GMTrex's Kingmaker Campaign

Game Master Andrew Trexler

The Marchlands | Tactical Map | Strategic Map | Handouts | Quests | People Places Things | Campaign Tracking


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Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

The journey takes the better part of four days as Rostlandic farms amidst rolling hills slowly become less common and give way to tight copses of trees and sweeping grasslands. Two hours after breaking camp on the fourth day, the 28th of Calistril, Oleg's Trading Post appears before you as the road climbs over a slight rise. Beyond the square wooden palisade, wilderness stretches as far as the eye can see. Land untamed, land unsullied, land unbroken.

Entering through the only opening in the ten-foot palisade, a wide wooden gate, you are immediately greeted by an excited-looking woman of middle age. "Oh, you're here! I'm so grateful you've come, we've been waiting for ages! Oh, I'm sorry, where are my manners? I'm Svetlana, and that's Oleg," she waves at the stocky man up on the stable roof putting down his thatching gear. He climbs down and walks over, sizing up the new arrivals and offering a gruff, "H'llo." Svetlana continues. "As I was saying, we're so very grateful you've come! I have a stew going, and some bread just about to come out too. And I think we may even have some wine, if you'll have some! Oleg and I, well, they're coming tomorrow... the first of the month, like always. We were terribly frightened," Oleg grimaces at this but does not interject, "about what we were going to do if you hadn't arrived. But you’re here! Thank you, thank you! We are so grateful, so grateful."


(HP: 82/82), Init: +2, AC: 20 T: 13, FF: 17, Perception +19**, F: +10*, R: +6*, W: +11*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1 Redleaf Grove, Kinging

"Svetlana, Oleg. The pleasure is mine. Allow me to introduce my brother Unrak, and my companion, Toth. I am Taranis, a devotee of the Green."

Taranis steps aside for the others to introduce themselves. "Stew and bread sound hearty and welcome. Fear of the first of the month, not as much. Let us break bread and tell us of your woes. Gozreh willing, we can help."

Dramatis Personae? Don't rob us of any of the sweet Paizo artwork!


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

"'Tell us of your woes?'" Svetlana repeats hesitantly, her expression immediately looking crestfallen. "You... you mean, you don't know? No one told you?" At this, Oleg throws up his hands and curses, looking meaningfully at his wife with a fierce glare.

Svetlana swallows. "But you could help! Oh please, please help us! We'd lose everything tomorrow! They're liable to burn the Post down too -- we don't have much this month. Oh, please! Come, we can offer you free room and board tonight, please!" Oleg grimaces, but again says nothing. Svetlana ushers you over two wooden tables by the fire in the yard, begging you to have a seat and make yourselves comfortable while she fetches the stew.


(HP: 82/82), Init: +2, AC: 20 T: 13, FF: 17, Perception +19**, F: +10*, R: +6*, W: +11*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1 Redleaf Grove, Kinging

Taranis looks over at the others before looking back. "No, we are as fawns here. Please, spare no detail."

With but a nod from the druid, Toth heads to the table and grabs a seat. The tiger does his level best to walk casually. Taranis pets his head and looks around the trading post, trying to get an eye for the people and the place. Perception: 1d20 + 8 ⇒ (8) + 8 = 16.

During the meal he tries to get a read on the emotional state of the couple, to see if their fear inside is greater or lesser than their tone outside Sense Motive: 1d20 + 4 ⇒ (4) + 4 = 8


Male Inquisitor 9 (HP 95/95), Init: +9, AC 25 (T 13, FF 23), Perception +19, Fort +11, Ref +7, Will +11, CMB+12 / CMD+25

While Taranis is obviously taking careful care of the people in the room, Augrym looks around to assess the tactical layout of the area to see what is the best plan of attack to confront whoever is “coming” tomorrow. Definitely an ambush from above next to the door if they funnel through there.

Perception to look around the location looking for defences: 1d20 + 7 ⇒ (18) + 7 = 25

“You are clearly in distress. Be at ease now that we are here. Erastil has blessed this group for glorious purpose. You are but the first chapter in our quest for glory.”

Grand Lodge

Male Human Male Warpriest 8 (HP: 62/62), Init: +4, AC: 22 T: 12, FF: 20, Perception +6, F: +8, R: +5, W: +11, CMB: +8, CMD: 23

Marc takes in the situation. "bandits and extortion is sounds like, Taranis." He turns to Oleg,"do not leave out any detail out. Eastil does not suffer those who prey on weak."


