Hollow's Last Hope (Inactive)

Game Master nilesr

Darkmoon Vale Map Falcons Hollow Map Map of Andoran
Current Day 30 Lamashan 4708 AR Day 401 Loot Log
Dramatis Personae


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Encounter Map

Round 3
Silas fires his bow and hits Greypelt for 5 damage!
Michael stands up provoking an AoO which misses. Michael then strikes Greypelt with a mighty blow!
Percival holds action for now post actions whenever
Hecktor slices into the second wolf killing it instantly. I 5' stepped you south 1 square, let me know if thats not good for you
Gared (-2HP) bleeds some more Con: 1d20 + 2 ⇒ (8) + 2 = 10but stabilizes!
Greypelt -15hp lunges for Hecktor! provoking AoO's from Michael AoO: 1d20 + 6 ⇒ (7) + 6 = 13 who misses. Greypelt bites at Hecktor Bite: 1d20 + 8 ⇒ (11) + 8 = 19 Damage: 1d6 + 4 ⇒ (3) + 4 = 7 Trip: 1d20 + 11 ⇒ (11) + 11 = 22Hecktor is at 0 HP and prone!
Wolf1 -11HP whines in the corner, but is eyeballing Percival.
Lucanor <----- we are here.


M Human Cavalier(Honor Guard) 4
Vitals:
HP 52/52 | AC:19_T:12_FF:17 | Init +3 | Perception +8 | Sense Motive +7 | Fort +7_Ref +4_Will +2 | CMB +8 | CMD 20 | Speed 20 | Lucerne hammer +9(1d12+4/x2) | Cestus+8(1d4+3/19-20x2)
Mount Vitals:
HP 43/43 | AC:20_T:12_FF:17 | Init +2 | Perception +7 | Fort +7_Ref +6_Will +2 | CMB +8 | CMD 18(Trip 25) | Speed 50 | Bite +6 (1d4+4/x2) | 2 Hooves +4(1d6+2/x2)

Round 4:
Michael takes a step to the west and yells to the group, "Try to get into flanking positions on Furball here! Co-ordinate your attacks, aim for the vitals, and make it count! Bring him down hard!"

Michael then drops into a more defensive posture and takes a calculated swing at the Warg's hind legs.
Attack(Fighting Defensively): 1d20 + 4 - 4 + 2 ⇒ (13) + 4 - 4 + 2 = 15
Damage: 1d8 + 3 + 1 + 1d6 ⇒ (7) + 3 + 1 + (4) = 15
+2 attack from flank with Lucanor, +1d6 precision damage from Tactician+Precise Strike, +1 damage from my challenge. My AC gets +2 dodge bonus for the round. So it's now 21 against Graypelt, and 19 against the other wolf due to my challenge.

5-foot step west, move action: Tactician to share Precise Strike with the party(you said I could), standard action: Fight Defensively

Please let the big guy's AC be 15 or less. Please let it be 15 or less. This attack could very well end the fight...


Encounter Map

Greypelts Ac is......................15! and he has exactly.............30hp wow. Nice rolling!

The other wolf bolts for the exit... just decide whether or not it dies.

Combat over!

Everyone is level 2 now!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Also a search of rooms 15 and 16 will yield

Room 15:
+1 handaxe, a small pouch containing
100 pp, and a prayer book. The book is
written in dwarven

Dwarven Book:
Torag is no longer worthy of
our devotion. Only Droskar can deliver us
from the failings of King Garbold

Room 16:
a bag with 354 gp, a masterwork
light crossbow, a potion of bull’s strength,
and a wand of light (CL 1st, 28 charges). In
the dark corner of the room grows a small
patch of ironbloom mushrooms, six in all.


