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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Female Half-Elf Eldritch Knight 10 | 80/80 HP | Init: +7 | AC: 20 T: 11, FF: 19 | Perception +12 | F: +10, R: +5, W: +9 (+2 vs Enchantment) | CMB: +9 | CMD: 22 (21FF) | Effects: None

"Lead on, Augrym. We're with you."


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

Before Augrym leads the party into the worked passage, Taranis and Toth take a look around the island for signs, clues, or the like for who or what is inside: Survival: 1d20 + 11 ⇒ (3) + 11 = 14 Yech.


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

Sniff Sniff Aid: 1d20 + 2 ⇒ (7) + 2 = 9


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

Taranis is once again quick to find tracks on the stony beach, but once again needs help making sense of them...

...and finding tracks in the dust inside might be even easier.


John looks for any sign of a group of people, concentrating on the shoreline where he guesses the ground to be softest.

Perception: 1d20 + 7 ⇒ (11) + 7 = 18

Edit: I guess make that an aid another?


Female Half-Elf Eldritch Knight 10 | 80/80 HP | Init: +7 | AC: 20 T: 11, FF: 19 | Perception +12 | F: +10, R: +5, W: +9 (+2 vs Enchantment) | CMB: +9 | CMD: 22 (21FF) | Effects: None

Tess keeps near the entryway, opting to whisper a cantrip that allows her to detect magic.
60ft cone, first pointed inward, then sweeping out and around her


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

After giving up on the tracks outside, he asks Augrym to check the tracks underfoot before advancing.

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 to the left of Auggie and 5' back. hoping to lend aid to looking for danger.

aid perception: 1d20 + 5 ⇒ (2) + 5 = 7


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

Even with John and Marc helping, the tracks on the beach remain too muddled to parse out...

GMTrex wrote:
...and finding tracks in the dust inside might be even easier.

Tess points her conical detection spell down the passageway. The walls, floor, and ceiling of the tunnel all radiate a faint transmutation magic.

DC 25 Kn Arcana:
You correctly identify the magic as preservative, intended to maintain the structure over centuries and millennia.


John peers into the cavern and starts examining the tracks he noticed in the dust, thinking it might be easier...

Survival: 1d20 + 4 ⇒ (19) + 4 = 23


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

John enters the dark tunnel, peering closely at the ground. Things start to make sense:

One set of prints, from a booted humanoid, enter the tunnel the same way he did, go up to the broken amphora and its spilled and *glittering* contents, then retreat back out to the beach.

Several larger prints, from a large shoeless humanoid, go only in one direction: out.

Finally, the prints of a lone, unshod horse also proceed only in one direction: in.

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

" Centaurs, humans and others?" marc shakes his head. " how odd."


Female Half-Elf Eldritch Knight 10 | 80/80 HP | Init: +7 | AC: 20 T: 11, FF: 19 | Perception +12 | F: +10, R: +5, W: +9 (+2 vs Enchantment) | CMB: +9 | CMD: 22 (21FF) | Effects: None

Knowledge Arcana: 1d20 + 15 ⇒ (5) + 15 = 20
"Transmutation magic, embedded into the walls, floor, and ceiling. It could be benign preservative magic, or it could be a trap. Hard to say for sure, but proceed with care."

At the mention of the prints, Tess shakes her head. "There's a story in those tracks. But what?"


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

"What's with the glitter?" Taranis looks to Tess.

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
Taranis Redleaf wrote:
"What's with the glitter?" Taranis looks to Tess.

[b]"maybe what we are looking for is invisible?"[/]


M Human Bloodrager 10 HP 115/115(145/145) AC 25(23) Rage 21/21 F 14 R 10 W 9 Init +7
Raging FA:
[dice=Attack]d20+15[/dice] [dice=Damage]2d6+18[/dice][dice=Attack]d20+10[/dice] [dice=Damage]2d6+18[/dice]
Spells L1:3/3 L2:1/2; L3 2/2
Marc Jorstad wrote:
Taranis Redleaf wrote:
"What's with the glitter?" Taranis looks to Tess.
[b]"maybe what we are looking for is invisible?"[/]

it's the contents of a vase/receptacle. Maybe coin and/or jewels?

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

"Auggie, Let's see what's glittering, shall we?"