Male Inquisitor 9 (HP 95/95), Init: +9, AC 25 (T 13, FF 23), Perception +19, Fort +11, Ref +7, Will +11, CMB+12 / CMD+25

”Nor would I think Erastil would abide calling people weak. Whatever the problem, it is likely a problem of numbers, not strength, because our new allies here look plenty competent.

Grand Lodge

Male Human Male Warpriest 8 (HP: 62/62), Init: +4, AC: 22 T: 12, FF: 20, Perception +6, F: +8, R: +5, W: +11, CMB: +8, CMD: 23

Marc's spine stiffens at the Green Skins words,"Your twisting of my words insults us both, My long eared friend."Marc turns to look at Augrym. "The parables are clean. Erastil protects those who live a simple life close to the land." He gesters to Oleg and Svetlana."These two seem to fit that description, don't you think?"


M Human Bloodrager 9 HP 49/110(75/136) AC 25(23) Rage 21/21 F 10 R 7 W 6 Init +7
Raging FA:
[dice=Attack]d20+15[/dice] [dice=Damage]2d6+19[/dice][dice=Attack]d20+10[/dice] [dice=Damage]2d6+19[/dice]
Spells L1:3/3 L2:2/2

The huge red-beard looks between Mark and Augrym at their exchange. His deep rumble of a voice opines He probably only meant weak-ER. He gives a deferential nod to his hosts as he dives into the generous meal...


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

Oleg, indeed, bristles at the suggestion of weakness, his face reddening quickly, but Augrym's reply sets him more at ease. He grunts and gestures to his wife, who has just set a bowl of warm, hearty stew and a hunk of break in front of each of you. She sits.

"They first came in Neth of last year, a dozen of 'em," she begins, and lays out the tale while Oleg's expression progressively darkens and her own voice grows more timid.

The bandits first came three months ago, led by a cruel woman fond of twirling hand-axes and a hooded lieutenant armed with a bow, along with ten others. They threatened to burn down the trading post -- "and take Svetlana," Oleg interjects -- if the Levetons did not agree to hand over their entire stock of trade goods. The woman did most of the talking, and her black sense of humor and the way she smiled as she spoke of the fate that awaited Svetlana did almost as much damage to the Levetons' spirits as the loss of their wares. The woman also seemed sharper than the others, whereas her lieutenant and thugs seemed more crude and foolish. She also threatened to "shorten Oleg's reach" with her axe as a tax, but settled instead for stealing Svetlana's wedding ring as "recompense." Both Levetons are confident that she is the most dangerous of the bandits.

Since that first visit, the bandits have returned twice more, each time within an hour of sunrise on the first of the month. Despite the biting shame of having to hand over their livelihoods, Oleg and Svetlana have learned to have their "tax" ready so that the bandits leave quickly. The bandits seem eager enough to do so, so Svetlana suspects that their base or camp is at least a day's ride away.

On the second and third visits, only a smaller group of bandits led by the hooded lieutenant came to collect. In Kuthona, he brought six others with him, and last month in Abadius he only brought four. Svetlana hopes that the bandits are letting their guards down, and the five of you can handle whoever comes tomorrow. Svetlana begs you to help, and though he remains quiet and stern, Oleg's face too is pleading.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

Oleg's Trading Post is a mix of new and old wood. The stout wooden palisade, reaching ten feet in height, is largely intact from its original use as a border fort, with new stakes filling in the gaps here and there. The catapults mounted on each corner and in complete disrepair, and would take many weeks of work to restore to functionality.

There is a single entrance to the Trading Post, a thirty-foot wide wooden gate that faces south. Inside the yard are four buildings: a stable on the western side (behind which are the middens), a guesthouse with several beds on the southeastern corner, a storage pen in the center, and the main hall on the northeastern corner. The main hall houses the Leveton's own bedroom and dining room, as well as Oleg's office, the Trading Post's current non-bulk stock, and a food cellar. Svetlana has already prepared the guesthouse for you, though she glances uncertainly at Toth.

The bandits are expected tomorrow morning, leaving you with the remainder of today and tonight to prepare.

