The Hollow Man (Inactive)

Game Master trux


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Female Human Mooncaller Druid 2 || HP 20/20 | AC:15 Tch:12 FF:13 | CMD:14 | Init:+2 (3) | Perc: +9 (10)

Any update on where I'm being led?


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Male Dwarf Inquisitor 6 | HP 46/52 | AC 18 t 11 ff 17 | CMD 17 (21 vs trip/bullrush) | F+8 R+3 W +8 (+2 vs poison, spells) | Init +4 | Perc +10 | Spells 1st - 5 / 2nd - 2 | Judgements 2/2 | Bane 6/6 | DomainPwr 6/6

We did already discuss luring it into Anna's barn (the only and only in Levoca?) and torching the place. This was met with......no enthusiasm from Anna, who saw destroying her home and livelihood as a slower but no less certain death than scythe-decapitation.

Morti looks up, having cuaght his breath a little, Trap it, p'raps, but was clear we'd be doing folk no favors by burnin' down the barn.

Scanning across the village, his eyes stop on another building, What about that Baca's hut, there? Man took 'is family and left, seemed clear 'e had no more use for this place. Can we nail up a new path leadin' the Hollow Man in there, then bar th' door?


Male Human (Monk 1/Wizard 1); 11/13 HP | Init +2 | Percpt. +8 | AC 15, Touch 12, FF 15; | Fort +2 | Ref +4 | Will +5
Spells (used/total):
1st lvl: 0/2, 0/1 school

Looking off into the wood.

"Maybe we'll be lucky and see some sign of them. Until then we'll just have to keep moving. I can move ahead a bit as long as we don't loose each other."

Perception: 1d20 + 8 ⇒ (10) + 8 = 18

Sovereign Court

Male Flowing Monk| HP 9/12 AC 16 |PerC +6 |Init +4 F+3/R+6/W+4
Kakao Mit Schlag wrote:

"The plants In this part of the woods seem to draw a portion of any blessing into them. It didn't happen on the path Cyanne and I took into the woods, but it does here. If we manage to get ahead of that monster, I might be able to use it in order to obscure the original path as we make a new one."

Kakao looks in the direction the group is headed.

"I fear we missed the others. I just hope we can get ahead of the monster enough to create the false trail."

maybe I missed something, but generally, you two healed the living hell out of that hunter. The drain wouldn't have mattered. 8HP lvl 1 warrior!

Mikka, you and Zephyr have been leading Kakao and co with Okrin back to the village Levoca.

Anna's Barn is the only Barn around. However, it's attached to her house.
There was a big open shed full of stuff by Kaerl's house.
Baca's dugout house is empty (or should be). He moved away.

"Alvight Ve Vake dem. You see."
And then the two men light the torches they carry. The thin man's belt sinks down over his waist. They are dressed in the same humble farming clothes as you've become used to in this backwater berg.

"VAKE UP EVERYVONE!"
The two guards start walking around the houses knocking on the doors and yelling. You see some of the womenfolk and children gathering up blankets and heading toward Anna's house.
The men waking the village light the torches outside the doors to each house. However, the slim one seems hesitant as he does so.


Male HP: 11 (+5 non lethal)/16 | Init: +4 | Perception: +9 | AC: 13 Tch: 13 FF: 10 | Fort: +3 Ref: +5 Will: +2 | Ranger (Trapper) 1 / Wizard 1
Morti Hearthstone wrote:

Morti looks up, having cuaght his breath a little, Trap it, p'raps, but was clear we'd be doing folk no favors by burnin' down the barn.

Scanning across the village, his eyes stop on another building, What about that Baca's hut, there? Man took 'is family and left, seemed clear 'e had no more use for this place. Can we nail up a new path leadin' the Hollow Man in there, then bar th' door?

"That is a great idea Morti, but is he even following the nails..? We can try, but if it doesn't work, we need to be ready to draw him with more aggressive tactics, and also to set the house on fire with the Hollow Man in it" - Caramir nods, somber.


