Here Be Tryants: A Kingmaker saga.

Game Master Joy


3,901 to 3,950 of 4,858 << first < prev | 74 | 75 | 76 | 77 | 78 | 79 | 80 | 81 | 82 | 83 | 84 | next > last >>

male Human Cavalier 6 | HP: 28/59| AC: 25/14/24/23 | Init: +4 | Perc: +11(+13 v surprise)| F:+9 / R: +4 / W: +3 (+4 vs fear/compulsion) | Sentence 4/4 |Circuit:150 mi from keep

Satisfied that Radomir has fulfilled his duty to his lord, Radomir will continue in his duties as chief Warden.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Andrea will help finalize arrangements with the diplomat exchange and fill out mounds of paperwork.

Getting chewed on by plant monsters is better than paperwork.


Male Tiefling Slayer 6 | AC 19 (20), T 14, FF 15 16 | Fort +7, Ref +10, Will +4 | HP 50/50 | Init +4 | Perception +12, darkvision | Insightful Strike 1/day

Finnegan focuses on the duties of his office, ensuring that the patrols are keeping an eye out in the direction the hill giant had said the trolls were located.


Male Aasimar Bard (Animal Speaker) 6 , HP 46/46, AC 22 [Touch 16, Flat 17], CMD: 23 Init +4, Perception +0 (60' Darkvision)

Alexander will happily show Serah the local shops and markets and spend his time impressing the two envoys.


Male Tiefling (of half-elven descent) Gestalt Magus (Staff Magus)/Warpriest 3

Othniel will work with the town guard and ensure that any criminal are prosecuted and punished swiftly, especially if they dare to harm or steal from our honored guests.


Male Aasimar Bard (Animal Speaker) 6 , HP 46/46, AC 22 [Touch 16, Flat 17], CMD: 23 Init +4, Perception +0 (60' Darkvision)

Once all the matters of state have been settled, Alexander will go about planning the next expedition. Mr. Rook, it seems our best path is to go southwest, explore the rest of these lakes, then turn west into the forest. After that...we can either return or head further south and swing back through the southern rivers. What do you think?


You're group is preparing your packs and horses and doing whatever else you need to do before heading out when two guards rush up to you all while bringing a very shaken man between the two of them.

One of the guards speaks to you: "My lords, this man has just ridden in from Novyi Svet and reports that the town was attacked by a terrifying monster of immense size, part bear and part owl, that crashed into the town and killed dozens before it had its fill of destruction and lumbered off into the hills to the south-east. He also said that newly plowed fields have been torn up, trees have been knocked down, livestock has been slaughtered, and buildings have been flattened. The townsfolk are terrified that the creature may return once it begins to hunger again and are begging for help."


Male Aasimar Bard (Animal Speaker) 6 , HP 46/46, AC 22 [Touch 16, Flat 17], CMD: 23 Init +4, Perception +0 (60' Darkvision)

Well, it appears we'll be headed north instead of south.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

This sounds similar to that creature we encountered several months ago. Had eggs that we sold off.


Male Aasimar Bard (Animal Speaker) 6 , HP 46/46, AC 22 [Touch 16, Flat 17], CMD: 23 Init +4, Perception +0 (60' Darkvision)

An owlbear? Seems like a lot of damage for just one. Perhaps another nest of them? Alexander frowns as he contemplates the situation. Mr. Rook, I trust you'll be able to track them.


I am going to assume that everyone is willing to go investigate the partial destruction of one of your settlements.

You may purchase/acquire/gather up any additional weapons or gear before you set out.

You all head off towards Novyi Svet and make it there without encountering anything dangerous.

As you ride up you can clearly see the damage done to the gardens and small outbuildings and corals. Getting closer you can see the buildings that have had major structural damage done to them and there are several townsfolk out digging what appears to graves and several others trying to clear up and dispose of the partially eaten carcasses of a couple horses, a cow and three sheep.

The townsfolk all look relieved to see your group and some begin talking, saying things like: "Thank the gods you've come so quickly. Please kill the beast that did this." "Please save us from this beast's return, it's already killed the couple that lived right beside me. I could have been next."


