMD 18, Fort +5, Ref +5, Will +1, Init +4, Perception +6, HP 15/27 Ranger (Skirmisher) 3

Corin, perhaps unwisely, stifles the voice in his head that suggests stopping or resting.
Instead, driven by his duty to rescue the children, he presses forward.

Once the party is ready, he pushes open the next door with the head of his halberd.


Corindus pushes on the door and it doesn't open, when he pulls it open he peers into the next room,

The Room has a Well on the eastern side, and four simple small statues on raised platforms in each corner.

Perception: 1d20 + 6 ⇒ (9) + 6 = 15

The room seems clear of Kobolds.


Male Apprentice Wizard, Magic Man, Master's Spellbook, Merchant District Castoff

Milton enters the room checking the statues for kobolds as they have attacked him once from there.

Perception: 1d20 + 8 ⇒ (11) + 8 = 19


Milton doesn't sense any Kobolds in the room.


There are doors to the South and to the east.


Male Apprentice Wizard, Magic Man, Master's Spellbook, Merchant District Castoff

Milton points to the door to the south and examines it.

Percepion: 1d20 + 8 ⇒ (14) + 8 = 22


The door is not trapped


Male Apprentice Wizard, Magic Man, Master's Spellbook, Merchant District Castoff

Milton opens the door when the rest of the team is ready and looks into the next room.


Speeding it up here

The party readies themselves and opens the door to find a room full of shelves, with shelving even in the middle.
The shelves have old jars, bottles, cans and bags on them.


Male Human | Wizard (Diviner: Foresight subschool)/ Level 3| HP: 13/21 | F:+3, R:+3, W:+3| AC: 12 | Diplomacy +2, Perception +6, Knowledge arcana: +9, Knowledge local: +9, Knowledge nature: +9, Knowledge planes: +10, Spellcraft: +10, Craft (alchemy): +9, Use Magic Device +7| Spells; Euphoric Cloud, Detect Thoughts, Summon Minor Monster, Color Spray, Grease, Detect Secret Doors -0- Detect Magic, Acid splash, Dancing lights

Darion thinks that nothing should be beyond possible in this place and decides to detect for magic as he searches in what looks to be a closet for anything interesting or magical
perception: 1d20 + 6 ⇒ (14) + 6 = 20


rand: 1d4 - 1 ⇒ (1) - 1 = 0

No magical containers are found here or items in the room.


Male Human, AC 17 (T 13, FF 14), CMD 18, Fort +5, Ref +5, Will +1, Init +4, Perception +6, HP 15/27 Ranger (Skirmisher) 3

"I don't know whether to feel relieved or not that we didn't find the children in here," Corin muses as he surveys the myriad containers. "I can't imagine any of their contents are very safe after...who knows how long.

"You two are more learned than I. If you can spot anything useful, even if it is not magic, I will leave it to your discretion. Otherwise, I suggest we check that other door next."

When the party is ready, Corin will investigate the east door back in the well room.

Perception: 1d20 + 6 ⇒ (20) + 6 = 26


Darrion finds only old food stuffs, so this was likely a pantry at one point in time.

Corindus checks the eastern door and doesn't find it trapped


Male Human | Wizard (Diviner: Foresight subschool)/ Level 3| HP: 13/21 | F:+3, R:+3, W:+3| AC: 12 | Diplomacy +2, Perception +6, Knowledge arcana: +9, Knowledge local: +9, Knowledge nature: +9, Knowledge planes: +10, Spellcraft: +10, Craft (alchemy): +9, Use Magic Device +7| Spells; Euphoric Cloud, Detect Thoughts, Summon Minor Monster, Color Spray, Grease, Detect Secret Doors -0- Detect Magic, Acid splash, Dancing lights

I am thoroughly convinced that there is nothing of importance here however I do have a spell that can detect secret doors if we run into a dead end. Shall we continue onward then?


Male Human, AC 17 (T 13, FF 14), CMD 18, Fort +5, Ref +5, Will +1, Init +4, Perception +6, HP 15/27 Ranger (Skirmisher) 3

"Yes. We can come back for any hidden passages. It seems unlikely that the children would have found such things. If they fled, the would have taken the direct, obvious routes."

Corin steels himself, prepared to find that his senses have failed him again and that some other nasty fate awaits. All the same, driven to perform his duty for the missing children, he opens the door.

I believe this will be the door to the hallway connecting C and E.


Yep, The CE (not Chaotic Evil) hallway.

The hallway has two statues in alchoves on opposing sides.


Male Apprentice Wizard, Magic Man, Master's Spellbook, Merchant District Castoff

Milton keeps an eye on the statues making sure no kobolds come jumping out from them.

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