(5) MDT's Revivified Kingmaker (Inactive)

Game Master mdt

Kingdom Map

Wanted Posters:

WOOD DRAKE SIGHTED!
Rumors of a dragon haunting the southern Narlmarches are probably (hopefully) overstated. The evidence indicates that the source of the rumors is merely a forest drake. In any event, it’s killing folks and needs to be put down. One lone eye witness who lived long enough to return with the tale described it as a lumbering beast with wood and leaves for hide. A reward has been offered by House Kalnath.

IN SEARCH OF TROLL BLOOD!
Upon belief and intent, Myrania the Alchemist seeks Troll's Blood for testing as a catalyst in creation of healing potions. A reward, in potions of the choice of the bringer of this rare substance, will be given by Myrania within 30 days of delivery of the blood. At least one wineskin full of troll's blood required for reward.

ANIMAL ATTACKS! HOWLS OF MADNESS?
Rumor of a wolf like creature have long been heard of in the Kamelands. Stories vary as to whether it is a worg, a dire wolf, or something worse. Bandits and hunters have, for years, told of it's madness inducing howls and blood lust. With the increase of citizens into the Greenbelt, it is necessary to root out this beast to make the citizens safe. A reward for the creature's head is offered by House Malvanna.

SHAMBLING SAP NEEDED!
Myrania the Alchemist requires one small cask of shambling mound sap. This will require a fully grown shambling mound to supply. While the shambling mounds are common in Hecktongue Slough, they are rarer in the Greenbelt. A reward of gold and curative potions is offered for the first group to return with a cask of sap.

MAPS

Current Encounter


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(AC 21/11Tch/20FF, HP 60/60, Fort +11, Ref +7, Will +9, Init +1, CMD 22) Male Human Paladin 7
Skills:
Climb -1, Diplomacy +14, Handle Animal +7, Intimidate +3, Know(Noble) +4, Know(Religion) +5, Perception +9, Ride +4, Sense Motive + 12, Steath -4, Swim -1

"Charming." Wilhelm glances in to the room, but finds it to be growing crowded and moves back outside to keep an eye on the other towers. "Let me know if I should be on the lookout of more the vicious little things."


Boggard HP (56/67), Ubagub (87/87)
Stats:
AC/Touch/Flat 17/11/16 | Fort/Ref/Will +9/+6/+3 | Init +2 | CMD 24
Skills:
Acro 7, Climb 9, Heal +5, Intim 17, Know (nature) 3, Ling 0, Per 12, Ride 8, Stealth 4, Surv 5
Spell-less Ranger (Guide) 5

Leaving Ubagub outside, Gorrumm pulls out his halberd and begins looking around the interior, seeming unfazed by the fae's grizzly trophies. He looks for traps and more interesting keepsakes of the creature, poking carefully around the tower.
Perception: 1d20 + 12 ⇒ (14) + 12 = 26


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Gorruum:

Other than furniture, Gorruum finds nothing special... until he checks a clay urn on a small cubby shelf about 20 ft up the wall. It's very heavy when he pulls it off (requring him to climb to it using handholds). The urn contains 119 gp, 131 sp, 27 cp, and a dozen different sparkling gemstones worth 1,800 gp in all.


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7

"Are there any sign of more then one creature living here Gorruum? Natalie asks, looking inside the small room.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Gorruum would find one set of dishes, one bed, one chair, one toothbrush, one mug...


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7

"I think there only lived one creature here? Should we move on or does anybody want to study this ruins more before we leave?"


(AC 21/11Tch/20FF, HP 60/60, Fort +11, Ref +7, Will +9, Init +1, CMD 22) Male Human Paladin 7
Skills:
Climb -1, Diplomacy +14, Handle Animal +7, Intimidate +3, Know(Noble) +4, Know(Religion) +5, Perception +9, Ride +4, Sense Motive + 12, Steath -4, Swim -1

"I think we would be best exploring the rest of the towers. I have the unfortunate feeling we've not seen the entirety of this keep's denizens." Wilhelm gestures towards the tower to the northwest, "Let's explore that one next."