Male Aasimar Bard (Animal Speaker) 6 , HP 46/46, AC 22 [Touch 16, Flat 17], CMD: 23 Init +4, Perception +0 (60' Darkvision)

Of course. We came as soon as we heard. Alexander consoles the townsfolk. We'll track this creature down and make sure it never returns. The tall man whispers to the large black bird on his shoulder and it takes to the sky. He nods at Finnegan, trusting the Slayer will be able to track the creature.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Can anyone describe more about it? We have encountered an owlbear before but this sounds much bigger


Male Tiefling (of half-elven descent) Gestalt Magus (Staff Magus)/Warpriest 3

"Perhaps some magic at work here, to enlarge the creature." Othniel says quietly when the townsfolk are out of earshot.


Like any good eyewitness, the descriptions vary to wildly for you to get what would be an accurate size. You may attempt to determine the size of the creature for yourselves base off of the heights of its claw marks and foot prints.

The general appearance of the monster does seem to match that of an owlbear, though a few of the accounts seem rather wild and you are fairly sure that the child who says the monster breathed fire is just exaggerating.

Perception checks if you wish to try.


Male Tiefling Slayer 6 | AC 19 (20), T 14, FF 15 16 | Fort +7, Ref +10, Will +4 | HP 50/50 | Init +4 | Perception +12, darkvision | Insightful Strike 1/day

"I should be able to track the creature down. If it is as large as they say it is, it will leave a trail barring magic of some kind."

Perception: 1d20 + 12 ⇒ (12) + 12 = 24

Finnegan studies the tracks, looking for signs of the creature's general size. He'd never seen an Owlbear before, but they sounded like quite the beast to bring down. He looked forward to hunting it.

Survival, Tracking: 1d20 + 13 ⇒ (2) + 13 = 15


Perception +15:

You estimate the creature to be roughly 20 feet in height. Certainly larger than any owlbear you have met yet.

Survival +15:

You are able to track the creature relatively easily given that it is hard for something that big to be stealthy. The tracks move off towards the south-east, which also appears to be the direction it came from.


Male Tiefling Slayer 6 | AC 19 (20), T 14, FF 15 16 | Fort +7, Ref +10, Will +4 | HP 50/50 | Init +4 | Perception +12, darkvision | Insightful Strike 1/day

Finnegan stands from dusting where he was studying the tracks, dusting his pants off. "Based on the size of these tracks, this creature stands 20 feet tall. It will be easy to track - barring magic, it is difficult for something so large to be stealthy. That being said, we will have to move quickly. Such a large creature also requires a great deal of food, which means it may come back if it's hungry."


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Indeed, I have to wonder if some magic was involved in it's size, we'll need to investigate it's lair.


After a few hours of tracking, which you can do on horseback, you find yourselves in the hills to the south-east of Novyi Svet and staring at the opening to a cave that the tracks appear have gone into.

Given the amount of recently torn up vines and other vegetation, it appears that this entrance was hidden until a very large and very angry Owlbear burst out of it.

Looking into the cave, the of it mouth widens into a large cavern, dimly lit from what little sunlight penetrates that far, filthy with carrion and offal. A bewildering variety of molds and fungi grow on the floor and walls, some as big as a person, and countless insects scuttle about underfoot, feeding on the mounds of waste. A large tunnel slopes down to the south, with a similar opening to the north. The sloping of the tunnels make it impossible for anyone to tell how long the tunnels are or what might be in them.

Knowledge Nature check +11:
The large purple toadstools get your attention and you realize that they are Shriekers. A small plant creature that will emit a piercing sound when light sources or movement come within 10 feetof it.

Knowledge Nature check +13:
The deep violet, 4 foot tall mushrooms in the cave are Violet Fungi. It is one of the most notorious and feared dangers of the world’s caves. A violet fungus feeds on the rot and decay of organic matter, but unlike most fungi, they are not passive consumers of corruption. A violet fungi’s tendrils can strike with unexpected swiftness, and are coated with a virulent venom that causes flesh to rot and decay with nauseating speed. This potent poison, if left untreated, can cause the flesh of an entire arm or leg to drop away in no time at all, leaving behind only warm bones that soon rot into corruption as well.


Male Tiefling (of half-elven descent) Gestalt Magus (Staff Magus)/Warpriest 3

Knowledge(Nature): 1d20 + 4 ⇒ (18) + 4 = 22

Othniel pulls up short as he reaches the mouth of the cave. "Hold up. We need to be careful. Those" he says, pointing to some large purple toadstools "Are Shriekers. Come too close or shine a light on them and your ears will wish you hadn't. But the real problem is the deep purple ones over there." he says, gesturing again. "Those are called, obviously enough, Violet Fungi. They possess a powerful venom that can rot a limb in seconds, and they are highly mobile, for fungus. They'll reach out and strike you if you come too close."