Bard Level 10 HP 93/93| BP: 31/31 | Spells: 1st: 7/7, 2nd: 5/5, 3rd: 4/4 4th: 4/4| AC 20, Flat: 18, Touch: 12 | F+6 R+10 W+8 | Init +6, Perc +12, Diplomacy +20, Stealth +14
Humble John Fletcher wrote:
"I'll ask for nothing of you kind sir but your friendship and your patience as I try to make my way with you. Where do you hail from?"

"I hail from the far north in the Land of the Linnorm Kings. I studied at the White School in Kalsgard. In truth, it makes the temperature down here to be quite comfortable."

Bytor assists Tess in investigating the magic of the passageway.

Knowledge Arcana: 1d20 + 9 ⇒ (18) + 9 = 27

Turning toward Tess, Bytor adds collegially, "This magic does appear preservative in nature. It appears to have maintained this structure solidly over the centuries."


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

Bytor also notes something else: the runes on the archway by the amphora were part of some form of alarm or warding magic, but this magic has already been expended.

Marc moves forward to investigate the amphora and its contents. The broken vessel has spilled 14d100 ⇒ (22, 8, 60, 69, 52, 56, 96, 63, 78, 79, 26, 53, 8, 73) = 743 gold coins into the hallway. The minting of these coins is unknown: on one side is an all-seeing eye, and on the reverse is a clenched fist.

Marc also notices a jade bracelet among the coinage. The bracelet matches the description in Maestro Pendrod's notes exactly.


Male Inquisitor 10 (HP 106/106), Init: +9, AC 25 (T 14, FF 24), Perception +21, Fort +12, Ref +7, Will +12, CMB+14 / CMD+24

Looking around:
"Auggie...? Clearly Erastil bless healing friend Marc has not learned his lesson about disrespecting one's name."

As instructed, Augrym checks out the tracks outside and in.
Track: 1d20 + 17 ⇒ (5) + 17 = 22

Augrym looks to his companions and their discoveries and continues forward and peeks around the corner at the end of the hallway, continuing to search for traps along the way.

Perception: 1d20 + 16 ⇒ (13) + 16 = 29


Female Half-Elf Eldritch Knight 10 | 80/80 HP | Init: +7 | AC: 20 T: 11, FF: 19 | Perception +12 | F: +10, R: +5, W: +9 (+2 vs Enchantment) | CMB: +9 | CMD: 22 (21FF) | Effects: None
Augrym said wrote:
"Auggie...? Clearly Erastil bless healing friend Marc has not learned his lesson about disrespecting one's name."

Tessaria snorts, stifling a laugh. She enters the hallway, passing Marc to get closer to the group's scout.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

Augrym peers around the corner. The hallway continues north; just a dozen feet beyond, a pile of rubble marks where a wall of stones once blocked the passage. A larger room lies beyond, though Augrym cannot make out the end of it in the darkness.

DC 15 Kn Engineering OR DC 25 Perception (pick one):
The wall appears to have been broken open from the inside.


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

"The bracelet! This is it. This really is the answer to the mystery. We must be extremely careful my friends."

Taranis scoops up the coins and places the bracelet in his haversack, but not until one of the others confirms any magic.

Perception: 1d20 + 13 ⇒ (5) + 13 = 18

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

Kn:Eng: 1d20 + 6 ⇒ (5) + 6 = 11

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
Taranis Redleaf wrote:

"The bracelet! This is it. This really is the answer to the mystery. We must be extremely careful my friends."

[dice=Perception]d20+13

" All we know is that this bracelet was found by the river. What answer does this give us?"


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

Tess and Bytor confirm that the bracelet is non-magical.

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
Augrym Ko’Charr wrote:

Looking around:

"Auggie...? Clearly Erastil bless healing friend Marc has not learned his lesson about disrespecting one's name."

Marc looks over his should and raises an eyebrow.

"HURMP." he grunts.


Male Inquisitor 10 (HP 106/106), Init: +9, AC 25 (T 14, FF 24), Perception +21, Fort +12, Ref +7, Will +12, CMB+14 / CMD+24

Perception: 1d20 + 16 ⇒ (2) + 16 = 18

I know nothing.

"What could have caused such a mess...?"