He leads the way towards the tower, studying it as he approaches.

Perception: 1d20 + 8 ⇒ (6) + 8 = 14


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7

Natalie sneaks along the walls close to Wilhelm, and studies the entrance when she get to it.

Perception: 1d20 + 11 ⇒ (13) + 11 = 24
Stealth: 1d20 + 13 ⇒ (19) + 13 = 32


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

"Careful. I'm not sure how stable these ruins are anymore, despite looking untouched. And note the macabre decorations, I doubt the quickling was that productive. Something far older has left its mark here ..." Fhârn notes and follows a bit behind, weapon ready.

From Fhârn's earlier spying. I assume everyone can probably see this much now, since we are closer to it : )

North-western tower wrote:
The northwest tower stretches high into the sky, its upper reaches hidden in the forest’s canopy. The vines choking the tower’s exterior, which are festooned with bleached humanoid skulls, nearly obscure the dark arrow slits. It is the only tower that seems to have survived the ravages of time.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Natalie begins sneaking along the wall, moving from dandylion to daisy, like a trained assassin...

...and Wilhelm clomps along beside her, rattling armor, smashing posies, and talking at the top of his lungs as he moves along sounding like a wounded rhinocerous golem.

Once she get's to the tower, Natalie easily finds an ancient door covered with vines. The vines don't appear to actually block access, they simply drape over the door, making it hard to find. The door appears to be original, as it's exquisitely carved with intricate geometric designs. The only mar on it is that it's coated in moss, giving it an odd green appearance, making it harder to see.


Boggard HP (56/67), Ubagub (87/87)
Stats:
AC/Touch/Flat 17/11/16 | Fort/Ref/Will +9/+6/+3 | Init +2 | CMD 24
Skills:
Acro 7, Climb 9, Heal +5, Intim 17, Know (nature) 3, Ling 0, Per 12, Ride 8, Stealth 4, Surv 5
Spell-less Ranger (Guide) 5

After tossing off a few empty pots while exploring the quickling's wall, Gorruum nearly falls off when he finally finds the fey's trove. Grinning broadly, he carefully clambers back down the wall with his find. "Just one. Nasty quick knife thing."

As the others move on, Gorruum follows signaling Ubagub to trail behind. Gorruum keeps his halberd out at the warnings that more dangers may lurk in the ruin. He keeps a keen eye on things and takes a close look at the door behind the vines.
Perception: 1d20 + 12 ⇒ (15) + 12 = 27


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7

"Wilhem I've found a hidden door over here."
Natalie looks for more traps

Perception: 1d20 + 11 ⇒ (7) + 11 = 18


Female Cleric | HP 10/10 | AC 18 T13 F15 | CMD 15/12 | F + 4| R +3 | W +6 | Init +2 | Per +10|

Anastacia draws closer to the green door, ready to enter the tower in support of her friends. Assuming it will be dark within, she casts a light spell on the surface of her shield.

"Pharasma illuminate our way."


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Natalie notes no traps on the door.


Boggard HP (56/67), Ubagub (87/87)
Stats:
AC/Touch/Flat 17/11/16 | Fort/Ref/Will +9/+6/+3 | Init +2 | CMD 24
Skills:
Acro 7, Climb 9, Heal +5, Intim 17, Know (nature) 3, Ling 0, Per 12, Ride 8, Stealth 4, Surv 5
Spell-less Ranger (Guide) 5

Gorruum motions the others back from the door and pushes aside the vines, feeling the door for a latch. Suspecting that the years of neglect will make things difficult to open, he depresses the latch and puts his shoulder into the door, attempting to force it open.
Strength: 1d20 + 6 ⇒ (15) + 6 = 21


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Gorruum puts his shoulder against the door, gives a mighty heave...