Y'all can read the spoilers, in case there's anything I missed.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Hmm..Can we move around the shriekers?


male Human Cavalier 6 | HP: 28/59| AC: 25/14/24/23 | Init: +4 | Perc: +11(+13 v surprise)| F:+9 / R: +4 / W: +3 (+4 vs fear/compulsion) | Sentence 4/4 |Circuit:150 mi from keep

Should i run them through, my lord?


Dimensions of the entrance way: 15 feet across and 20 feet high. The ceiling of the cavern looks to be at least 20 - 25 feet high. It's hard to tell how wide the cavern is just by standing at the entrance, but you think it likely to be at least 40 feet wide.

There is also another tunnel to the east that I did not mention. Nothing appears to be near it.

Of the three tunnels from the cavern, only one the eastern one looks wide enough to accommodate the supposed size of the Owlbear.

Othniel and whoever else makes the Knowledge checks:
You believe that as long as you stay at least 10 feet from the shriekers they will stay quiet. (Meaning single file, against the wall down the two tunnels they are near.) For the Violet Fungi, you think that if you move quickly enough (within 3 rounds), you can make it to the tunnel before they can detect and react to your presence.


Male Aasimar Bard (Animal Speaker) 6 , HP 46/46, AC 22 [Touch 16, Flat 17], CMD: 23 Init +4, Perception +0 (60' Darkvision)

Taking 10 on Knowledge (nature) for a 19.

It'd be best if we could clear them out. In case we need to come out this way in a hurry. Alexander says, as he peers into the cave.

How many of each are there?


Three violet fungi in the center of the cavern. One shrieker near the entrance to the northern tunnel and one near the eastern tunnel.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

I could send them off to a different end of the cavern with summoned rats


Male Tiefling (of half-elven descent) Gestalt Magus (Staff Magus)/Warpriest 3

"I was thinking maybe we could hit them with spells and arrows from a distance, but that's not a bad idea either."


Male Aasimar Bard (Animal Speaker) 6 , HP 46/46, AC 22 [Touch 16, Flat 17], CMD: 23 Init +4, Perception +0 (60' Darkvision)

Amusingly, I can also send in some rats. However, perhaps it would be best to start by destroying the screaming ones first. We can keep the others at bay with the rats and pick them off as they try to approach. Alexander frowns, We just need to keep those two things from screaming and waking up anything else in this cave.


Male Tiefling Slayer 6 | AC 19 (20), T 14, FF 15 16 | Fort +7, Ref +10, Will +4 | HP 50/50 | Init +4 | Perception +12, darkvision | Insightful Strike 1/day

Finnegan studied the two shriekers - the darkness posed no problem for him. ”Say the word and I’ll shoot both shriekers.”


Male Aasimar Bard (Animal Speaker) 6 , HP 46/46, AC 22 [Touch 16, Flat 17], CMD: 23 Init +4, Perception +0 (60' Darkvision)

Alexander nods, We'll have Andrea summon the rats for a distraction. Radomir, looks like we'll be putting that bow of yours to use. He chuckles and nods towards the massive knight. Mr. Rook, Othniel, and Radomir will take out the screamers then start firing on those others. Alexander looks out into the cave again. Once the shooting starts, I'll drop an entangle on those things and keep them in place. Should make short work of them from there and it won't slow down the swarms.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

When everyone is ready, Andrea summons a virtual carpet of rats that sweep around the Violent Fungi and try to lure them off.


Sounds like a plan. Go ahead and roll up initiatives. You may send out a Surprise Round action and then a First Round action.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Init: 1d20 + 5 ⇒ (1) + 5 = 6

SQUEEEKKK!!!!!


Male Tiefling Slayer 6 | AC 19 (20), T 14, FF 15 16 | Fort +7, Ref +10, Will +4 | HP 50/50 | Init +4 | Perception +12, darkvision | Insightful Strike 1/day

Initiative: 1d20 + 4 ⇒ (9) + 4 = 13

I am assuming all creatures are more than 30 feet away, and thus I do not get sneak attack or point blank shot on them.

Surprise Round.

Finnegan looses an arrow at the furthest of the shriekers.

