The Falcon's Hollow Adventures - PBP Campaign (Inactive)

Game Master GM Idyll


201 to 250 of 328 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>

M Half-Orc Cleric/1st Level

"Does anyone have a pick or shovel?" asks Tash, a little embarrassed. "If not, we will need to find rocks to place on your friends. It will have to do under the circumstances."

At the moment, Tash is just concerned about burying and honoring the dead and doesn't know about the quest, as Berenwyr mentioned.


Male Half-Elf Fighter (Lore Warden) 1

Tidus begins explaining to the new travelers about their reasons for traveling into the Vale. He mentions the sick villagers, Laurel, and the reagents that the party was sent to recover.

As he does so, he takes his time examining the old tree, looking for any signs of the moss that Laurel had mentioned to them earlier this morning.

Perception Take 20


M Half-Orc Cleric/1st Level

"They died for a noble cause, then," says Tash, busily arranging the bodies and searching for an implement to dig with.


Elf Wizard (Conjuration) 4/ Hp: 32/32 Init: +5; Perception +11(+13); AC 13(17)/13/10(14); F+2, R+4, W+5; CMD: 16

Should we bury them with their worldly goods, or are they carrying items we will need on our quest?

Berenwyr also searches the tree.

perception: 1d20 + 5 ⇒ (3) + 5 = 8


It only takes a moment to spot a small patch of elderwood moss at the base of the tree. The growth is easily collected.

In addition, you spot three bodies hanging high in the limbs of the tree above you.


HP 25/25 AC 15 Touch 15 Flat 12; flurry unarmed +4/+4(1d6+3/1d6+3); shuriken +3/+3 (1d2+3/1d2+3); grapple +8; F +5 R +5 W +5 INIT +2 Perc +8 CMB +6 CMD 17

"Looks as if this thing's been doin' this fer a while now. Got itsself a collection goin'. As fer Shalyna and Hassan, I ain't leavin' here without a burial. I'll use me hands if'n I have t'."

That said, the dwarf takes a sai from his sash and begins hacking at the ground with it, using the point as a kind of crowbar to break the dirt into chunks. Then, the dwarf got down on his knees and began shoveling the loose chunks of dirt out with his hands. It was back-breaking labor, but one he felt his companions deserved. Especially the elven mage who he had shared so much time with on the road.


Elf Wizard (Conjuration) 4/ Hp: 32/32 Init: +5; Perception +11(+13); AC 13(17)/13/10(14); F+2, R+4, W+5; CMD: 16

Berenwyr sighs and begins moving the dirt away from the hole Firebeard is digging to give the dwarf more room.

I'll be honest, Firebeard, this is not how I expected to spend my morning. Will you tell me of Shalyna? Among my people, sometimes we make a song for the departed, although I am not particularly skilled in that area, I will do my best if you wish it. I take it the two of you were close?


HP 25/25 AC 15 Touch 15 Flat 12; flurry unarmed +4/+4(1d6+3/1d6+3); shuriken +3/+3 (1d2+3/1d2+3); grapple +8; F +5 R +5 W +5 INIT +2 Perc +8 CMB +6 CMD 17

"I only met th' lass on our journey t' this place. We hired on t' guard a caravan t' Falcon's Hollow. We kill't some bandits, and got on well enough. She were a good lass, and ready t' help no matter what. can't say that I can tell ye much more'n that. She were a good lass."


Elf Wizard (Conjuration) 4/ Hp: 32/32 Init: +5; Perception +11(+13); AC 13(17)/13/10(14); F+2, R+4, W+5; CMD: 16

Hmmm, killing bandits isn't much to go on. Did she have a favorite color or animal, perhaps?

Berenwyr takes a break from digging and goes to arrange the corpses of Hassan and Shalyna. He removes their packs and weapons before laying them on their backs, arms folded and eyes closed. He then looks into their belt pouches for coins to lay on their eyes.


M Half-Orc Cleric/1st Level

Tash helps Firebrand dig, chanting in a deep low voice.


HP 25/25 AC 15 Touch 15 Flat 12; flurry unarmed +4/+4(1d6+3/1d6+3); shuriken +3/+3 (1d2+3/1d2+3); grapple +8; F +5 R +5 W +5 INIT +2 Perc +8 CMB +6 CMD 17

Startled, Firebeard thought for a moment. "Owls! She liked owls. She had this owl tha' nested in her hair. Tiny thing it were. An' she played th' flute. Prettiest sound ye ever did hear. An' sunsets. She liked 'em. I mean really liked 'em. She'd sit there and play th' sun t' sleep, she would, when we stopped fer the night. Does tha' help?"