Grand Lodge

Male Human Male Warpriest 8 (HP: 62/62), Init: +4, AC: 22 T: 12, FF: 20, Perception +6, F: +8, R: +5, W: +11, CMB: +8, CMD: 23

"We have a few options I believe. We can allow the bandits to take what they want, follow them to their camp, and pull the weed out by the roots. or we can deal with these fools as they take their "tax" by surprise. Lastly, we can man the walls and defend the trading post."

Marc looks at the group gathered around the table. "Ultimately, we need to deal with these bandits. Our charge to is make this area safe for civilization. This is our first step in doing that."


Male Inquisitor 9 (HP 95/95), Init: +9, AC 25 (T 13, FF 23), Perception +19, Fort +11, Ref +7, Will +11, CMB+12 / CMD+25

”As they are bandits, diplomacy is not an option. Taking them out here and then tracking back to their camp seems like the best option. I wish to keep one alive long enough to question, but that is all. The last one alive will help us to find his comrades. We should let them come in first though to help prevent them from escaping.”

After taking a pause to survey the room.

”I believe the somewhat rude priest of Old One Eye should be perched on the second floor, waiting to shoot after they enter. We would like to make sure that none of them run away to tell others in their band. Perhaps if someone, like myself, could perch themselves on the other side of the door to drop down after they have entered the room. I am not sure, and looking for suggestions to prevent escape.”

Augrym then turns to Oleg.

”Where do you normally leave your offering? This information is needed in order to make sure we know where to spring the trap.”

And finally, he turns to Taranis.

”Perhaps you or the wizard have some tricks to prevent them from leaving? Once we have blocked their escape, the cat, Unrak and myself will close in on them from our locations and end their pitiful existence. Keeping but one alive, of course.”


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

Oleg's jaw clenches. "Civilization," he grumbles contemptuously.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

Oleg looks over Augrym critically for a long moment. "Most o' it is kept in the storage pen (central building). I open the door, and they load their horses. Ye could just hide in the stable an' guesthouse, and jump out when their hands are full." He pauses another moment. "I'd even agree to be bait, but Svetlana is to be kept safe in the main hall."

To clarify, there is no landing above the gate. There is a ladder to the landing along the palisade, which is 5 feet above the yard. The catapult platforms are another 5 feet above that.


M Human Bloodrager 9 HP 49/110(75/136) AC 25(23) Rage 21/21 F 10 R 7 W 6 Init +7
Raging FA:
[dice=Attack]d20+15[/dice] [dice=Damage]2d6+19[/dice][dice=Attack]d20+10[/dice] [dice=Damage]2d6+19[/dice]
Spells L1:3/3 L2:2/2

Yar! I like it. Simple and bloody!


Male Inquisitor 9 (HP 95/95), Init: +9, AC 25 (T 13, FF 23), Perception +19, Fort +11, Ref +7, Will +11, CMB+12 / CMD+25

”Agreed. But we will need to make sure that the plan includes no harm coming to Oleg.”


(HP: 82/82), Init: +2, AC: 20 T: 13, FF: 17, Perception +19**, F: +10*, R: +6*, W: +11*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1 Redleaf Grove, Kinging

"I say we act as timid men and elves until they're within the walls. Hide our true nature. I can make the very ground unwilling to let them leave. Let us do this then."


Large Animal Companion (HP: 74/74), Init: PC, AC: 32 T: 15, FF: 28 (Barkskin), Perception +7 (Low-light, Scent, F: +10, R: +11 (Evasion), W: +4 (Devotion), CMB: +11, CMD: 24 (28 v. overrun, trip)

"Grrrrrrrr"


(HP: 82/82), Init: +2, AC: 20 T: 13, FF: 17, Perception +19**, F: +10*, R: +6*, W: +11*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1 Redleaf Grove, Kinging

"Good point. You hide, and hide well. I'll whistle for you when it's time."


M Human Bloodrager 9 HP 49/110(75/136) AC 25(23) Rage 21/21 F 10 R 7 W 6 Init +7
Raging FA:
[dice=Attack]d20+15[/dice] [dice=Damage]2d6+19[/dice][dice=Attack]d20+10[/dice] [dice=Damage]2d6+19[/dice]
Spells L1:3/3 L2:2/2

Unrak grins at his brother’s suggestion. i don’t think I can pass as a meek and mild human, brother mine. This big knife (he thumbs at the hilt if his great sword protruding from his back sheath) might give me away! I’ll just hide behind a wall or something


AC: +13, T: +11, FF: +12 | Fort +2 / Reflex: 4 / Will: +6 (+2 vs. Ench.) | Max HP: 33 | Character Sheet | Tactical Map | TCELES B HSUP | Quests

Have any of you fellows fought alongside one another before, excluding our filial companions of course?