...and tumbles into the tower as the door opens easily on oiled hinges.

Perception, Gorruum: 1d20 + 12 ⇒ (14) + 12 = 26

DC 14 reflex save not to fall prone as you tumble into the tower.

Reflex: 1d20 + 6 ⇒ (2) + 6 = 8

Gorruum tumbles through the door and falls to the ground!

Gorruum:

There's some sort of animate vine growing on the wall inside the keep, which is attacking you! Also, a nasty looking feral elf with clawed hands!

Beyond the door of the tower, the interior has become overgrown with vines as well, from base to top in the trees above. Gorruum has a confused visage of furniture overgrown with vines and moss, and then deranged and feral looking elf leaps out of the vines and slashes at Gorruum with it's claws. Even as that happens, vines whip out and lash the frog man!

All around the tower, and outside of it for 30 ft, the undergrowth comes to life and begins to wrap itself around those outside!

Reminder : Undergrowth outside the tower is difficult terrain, halving movement. Entangle further halves movement if you are entangled. DC 14 to avoid being entangled! Includes Gorruum!

Claw 1: 1d20 + 9 + 2 ⇒ (5) + 9 + 2 = 16
Damage: 1d4 + 1 ⇒ (3) + 1 = 4 + Damag: 3d6 ⇒ (2, 6, 2) = 10

As the claws rip into Gorruum's flesh, it burns horribly!

Fort Save, DC 16 vs Poison for Gorruum

Slam: 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27
Damage: 1d8 + 7 ⇒ (5) + 7 = 12
Grab: 1d20 + 13 + 2 ⇒ (12) + 13 + 2 = 27

Gorruum feels vines slithering around his throat, and they squeeze painfully, thorns tearing open his skin, but he manages to slip out of them before they can close around his throat!

Initiatives coming up for round 1. Gorruum may go once in the surprise round, as he was the only one that could make perception checks to notice the enemies. Then Round 1 will commence. Gorruum, remember you are prone, and must make the check to avoid being entangled in order to stand up. Standing will provoke AoO however.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Round 1

Init, Anastacia: 1d20 + 2 ⇒ (18) + 2 = 20
Init, Fharn: 1d20 + 2 ⇒ (3) + 2 = 5
Init, Ghorruum: 1d20 + 2 ⇒ (16) + 2 = 18
Init, Natalie: 1d20 + 4 ⇒ (4) + 4 = 8
Init, Wilhelm: 1d20 + 1 ⇒ (19) + 1 = 20

Init, ?????: 1d20 + 9 ⇒ (14) + 9 = 23
Init, ?????: 1d20 ⇒ 11


Female Cleric | HP 10/10 | AC 18 T13 F15 | CMD 15/12 | F + 4| R +3 | W +6 | Init +2 | Per +10|

Reflex save: 1d20 + 3 ⇒ (3) + 3 = 6

Anastacia is too slow to avoid the sinuous vines, she curses and struggles in their grip.
"Is it alive or a spell?" She asks Fhârn.

Concentration: 1d20 + 9 ⇒ (17) + 9 = 26

Anastacia calls on the power of her goddess, to enable her to see if the vines have a magic aura.

Cast detect magic. Probably should have used that decent roll to cast spiritual weapon, though.


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

Reactionary Rolls!

False Life hp: 1d10 + 8 ⇒ (7) + 8 = 15

Reflex: 1d20 + 3 ⇒ (7) + 3 = 10

Spellcraft (vs the casting of Entangle): 1d20 + 11 ⇒ (20) + 11 = 31

Know(Nature) - identify vine: 1d20 + 6 ⇒ (12) + 6 = 18

Know(local/arcana/nature?) - identify feral elf: 1d20 + 6 ⇒ (2) + 6 = 8

Fhârn blinks, not expecting anything to actually live inside the old tower. Especially not as a neighbour to a quickling! His surprise quickly shifts to annoyance and back as the veins entangle and grab his legs.