M Human Bloodrager 10 HP 115/115(145/145) AC 25(23) Rage 21/21 F 14 R 10 W 9 Init +7
Raging FA:
[dice=Attack]d20+15[/dice] [dice=Damage]2d6+18[/dice][dice=Attack]d20+10[/dice] [dice=Damage]2d6+18[/dice]
Spells L1:3/3 L2:1/2; L3 2/2

perception: 1d20 + 10 ⇒ (14) + 10 = 24 <--oh for the love of...


Female Half-Elf Eldritch Knight 10 | 80/80 HP | Init: +7 | AC: 20 T: 11, FF: 19 | Perception +12 | F: +10, R: +5, W: +9 (+2 vs Enchantment) | CMB: +9 | CMD: 22 (21FF) | Effects: None

Tessaria decides to also take a look.
Perception: 1d20 + 12 ⇒ (15) + 12 = 27

"Huh. The wall appears to have been broken open from the inside. That's... ominous."


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

"And I'm guessing it wasn't built recently. Are we all equipped to face the unquiet dead? I think more of those zombie things are in our future. Come let's get to the bottom of this."

With coin and bracelet stowed, Taranis nods.


John glances over his shoulder once at the slim picture of daylight, safety, and familiarity. He thinks of his family though, and sets his jaw in grim determination to carry on. With a nod and a resettling of his quiver on his shoulder, John is ready to delve on.


Bard Level 10 HP 93/93| BP: 31/31 | Spells: 1st: 7/7, 2nd: 5/5, 3rd: 4/4 4th: 4/4| AC 20, Flat: 18, Touch: 12 | F+6 R+10 W+8 | Init +6, Perc +12, Diplomacy +20, Stealth +14

”Yes, I’m ready to face the undead. Lead us on, my friends. I am here to give you support and words of encouragement.”

Bytor thinks o himself, Now wha do I do to fight undead? I think the books say you slash skeletons with blades and bludgeon at zombies with clubs. Or did I mix those two up? I better watch what Unrak does.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

Going to assume the answer to my Slack question is "yes."

The company advances down the hall and into a diamond-shaped chamber vaults to a height of nearly thirty feet at the center of the room. Three wings branch off from the center. One ends shortly at a wall of mortared stone, while the other two once bore walls that have since been broken down, revealing empty cobweb-shrouded alcoves holding stone biers.

A few feet into the chamber, Augrym stops short with a cry, for ahead he sees another dread zombie in the northern alcove, and spots one more in the alcove to the east!

Initiative!:

Augrym: 1d20 + 4 ⇒ (16) + 4 = 20 +2 if Surprise
Bytor: 1d20 + 2 ⇒ (8) + 2 = 10
John: 1d20 + 6 ⇒ (6) + 6 = 12
Marc: 1d20 + 4 ⇒ (14) + 4 = 18
Taranis: 1d20 + 2 ⇒ (14) + 2 = 16
Tess: 1d20 + 7 ⇒ (20) + 7 = 27
Unrak: 1d20 + 3 ⇒ (12) + 3 = 15
Hostiles: 1d20 + 0 ⇒ (8) + 0 = 8
1d3 ⇒ 2

Reminder: The area is completely dark other than the light sources you are providing. At the moment, only Augrym can see the enemy (courtesy of 60 foot darkvision). Marc is projecting normal light 20 feet out from his pog, and dim light another 20 beyond that. Each square is 10 feet.

Round I
1. Tess, Augrym, Marc, Taranis, Unrak, John, Bytor
2. Zombies


Female Half-Elf Eldritch Knight 10 | 80/80 HP | Init: +7 | AC: 20 T: 11, FF: 19 | Perception +12 | F: +10, R: +5, W: +9 (+2 vs Enchantment) | CMB: +9 | CMD: 22 (21FF) | Effects: None

Knowing that Marc's light alone will not cover all the spaces, Tessaria casts light on her sword. She moves forward to stand by Augrym, her blade at the ready.
Now there's light out to 40ft from Tess. The last 20ft is dim light (20% miss chance)


M Human Bloodrager 10 HP 115/115(145/145) AC 25(23) Rage 21/21 F 14 R 10 W 9 Init +7
Raging FA:
[dice=Attack]d20+15[/dice] [dice=Damage]2d6+18[/dice][dice=Attack]d20+10[/dice] [dice=Damage]2d6+18[/dice]
Spells L1:3/3 L2:1/2; L3 2/2

At the warning of more zombies, Unrak calls up his magic, then moves forward, sword out, to be ready to meet the monsters.