M Human Cavalier(Honor Guard) 4
Vitals:
HP 52/52 | AC:19_T:12_FF:17 | Init +3 | Perception +8 | Sense Motive +7 | Fort +7_Ref +4_Will +2 | CMB +8 | CMD 20 | Speed 20 | Lucerne hammer +9(1d12+4/x2) | Cestus+8(1d4+3/19-20x2)
Mount Vitals:
HP 43/43 | AC:20_T:12_FF:17 | Init +2 | Perception +7 | Fort +7_Ref +6_Will +2 | CMB +8 | CMD 18(Trip 25) | Speed 50 | Bite +6 (1d4+4/x2) | 2 Hooves +4(1d6+2/x2)

Michael keeps the remaining wolf from leaving the room and tries to calm it down using a slow, soft voice and motions that are as non-threatening as possible.

"Easy girl, easy. Didn't exactly wanna kill you in the first place, but well, had to defend myself. Now, if you calm down and just come with us, we'll fix you up good as new, get you some food and water, and maybe try to teach you a few tricks."

Handle Animal: 1d20 + 6 ⇒ (10) + 6 = 16

If the check fails, then Michael just lets it run.


Male Human (Chelaxian ethnicity) Inquisitor-8 (Current HP 53/61)

Lucanor finishes off Graypelt with another stab to the throat to make sure its dead. Then cleans his blade.


Encounter Map

The trick fails only because what you are trying to do is more wild empathy than handle animal. Handle animal is like diplomacy but for domesticated animals. Wild Empathy is diplomacy for wild animals or magical beasts. Also, Hecktor and Silas are absent for the next week or so and Gared is MIA its just Michael, Lucanor and Percival active. We can either take a break or continue as normal.


M Human Cavalier(Honor Guard) 4
Vitals:
HP 52/52 | AC:19_T:12_FF:17 | Init +3 | Perception +8 | Sense Motive +7 | Fort +7_Ref +4_Will +2 | CMB +8 | CMD 20 | Speed 20 | Lucerne hammer +9(1d12+4/x2) | Cestus+8(1d4+3/19-20x2)
Mount Vitals:
HP 43/43 | AC:20_T:12_FF:17 | Init +2 | Perception +7 | Fort +7_Ref +6_Will +2 | CMB +8 | CMD 18(Trip 25) | Speed 50 | Bite +6 (1d4+4/x2) | 2 Hooves +4(1d6+2/x2)

I figured that the "rear a wild animal" option might work, but I see now that the in-depth description says that it's for raising an infant animal and not for domesticating an adult. Would have failed the check anyways. DC 15+HD of animal, and wolves have 2HD. Worth the shot though.

Michael walks over to Gared, checks for signs of life, and when he finds them he breathes a sigh of relief.

"The idiot isn't dead. Thank the gods. I didn't want to have to explain that one." With a childlike smirk he then adds, "But now I've got the time I saved his life to hold over his head! Anyways, I'll let you guys get this stuff all gathered up. I'm gonna go see if I can't rig up a makeshift sled to drag behind Adrienne. There's gotta be some timbers around here that aren't completely rotten. Maybe the door to the room with that mummified dwarf could work."

Michael is going to leave the room, head back to area 4, and check out the door for room 5. If it still looks sturdy, he's going to try to break it free of its hinges without actually breaking the door.


Encounter Map

That would work, although you guys do have a bit of healing available. Lucanor has CLW as does Percival and I'm pretty sure there was some potions somewhere that you looted.


Male retired & married fighter Fighter 8 HP 82/82 F+10/R+6/W+4 30ft AC24/14/22

i'm not out for the count yet. That late was just a bad estimate. I think untill the 21st i can post every night. :). Guess i was right, enraging the worg by yelling i killed his girl. Prob worth it, seeing as we are all alive. Nice hit Michael.


Male Human Alchemist (Chirurgeon) 1

Percival looks sad. "Awwisitoveralreadyiwasjustabouttohavefungetitstartedblowstuffup!"


