Hollow's Last Hope (Inactive)

Game Master Seldlon the Swift

A wilderness and dungeon adventure designed for four 1st- level characters. Characters who successfully complete this adventure should reach 2nd level by its conclusion.


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Male Human Unchained Barbarian (Invulnerable Rager) 2 | hp 26/28 | AC 17, T 12, FF 15 | F +5, R +2, W +3 | Init +2 | Per +7 | DR 1/- | Rage Turns: 3/8

Reinar follows the others, silent, grip tightening around his glaive. He inspects the dead body over Zevon's shoulder.

K.Nature: 1d20 + 3 ⇒ (2) + 3 = 5

"The cause of death was a chupacabra!"


Zevon:

Pony skeleton

Contents of backpack. A week’s worth of trail rations, a set of thieves tools, 50 feet of silk rope, a small coin purse with 42 gp in assorted coins, and a small blue vial containing a potion of..... DC 11 spellcraft to identify, arcana will work as well.


HP 65 l AC 21 [+2 vs Traps] (T 15 FF 16) l F +6 R +12 W +5 (+2 vs Poison/Magic) l Ini +45 Perc +10 (+3 to unusal stone/Traps)

"Interesting that no one has come here in a long while, the ghost scare em away maybe? Lets just get what we be needin' and get goin'"

Rhen will move towards the front entrance of the building."[/b]


M Half Elf Arcane Healer Sound Striker Bard 3 | hp 30/30 | AC 18, T 13, FF 13 | F +3, R +6, W +2 | Init +5 | Per +5 | Performance Rounds: 9/16

"This pack is a good find. Welcome equipment, and a bit of gold too. This potion will be handy as well."

Knowledge (arcana): 1d20 + 4 ⇒ (16) + 4 = 20

Zevon's companions hear his whispered words as if he was standing beside them. He picks up a loose stone and whistles low tone, gradually increasing octave. As the pitch climbs higher the stone begins to glow with light. He motions toward the western interior door:

"It seems the door was left ajar, I will take that as a welcome invitation."

Light- 20' radius, 10 min duration


Zevon:

Cure Light Wounds

Bulgard, a survival check for tracks, please.


M Human M Human Ranger 2 | HP 52/52 | AC 20, T 17, FF 15 | F +6, R +10, W +2 | Init +4 | Per +7 |

Bulgard looks closer at the body of the long dead adventurer, trying to determine the cause of his death.

heal: 1d20 + 2 ⇒ (4) + 2 = 6

And studies the ground for tracks

survival (find tracks): 1d20 + 7 ⇒ (18) + 7 = 25


You see faint signs that some creatures do enter the main building through the double doors. Some of these tracks look reptilian while others are clearly made by wolves. The reptilian trail always leads to the main entrance and then out into the wild while the mammal tracks leave by either the main entrance or through the hole in the eastern wall.

Everyone, feel free to move your token as you wish. The squares that block what you have not seen may be deleted per your field of vision. Select and ctl+x. For example, you open a door, that cover may be removed, revealing the contents of the room.


M Half Elf Arcane Healer Sound Striker Bard 3 | hp 30/30 | AC 18, T 13, FF 13 | F +3, R +6, W +2 | Init +5 | Per +5 | Performance Rounds: 9/16

Zevon hands Reinar the potion.

"This will mend wounds if I am unavailable. With hopes that you will not require it."

With that, he uncoils his whip and steps into the open doorway.


Entry Hall
Beyond the double doors is a small dark hall. Littered with mounds of debris and a year’s worth of dead leaves, it is clear that a narrow path winds inside.

A DC 20 Survival skill check may reveal more.


M Half Elf Arcane Healer Sound Striker Bard 3 | hp 30/30 | AC 18, T 13, FF 13 | F +3, R +6, W +2 | Init +5 | Per +5 | Performance Rounds: 9/16

Survival: 1d20 + 1 ⇒ (4) + 1 = 5

"Looks clear. There is a type of trail though. Shall we investigate the rooms, or stay in the main hallway?"


M Human M Human Ranger 2 | HP 52/52 | AC 20, T 17, FF 15 | F +6, R +10, W +2 | Init +4 | Per +7 |

"Let's see who's hunting these halls" Bulgard whispers.

He kneels down and pulls the fox out of his pack and let's it loose in the doorway, barring its path of retreat. He takes a little chunk of meat from the rations in his pack and feeds it to the fox, who gulps it eagerly. He takes the another piece of dried beef from his pack, waves it before the fox's nose and hurls it down the dark hallway.