Elf Wizard (Conjuration) 4/ Hp: 32/32 Init: +5; Perception +11(+13); AC 13(17)/13/10(14); F+2, R+4, W+5; CMD: 16

Berenwyr's eyes twinkle above the cloth mask that covers his face.

Yes! An owl in her hair and lullabies to the sun, I think I may have something here! Give me a moment to frame it in my mind...

Gentlemen, a thought occurs to me. There are corpses in the tree as well. I know we are in a hurry, but if we are burying two, should we not bury all? Someone would have to climb up there and cut them down though.


Male Half-Elf Fighter (Lore Warden) 1

Allow me.

Tidus grabs a hold of the old tree and begins to climb up to cut down the additional victims.

Climb: 1d20 + 3 ⇒ (6) + 3 = 9

Or, if I can Take 10, I'd prefer to do that.


I'll let you take 10. No need to lose another player to a nasty fall.

After a short while, Tidus reaches the bodies and cuts them down. They fall through the limbs and hit the ground with sickening thuds.

Tidus and Zane:

You recognize the clothes these three wear - it appears they are hunters from the Hollow who went missing month's ago - they were named Lou, Andina and Travis.

Although the bodies have been stripped of nearly all their flesh, the woodsmen’s equipment still dangles from their half-devoured carcasses. You find the following items remain in useful condition: two crossbows, two short swords, a suit of hide armor, a masterwork shortbow, a signet ring with the image of a flaming hawk, 9 gp, 12 sp, and eight days’ worth of rations.

Let me know when you're ready to move on or if you're going to rest here to heal up. It's about 1:00 in the afternoon.


M Half-Orc Cleric/1st Level

"It should only take about an hour to bury your friends and these poor souls you have recovered. I suggest we move on afterwards and make camp upon sunset," says Tash. "Is it the mushroom you---we---seek next?"

He only looks up for a moment before continuing to dig.


HP 25/25 AC 15 Touch 15 Flat 12; flurry unarmed +4/+4(1d6+3/1d6+3); shuriken +3/+3 (1d2+3/1d2+3); grapple +8; F +5 R +5 W +5 INIT +2 Perc +8 CMB +6 CMD 17

Firebeard finished burying the dead, then stood, massaging his back and arms.

"Aye, I can be movin' on. Best be careful for a bit, though."


The work burying the bodies is difficult - the work is tiring, but the bodies pulled from the tree are rotting and smell. It takes about an hour and a half to finish the work.

Where do you want to head next? I've posted the map below for reference. You're currently at the Forest Elder. You can move about 1 mile per hour through the woods.

Map


Elf Wizard (Conjuration) 4/ Hp: 32/32 Init: +5; Perception +11(+13); AC 13(17)/13/10(14); F+2, R+4, W+5; CMD: 16

Berenwyr sings a quiet song for Shalyna after the bodies are buried.

Elven:

Shalyna, elf-maid gone from this earth,
Let the music of the sun guide your dance.
Let the owls of the night sing to your rest,
As you played for the resting daylight.
All is quiet now, all is still.
Go in peace beyond the veil.

Once the burial is done, he helps himself to one of the crossbows and any bolts that are available. He also goes through the packs of Shalyna and Hassan, checking for any useful equipment.

After that is done, he casts detect magic on the assembled treasure.


HP 25/25 AC 15 Touch 15 Flat 12; flurry unarmed +4/+4(1d6+3/1d6+3); shuriken +3/+3 (1d2+3/1d2+3); grapple +8; F +5 R +5 W +5 INIT +2 Perc +8 CMB +6 CMD 17

Firebeard listened to Berenwyr's song and bowed deeply to the elf when it was done. Then, he shouldered his pack and walked to the edge of the clearing. He deliberately didn't face the graves as he waited for the others to get ready to move.


Male Half-Elf Fighter (Lore Warden) 1

Tidus rummages through the equipment left behind by the hunters, reassuring himself that it's better for us to utilize than let it go to waste on their rotted bodies.

He equips himself with the masterwork shortbow. He thinks that could come in handy. The rest is useless to him, though.