M Human Cavalier(Honor Guard) 4
Vitals:
HP 52/52 | AC:19_T:12_FF:17 | Init +3 | Perception +8 | Sense Motive +7 | Fort +7_Ref +4_Will +2 | CMB +8 | CMD 20 | Speed 20 | Lucerne hammer +9(1d12+4/x2) | Cestus+8(1d4+3/19-20x2)
Mount Vitals:
HP 43/43 | AC:20_T:12_FF:17 | Init +2 | Perception +7 | Fort +7_Ref +6_Will +2 | CMB +8 | CMD 18(Trip 25) | Speed 50 | Bite +6 (1d4+4/x2) | 2 Hooves +4(1d6+2/x2)

After looking over the door for a few minutes and being unable to pry out the rusted hinge pins, Michael walks back outside to Adrienne. He leads her inside the yard and right up to the double doors before taking the hand axe out of one of his saddlebags. Taking his time, he uses the axe to chop away the wood around the hinges. With the door down, he puts the axe back in the saddlebag, digs out two pitons, and uses his warhammer to drive them into opposite sides of the top of the door. Taking some of his rope, he threads it through both pitons, ties a knot about 3 feet away from the top of the door, and sets it down on the ground before walking back to the group.

"I've got a makeshift stretcher sled made up. We can load Gared up on it, and maybe some of this stuff as well, and then get started on heading back to town. If we don't grab everything, then that's fine by me. I was planning on coming back here in a couple days anyway, and if you guys come along we can pick up the rest then. I like this place. With a little fixing up it could be useful, but first we've got to clear out whatever else might be living here. Probably wouldn't hurt to find a priest of Torag to come in and consecrate the place too, if that Droskar guy was an evil dwarven god. What do you guys think?"


Male Human Alchemist (Chirurgeon) 1

"Gared! OhyeahrightIforgotabouthimholdon!" Percival pulls out another bottle from his bulging overcoat and looks at it for a moment. "HuhholdonIseenowsoobvious!" Bending down over Gared, Percival nimbly tugs out a single hair from his head, dropping it into the bottle, following it with a small puff of dust from a retrieved pouch. Swishing the concoction around, he tilts it up and pours it down the fallen warrior's throat. "That'llbejusttheticketforhim!"

My Cure Light Wounds extracts can now be used on others.
Garek heals: 1d8 + 1 ⇒ (1) + 1 = 2


M Human Cavalier(Honor Guard) 4
Vitals:
HP 52/52 | AC:19_T:12_FF:17 | Init +3 | Perception +8 | Sense Motive +7 | Fort +7_Ref +4_Will +2 | CMB +8 | CMD 20 | Speed 20 | Lucerne hammer +9(1d12+4/x2) | Cestus+8(1d4+3/19-20x2)
Mount Vitals:
HP 43/43 | AC:20_T:12_FF:17 | Init +2 | Perception +7 | Fort +7_Ref +6_Will +2 | CMB +8 | CMD 18(Trip 25) | Speed 50 | Bite +6 (1d4+4/x2) | 2 Hooves +4(1d6+2/x2)

Man, lowest of the low rolls on that one. But at least he isn't unconscious anymore, he's just staggered. So now he can hold on to the stretcher instead of being tied to it. Also, Deep Space 9 fan?


Male retired & married fighter Fighter 8 HP 82/82 F+10/R+6/W+4 30ft AC24/14/22

Hmhm, Percival, a clw would be tasty, Hecktor is at 0 too.


Male Human Alchemist (Chirurgeon) 1

Hmm, seems I forgot to say what extracts I prepared this morning. GM, any issue with my saying that I prepared two CLWs? I would have done so anyway, given how combat has worked thus far.


Human Ranger (Righteous Sentinel) 3 | HP: 20/26 | AC 19 (Armor, Dex, Shield) (ff 16, t 13) | Fort +6, Ref +7, Will +4 | Init +3, Perc +7 | Longbow +6 (1d8/x3), +1 Handaxe +6 (1d6+3/x3), Greataxe +5 (1d12+2/x3)

Gared rouses from unconciousness to witness the scene before him. With a grim countenance, he nods and slumps against the stretcher as though he has found some inner peace.

"We need to get the ingredients to the town," he croaks, "More people will die unless we move quickly."

Shall update character tonight.