After the expected no....

How do we propose we maintain the safety of the lady, her husband, and their livelihood? Dispatching these evil men aids our ends of promoting civilized commerce and suppressing banditry generally, but it would be a phyrric victory indeed if it be realized atop a blood-drenched ash heap where once stood this fine establishment.


(HP: 82/82), Init: +2, AC: 20 T: 13, FF: 17, Perception +19**, F: +10*, R: +6*, W: +11*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1 Redleaf Grove, Kinging

I have not. Packs build skill through use. There is no practice in the wild. Still, you make a good point. We ought to straight up hide Svetlana and have someone close to Oleg."


Male Inquisitor 9 (HP 95/95), Init: +9, AC 25 (T 13, FF 23), Perception +19, Fort +11, Ref +7, Will +11, CMB+12 / CMD+25

If a fire breaks out, I have a spell to put it out. As for Oleg, my first move will be to place my life in front of his.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

The evening meal is quiet, as both Levetons grow nervous about tomorrow's coming confrontation despite your presence. Svetlana explains that Oleg had sent word of the Trading Post's plight up to Restov several times via a passing trapper on their way in to town, and just last week they received a news that a contingent of guards was nearly approved and would be on its way soon. They were also told that a band of adventurers would also arrive, and could provide assistance if needed. It seems the Lord Mayor neglected to mention that last bit...

Though sparse, the guesthouse is a welcome comfort after three nights on the road. The dawn breaks crisp and cloudless, blanketing the landscape in a quickly vanishing fog. Oleg emerges from the main hall, and you can hear a heavy bar being set from the inside after the door shuts.

Go ahead and place yourselves on the map and give Oleg any instructions!

On a housekeeping note, if you could also please complete your character info HERE.


(HP: 82/82), Init: +2, AC: 20 T: 13, FF: 17, Perception +19**, F: +10*, R: +6*, W: +11*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1 Redleaf Grove, Kinging

Taranis changes his normal spells as he smells the morning air. Gozreh, see to victory today, or leave us to it. I ask that you do not interfere.

Placed.

Grand Lodge

Male Human Male Warpriest 8 (HP: 62/62), Init: +4, AC: 22 T: 12, FF: 20, Perception +6, F: +8, R: +5, W: +11, CMB: +8, CMD: 23

Marc takes up position in the bunk room, his strength lies in his polearm not his bow arm. He will hide behind the door and burst out at the signal.


Male Inquisitor 9 (HP 95/95), Init: +9, AC 25 (T 13, FF 23), Perception +19, Fort +11, Ref +7, Will +11, CMB+12 / CMD+25

Placed

I would ask that you (Oleg) stand near one of the doors we will be close to so that we can switch spots. We will need some sort of signal.


Male Inquisitor 9 (HP 95/95), Init: +9, AC 25 (T 13, FF 23), Perception +19, Fort +11, Ref +7, Will +11, CMB+12 / CMD+25

2 worshippers of Erastil and netiher of us are good with a bow. Lol.


(HP: 82/82), Init: +2, AC: 20 T: 13, FF: 17, Perception +19**, F: +10*, R: +6*, W: +11*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1 Redleaf Grove, Kinging

Botting Unrak. Map updated.

The bloodrager paces back and forth, trying to keep himself at a simmer, waiting for the change to come to a rolling boil.


M Human Bloodrager 9 HP 49/110(75/136) AC 25(23) Rage 21/21 F 10 R 7 W 6 Init +7
Raging FA:
[dice=Attack]d20+15[/dice] [dice=Damage]2d6+19[/dice][dice=Attack]d20+10[/dice] [dice=Damage]2d6+19[/dice]
Spells L1:3/3 L2:2/2

Tx I only have phone, can’t place pogs. T-Rex I’ll see if I can update the info you want...