Human Magus 3 (Staff magus) | HP 21/21 AC 16 | T 12 | FF 14 | CMB +5 | CMD 17 | FORT +4 | REF +2 | WILL +3 | INIT + 1 | Perception +3 | Stealth +2 | Bluff +0 | Sense Motive +0 | Diplomacy +0 | Spellcraft +8
current spells:

Karl notes the slim man who is hesitant. Morti, Caramir, see that fellow. A little reluctant. Keep an eye on him. Karl tells them in a soft voice.


Male Dwarf Inquisitor 6 | HP 46/52 | AC 18 t 11 ff 17 | CMD 17 (21 vs trip/bullrush) | F+8 R+3 W +8 (+2 vs poison, spells) | Init +4 | Perc +10 | Spells 1st - 5 / 2nd - 2 | Judgements 2/2 | Bane 6/6 | DomainPwr 6/6

Reluctant? Probably just anxious? Morti gives the man a once-over before turning to Caramir. sense motive: 1d20 + 2 ⇒ (11) + 2 = 13

Don't suppose you held onto any of the critters? I'd nail one up over Baca's door, try t' lure 'im in? If 'e doesn't seem to go for it, well, maybe you can draw 'im in that direction, and I'll do m' best to push 'im through the door from b'hind. The dwarf glances back, into the woods, trying to remember how far back they'd dropped the last corpses, in case Caramir doesn't ahve one ready to hand.


Human Magus 3 (Staff magus) | HP 21/21 AC 16 | T 12 | FF 14 | CMB +5 | CMD 17 | FORT +4 | REF +2 | WILL +3 | INIT + 1 | Perception +3 | Stealth +2 | Bluff +0 | Sense Motive +0 | Diplomacy +0 | Spellcraft +8
current spells:

If we could disarm it, the rope it in, we could drag it to the house.


Male HP: 11 (+5 non lethal)/16 | Init: +4 | Perception: +9 | AC: 13 Tch: 13 FF: 10 | Fort: +3 Ref: +5 Will: +2 | Ranger (Trapper) 1 / Wizard 1

"Very well then" - Caramir nods at the suggestions, taking one of the dead critters he was still holding - "Karl, find some rope. Morti, try to find some sort of old wagon that can serve as a wagon? I'll try to lure the monster to the abandoned house - it is probably locked though, and I may need help to break in"

The elf does stare at the hesitant man for a moment - "We may need to remember to talk to that one, if we survive the night" - he adds - "Lets go!"

Sovereign Court

Male Flowing Monk| HP 9/12 AC 16 |PerC +6 |Init +4 F+3/R+6/W+4

Morti nails up a dead varmint above the door to the Baca house.

There is one wagon beside Kaerl's house. It appears to be in great condition. However, there don't appear to be any animals in town capable of pulling such a thing.

The door to Baca's house is unlocked, the door is open. Outside, a torch is lit atop a pole.

All of you in Levoca notice a number of white moths beginning to gather around the flames of the torches.

The village men gather in a number of small groups around the edges of the forest clearing. You see a few go up the mound to the top of the Kiln with torches.


Human Magus 3 (Staff magus) | HP 21/21 AC 16 | T 12 | FF 14 | CMB +5 | CMD 17 | FORT +4 | REF +2 | WILL +3 | INIT + 1 | Perception +3 | Stealth +2 | Bluff +0 | Sense Motive +0 | Diplomacy +0 | Spellcraft +8
current spells:

Karl looks for some rope


Male Dwarf Inquisitor 6 | HP 46/52 | AC 18 t 11 ff 17 | CMD 17 (21 vs trip/bullrush) | F+8 R+3 W +8 (+2 vs poison, spells) | Init +4 | Perc +10 | Spells 1st - 5 / 2nd - 2 | Judgements 2/2 | Bane 6/6 | DomainPwr 6/6

Th' moths are new--think they're with th' Hollow Man, or am I jumpin' at shadows? murmurs Morti to Caramir. An'--what's this lot doing at the kiln? Thought we figured it was out of commission?