Encounter Map

Percival no problem at all. Gared welcome back!


M Human Cavalier(Honor Guard) 4
Vitals:
HP 52/52 | AC:19_T:12_FF:17 | Init +3 | Perception +8 | Sense Motive +7 | Fort +7_Ref +4_Will +2 | CMB +8 | CMD 20 | Speed 20 | Lucerne hammer +9(1d12+4/x2) | Cestus+8(1d4+3/19-20x2)
Mount Vitals:
HP 43/43 | AC:20_T:12_FF:17 | Init +2 | Perception +7 | Fort +7_Ref +6_Will +2 | CMB +8 | CMD 18(Trip 25) | Speed 50 | Bite +6 (1d4+4/x2) | 2 Hooves +4(1d6+2/x2)

"The wild man awakes!" Michael exclaims. "You're lucky we're friends, because otherwise I'd have left you for dead with that foolhardy charge. We could have at the very least waited until we were in a more advantageous position to take that thing on. Next time, keep your head about you. Anyways, you owe me one. In fact, you owe us all one."


Male Human Alchemist (Chirurgeon) 1

Percival simply gives his patient a quick smile and darts over to pour another concoction down Hecktor's throat.

Heal: 1d8 + 1 ⇒ (5) + 1 = 6


Male Human (Chelaxian ethnicity) Inquisitor-8 (Current HP 53/61)

"Good healing, Doc. Anyone else need a little healing, or are we now good to go?"


Male retired & married fighter Fighter 8 HP 82/82 F+10/R+6/W+4 30ft AC24/14/22

Hecktor gulps down the potion. He wakes up and nods at Percival.
"Thank you Lawson. I owe you a drink.

He looks back to where he'd last seen Gared. Slightly shaking his head on the rashness of the guy, Hecktor is relieved he didn't end up as a corpse.

After geting up and shaking his shoulders, he says;

"Seeing as we are still alive, i'd like to address the following,
Should we take the mutt's head along for a possible reward or leave it's corpse be?"

Hecktor would regardless like to take a canine as a reminder of this fight.


Human Ranger (Righteous Sentinel) 3 | HP: 20/26 | AC 19 (Armor, Dex, Shield) (ff 16, t 13) | Fort +6, Ref +7, Will +4 | Init +3, Perc +7 | Longbow +6 (1d8/x3), +1 Handaxe +6 (1d6+3/x3), Greataxe +5 (1d12+2/x3)

Despite his weakness, Gared fixes Michael with a firm glare.

"You don't know the whole story, Michael. The Sheriff told the townsfolk my parents were slain by bandits to keep them from being too frightened, but I always knew the truth. I saw that beast as it charged our wagon. Mother was ripped from us instantly and I only survived because my Father held it together long enough to drive the wagon within sight of the town. That beast is likely the cause of most of the lycanthrope sightings in these woods," Gared's voice dwindles as he pauses for breath.

"We need to check in on the Halfway House on the way back, just in case that girl has turned." Gared's voice falls into a dead silence.

As Hecktor speaks, Gared looks at him and shrugs weakly.

"Do what you will, the threat is past now," he states quietly.


M Human Cavalier(Honor Guard) 4
Vitals:
HP 52/52 | AC:19_T:12_FF:17 | Init +3 | Perception +8 | Sense Motive +7 | Fort +7_Ref +4_Will +2 | CMB +8 | CMD 20 | Speed 20 | Lucerne hammer +9(1d12+4/x2) | Cestus+8(1d4+3/19-20x2)
Mount Vitals:
HP 43/43 | AC:20_T:12_FF:17 | Init +2 | Perception +7 | Fort +7_Ref +6_Will +2 | CMB +8 | CMD 18(Trip 25) | Speed 50 | Bite +6 (1d4+4/x2) | 2 Hooves +4(1d6+2/x2)

Michael takes in what Gared says with an ear towards sympathy, but then gives his reply.

"I can't say that I know what that's like, but I'm sticking by my point. A little extra thought can go a long way. Now move over, we've got crap we need to put on there with you."