Attack, studied target: 1d20 + 12 + 2 ⇒ (19) + 12 + 2 = 33
Damage, studied target: 1d8 + 4 + 2 ⇒ (1) + 4 + 2 = 7

Round 1

Finnegan unloads more arrows into the same shrieker. Contingencies: If the shrieker is dead by Finnegan's turn in Round 1, apply the attacks to the other shrieker. If that's dead, move on to the furthest violet fungi, and subtract 2 from all rolls, since it isn't a studied target.

Attack 1, manyshot, studied target, rapid shot: 1d20 + 12 + 2 - 2 ⇒ (15) + 12 + 2 - 2 = 27
Damage Arrow 1, manyshot, studied target: 1d8 + 4 + 2 ⇒ (5) + 4 + 2 = 11
Damage Arrow 2, manyshot, studied target: 1d8 + 4 + 2 ⇒ (6) + 4 + 2 = 12

Attack 2, studied target, rapid shot: 1d20 + 12 + 2 - 2 ⇒ (17) + 12 + 2 - 2 = 29
Damage, studied target: 1d8 + 4 + 2 ⇒ (5) + 4 + 2 = 11

Attack 3, studied target, rapid shot: 1d20 + 7 + 2 - 2 ⇒ (1) + 7 + 2 - 2 = 8


The closest shrieker is 60 feet in and to the north. The eastern one is 75 feet. The violet fungi are 50 feet in the center of the room.

violet init: 1d20 - 1 ⇒ (17) - 1 = 16
shrieker init: 1d20 ⇒ 15


Male Tiefling Slayer 6 | AC 19 (20), T 14, FF 15 16 | Fort +7, Ref +10, Will +4 | HP 50/50 | Init +4 | Perception +12, darkvision | Insightful Strike 1/day

So, all of them within one range increment. Excellent.


male Human Cavalier 6 | HP: 28/59| AC: 25/14/24/23 | Init: +4 | Perc: +11(+13 v surprise)| F:+9 / R: +4 / W: +3 (+4 vs fear/compulsion) | Sentence 4/4 |Circuit:150 mi from keep

initiative: 1d20 + 4 ⇒ (9) + 4 = 13

Radomir nods to Finnegan and pulls back his bow. He steadies himself and releases the arrow at the the same fungus Finnegan struck.

longbow attack: 1d20 + 9 ⇒ (1) + 9 = 10
just in case that hit, here's damage: 1d8 + 2 ⇒ (8) + 2 = 10

Round 1
longbow: 1d20 + 9 ⇒ (5) + 9 = 14
damage: 1d8 + 2 ⇒ (1) + 2 = 3

longbow: 1d20 + 4 ⇒ (11) + 4 = 15
damage: 1d8 + 2 ⇒ (6) + 2 = 8

The grim knight follows his first arrow with another volley of two more in quick succession.


Male Aasimar Bard (Animal Speaker) 6 , HP 46/46, AC 22 [Touch 16, Flat 17], CMD: 23 Init +4, Perception +0 (60' Darkvision)

Initiative: 1d20 + 4 ⇒ (12) + 4 = 16

Surprise Round: Initiative 16

Alexander shouts, Now!

Using inspire courage +2.

Round 1: Initiative 16

The tall man casts entangle (DC 15) beneath the violet fungi.

Maintaining inspire courage +2.


Male Tiefling (of half-elven descent) Gestalt Magus (Staff Magus)/Warpriest 3

Initiative: 1d20 + 5 ⇒ (18) + 5 = 23

Othniel summons his mage armor then, on Alexander's command, dashes forward into range and fires a blob of acid at the mushroom.

Attack: 1d20 + 9 ⇒ (1) + 9 = 10
Damage: 1d3 ⇒ 2

...but it's way off target.

I should really pick up a longbow next time we're in town. this "Acid Splash as my only ranged weapon" stuff is getting silly.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Andrea lords over her rats


Eduard Initiative: 1d20 + 1 ⇒ (11) + 1 = 12

Surprise Round

Othniel summons his Mage Armor.

Alexander Inspires Courage. (+2)

Finnegan sinks an arrow into a shrieker.

Radomir launches an arrow, but can't duplicate Finnegan's success.

Eduard lobs a ball of acid at a shrieker.
attack: 1d20 + 5 ⇒ (9) + 5 = 14, damage: 1d3 + 2 ⇒ (1) + 2 = 3
And strikes one.