Sovereign Court

Male Flowing Monk| HP 9/12 AC 16 |PerC +6 |Init +4 F+3/R+6/W+4

Karl notices Morti has 50ft of rope tied in a bag on his pack. Is he looking for more than that?


Male HP: 11 (+5 non lethal)/16 | Init: +4 | Perception: +9 | AC: 13 Tch: 13 FF: 10 | Fort: +3 Ref: +5 Will: +2 | Ranger (Trapper) 1 / Wizard 1

"I don't know Morti - I thought it was completely useless, unless we put in at least a week of work..?" - the elf retorts, opening the door to Baca's house - "Anyone in here?"

Raactions may vary, but:

He then turns to the people moving to the kiln - "Folks! Why move to the kiln!?" - he shouts.

Sovereign Court

Male Flowing Monk| HP 9/12 AC 16 |PerC +6 |Init +4 F+3/R+6/W+4

Caramir swiftly pulls the door open to find a two-room earthen house. It is empty. Dust had only begun to collect within.

"The baron said it was the high vantage point. We are establishing Ahtch-Queue as ordered" you hear Kaerl's voice boom down towards you from the hill.

unless you all have something else to say or do, Okrin, Mikka, and Kakao enter st about this time. The hollow man is hot on their trail.


Human Magus 3 (Staff magus) | HP 21/21 AC 16 | T 12 | FF 14 | CMB +5 | CMD 17 | FORT +4 | REF +2 | WILL +3 | INIT + 1 | Perception +3 | Stealth +2 | Bluff +0 | Sense Motive +0 | Diplomacy +0 | Spellcraft +8
current spells:

Karl also looks for oil and the like. Once that is done he lights his torch, and casts light over the entrance of the house. He then quickly makes a lasso out of the rope.

Morti we need to disarm this thing, and then throw it into the house. Then we burn it up. I think you are the strongest, so we will go on your lead. Once it is grappled we lasso it and drag it in there.

He thinks for a moment. Wait. could we through it into the kiln? Is it big enough. It doesn't have to work as a kiln, just burn it.

Trux, can it fit? Will that potentially work?


Male Human (Monk 1/Wizard 1); 11/13 HP | Init +2 | Percpt. +8 | AC 15, Touch 12, FF 15; | Fort +2 | Ref +4 | Will +5
Spells (used/total):
1st lvl: 0/2, 0/1 school

Running slightly ahead to warn the others of the proximity of creature.

"It's closing in behind us. I hope you all have something in mind to slow it down."


Male HP: 11 (+5 non lethal)/16 | Init: +4 | Perception: +9 | AC: 13 Tch: 13 FF: 10 | Fort: +3 Ref: +5 Will: +2 | Ranger (Trapper) 1 / Wizard 1

"We need to make a decision" - Caramir turns at Karl's words - "Bacca's House, or the kiln?"


Human Magus 3 (Staff magus) | HP 21/21 AC 16 | T 12 | FF 14 | CMB +5 | CMD 17 | FORT +4 | REF +2 | WILL +3 | INIT + 1 | Perception +3 | Stealth +2 | Bluff +0 | Sense Motive +0 | Diplomacy +0 | Spellcraft +8
current spells:

waiting on trux's answer


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Male Human (Monk 1/Wizard 1); 11/13 HP | Init +2 | Percpt. +8 | AC 15, Touch 12, FF 15; | Fort +2 | Ref +4 | Will +5
Spells (used/total):
1st lvl: 0/2, 0/1 school

I really like the kiln idea. After the forest fire I'd hesitate to burn something that could spread to the rest of the village.