The wounded creature tries to crawl with its front legs and gives up. He needs a week to heal and about 7 weeks to learn the tricks he is capable of. He should be useful in the next module. Are you using him for bait?


M Human M Human Ranger 2 | HP 52/52 | AC 20, T 17, FF 15 | F +6, R +10, W +2 | Init +4 | Per +7 |

Yep. Didn't know if I could get away with it. Ok then

Bulgard feels like a horse's arse and so cradles the fox, stammers an apology while giving it an extra big piece of dried meat and packs the fox back up.

Am I still in stealth mode?


LOL. Bulgard is slightly more humane than the hobgoblin. Your last roll was a 10, kind of like take 10 on stealth, so we will keep it there until you really, really need it or the situation changes significantly and a another roll would be required.


The first doorway to the north is stuck. Requires STR DC 13 to open, the one to the south will open easily.


HP 65 l AC 21 [+2 vs Traps] (T 15 FF 16) l F +6 R +12 W +5 (+2 vs Poison/Magic) l Ini +45 Perc +10 (+3 to unusal stone/Traps)

Rhen will keep his bow in hand and cover every one as they make their way down the hall. After watching Bulgard attempt to get the fox to walk down the hall, Rhen shakes his head at the man, just not understanding.


Male Human Unchained Barbarian (Invulnerable Rager) 2 | hp 26/28 | AC 17, T 12, FF 15 | F +5, R +2, W +3 | Init +2 | Per +7 | DR 1/- | Rage Turns: 3/8

Reinar takes the potion and nods. He then enters behind Bulgard.

"I can open this door if you all want."


M Half Elf Arcane Healer Sound Striker Bard 3 | hp 30/30 | AC 18, T 13, FF 13 | F +3, R +6, W +2 | Init +5 | Per +5 | Performance Rounds: 9/16

"Be my guest, Reinar."

Zevon moves inside the entry way.


Male Human Unchained Barbarian (Invulnerable Rager) 2 | hp 26/28 | AC 17, T 12, FF 15 | F +5, R +2, W +3 | Init +2 | Per +7 | DR 1/- | Rage Turns: 3/8

"Step back.", he takes a deep breath before punching the door.

STR: 1d20 + 4 ⇒ (15) + 4 = 19


With a loud crack, the door gives way and opens, shattering an ancient wooden chair propped against it on the other side. The room beyond is dark and smells deeply of dust and decay.

The mummified remains of a dwarf rest in the center of the chamber. Wearing the garb of a blacksmith, the dwarf has the shattered shards of a glass vial in one hand and a scrap of ancient parchment in the other. Written in dwarven

Rhen:
"Forgife me, mirk faither ay th' forge, mah toils shaa ne'er be enaw."

Tucked into the belt of the long-dead dwarf is a silver light hammer with a religious symbol carved into the head.

The symbol can be identified with a
DC 15 Knowledge (religion) skill check


HP 65 l AC 21 [+2 vs Traps] (T 15 FF 16) l F +6 R +12 W +5 (+2 vs Poison/Magic) l Ini +45 Perc +10 (+3 to unusal stone/Traps)

""Forgife me, mirk faither ay th' forge, mah toils shaa ne'er be enaw."

Rhen reads it out loud a few times, "I wonder what he be meanin' by this."

Rhen takes the hammer and looks it over. Would he just know unless it is some obscure god?


Rhen wrote:
Would he just know unless it is some obscure god

Good question, Rhen. I'm not sure how well known Draskar is. He does not seem to be common as far as I can tell. RAW, to recognize a common deity’s symbol or clergy would require training and a DC 10 Knowledge religion. So, based on that alone, I would rule you don't just know at this point. Arguments are welcome.


HP 65 l AC 21 [+2 vs Traps] (T 15 FF 16) l F +6 R +12 W +5 (+2 vs Poison/Magic) l Ini +45 Perc +10 (+3 to unusal stone/Traps)

That is fine with me, the DC is higher than 10 so I cannot roll untrained


Mayhaps Zevon will turn out to be a scholar of Droskar.


M Half Elf Arcane Healer Sound Striker Bard 3 | hp 30/30 | AC 18, T 13, FF 13 | F +3, R +6, W +2 | Init +5 | Per +5 | Performance Rounds: 9/16

Knowledge (religion): 1d20 + 4 ⇒ (19) + 4 = 23
"All respect to the fallen, Rhen. It appears he was a devotee of Droskar."