"I recommend we head towards the witch, Ulizmila, and inquire about the Rat Tail Root. From there, it'll be a straight shot to the Monastery and the dwarves within."


M Half-Orc Cleric/1st Level

"What do you make of this ring, Berenwyr? You have an eye for such things, unlike me." Tash has already resumed an expression of good cheer, confident that Erastil will bless the souls of the fallen today.


Berenwyr:

There is no magical aura coming from any of the items.

The group walks in silence for about 6 more hours. Just as the begins sun to fall you come to another clearing.

The sounds of the forest become suddenly distant as the trees part, opening into a small, almost perfectly circular glade. The nearest stands of pine, eyln, and darkwood — all typically sturdy woods — twist away from the clearing, as if bent by some impossibly strong wind or seemingly in an attempt to flee despite their paralyzed roots. At the glade’s center squats an ugly cottage, little more than a pile of twigs, shoots, and ivy stacked upon mud walls. From the thatched roof dangle bundles of gnarled roots, old dried beast carcasses, and knucklebone bangles, all clattering together like gruesome wind chimes. A dozen small thatched fetishes —each shaped like a tiny man, imp, or rearing serpent — stand propped in the yard, keeping guard before a rickety plank door.


Elf Wizard (Conjuration) 4/ Hp: 32/32 Init: +5; Perception +11(+13); AC 13(17)/13/10(14); F+2, R+4, W+5; CMD: 16

Appraise: 1d20 + 6 ⇒ (13) + 6 = 19 for the ring.


M Half-Orc Cleric/1st Level

"Knock knock," whispers Tash. He casts Guidance on each party member, just in case.


Elf Wizard (Conjuration) 4/ Hp: 32/32 Init: +5; Perception +11(+13); AC 13(17)/13/10(14); F+2, R+4, W+5; CMD: 16

Berenwyr casts Detect Magic and surveys the front yard, including the fetishes and the front door.


Berenwyr:

The ring is only worth 5GP - it's clear the ring was worn for sentimental reasons. It has no real monetary value.

Casting Detect Magic reveals a lingering aura of enchantment magic coming from inside the hut. The statues themselves appear to be harmless efigies.


HP 25/25 AC 15 Touch 15 Flat 12; flurry unarmed +4/+4(1d6+3/1d6+3); shuriken +3/+3 (1d2+3/1d2+3); grapple +8; F +5 R +5 W +5 INIT +2 Perc +8 CMB +6 CMD 17

Firebeard forced his body to normal movement, despite the wounds he received early. The trek wasn't nearly as bad as he had been expecting, though the destination seemed hardly desirable. Still, there wasn't likely to be another of the Tatzlwyrms here, was there?

"Friendly lookin' place t' spend th' night, ain't it?"


Elf Wizard (Conjuration) 4/ Hp: 32/32 Init: +5; Perception +11(+13); AC 13(17)/13/10(14); F+2, R+4, W+5; CMD: 16

GM:
spellcraft: 1d20 + 7 ⇒ (15) + 7 = 22 to determine the spell/effect, +2 additional racial trait if I'm identifying an item.[/Dice]

Berenwyr flips the ring to Tash. It's not worth much, must have had some sentimental value.

He then turns to Firebeard, Wait a moment... There is some lingering enchantment in there. I'm trying to figure out what it is.


Male Half-Elf Fighter (Lore Warden) 1

Tidus keeps his hand near his greatsword, as if in anticipation of another attack on his group. Yet he waits for the Elf to finish checking the area first before proceeding.


Berenwyr:

You are unable to determine the specific spell - whatever was cast, was cast long ago and the effects still linger.

Knocks on the door to the shack are met with silence. It appears there is no one inside. Or whoever is inside is uninterested in opening the door.

The door to the shack appears to be warped stuck, so it would require some small amount of strength to push it open.


Elf Wizard (Conjuration) 4/ Hp: 32/32 Init: +5; Perception +11(+13); AC 13(17)/13/10(14); F+2, R+4, W+5; CMD: 16

I cannot determine the spell that was cast. I will try again once the door is open.


M Half-Orc Cleric/1st Level

Perception: 1d20 + 5 ⇒ (20) + 5 = 25

any traps on that door?

"Let's make sure nothing is sprung on us before we break down the door," says Tash. He scans the warped door carefully.


You are certain the door is not trapped - just warped.


M Half-Orc Cleric/1st Level

Tash tries the door.