"By Brigh's brazen bosom!"

Not sure if speaking while flat-footed is kosher or not. Going to wait around providing any useful verbal info until Fhârns turn anyhow : )


(AC 21/11Tch/20FF, HP 60/60, Fort +11, Ref +7, Will +9, Init +1, CMD 22) Male Human Paladin 7
Skills:
Climb -1, Diplomacy +14, Handle Animal +7, Intimidate +3, Know(Noble) +4, Know(Religion) +5, Perception +9, Ride +4, Sense Motive + 12, Steath -4, Swim -1

So it looks like one of the two ????'s is up again with the 23. This can be a round one general plan.

Reflex Save: 1d20 + 7 ⇒ (8) + 7 = 15

Moving surprisingly quickly for a man in clanging full plate, Wilhelm just manages to dash aside from the vines and grass of the yard as they try to whip and coil around his legs. With a yell of surprise, he drags himself through the thrashing undergrowth to Gorruum's aid. "Foul abomination, come and face me!"

Attacking if I can get close enough to something attackable. If not, I'll Standard Action Lay on Hands on Gorrum.

Falchion attack with PA: 1d20 + 12 - 2 ⇒ (4) + 12 - 2 = 14
Falchion damage with PA: 2d4 + 6 + 6 ⇒ (4, 4) + 6 + 6 = 20

Lay On Hands: 4d6 ⇒ (6, 6, 3, 6) = 21


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7

Depending on how things change my plan is to do the following to some extent

Reflex: 1d20 + 10 ⇒ (7) + 10 = 17

Not hampered by the undergrowth Natalie moves into position "Gorruum are you okay?"

If i can attack this turn I do it, if not can I save the attack roll for next round?

Acrobatics: 1d20 + 12 ⇒ (17) + 12 = 29 to get into position

Attack: 1d20 + 9 ⇒ (19) + 9 = 28
Damage: 1d6 + 1 ⇒ (3) + 1 = 4

confirm: 1d20 + 9 ⇒ (14) + 9 = 23

If the crit is confirmed i forego the normal effect and instead give my crit to the next ally who hits this target with melee after my turn. (Butterfly Sting feat)


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

I needed the entangle checks, as entangle reduces dex, which can affect your init... I'll do a summation, needless to say, the ???? on 23 is the elf slashing Gorruum again. Just waiting on Gorruum.


Boggard HP (56/67), Ubagub (87/87)
Stats:
AC/Touch/Flat 17/11/16 | Fort/Ref/Will +9/+6/+3 | Init +2 | CMD 24
Skills:
Acro 7, Climb 9, Heal +5, Intim 17, Know (nature) 3, Ling 0, Per 12, Ride 8, Stealth 4, Surv 5
Spell-less Ranger (Guide) 5

Surprise Round (Gorruum)
From the ground, Gorruum twists and manages to avoid getting caught in the vines. He thrusts his halberd back up against the feral elf managing to connect in spite of his disadvantaged condition.
Reflex save: 1d20 + 6 ⇒ (12) + 6 = 18
Fort save versus poison: 1d20 + 9 ⇒ (12) + 9 = 21
Knowledge (nature) on feral elf: 1d20 + 3 ⇒ (1) + 3 = 4
Knowledge (nature) on vine: 1d20 + 3 ⇒ (15) + 3 = 18
Attack (Power Attack): 1d20 + 12 - 4 ⇒ (20) + 12 - 4 = 28
Confirm: 1d20 + 12 - 4 ⇒ (8) + 12 - 4 = 16
Damage (regular): 1d10 + 16 ⇒ (1) + 16 = 17
Extra Damage if Confirmed: 2d10 + 32 ⇒ (8, 1) + 32 = 41
Intimidate to demoralize: 1d20 + 17 ⇒ (12) + 17 = 29
I believe you cannot take a swift action in a surprise round, so no extra attack from Hurtful feat.
End of Turn Reflex: 1d20 + 6 ⇒ (7) + 6 = 13 Fails - entangled