Human Magus 3 (Staff magus) | HP 21/21 AC 16 | T 12 | FF 14 | CMB +5 | CMD 17 | FORT +4 | REF +2 | WILL +3 | INIT + 1 | Perception +3 | Stealth +2 | Bluff +0 | Sense Motive +0 | Diplomacy +0 | Spellcraft +8
current spells:

then lets do that


Male Gnome Cleric 2 | HP 18/18 | AC 14 t 11 ff 14 | CMD 9 | F +5 R +0 W +6 (+2 vs illusions, fear, despair) | Init +0 | Perception +5

Somewhat confused, Kakao runs into the village.

"Huh...I must have gotten mixed up in those trees. I thought we were trying for the curve in the path before the village."

In reply to Okrin's comment he looks back. "Did I miss it? I haven't seen the monster since our battle where we nearly ignited the whole forest."

Smiling as he sees Morti, Caramir and Karl he quickly adds "At least we found the others!"


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Male Dwarf Inquisitor 6 | HP 46/52 | AC 18 t 11 ff 17 | CMD 17 (21 vs trip/bullrush) | F+8 R+3 W +8 (+2 vs poison, spells) | Init +4 | Perc +10 | Spells 1st - 5 / 2nd - 2 | Judgements 2/2 | Bane 6/6 | DomainPwr 6/6

Karl, I was simply thinkin' of hitting 'im from behind, and trying to push 'im into the hut--seems like several ways it could go wrong, tryin' to disarm and wrestle him? Either way, you, me and Caramir will need to give me a hand, th' thing's pretty solid.

I'd understood the kiln was in too much need of repair and preparation to be usable, back here? jan 12, 2015 But if it still works as a decent sized hole in the ground that we can trap him in and dump things on top of, cool.

Sovereign Court

Male Flowing Monk| HP 9/12 AC 16 |PerC +6 |Init +4 F+3/R+6/W+4

It's hard to tell what will happen. Okrin examined the Kiln closely the other day when he squeezed down inside of it. The masonry is in really bad repair. That means your results would be very unpredictable. read, I will roll to see how that goes when you put him in. It could possibly not fit, or get stuck, or collapse the chamber. I can think of a few fun ideas.

You do not see any oil as you search.


Human Magus 3 (Staff magus) | HP 21/21 AC 16 | T 12 | FF 14 | CMB +5 | CMD 17 | FORT +4 | REF +2 | WILL +3 | INIT + 1 | Perception +3 | Stealth +2 | Bluff +0 | Sense Motive +0 | Diplomacy +0 | Spellcraft +8
current spells:

Karl looks for a axe, which will be more useful he thinks. Once that is done, he opens the door to the chosen house, and checks it out. (Bacca's house I believe?)

On seeing the others arrive

Good, you made it! Kakeo, we could use some healing. And we have a plan.

Karl explains the plan quickly, (grapple/force the hollowman into a house, then burn the house) finishing with This allows us to limit the fire damage by containing it. We were thinking of using the old kiln, but getting it in is probably too hard.

He looks at the woods.

we don't have much time I think.


Male Human (Monk 1/Wizard 1); 11/13 HP | Init +2 | Percpt. +8 | AC 15, Touch 12, FF 15; | Fort +2 | Ref +4 | Will +5
Spells (used/total):
1st lvl: 0/2, 0/1 school

Looking back toward the woods while listening to Karl.

"Let's hope this works. I can run back to lure the creature closer and hopefully into the building. Is there a way I can get out once I've lured the creature in?"


Human Magus 3 (Staff magus) | HP 21/21 AC 16 | T 12 | FF 14 | CMB +5 | CMD 17 | FORT +4 | REF +2 | WILL +3 | INIT + 1 | Perception +3 | Stealth +2 | Bluff +0 | Sense Motive +0 | Diplomacy +0 | Spellcraft +8
current spells:

dive through a window?


Male Human (Monk 1/Wizard 1); 11/13 HP | Init +2 | Percpt. +8 | AC 15, Touch 12, FF 15; | Fort +2 | Ref +4 | Will +5
Spells (used/total):
1st lvl: 0/2, 0/1 school

Nodding.