Strength: 1d20 + 2 ⇒ (7) + 2 = 9


Male Half-Elf Fighter (Lore Warden) 1

Tidus smiles at Tashtal, steps forward and gives the door a go.

Strength: 1d20 + 3 ⇒ (4) + 3 = 7


Tash and Tidus both attempt to the budge the door - neither is successful.


HP 25/25 AC 15 Touch 15 Flat 12; flurry unarmed +4/+4(1d6+3/1d6+3); shuriken +3/+3 (1d2+3/1d2+3); grapple +8; F +5 R +5 W +5 INIT +2 Perc +8 CMB +6 CMD 17

"Hah! Step aside, lads, and be watching how a dwarf opens a door."

Firebeard shoved the door with all his strength, using corded dwarven muscle to defeat warped wood. The wood grated under his efforts, and he pushed all the harder.

Strength check 1d20 + 3 ⇒ (19) + 3 = 22


It's almost comical how much easier the door opens for Firebeard.

Inside, the cottage is dank, reeking, and filled with shadows. 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 and remnants of a bone grinder’s artifice. 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 from the door, against the far walls, stands a highbacked chair made of wicker, the gigantic curved tusks of some monstrous beast, and thousands of human teeth. In the chair
sits what looks like a corpse wrapped in filthy burial linens, its form padded with pungent herbs and sprouting patches of thick white mold.

Perception Checks:

Tashtal - 1d20 + 5 ⇒ (13) + 5 = 18
Tidus - 1d20 + 5 ⇒ (3) + 5 = 8
Firebeard - 1d20 + 6 ⇒ (17) + 6 = 23
Berenwyr - 1d20 + 5 ⇒ (18) + 5 = 23

Tash, Firebeard and Berenwyr:

You can tell that the ominous shape is actually only a bundle of branches, mud, and linen.

Due to the clutter of the space, you can't easily detect the rat's tail.

Please post any actions you would like to take to discover the rat's tail.


HP 25/25 AC 15 Touch 15 Flat 12; flurry unarmed +4/+4(1d6+3/1d6+3); shuriken +3/+3 (1d2+3/1d2+3); grapple +8; F +5 R +5 W +5 INIT +2 Perc +8 CMB +6 CMD 17

"It be lookin' as if'n we came t' the right place. Though no one be here but th' bundle of sticks in th' chair. See th' bottles an' such? We might be findin' what we need in one o' them. Ever' one take a corner and look fer th' rat tail. Mebbe we can find it an' be gone afore th' witch returns."

No idea what the search DC is, but if we all take 20 and aid each other, we can probably search the whole shack in 10-15 minutes.


The group begins to search the cabin, poking through the odds and ends. Intrigued by one jar of a strange green liquid, Zane picks it up. Suddenly, there's a scraping sound that comes from the other room and a loud clattering. You see the cauldron has sprung to life - scraping across the floor towards you.

Initiative Checks:

Tash - 1d20 ⇒ 16
Tidus - 1d20 + 3 ⇒ (15) + 3 = 18
Firebeard - 1d20 + 1 ⇒ (5) + 1 = 6
Berenwyr - 1d20 + 5 ⇒ (6) + 5 = 11

Cauldron - 1d20 ⇒ 20

Round 1

The cauldron scrapes towards Tash and attacks - the cold, hard metal parting to reveal a mouth full of knife-sharp teeth.

Bite Attack: 1d20 + 2 ⇒ (7) + 2 = 9

Tash, aware that the cauldron was moving his way, easily dodged out of the way.

Combat Map

Init: Tidus, Tash, Bernwyr and Firebeard.


M Half-Orc Cleric/1st Level

Tash growls and expands in size, swinging at the cauldron with his axe.

instant Enlarge Person.

attack: 1d20 - 1 ⇒ (10) - 1 = 9
damage: 3d6 + 3 ⇒ (5, 6, 1) + 3 = 15

Remember Guidance is in effect!


Elf Wizard (Conjuration) 4/ Hp: 32/32 Init: +5; Perception +11(+13); AC 13(17)/13/10(14); F+2, R+4, W+5; CMD: 16

Berenwyr sighs, Well, there's the magic I was detecting... as the cauldron attempts to take a bite out of Tidus. Perhaps next time you'll let the wizard finish his inspection before you go touching things all willy-nilly.

Berenwyr flings another acidic dart at the cauldron, then skips out of the room to avoid becoming its next target.