Michael heads out into the hallway and starts searching the bodies from earlier.


Human Ranger (Righteous Sentinel) 3 | HP: 20/26 | AC 19 (Armor, Dex, Shield) (ff 16, t 13) | Fort +6, Ref +7, Will +4 | Init +3, Perc +7 | Longbow +6 (1d8/x3), +1 Handaxe +6 (1d6+3/x3), Greataxe +5 (1d12+2/x3)

"You're right, you have no idea what it is like," Gared replies darkly.

Gared is leaning on the stretcher so there should be no problem in moving items onto it.


Encounter Map

None of the wolves have any loot....I've put everything from the two rooms in spoilers. I'm assuming that Silas would be taking 20 like before. There is only one more place you guys haven't really explored, but you have the mushrooms now so its your choice what to do next.


Encounter Map

Also, don't forget to level up. The time in game is around 2pm so you guys can get some traveling done before nightfall. Or you can stay here in the monastery for the night, you can also march all through the night but...I'm pretty sure that wouldn't go well.


M Human Cavalier(Honor Guard) 4
Vitals:
HP 52/52 | AC:19_T:12_FF:17 | Init +3 | Perception +8 | Sense Motive +7 | Fort +7_Ref +4_Will +2 | CMB +8 | CMD 20 | Speed 20 | Lucerne hammer +9(1d12+4/x2) | Cestus+8(1d4+3/19-20x2)
Mount Vitals:
HP 43/43 | AC:20_T:12_FF:17 | Init +2 | Perception +7 | Fort +7_Ref +6_Will +2 | CMB +8 | CMD 18(Trip 25) | Speed 50 | Bite +6 (1d4+4/x2) | 2 Hooves +4(1d6+2/x2)

Wasn't meaning just the wolves. I was meaning the hobgoblin we killed in the hallway and the darkmantles from the shrine room.


Encounter Map

Somewhere in the thread I posted the loot from the HG, Darkmantles weren't carrying anything. Your keeping up with all this stuff right? Because once I type it out I have no clue what loot everything had. I have a general idea about the larger loot items, such as magic weapons (1) and magic items (1) but GP totals and smaller stuff I haven't been keeping track of.


Male retired & married fighter Fighter 8 HP 82/82 F+10/R+6/W+4 30ft AC24/14/22

Hecktor picks some of the worg's most vicious canines. One for reminders, and the other 3 for "they could be of use in some way."
He turns his head towards Gared,

"Hey Gared, you said the worg could be the cause of increase in werebeasts, is there a cure? Normally just werebeasts could transfer the affliction, as far as tales have reached me."


M Human Cavalier(Honor Guard) 4
Vitals:
HP 52/52 | AC:19_T:12_FF:17 | Init +3 | Perception +8 | Sense Motive +7 | Fort +7_Ref +4_Will +2 | CMB +8 | CMD 20 | Speed 20 | Lucerne hammer +9(1d12+4/x2) | Cestus+8(1d4+3/19-20x2)
Mount Vitals:
HP 43/43 | AC:20_T:12_FF:17 | Init +2 | Perception +7 | Fort +7_Ref +6_Will +2 | CMB +8 | CMD 18(Trip 25) | Speed 50 | Bite +6 (1d4+4/x2) | 2 Hooves +4(1d6+2/x2)

"I'm not sure he was saying that the worg caused lycanthropy. I think he was meaning that most of the sightings of werewolves around here have actually been people seeing the worg. Think about it, that thing was a huge wolf that could talk. If I hadn't seen and heard it myself, my first thought after being told about it would have been werewolf too. I say we take the whole thing back with us. No one would believe it otherwise."


Human Ranger (Righteous Sentinel) 3 | HP: 20/26 | AC 19 (Armor, Dex, Shield) (ff 16, t 13) | Fort +6, Ref +7, Will +4 | Init +3, Perc +7 | Longbow +6 (1d8/x3), +1 Handaxe +6 (1d6+3/x3), Greataxe +5 (1d12+2/x3)

Gared nods slowly, all of his energy expended.