While pacing, Unrak bends, picks up some dirt, and rubs it in his hands...then tastes some with closed eyes and a surprisingly calm breath. When he opens them, the rage is barely contained behind his eyes as he draws his huge blade then awaits the opportunity to fertilize the earth with lifeblood. He notes his companions’ positions, but avoids all eye contact.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

Each of you settles into position. The minutes seem to drag by as you listen for each muffled south in the distance. Though you have each seen trouble before, an unlucky arrow or a knife in the gut could be the death of anyone today. Oleg paces the yard outside, sweating and wringing his hands, his discomfort growing and obvious even to those who can only hear him.

Toth gives himself a tongue bath.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

Nevertheless, as if by clockwork, barely an hour past sunrise the distinct sound of hoofbeats can be heard, distant but growing, until at last it thunders through the gate and slows to a walk.

"Morning, Oleg!" a rough voice taunts. "Where's yer wife at? I miss th' sight of them nice tits. Maybe I'll get a look at 'er legs too, if you don't behave." Several other voices laugh, a high, sneering noise. The thuds of men dismounting are followed by a sharper bark. "Get that door open quick or I'll cut your nuts off and eat 'em for breakfast!"

Augrym can just make out a low growl from Oleg, but the louder sound is the postmaster approaching the door and unlatching it. There is a moment's pause. The half-orc's heart threatens to jump from his chest. Then the door opens, spilling oblique sunlight into the storage pen and exposing the tattooed goliath, stuffed among the bundled furs, to the scene in the yard.

Four men, one hooded and the rest bareheaded, stand by six sweaty horses. Their faces barely begin to register their agog. "NOW!!!" Oleg bellows.

Initiative!:

Augrym: 1d20 + 2 ⇒ (17) + 2 = 19
Marc: 1d20 + 4 ⇒ (16) + 4 = 20
Taranis: 1d20 + 2 ⇒ (3) + 2 = 5
Unrak: 1d20 + 2 ⇒ (6) + 2 = 8
Zed: 1d20 + 8 ⇒ (8) + 8 = 16
Happs Bydon: 1d20 + 2 - 8 ⇒ (2) + 2 - 8 = -4
Bandits: 1d20 + 5 - 8 ⇒ (3) + 5 - 8 = 0

Go! Go! Go!

Surprise Round!
1. Marc, Augrym, Zed, Unrak, Taranis
2. Oleg

Round I
1. Marc, Augrym, Zed, Unrak, Taranis
2. Happs, Bandits


(HP: 82/82), Init: +2, AC: 20 T: 13, FF: 17, Perception +19**, F: +10*, R: +6*, W: +11*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1 Redleaf Grove, Kinging

Taranis jumps up. "Toth! Attack!"

The druid takes to his feat, the words of a spell on his lips.


Large Animal Companion (HP: 74/74), Init: PC, AC: 32 T: 15, FF: 28 (Barkskin), Perception +7 (Low-light, Scent, F: +10, R: +11 (Evasion), W: +4 (Devotion), CMB: +11, CMD: 24 (28 v. overrun, trip)

"ROAR!"


Male Inquisitor 9 (HP 95/95), Init: +9, AC 25 (T 13, FF 23), Perception +19, Fort +11, Ref +7, Will +11, CMB+12 / CMD+25

”Get behind me friend Oleg.” Augrym says calmly.

Assessing the situation, he believes Oleg will have a chance to run behind him if he chooses to. Feeling his blood start to boil, he pushes his urges down and glares at the foe nearest to Oleg, studying his opponent up and down.
Surprise round, Studied Target as a move action.

Oleg advances on his opponent, clanging his sword against his shield in his slow walk and not breaking eye contact with his foe. ”Erastil has blessed me yet again with such prey. You will all fall this day for your offences against these fine people.”

attack: 1d20 + 7 ⇒ (5) + 7 = 121d8 + 6 ⇒ (3) + 6 = 9
Move and attack during my main round actions.


M Human Bloodrager 9 HP 49/110(75/136) AC 25(23) Rage 21/21 F 10 R 7 W 6 Init +7
Raging FA:
[dice=Attack]d20+15[/dice] [dice=Damage]2d6+19[/dice][dice=Attack]d20+10[/dice] [dice=Damage]2d6+19[/dice]
Spells L1:3/3 L2:2/2

SURPRISE ROUND
Unrak, huge sword at his side, rips open the door and screams Maybe i’ll Eat YOUR nuts, if I want a tiny tiny snack!!. He bellows out a fierce war cry, his rage about to burst forth in swift violence!!

ROUND 1

He embraces The Crazy and rushes the enemy near Augrym, gunning for a quick kill!