Round 1
Feeling the vegetation wrap around his limbs, Gorruum gives up on trying to hit the elf as hard as he can and just tries to hit it from the ground again.
Attack 1 (no Power Attack): 1d20 + 14 - 4 - 2 ⇒ (11) + 14 - 4 - 2 = 19
Note that if that hits and if the feral elf was shaken by the Intimidate check, the feral elf would be sickened for one round,
Damage: 1d10 + 10 ⇒ (8) + 10 = 18
Attack 2 (no Power Attack): 1d20 + 9 - 4 - 2 ⇒ (10) + 9 - 4 - 2 = 13
Damage: 1d10 + 10 ⇒ (7) + 10 = 17
I think even with the Dex penalty, I'll go before Natalie so Butterfly Sting would not potentially apply until Round 2


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Gorrum, in the surprise round, rams his halberd up against the elf's stomach, making blood gush freely.

Wilhelm moves up and tries to hit the creature, but nearly cuts Gorruum's hand off instead.

Natalie sneaks in, gets a good solid hit on the thing, and watches her rapier bend against it's skin without penetrating.

The creature, on it's next action, spits blood on Gorruum's face, and withdraws, moving up the inside of the tower, entering the growth of leaves 40ft up. Withdraw action, using climb speed

I need another fort save from Gorruum as the poison continues to burn...

The plant withdraws as well, also climbing up the tower

Gorruum & Fharn:

Assassin Vine. You may ask 1 question about it.

Fharn:

There was no magic, but there was something unnatural that made the plants attack.

Needless to say, combat is over, unless someone has some way to climb and see through thick foliage


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Ooops, forgot the AoO on Wilhelm when he entered the building to attack

AoO: 1d20 + 7 ⇒ (4) + 7 = 11

But even with his penalties due to the goings on, it misses.


Boggard HP (56/67), Ubagub (87/87)
Stats:
AC/Touch/Flat 17/11/16 | Fort/Ref/Will +9/+6/+3 | Init +2 | CMD 24
Skills:
Acro 7, Climb 9, Heal +5, Intim 17, Know (nature) 3, Ling 0, Per 12, Ride 8, Stealth 4, Surv 5
Spell-less Ranger (Guide) 5

Gorruum gets to his feet, a little shaky, and looks up to where the vine and nasty elf have disappeared. "Gorruum bleed much more traveling with Wilhelm than in Gorruum's Empire. Could climb, but probably hurt."
Fort save: 1d20 + 9 ⇒ (15) + 9 = 24

mdt:
Immunities/resistances? If just one or the other, you pick.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Gorruum:

Immunity to Electricity, and the normal plant traits.


Female Cleric | HP 10/10 | AC 18 T13 F15 | CMD 15/12 | F + 4| R +3 | W +6 | Init +2 | Per +10|

"Exploring is dangerous business, but never boring, Gorruum." Anastacia holds her holy symbol as she lays he other hand on the boggard's arm.
"Pharasma grant her healing power. The power of new life."

Cure moderate wounds: 2d8 + 6 ⇒ (3, 8) + 6 = 17 +8 for Healer's Blessing = 25.


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7

"You seem to attract these things today Gorruum! That was an elf right?" Natalie tries to recall it.

Local: 1d20 + 8 ⇒ (9) + 8 = 17

Natalie also looks around in the room she has rushed into:
Perception: 1d20 + 11 ⇒ (19) + 11 = 30


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Natalie didn't get a good enough look, it looked kind of like a elf, but it also had giant claws, blood red eyes, and sharp fangs

Natalie notices, in addition to the moss covered furniture and table (which despite appearances, seems to not only be used, but used daily), a moss covered chest against the back wall, covered in vines and leaves.