Nice roll. I'll give you this as well

Zevon:

Droskar (pronounced DROH-skar) is a minor dwarven deity with a very limited following among the surface-dwelling races. He believes that sufficient toil leads to eventual success, and that those who fail simply weren't trying hard enough. In the pursuit of this goal, Droskar believes that one should be free to do whatever is necessary to accomplish one's goal, even if that includes lying, cheating, the exploitation of others, or even worse crimes. His symbol is a stone arch with a fire burning beneath it.

Originally one of the greatest student smiths of Torag, it was discovered that he had been copying his work from others whom he had enslaved. For this he was cursed by the Father of Creation to never be able to create an original work and cast from the pantheon. Rejected, he searched for followers of his own, promising them salvation in return for ceaseless work or simply enslaving them. None of these helped him, however, or inspired any originality within the god.

The god's followers have declined on the surface of Golarion over the millennia,but it is below its surface that his teachings have spread. Droskar is the dominant religion of the Darklands-dwelling race of dwarves known as the duergar. The rise of this new religion also saw the first appearance of a new undead monster associated with such endless toil: the forge spurned.


HP 65 l AC 21 [+2 vs Traps] (T 15 FF 16) l F +6 R +12 W +5 (+2 vs Poison/Magic) l Ini +45 Perc +10 (+3 to unusal stone/Traps)

"I might have eard o' him but religion was neer me strong suit. Left that ta me brother, he was more saintly than I."

Rhen will continue to look around the room.


M Half Elf Arcane Healer Sound Striker Bard 3 | hp 30/30 | AC 18, T 13, FF 13 | F +3, R +6, W +2 | Init +5 | Per +5 | Performance Rounds: 9/16

Fear flashes across Zevon's face.
"Droskar was not the kindest of deities. He encouragedid lying and cheating, even enslavement to achive your goals. The only ones that worship him now are the vile duergar. I fear that this place will be most unwelcoming if it is devoted to him.


Consider this room cleared.
Map link again for convenience. It is the same link as before.


M Half Elf Arcane Healer Sound Striker Bard 3 | hp 30/30 | AC 18, T 13, FF 13 | F +3, R +6, W +2 | Init +5 | Per +5 | Performance Rounds: 9/16

Zevon places his hand on the southern door.

"Ready your weapon Reinar, should the occupants of this room be more... lively."

With his back to the wall, Zevin extends his arm and quickly pushes the door open.


This small chamber was used to store the traveling cloaks, coats, and hats of visitors to the monastery. Now only a few moth-eaten rags hang on the pegs and a single soiled hat rests on the table.


Male Human Unchained Barbarian (Invulnerable Rager) 2 | hp 26/28 | AC 17, T 12, FF 15 | F +5, R +2, W +3 | Init +2 | Per +7 | DR 1/- | Rage Turns: 3/8

"They won't be lively for long if they cross our path.", Reinar steps into the room first, looking around for any surprises.

Perception: 1d20 + 6 ⇒ (10) + 6 = 16


HP 65 l AC 21 [+2 vs Traps] (T 15 FF 16) l F +6 R +12 W +5 (+2 vs Poison/Magic) l Ini +45 Perc +10 (+3 to unusal stone/Traps)

Rhen will follow quickly behind Reinar bow at the ready, sticking to the shadows.

Stealth: 1d20 + 6 ⇒ (18) + 6 = 24


Reinar finds one iron bloom mushroom. Not enough, but a good sign. As Rhen moves forward he hears a loud clip-clop, clip-clop as Anastasia's horseshoes pound the stone floor.


HP 65 l AC 21 [+2 vs Traps] (T 15 FF 16) l F +6 R +12 W +5 (+2 vs Poison/Magic) l Ini +45 Perc +10 (+3 to unusal stone/Traps)

"Damn infernal pony, I should NOT have taken it."

Rhen slowly retreats to tie the pony up outside, coming back in he moves back up behind Reinar.


Do you believe she will be safe tied up out there? There is already one pony skeleton in that yard. Not to mention fresh wolf and lizard tracks and the dead explorer.