Attack: 1d20 + 5 ⇒ (19) + 5 = 24 <—THREAT!!
Damage: 2d6 + 6 ⇒ (5, 6) + 6 = 17

Attack: 1d20 + 5 ⇒ (14) + 5 = 19
Damage: 2d6 + 6 ⇒ (6, 2) + 6 = 14

Grand Lodge

Male Human Male Warpriest 8 (HP: 62/62), Init: +4, AC: 22 T: 12, FF: 20, Perception +6, F: +8, R: +5, W: +11, CMB: +8, CMD: 23

Marc Pushes his shoulder into the door and rushes out into the sunlight. He takes up a position to protect Oleg if needed. He brandishes his polearm with a flourish,"May Erastil have mercy on your souls... he whispers under his breath as he bring the working end of his weapon at his nearest target.

attacks on black: 1d20 + 5 ⇒ (15) + 5 = 20
damage?: 2d4 + 6 ⇒ (3, 3) + 6 = 12

attacks of opportunity:

1st
attacks on black: 1d20 + 5 ⇒ (14) + 5 = 19
damage?: 2d4 + 6 ⇒ (1, 4) + 6 = 11
2nd
attacks on black: 1d20 + 5 ⇒ (11) + 5 = 16
damage?: 2d4 + 6 ⇒ (3, 4) + 6 = 13
3rd
attacks on black: 1d20 + 5 ⇒ (6) + 5 = 11
damage?: 2d4 + 6 ⇒ (1, 4) + 6 = 11


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

Marc unleashes Unrak into the melee, but the priest's long-hafted blade is the first to taste unwashed flesh. The first bandit falls in a wash of red.

Completely unprepared to find an armed fury standing in place of his "taxes," the bandit nearest his prize is unable to do anything but gape before Augrym's blade rips through cheap leather. The man staggers from the sudden loss of blood.

No sooner does he stutter the first half-word of a bewildered question does Unrak appear at his side and finish the job. The man's head flops to the dirt, and his body after.

Oleg practically leaps for cover into the storage pen.

First blood, first kill, and first one-shot kill go to Marc. First crit goes to Unrak. One bandit kill to each.

Surprise Round!
1. Marc, Augrym, Zed, Unrak, Taranis
2. Oleg

Round I
1. Marc, Augrym, Zed, Unrak, Taranis
2. Happs, Bandits Bandit


(HP: 82/82), Init: +2, AC: 20 T: 13, FF: 17, Perception +19**, F: +10*, R: +6*, W: +11*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1 Redleaf Grove, Kinging

Zed hurries up towards the action, hustling his way there Move, then double move.

Given the tremendous power of his new friends, Taranis stays atop, moving and summoning elemental flame to his hand.


Large Animal Companion (HP: 74/74), Init: PC, AC: 32 T: 15, FF: 28 (Barkskin), Perception +7 (Low-light, Scent, F: +10, R: +11 (Evasion), W: +4 (Devotion), CMB: +11, CMD: 24 (28 v. overrun, trip)

The big cat hustles forward, meeting the bandit head on, teeth first: ATK: 1d20 + 2 ⇒ (11) + 2 = 13 for DMG if hit: 1d6 + 1 ⇒ (5) + 1 = 6


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

1d2 ⇒ 2

Toth's teeth sink deep into the hooded man's leg. "Oi! Leggo o' me, ya mangy cat! I'll wear your skin like a cape!" The man yanks his bloodied leg away from the tiger and slides along the guesthouse wall. "I'mma kill e'ry last one o' ya, and burn this place to the ground! OLEG! You hear me! Yer a dead man!"

He fires a shot at Toth. The arrow buries itself deep in the cat's striped flank.

Longbow @ Toth: 1d20 + 3 + 1 ⇒ (19) + 3 + 1 = 23 HIT Damage: 1d8 + 2 + 1 ⇒ (8) + 2 + 1 = 11

Meanwhile, the only other living bandit screams at Unrak. "I'll snack on your eyeballs, beardy! I got this lot, Happs!" But his swing is feeble.

Shortsword @ Unrak: 1d20 + 2 ⇒ (1) + 2 = 3 MISS

Round II
1. Marc, Augrym, Zed, Unrak, Taranis (Toth 3/14hp)
2. Happs (6 dmg), Bandit


(HP: 82/82), Init: +2, AC: 20 T: 13, FF: 17, Perception +19**, F: +10*, R: +6*, W: +11*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1 Redleaf Grove, Kinging

Zed runs the other way, trying to keep the leader from getting into a place where no one can see him.