(AC 21/11Tch/20FF, HP 60/60, Fort +11, Ref +7, Will +9, Init +1, CMD 22) Male Human Paladin 7
Skills:
Climb -1, Diplomacy +14, Handle Animal +7, Intimidate +3, Know(Noble) +4, Know(Religion) +5, Perception +9, Ride +4, Sense Motive + 12, Steath -4, Swim -1

Wilhelm yelps as the crazed elven thing leaps up the side of the wall. Peering up after him with weapon still in hand, he scowls, "I suppose there's not much to be done unless we want to risk climbing up there. Fharn, I don't suppose you have any clever solutions for seeing us up there?"


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7

Natalie walks over to the chest and uses one of her daggers to cut off the vines and tries to open it afterwards.

Disable Device: 1d20 + 12 ⇒ (10) + 12 = 22


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

There is an ominous sound from the chest, but nothing happens, nor does it open.


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

@mdt:
Damage reduction?

"The 'vine' is very much alive, the other plants are merely compelled by some supernatural influence. Not sure if it was the elf or his friend."

Fhârn replies to Anastacia, trying to hack away at the plantlife assailing him. For a moment it looks like he is about to curse again but then the attacks falter. Fhârn keeps his guard up for a moment, but when no new hostile approaches he lowers it.

"Even during the worst days of Her Emeraldness curse, at least the plants didn't attack. I guess there is always room for a new annoyance! Heh..."

On Will's querry Fhârn enters the tower and looks up and around. Stroking his chin, he looks somewhat doubtful as he replies.

"I could try, but I don't think I'll manage clever, seeing and up at the same time. My armour is enchanted so I could fly up with a rope. But I wouldn't see anything in the foliage... Then there is seeing - a little trick should let me take a look around as if I was there. I'm betting on mostly leaves, but perhaps there is something above all that."

"Now, what we could do is simply smoke it out. This tower doesn't have too many openings for the smoke to escape - and the ones that is are pretty choked with plantlife. And the walls are stone, so we shouldn't risk the structural integrity unless we do something exceedingly foolish. Assuming the thing still breathes ... But then, one can always escalate from 'smoke out' to 'burn out'."

"If that is the wisest course of action I'll leave up to you Wil."


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Fharn:

No damage reduction.

About a minute after the fight, the local vegetation settles down and stops trying to attack.


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7

"I can hear something inside this chest, but it's not able to open!"


Boggard HP (56/67), Ubagub (87/87)
Stats:
AC/Touch/Flat 17/11/16 | Fort/Ref/Will +9/+6/+3 | Init +2 | CMD 24
Skills:
Acro 7, Climb 9, Heal +5, Intim 17, Know (nature) 3, Ling 0, Per 12, Ride 8, Stealth 4, Surv 5
Spell-less Ranger (Guide) 5

Gorruum looks at Natalie and waves his halberd, "Gorruum open chest!"


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

"Hmm. I'll go stand over here ..." Fhârn cautiously eyes Gorruum and the chest while moving to the far end of the room.


Female Cleric | HP 10/10 | AC 18 T13 F15 | CMD 15/12 | F + 4| R +3 | W +6 | Init +2 | Per +10|

The stuff inside that chest might be fragile, Gorruum." Anastacia gazes into the thick foliage above. "At any rate, we should probably not get off target. That mad elf-thing and his plant friend are still about..."

With a thoughtful expression, Anastacia muses. "I could summon an archon to scout up there, but it's time here is limited."


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7

Natalie is no so concerned about the elf, her focus is more directed to the strange chest, yet she pulls herself away and says:"It might be difficult to do anything if when we are climbing up there, we have to be very careful or the thing might just pick us of one by one!"


Boggard HP (56/67), Ubagub (87/87)
Stats:
AC/Touch/Flat 17/11/16 | Fort/Ref/Will +9/+6/+3 | Init +2 | CMD 24
Skills:
Acro 7, Climb 9, Heal +5, Intim 17, Know (nature) 3, Ling 0, Per 12, Ride 8, Stealth 4, Surv 5
Spell-less Ranger (Guide) 5

Gorrumm tilts his head, "Fra-Jill? Want Gorruum to take chest outside and break there?"