"Yes, I believe that to be the case," he croaks hoarsely.


M Human Cavalier(Honor Guard) 4
Vitals:
HP 52/52 | AC:19_T:12_FF:17 | Init +3 | Perception +8 | Sense Motive +7 | Fort +7_Ref +4_Will +2 | CMB +8 | CMD 20 | Speed 20 | Lucerne hammer +9(1d12+4/x2) | Cestus+8(1d4+3/19-20x2)
Mount Vitals:
HP 43/43 | AC:20_T:12_FF:17 | Init +2 | Perception +7 | Fort +7_Ref +6_Will +2 | CMB +8 | CMD 18(Trip 25) | Speed 50 | Bite +6 (1d4+4/x2) | 2 Hooves +4(1d6+2/x2)

Michael checks the room and makes sure everything he can think of is packed up. He grabs the ropes for the stretcher and starts dragging it to the door before announcing, "I'm ready to head back to town. Make sure you've got everything, and let's get going. People are sick, we've got the stuff for the cure, and with any luck it'll actually work. But first we need to get back."


Male Human (Chelaxian ethnicity) Inquisitor-8 (Current HP 53/61)

"Definitely, let's get a move on when we can."


Encounter Map

Whenever you guys are ready to go you have to make a decision.

Go back the same way you came which is a 2 day journey or

Take the shortcut straight south which will save an entire day of travel. However it requires a river crossing, which might be dangerous.

You can make 2 survival checks for the first night's camp. (Day 4 night)

I'd like to not move on too much until you guys are leveled and ready....because you'll see.


Human Ranger (Righteous Sentinel) 3 | HP: 20/26 | AC 19 (Armor, Dex, Shield) (ff 16, t 13) | Fort +6, Ref +7, Will +4 | Init +3, Perc +7 | Longbow +6 (1d8/x3), +1 Handaxe +6 (1d6+3/x3), Greataxe +5 (1d12+2/x3)

Gared is levelled.

"If we cut straight south across the river, then we can cut out a day but the crossing might be difficult," Gared rasps.


Male Human (Chelaxian ethnicity) Inquisitor-8 (Current HP 53/61)

"If we have a short cut, I'm tempted to take... lives being at stake at all with each passing day, but I'll trust your call, Gared. You're the woodsman here."


M Human Cavalier(Honor Guard) 4
Vitals:
HP 52/52 | AC:19_T:12_FF:17 | Init +3 | Perception +8 | Sense Motive +7 | Fort +7_Ref +4_Will +2 | CMB +8 | CMD 20 | Speed 20 | Lucerne hammer +9(1d12+4/x2) | Cestus+8(1d4+3/19-20x2)
Mount Vitals:
HP 43/43 | AC:20_T:12_FF:17 | Init +2 | Perception +7 | Fort +7_Ref +6_Will +2 | CMB +8 | CMD 18(Trip 25) | Speed 50 | Bite +6 (1d4+4/x2) | 2 Hooves +4(1d6+2/x2)

"I'd rather not attempt a fording with a guy who can barely stand on his feet. And we'd also run the risk of stuff breaking loose and getting whisked away. We barely got the stuff we need as it is. If we lose that root-thing from the witch's hut, where are we going to get another one?"

"I say we take a vote."


Human Ranger (Righteous Sentinel) 3 | HP: 20/26 | AC 19 (Armor, Dex, Shield) (ff 16, t 13) | Fort +6, Ref +7, Will +4 | Init +3, Perc +7 | Longbow +6 (1d8/x3), +1 Handaxe +6 (1d6+3/x3), Greataxe +5 (1d12+2/x3)

Knowledge (geography): 1d20 + 5 ⇒ (12) + 5 = 17

Gared attempts to recall if there are any safe crossing points on the river that would assist the party getting back to Falcon's Hollow quickly and safely.