Ranged Touch: 1d20 + 4 ⇒ (14) + 4 = 18
Acid Damage: 1d6 ⇒ 5

Knowledge(Arcana)/Spellcraft: 1d20 + 7 ⇒ (7) + 7 = 14 for any useful.information about this cauldron.


HP 25/25 AC 15 Touch 15 Flat 12; flurry unarmed +4/+4(1d6+3/1d6+3); shuriken +3/+3 (1d2+3/1d2+3); grapple +8; F +5 R +5 W +5 INIT +2 Perc +8 CMB +6 CMD 17

For the first time he could remember since leaving the monastery, Firebeard hesitated. The memory of that cold darkness as he nearly died jolted him. He hesitated a moment more, then firmed his resolve. Kols would not be happy if he reneged on the social compact of the adventuring brotherhood. If allies are were danger, then he was honor-bound to help them, even at cost of his own life. He flew towards the cauldron, bringing a battle-hardened foot down against its surface.

Spoiler:

attack 1d20 + 3 ⇒ (10) + 3 = 13
damage 1d6 + 3 ⇒ (1) + 3 = 4


Male Half-Elf Fighter (Lore Warden) 1

Greatsword in hand, Tidus steps behind the cauldron into a flanking position with the enlarged half-Orc.

Attack: 1d20 + 4 + 2 + 1 ⇒ (8) + 4 + 2 + 1 = 15
Damage: 2d6 + 4 ⇒ (3, 6) + 4 = 13

Including flanking and Guidance.


M Half-Orc Cleric/1st Level

darn it, my bonus was supposed to be +4, not -1. Here I am thinking a greataxe is a ranged weapon.


Male Half-Elf Fighter (Lore Warden) 1

Haha, I was a bit puzzled by that. :)


Tash's attack strikes the cauldron (using +4), taking out a large chunk from the side and doing significant damage. I had to shift you slightly to accomodate your new size.

Berenwyr's acid sizzles against the side, burning a small hole. He studies the cauldron but is unable to glean anything helpful - it's a basic construct designed to protect, apparently, the contents of the hut.

Firebeard, hesitating for just a moment, moves forward to attack. Unfortunately, his blow isn't hard enough to damage the thick - but increasingly hole-filled - cauldron.

Tidus moves to attack, but is unable to land a blow (due to no longer having the flanking bonus with Tash).

Zane looks terrified for a moment and then bolts from the cabin.

Round 2
The cauldron turns its attention to a smaller foe - Tidus. It slams into him.

1d20 + 2 ⇒ (12) + 2 = 14

Fortunately, Tidus is able to dodge out of the way of the attack.

Updated Map


HP 25/25 AC 15 Touch 15 Flat 12; flurry unarmed +4/+4(1d6+3/1d6+3); shuriken +3/+3 (1d2+3/1d2+3); grapple +8; F +5 R +5 W +5 INIT +2 Perc +8 CMB +6 CMD 17

Firebeard slipped to the side, putting the cauldron firmly between himself and Tash. Then, he unleashed a barrage of blows against it, making the iron pot ring with the fury of his attack.

Spoiler:

5' adjust diagonal to get flanking. Flurry o' blows

attack 1d20 + 5 ⇒ (17) + 5 = 22
damage 1d6 + 3 ⇒ (2) + 3 = 5

attack 1d20 + 5 ⇒ (12) + 5 = 17
damage 1d6 + 3 ⇒ (5) + 3 = 8


Elf Wizard (Conjuration) 4/ Hp: 32/32 Init: +5; Perception +11(+13); AC 13(17)/13/10(14); F+2, R+4, W+5; CMD: 16

Berenwyr evokes a pale blue ray and fires it at the cauldron.

Ranged Touch: 1d20 + 3 ⇒ (9) + 3 = 12 Ray of Frost
Cold Damage: 1d3 ⇒ 3


Male Half-Elf Fighter (Lore Warden) 1

So... initiative order doesn't really matter, then? I'm confused about how combat is playing out. Is it whoever posts first, gets to go first?

Tidus continues his assault on the cauldron. He has no intention of succumbing to this nightmare today!

Attack: 1d20 + 4 ⇒ (8) + 4 = 12
Damage: 2d6 + 4 ⇒ (3, 2) + 4 = 9

201 to 250 of 328 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / The Falcon's Hollow Adventures - Gameplay All Messageboards

Want to post a reply? Sign in.