Female Cleric | HP 10/10 | AC 18 T13 F15 | CMD 15/12 | F + 4| R +3 | W +6 | Init +2 | Per +10|

Anastacia shakes her head. "Fragile means we don't want it broken. We don't know what's inside that box, so we should be careful. Smashing the box might also destroy what's inside it."
Looking again at the heavy foliage above, the young cleric continues. "We have long term goals. We're not here to just loot what we find. We are here to clear these lands for settlement. So, we need to deal with these denizens. One way or another." Anastacia is wondering if there might be a way to reach the 'elf' with reasoned words, as she says this.


(AC 21/11Tch/20FF, HP 60/60, Fort +11, Ref +7, Will +9, Init +1, CMD 22) Male Human Paladin 7
Skills:
Climb -1, Diplomacy +14, Handle Animal +7, Intimidate +3, Know(Noble) +4, Know(Religion) +5, Perception +9, Ride +4, Sense Motive + 12, Steath -4, Swim -1

"Yes, I think we can deal with the box with more care once this place is cleared of threats. I don't suppose we know what the creature is? I certainly do not. If we could scout its lair, that might give us some insight into how to go about this. Climbing seems suicidal and burning will take much to long given that we don't know what's in the other towers. If we have no magical means to transport us into it's lair, I think we might be best continuing to the other towers and clearing them of threats." Wilhelm continues to look up at the ceiling warily, though he occasionally glances at the walls with a grimace of distaste.

Ok, let's go try another tower until we have time to smoke/burn the gribbly out. The top-right one maybe?


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Nobody made the Kn check to identify it, amazing really, I don't think anyone rolled higher than a 3 on it.


(AC 21/11Tch/20FF, HP 60/60, Fort +11, Ref +7, Will +9, Init +1, CMD 22) Male Human Paladin 7
Skills:
Climb -1, Diplomacy +14, Handle Animal +7, Intimidate +3, Know(Noble) +4, Know(Religion) +5, Perception +9, Ride +4, Sense Motive + 12, Steath -4, Swim -1

Yea, given unknown gribbly monster and a nasty vine thing, I think climbing is suicidal and it'll take too long right now to smoke it out. To the top right tower!


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7

"Might not be a bad idea to check out the other towers first, maybe we can find something to help us ascend the tower in a safely fashion."
Natalie is ready to go


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

"Agree."

Once we cleared the area, simply smoking/burning it out shouldn't take too long. (Note: I don't think plants breathe in pathfinder [which is the only effects smoke have besides vision impairment] so we might have to proceed to the other step!


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

The northeast tower is open to the sky, its roof and interior levels having fallen away long ago.

As Wilhelm opens the door, thousands of rats come pouring out!

Swarm, Anastacia: 1d6 ⇒ 4
Swarm, Fharn: 1d6 ⇒ 4
Swarm, Gorruum: 1d6 ⇒ 2
Swarm, Natalie: 1d6 ⇒ 4
Swarm, Wilhelm: 1d6 ⇒ 4

Everyone needs to make a Fort save DC 12 or be nauseated. Everyone needs to make a second fort save, also DC 12


Female Cleric | HP 10/10 | AC 18 T13 F15 | CMD 15/12 | F + 4| R +3 | W +6 | Init +2 | Per +10|

1st Fort save: 1d20 + 7 ⇒ (19) + 7 = 26
2nd Fort save: 1d20 + 7 ⇒ (1) + 7 = 8

Anastacia shrieks, startled and disgusted by the filthy rodents. She really hates rats.


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7

fort save: 1d20 + 5 ⇒ (14) + 5 = 19
fort save: 1d20 + 5 ⇒ (19) + 5 = 24

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