Encounter Map

Gared you are pretty sure you know of such a place. It's known as Deadwood Ford because of the piles of logs that sometimes collect there.


Human Ranger (Righteous Sentinel) 3 | HP: 20/26 | AC 19 (Armor, Dex, Shield) (ff 16, t 13) | Fort +6, Ref +7, Will +4 | Init +3, Perc +7 | Longbow +6 (1d8/x3), +1 Handaxe +6 (1d6+3/x3), Greataxe +5 (1d12+2/x3)

"Deadwood Ford," Gared says, "We can cross there, and it will reduce our travel time significantly."


Male Human (Chelaxian ethnicity) Inquisitor-8 (Current HP 53/61)

"Sounds like a good compromise, if not a promising name."


Encounter Map

Ok gonna make some survival checks for Gared.

Survival: 1d20 + 7 ⇒ (19) + 7 = 26

Gared finds a great place to camp for the night. The party is untroubled through the night. Everyone gains 2 HP.

If either Percival or Lucanor want to use some of their magic to heal the wounded over the course of the Day 4 travel/evening just post the rolls and whatnot here.

Day 5 begins with a crisp sunrise and Gared leads you

Survival: 1d20 + 7 ⇒ (4) + 7 = 11

in the correct general direction but a few hours are wasted as you travel towards the Deadwood Falls. You come to the Falls around 4pm on day 5.

The first thing you notice is the plethora of wildlife surrounding the falls. Birds don't take flight at your presence like they would normally do, a doe drinks nearby from a small tributary and watches you as you pass.

Kn:Nature or Arcana DC 15:
This is definitely not normal. Some magic is at work here.

Kn:Nature or Arcana DC 20:
This is probably the work of a druid or other magic user of that type.

Kn:Nature or Arcana DC 25:
The first world has influence here. There are most definitely fey about.

You see the ford about 100 yards ahead through the trees.


M Human Cavalier(Honor Guard) 4
Vitals:
HP 52/52 | AC:19_T:12_FF:17 | Init +3 | Perception +8 | Sense Motive +7 | Fort +7_Ref +4_Will +2 | CMB +8 | CMD 20 | Speed 20 | Lucerne hammer +9(1d12+4/x2) | Cestus+8(1d4+3/19-20x2)
Mount Vitals:
HP 43/43 | AC:20_T:12_FF:17 | Init +2 | Perception +7 | Fort +7_Ref +6_Will +2 | CMB +8 | CMD 18(Trip 25) | Speed 50 | Bite +6 (1d4+4/x2) | 2 Hooves +4(1d6+2/x2)

"I don't like this. It's too quiet..."

Michael is taken aback by the unsettling calmness of the animals nearby. He starts thrashing and stomping about in the undergrowth, making as much noise as possible, trying to spook some of them. When nothing happens, he stops.

"First we've got a witch's cauldron that comes to life and attacks us. Then a giant talking wolf. And now we've got animals that aren't afraid of anything. It's like we've stumbled into a child's storybook. If I see a spinning wheel or a giant tower with a long bundle of hair flowing out of the only window, I'm turning around and running away. This is almost too much as it is."


Human Ranger (Righteous Sentinel) 3 | HP: 20/26 | AC 19 (Armor, Dex, Shield) (ff 16, t 13) | Fort +6, Ref +7, Will +4 | Init +3, Perc +7 | Longbow +6 (1d8/x3), +1 Handaxe +6 (1d6+3/x3), Greataxe +5 (1d12+2/x3)

Knowledge (nature): 1d20 + 5 ⇒ (3) + 5 = 8

Does anyone have the Heal skill to double the natural healing I get overnight?

Gared looks around in wonder and amazement. He'd never seen anything like this before; it was so beautiful. Unfortunately his reverie is broken by Michael's thundering through the undergrowth.

"Enough, Michael," he chastises, "You criticise me for attacking the worg and then decide to go stomping off after harmless animals?"

Gared wanders around the glade, careful not to upset any foliage or fauna and approaches Falls reverently. It was places like this that Gared felt close to his patron deity, Erastil. Although he wasn't really a holy man, Gared couldn't help but kneel and speak a few words to his god.