Andrea begins her summomings.

Round 1

Othniel lobs acid into the surrounding muck.

Alexander casts Entangle under the Violet Fungi.

The Violet Fungi struggle against the vines:
reflex saves: 1d20 + 0 ⇒ (8) + 0 = 8
reflex saves: 1d20 + 0 ⇒ (10) + 0 = 10
reflex saves: 1d20 + 0 ⇒ (2) + 0 = 2
And all three fail and cannot get within reach of anyone.

Splitting up Finnegan's attacks on the shriekers: Finnegan is able to dispatch both shriekers before they get the chance to alert any monsters in the area.

Radomir sends two arrows into a Fungi.

Eduard lobs a ball of acid at a Fungi.
attack: 1d20 + 5 ⇒ (19) + 5 = 24, damage: 1d3 + 2 ⇒ (1) + 2 = 3

Andrea's rats appear.
What action did you wish them to take?


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Seems the fungi are all wrapped up and can be taken out without ratbites. So...Send them scampering as scouts?


Male Aasimar Bard (Animal Speaker) 6 , HP 46/46, AC 22 [Touch 16, Flat 17], CMD: 23 Init +4, Perception +0 (60' Darkvision)

The entanglement might not last long. And the rats can go through the tangles without a problem. (They can't be affected by the spell.)


male Human Cavalier 6 | HP: 28/59| AC: 25/14/24/23 | Init: +4 | Perc: +11(+13 v surprise)| F:+9 / R: +4 / W: +3 (+4 vs fear/compulsion) | Sentence 4/4 |Circuit:150 mi from keep

Radomir sends another volley of arrows towards the fungs

attack: 1d20 + 9 ⇒ (6) + 9 = 15
damage: 1d8 + 3 ⇒ (2) + 3 = 5

attack: 1d20 + 4 ⇒ (3) + 4 = 7
damage: 1d8 + 3 ⇒ (7) + 3 = 10


Male Aasimar Bard (Animal Speaker) 6 , HP 46/46, AC 22 [Touch 16, Flat 17], CMD: 23 Init +4, Perception +0 (60' Darkvision)

Note that inspire courage is +2 attack and +2 damage, not just +1 anymore.


Male Tiefling Slayer 6 | AC 19 (20), T 14, FF 15 16 | Fort +7, Ref +10, Will +4 | HP 50/50 | Init +4 | Perception +12, darkvision | Insightful Strike 1/day

Round 2

Finnegan studies a fungus before losing an arrow at it.

Attack, Inspire courage, Studied target: 1d20 + 12 + 2 + 2 ⇒ (5) + 12 + 2 + 2 = 21
Damage: 1d8 + 4 + 2 + 2 ⇒ (6) + 4 + 2 + 2 = 14


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Round 2

Andrea sends her rats to attack the fungi
Rat: 1d20 + 1 ⇒ (16) + 1 = 171d4 ⇒ 4
Rat: 1d20 + 1 ⇒ (4) + 1 = 51d4 ⇒ 1
Rat: 1d20 + 1 ⇒ (10) + 1 = 111d4 ⇒ 3


Male Aasimar Bard (Animal Speaker) 6 , HP 46/46, AC 22 [Touch 16, Flat 17], CMD: 23 Init +4, Perception +0 (60' Darkvision)

Round 2: Initiative 16
Active effects: Inspire Courage +2 [1/2], Entangle 5 minutes, 54 seconds

Alexander takes a shot at the fungus with his shortbow.

Attack: 1d20 + 10 ⇒ (9) + 10 = 19
Damage: 1d6 + 2 ⇒ (2) + 2 = 4

inspire courage +2 will last two more rounds.

The fungi can make Strength or Escape Artists checks (DC 15) to get out of the entanglement. The area is difficult terrain.


Male Tiefling (of half-elven descent) Gestalt Magus (Staff Magus)/Warpriest 3

Attack: 1d20 + 9 + 2 ⇒ (16) + 9 + 2 = 27
Damage: 1d3 ⇒ 1

Because Inspire Courage specifically calls out "weapon damage rolls" I'm guessing I don't get the bonus on spell damage. If that's wrong, throw in a +2.

1 to 50 of 4,858 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Here Be Tryants: A Kingmaker saga. All Messageboards

Want to post a reply? Sign in.