"Better than getting caught by that creature I'd say. So it has windows then? Better make sure it's open."

Okrin looks around to see if one of the others is going to check the window.

Sovereign Court

Male Flowing Monk| HP 9/12 AC 16 |PerC +6 |Init +4 F+3/R+6/W+4

You all share a moment of calm as you are reunited. Karl grabs an axe from a nearby house. You think you might have time to prepare something in the vacant earthen home of Baca, but time is not your ally tonight.

On the edge of the lights of the village among the towering trees and the wired-together scare wards, a shadow takes form in the north east.

It is the Hollow Man, his infested and crooked form strides forward into the light silently.
By his side, the bone white scythe, dangling the corpses of his animal trophies.

Roll for initiative. R20 Map Update to follow.


Male Gnome Cleric 2 | HP 18/18 | AC 14 t 11 ff 14 | CMD 9 | F +5 R +0 W +6 (+2 vs illusions, fear, despair) | Init +0 | Perception +5

initiative: 1d20 + 0 ⇒ (6) + 0 = 6

Trux, are people fatigued? I know I took care of it for myself, Okrin and Mak earlier.


Human Magus 3 (Staff magus) | HP 21/21 AC 16 | T 12 | FF 14 | CMB +5 | CMD 17 | FORT +4 | REF +2 | WILL +3 | INIT + 1 | Perception +3 | Stealth +2 | Bluff +0 | Sense Motive +0 | Diplomacy +0 | Spellcraft +8
current spells:

some healing would be good. I'm on 5hp

Karl gathers wood, straw bales and other flammable stuff and throwing it into the house. He also explains the plan to the villagers.


Female Human Mooncaller Druid 2 || HP 20/20 | AC:15 Tch:12 FF:13 | CMD:14 | Init:+2 (3) | Perc: +9 (10)

I know I am

Init: 1d20 + 3 ⇒ (5) + 3 = 8


Male Human (Monk 1/Wizard 1); 11/13 HP | Init +2 | Percpt. +8 | AC 15, Touch 12, FF 15; | Fort +2 | Ref +4 | Will +5
Spells (used/total):
1st lvl: 0/2, 0/1 school

Init: 1d20 + 2 ⇒ (12) + 2 = 14

Looking to the edge of the forest.

"Looks like we're about out of time."


Male Gnome Cleric 2 | HP 18/18 | AC 14 t 11 ff 14 | CMD 9 | F +5 R +0 W +6 (+2 vs illusions, fear, despair) | Init +0 | Perception +5
Karl Chillstrike wrote:
some healing would be good. I'm on 5hp

I've one spell and three channels left. Mikka is too fatigued for me to heal that on her. If others are at one or two non-lethal damage I can positive channel to try and fix that provided everyone gets into fireball formation. Hopefully Mikka has some healing.

I can also negative channel. If I do that and the monster fails the save, it doesn't get an attack. Thing is, I can only exclude three targets which means not everyone should try to suicide in melee with it.

Sovereign Court

Male Flowing Monk| HP 9/12 AC 16 |PerC +6 |Init +4 F+3/R+6/W+4

Morti, Caramir, and Karl are still fatigued, Mikka should be at 8HP

Karl Chillstrike wrote:

some healing would be good. I'm on 5hp

Karl gathers wood, straw bales and other flammable stuff and throwing it into the house. He also explains the plan to the villagers.

I'd say this will take four combat rounds at least. as well as an additional rando: 1d4 ⇒ 1 rounds. SO FIVE ROUNDS TOTAL.

...
Fireball formation, you say?


Male Dwarf Inquisitor 6 | HP 46/52 | AC 18 t 11 ff 17 | CMD 17 (21 vs trip/bullrush) | F+8 R+3 W +8 (+2 vs poison, spells) | Init +4 | Perc +10 | Spells 1st - 5 / 2nd - 2 | Judgements 2/2 | Bane 6/6 | DomainPwr 6/6

initative: 1d20 + 2 ⇒ (9) + 2 = 11

Morti adjusts his grip on his hammer, reflexively stepping in front of Karl as the magus gathers wood.