(HP: 82/82), Init: +2, AC: 20 T: 13, FF: 17, Perception +19**, F: +10*, R: +6*, W: +11*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1 Redleaf Grove, Kinging

"You will pay for your evil and for every drop of blood you've spilled from my friend!" Taranis hurls the flame from his hand at the leader:

Throw Flame: 1d20 + 2 ⇒ (20) + 2 = 22 THREAT
Confirm: 1d20 + 2 ⇒ (7) + 2 = 9 for Fire: 1d6 + 1 ⇒ (2) + 1 = 3


Large Animal Companion (HP: 74/74), Init: PC, AC: 32 T: 15, FF: 28 (Barkskin), Perception +7 (Low-light, Scent, F: +10, R: +11 (Evasion), W: +4 (Devotion), CMB: +11, CMD: 24 (28 v. overrun, trip)

Toth, too, seeks revenge!

Bite: 1d20 + 2 ⇒ (20) + 2 = 22 THREAT
Bite confirm: 1d20 + 2 ⇒ (15) + 2 = 17 foor DMG: 2d6 + 2 ⇒ (3, 4) + 2 = 9
Left Claw: 1d20 - 3 ⇒ (2) - 3 = -1
Right claw: 1d20 - 3 ⇒ (15) - 3 = 12

Grand Lodge

Male Human Male Warpriest 8 (HP: 62/62), Init: +4, AC: 22 T: 12, FF: 20, Perception +6, F: +8, R: +5, W: +11, CMB: +8, CMD: 23

Marc presses the attack and move to the right of the last enemy within reach. The thrusts with is blade at the bandit

attack on green: 1d20 + 5 ⇒ (14) + 5 = 19
damage?: 2d4 + 6 ⇒ (3, 1) + 6 = 10


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

Within two quick moments, the fight is done. Marc's blade buries itself in another chest, and Taranis sets Happs' hood on fire an instant before Toth rips out his throat. One kill each to Marc and Taranis.

For slaying the Leveton's tormentors with such alacrity, each member of the party receives 150 XP.

As the sounds of steel give way to labored breathing, Oleg pokes his head out from the storage shed's door, then steps out into the sunlight. "It is done," he sighs, immense relief in his voice.

Grand Lodge

Male Human Male Warpriest 8 (HP: 62/62), Init: +4, AC: 22 T: 12, FF: 20, Perception +6, F: +8, R: +5, W: +11, CMB: +8, CMD: 23

"Aye, it's done. My new Companions have certainly been blessed with the strength of Erastil." Marc sighs as he counts the corpses. " We did not leave one alive to question however. Let us collect the horses and see what we can find in their belongings. The horses will indeed be useful. What these fools have left behind is yet to be judged."


(HP: 82/82), Init: +2, AC: 20 T: 13, FF: 17, Perception +19**, F: +10*, R: +6*, W: +11*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1 Redleaf Grove, Kinging

Indeed. I also fear that they don't work alone. For now, we've sent a message. Let's see what we have to work with and start building up trade in your Outpost.

Taranis turns over the work to others as he nurses his tiger's wounds.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

You search the corpses as Oleg returns to the main hall to find Svetlana. Piling everything together, you find:

Leather armor (x4)
Short sword (x3)
Dagger
Composite Longbow (mighty +2 Str)
Longbow (x3)
79 arrows
Alchemist's fire (x2)
Trail rations (8 days)
Silver amulet of a stag's skull (if melted down, worth 20gp)
65gp

The Levetons emerge full of smiles and nervous energy. "It's done!" Svetlana crows, "and we can finally get the peace and quiet we wanted here. Thank you, thank you!"

Oleg presses a small coinpurse (50 gp) and a trio of potions (cure light wounds (x2), shield of faith) into your hands. "From my stock this month."

Indeed, the pair are so grateful that they offer you lodgings and meals at Oleg's whenever you please. They also invite you to claim whatever you wish from the dead men -- Oleg proposes to add the remainder to his current stock.

By noon, Oleg has already begun stringing the naked bodies from the southern palisade as a proud warning to any other bandits that might try their luck with the Trading Post.

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