Back in town, Sheriff Baleson consoles his daugher. "Now you've been cryin for two days now. Enough is enough. Anastasia will be back before you know it. You just need to learn to sacrifice when the community is in need." The little girl replies, "I know, daddy, but what if something bad happens to her?" The sheriff replies, "I'm sure Rhen will take good care of her. Do you like dwarf stew, sweetheart?"


HP 65 l AC 21 [+2 vs Traps] (T 15 FF 16) l F +6 R +12 W +5 (+2 vs Poison/Magic) l Ini +45 Perc +10 (+3 to unusal stone/Traps)

As Rhen gets back inside he remembers all the tracks outside. He goes back outside and brings the Pony back into the entrance hall, closing the door behind him and letting her just roam.

"Stupid pony, can't let ye die or I will neer hear the end o' it."


M Human M Human Ranger 2 | HP 52/52 | AC 20, T 17, FF 15 | F +6, R +10, W +2 | Init +4 | Per +7 |

"Comrades, I am b-b-blind in this darkness and dare not light a t-t-torch for fear of announcing our presence. I'm going to st-stay behind zevon and provide cover fire."

Bulgard withdraws to the rear of the group, taking care to step lightly and leave no tracks. He bends low, examines the ground's tracks, the walls and the ceiling. He leans in close to the wall and takes a big whiff, then runs his finger along the wall and licks it.

survival check: 1d20 + 6 ⇒ (17) + 6 = 23


Bulgard:

Most of the traffic through this area heads north. There is nothing of interest in the piles of dirt and leaves.


M Human M Human Ranger 2 | HP 52/52 | AC 20, T 17, FF 15 | F +6, R +10, W +2 | Init +4 | Per +7 |

Bulgard leans in towards zevon, face-talking him with uncomfortable proximity.

"Will you tell the others that we should go south first? It looks like m-most of the tracks go north. I think the s-s-south should be fairly easy to clear."


M Half Elf Arcane Healer Sound Striker Bard 3 | hp 30/30 | AC 18, T 13, FF 13 | F +3, R +6, W +2 | Init +5 | Per +5 | Performance Rounds: 9/16

Zevon nods and taps his finger on the side of his nose. He steps out into the hallway, the light from his stone casting shadows on both walls.

"Behind me again if you would Reinar. I highly doubt our luck rwill continue to hold, and the rest of this place be vacant."

Zevon will position himself along side the door, and pull it open when Reinar is in position.


HP 65 l AC 21 [+2 vs Traps] (T 15 FF 16) l F +6 R +12 W +5 (+2 vs Poison/Magic) l Ini +45 Perc +10 (+3 to unusal stone/Traps)

Rhen will keep an eye out down the hall, being the only one who can see in the dark.

Perception: 1d20 + 5 ⇒ (2) + 5 = 7


Male Human Unchained Barbarian (Invulnerable Rager) 2 | hp 26/28 | AC 17, T 12, FF 15 | F +5, R +2, W +3 | Init +2 | Per +7 | DR 1/- | Rage Turns: 3/8

"This'd be a dull tale if our only opposition was two crows and a cowardly snake, lets hope a mighty foe awaits behind one of these doors.", he says, standing behind Zevon.


The door in front of Reinar (east) is locked. DC 20 to unlock.


HP 65 l AC 21 [+2 vs Traps] (T 15 FF 16) l F +6 R +12 W +5 (+2 vs Poison/Magic) l Ini +45 Perc +10 (+3 to unusal stone/Traps)

Disable device: 1d20 + 7 ⇒ (15) + 7 = 22

Rhen well get down to work on the door, pulling out tools from all over his body.


click


HP 65 l AC 21 [+2 vs Traps] (T 15 FF 16) l F +6 R +12 W +5 (+2 vs Poison/Magic) l Ini +45 Perc +10 (+3 to unusal stone/Traps)

Rhen looks back over his shoulder, drawing his short sword and slowly opening the door then backing away.


M Half Elf Arcane Healer Sound Striker Bard 3 | hp 30/30 | AC 18, T 13, FF 13 | F +3, R +6, W +2 | Init +5 | Per +5 | Performance Rounds: 9/16

Zevon whisper's:
"Masterfully done." to Reinar "Ready yourself."

He opens the unlocked door and takes cover against the wall, clearing the way for Reinar's pole-arm.


This small chamber appears to be some sort of sitting room, complete with a single table and a pair of chairs, both in relatively good condition. Resting atop the table is a half-eaten crow next to a crude knife and a cracked mug.

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