What say y' of the house, Okrin? Can you lead him in and get out a window, or will we have to rely on grabbin' and stuffin' him through the door?


Male HP: 11 (+5 non lethal)/16 | Init: +4 | Perception: +9 | AC: 13 Tch: 13 FF: 10 | Fort: +3 Ref: +5 Will: +2 | Ranger (Trapper) 1 / Wizard 1

"I don't think we will be able to simply drag him Morti" - Caramir chimes in - "We should draw him in. Ready?" - he asks, drawing his bow - "We hit and run. The villagers stay back, making sure we are the only targets to chase"


Human Magus 3 (Staff magus) | HP 21/21 AC 16 | T 12 | FF 14 | CMB +5 | CMD 17 | FORT +4 | REF +2 | WILL +3 | INIT + 1 | Perception +3 | Stealth +2 | Bluff +0 | Sense Motive +0 | Diplomacy +0 | Spellcraft +8
current spells:

why not grab it? But whatever works


Male Human (Monk 1/Wizard 1); 11/13 HP | Init +2 | Percpt. +8 | AC 15, Touch 12, FF 15; | Fort +2 | Ref +4 | Will +5
Spells (used/total):
1st lvl: 0/2, 0/1 school

Looking into the distance.

"Let's hope it still has a taste for blood."

So I take it we are making preparations now, not luring in the creature?


Male Gnome Cleric 2 | HP 18/18 | AC 14 t 11 ff 14 | CMD 9 | F +5 R +0 W +6 (+2 vs illusions, fear, despair) | Init +0 | Perception +5

Kakao moves near the group and raises his holy symbol. "Bacchus, invigorate us!"

Varient Channel, only get half healing: 1d6 ⇒ 3 If I'm still losing power to the woods, that is 1 real healing and 1 non-lethal healing. Takes care of the fatigued condition.

No map yet, ideal would be to position myself within 30' of everyone and off to one side.


Male Dwarf Inquisitor 6 | HP 46/52 | AC 18 t 11 ff 17 | CMD 17 (21 vs trip/bullrush) | F+8 R+3 W +8 (+2 vs poison, spells) | Init +4 | Perc +10 | Spells 1st - 5 / 2nd - 2 | Judgements 2/2 | Bane 6/6 | DomainPwr 6/6

Morti nods to Karl, From our battle in the woods, I found 'im to be an incredibly stable creature. I'd want to get 'im as close to the door as possible before relyin' on brute force to haul 'im in!


Male HP: 11 (+5 non lethal)/16 | Init: +4 | Perception: +9 | AC: 13 Tch: 13 FF: 10 | Fort: +3 Ref: +5 Will: +2 | Ranger (Trapper) 1 / Wizard 1

"That" - Caramir nods in agreement to Morti.

Is the plan on the move or...? Trux?

Sovereign Court

Male Flowing Monk| HP 9/12 AC 16 |PerC +6 |Init +4 F+3/R+6/W+4

NPC init: 1d20 ⇒ 4
hollow init: 1d20 ⇒ 15

ORDER 1-Hollow 2-Party 3-NPC

THE HOLLOW MAN he walks among the trees south of 8.Levoca, leaving the trail. He heads due south, moaning now as he moves his crooked limbs in unholy animation.

With a glance you take it all in. The villagers stay back, most of them huddled together with shared torches and farm tools west of the kiln.

Meanwhile, a creaking noise comes, the sound of old wood straining against bonds. Like a house tearing loose from its founding stones, it carries to you off the trunks of trees. Looking into the dense growth outside the clearing you see movement all of a sudden. The wood wards, used to protect against bad spirits, break their wire bonds and begin moving. You count three of them following the Hollow Man.