M Human Cavalier(Honor Guard) 4
Vitals:
HP 52/52 | AC:19_T:12_FF:17 | Init +3 | Perception +8 | Sense Motive +7 | Fort +7_Ref +4_Will +2 | CMB +8 | CMD 20 | Speed 20 | Lucerne hammer +9(1d12+4/x2) | Cestus+8(1d4+3/19-20x2)
Mount Vitals:
HP 43/43 | AC:20_T:12_FF:17 | Init +2 | Perception +7 | Fort +7_Ref +6_Will +2 | CMB +8 | CMD 18(Trip 25) | Speed 50 | Bite +6 (1d4+4/x2) | 2 Hooves +4(1d6+2/x2)

"Exactly. Harmless animals, not a giant wolf. And I'm not charging headlong, I'm just trying to get them to react to me. This isn't right that they're ignoring us, especially with all the noise I just made."


Male Human Alchemist (Chirurgeon) 1

Come the morning, Percival brews up a few more vials of healing potion and passes two of them around.

Prepare 3x extracts of CLW, proffer two of them.
Healing: 1d8 + 2 ⇒ (8) + 2 = 10 1d8 + 2 ⇒ (8) + 2 = 10

Percival frowns and thinks.

K. Arcana: 1d20 + 9 ⇒ (10) + 9 = 19
K. Nature: 1d20 + 9 ⇒ (5) + 9 = 14

"Sir Stamford is correct; there is some magic at work here..." Percival frowns and, one hand in his voluminous pockets, begins to slowly edge forwards.


Encounter Map

I'm pretty sure that Lucanor had 2 spells left for day 4. I'll assume for now that he used them to CLW on Michael and Gared

CLW: 1d8 + 2 ⇒ (2) + 2 = 4 CLW2: 1d8 + 2 ⇒ (5) + 2 = 7

So Michael gains 4hp from day 4 and Gared gains 7. Don't forget that any HP you gain from leveling up is also gained to the total and the actual, and you gained 2hp from a good night's rest.

My calculations put Michael @ full hp and Gared at full hp as well with both Percival and Lucanor's ministrations. Dont worry about Hecktor right now, we are going to pretend that he is wounded and being carried on the sled.


Human Ranger (Righteous Sentinel) 3 | HP: 20/26 | AC 19 (Armor, Dex, Shield) (ff 16, t 13) | Fort +6, Ref +7, Will +4 | Init +3, Perc +7 | Longbow +6 (1d8/x3), +1 Handaxe +6 (1d6+3/x3), Greataxe +5 (1d12+2/x3)

"That doesn't give you an excuse to go rampaging around here like an angry bull, Michael," Gared says reproachfully, "Even if this doesn't feel 'right', that doesn't mean something is wrong."

Gared shakes his head at Percival's interjection. "There may well be magic at work, but that's not to suggest this place is dangerous. Although it could well become so if we don't treat it with respect." Gared delivers the last word with emphasis, in the hope that it causes the others to cease their train of thought.

"We should look at finding a way to ford the river," he continues, searching for some way across the waterway.

Perception: 1d20 + 7 ⇒ (3) + 7 = 10
Knowledge (nature): 1d20 + 5 ⇒ (5) + 5 = 10


Encounter Map

Gared it takes you a while but you find the best place to cross the river. At this place the water rises to about hip deep.

As you approach this position a delicate figure rises from the water, her long ears tapering to points above her head, her beauty painful in its perfection.

She motions to you to come closer (she is about 40' away along the bank)

Kn:Nature DC 11:
She is a river nymph. These are typically good aligned fey.


Male Human Alchemist (Chirurgeon) 1

Take 10 on K. Nature, make the DC

Percival finds his voice lowered to a hush as the figure appears, but he is unable to hide the expression of irritation that crosses his face. "A river nymph; fey creatures, traditionally benevolent... but as all fey are, unpredictable."

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