You are all gathered south of the lime kiln, near Baca's Hut. What do you do?
I need time to sit down and work the combat map for you guys at some point.


Human Magus 3 (Staff magus) | HP 21/21 AC 16 | T 12 | FF 14 | CMB +5 | CMD 17 | FORT +4 | REF +2 | WILL +3 | INIT + 1 | Perception +3 | Stealth +2 | Bluff +0 | Sense Motive +0 | Diplomacy +0 | Spellcraft +8
current spells:

oh s#@$! More of them?

Karl hefts his axe, nervously.


Male HP: 11 (+5 non lethal)/16 | Init: +4 | Perception: +9 | AC: 13 Tch: 13 FF: 10 | Fort: +3 Ref: +5 Will: +2 | Ranger (Trapper) 1 / Wizard 1

Guys, maybe I am lacking imagination, but I really can't see a way to make the kiln work - as far as I understand it, it works kinda like a dead end. Whomever draws him in there, will most likely die with the Hollow Man.

"Are those friends or foes?" - Caramir asks when he sees the wood wards animating.

What is a wood ward, by the way?

"Move away from its path, we will draw him to Baca's house, and burn him in there!" - he shouts at the villagers - "Move away!"

He then fires a single shot, from as far away as he can, and starts moving towards Baca's hut.

Longbow Attack (apply distance mods as needed): 1d20 + 4 ⇒ (5) + 4 = 9
Damage: 1d8 ⇒ 1

Sovereign Court

Male Flowing Monk| HP 9/12 AC 16 |PerC +6 |Init +4 F+3/R+6/W+4
Caramir wrote:

Guys, maybe I am lacking imagination, but I really can't see a way to make the kiln work - as far as I understand it, it works kinda like a dead end. Whomever draws him in there, will most likely die with the Hollow Man.

"Are those friends or foes?" - Caramir asks when he sees the wood wards animating.

What is a wood ward, by the way?

*It is a scarecrow-like effigy erected outside a village to scare away evil spirits. You fought one the night the HM first came to Levoca. Which would be last night. When he took off Kostya's head. He was accomoanied by one of these spindly wood-and-wire effigies. It acted aggressively, holding down Kostya if I recall properly.


Male Dwarf Inquisitor 6 | HP 46/52 | AC 18 t 11 ff 17 | CMD 17 (21 vs trip/bullrush) | F+8 R+3 W +8 (+2 vs poison, spells) | Init +4 | Perc +10 | Spells 1st - 5 / 2nd - 2 | Judgements 2/2 | Bane 6/6 | DomainPwr 6/6

Wood wards: Okrin and I took one out in a round without much trouble last night, but it was at one point noted that there were, uh, nearly 100 of them? Gulp!

Morti takes a few steps to the side, preparing for a running start to push the Hollow Man into the hut, but also watching warily in case it and the wood wards begin attacking villagers.


Male Human (Monk 1/Wizard 1); 11/13 HP | Init +2 | Percpt. +8 | AC 15, Touch 12, FF 15; | Fort +2 | Ref +4 | Will +5
Spells (used/total):
1st lvl: 0/2, 0/1 school

Okrin positions himself closer to the creature, but not too close.

"Are we ready?"

Just holding on combat map. Basically want to be able to make a double move, part way toward creature and then back toward the village.

Sovereign Court

Male Flowing Monk| HP 9/12 AC 16 |PerC +6 |Init +4 F+3/R+6/W+4
Okrin Goodspeed wrote:

Okrin positions himself closer to the creature, but not too close.

"Are we ready?"

Just holding on combat map. Basically want to be able to make a double move, part way toward creature and then back toward the village.

what would be your distance from the creature, then?


Male Human (Monk 1/Wizard 1); 11/13 HP | Init +2 | Percpt. +8 | AC 15, Touch 12, FF 15; | Fort +2 | Ref +4 | Will +5
Spells (used/total):
1st lvl: 0/2, 0/1 school

30 feet. No bonus to movement yet.

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