Mirror Image: 1d4 + 2 ⇒ (1) + 2 = 3


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

"Let us do this together! Toth and John, pin the one in the north. Unrak, Mark, and Augrym, pin the one to the east! Tess, Bytor and I will combine on whichever seems the most hurt!"

Taranis casts a spell of Faerie Fire in the alcove to the north, just beyond the reach of Tess's spell.

"Toth, kill."


M Human Bloodrager 10 HP 115/115(145/145) AC 25(23) Rage 21/21 F 14 R 10 W 9 Init +7
Raging FA:
[dice=Attack]d20+15[/dice] [dice=Damage]2d6+18[/dice][dice=Attack]d20+10[/dice] [dice=Damage]2d6+18[/dice]
Spells L1:3/3 L2:1/2; L3 2/2
Taranis Redleaf wrote:

"Let us do this together! Toth and John, pin the one in the north. Unrak, Mark, and Augrym, pin the one to the east! Tess, Bytor and I will combine on whichever seems the most hurt!"

Unrak completes his positioning, edging closer to the eastern alcove. He grins back at his brother fiercely--and all four Unraks show their teeth. You'll be combining on the one that isn't dead yet, you mean!! He swings his sword in a low arc, causing a WHOOSH, in anticipation...


    Round the First
  • Current HPs: 60/60

"Yes sir" John responds and rushes up to take position shoulder to shoulder with the Baron. He draws back his bow and tries to relax as he releases his volley of cold iron northward as directed.

First Attack:
Deadly Aim; Clustered Shots with Adaptive Compound Longbow +3: 1d20 + 16 - 2 - 2 ⇒ (3) + 16 - 2 - 2 = 15 for 1d8 + 8 + 4 ⇒ (1) + 8 + 4 = 13 damage (+1 Attack & Damage if target w/in 30')
Miss %: 1d100 ⇒ 89


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

No chance of a concealment miss on the north one. Thing is lit up like an Andoran Yule Tree


Bard Level 10 HP 93/93| BP: 31/31 | Spells: 1st: 7/7, 2nd: 5/5, 3rd: 4/4 4th: 4/4| AC 20, Flat: 18, Touch: 12 | F+6 R+10 W+8 | Init +6, Perc +12, Diplomacy +20, Stealth +14

Bytor moves forward and begins a rousing speach inspiring others to action.

"I recall the story of the great chef wizard, Kookie Jarvalo, when he faced the undead hoard from the silent tide that descended upon Absalom. Armed with only a ladle he fought off zombies by the dozen. We will take these undead much the same!"

Inspire Courage +2


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16
Taranis Redleaf wrote:
No chance of a concealment miss on the north one. Thing is lit up like an Andoran Yule Tree

Not quite. The spell specifies that creatures in the targeted area glow like a candle, which improves the light condition by one step in a 5' area and never brighter than normal light. As the zombie is outside the range of Tess's spell, that means the 5' area around the zombie is now "dim," which is concealment with a 20 percent miss chance. Should the zombie enter the range of Tess's spell, then the miss chance would be removed.

John's arrow bounces harmlessly off the stone wall. Meanwhile, several others bring new magic to bear, including a bit more light.

Round I
1. Tess, Augrym, Marc, Taranis, Unrak, John, Bytor
2. Zombies

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 asks for Erastil's blessing on the group and then moves up to form a defensive line with Unrak.

cast bless, move, ready or AoO

Attacks of Opportunity:

1st
attack on green: 1d20 + 11 ⇒ (3) + 11 = 14
damage?: 2d4 + 15 ⇒ (2, 1) + 15 = 18
2nd
attack on green: 1d20 + 11 ⇒ (11) + 11 = 22
damage?: 2d4 + 15 ⇒ (4, 1) + 15 = 20
3rd
attack on green: 1d20 + 11 ⇒ (20) + 11 = 31
damage?: 2d4 + 15 ⇒ (4, 4) + 15 = 23


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

Faerie Fire I think it does negate the miss chance. Outlined creatures do not benefit from the concealment normally provided by darkness


Male Inquisitor 10 (HP 106/106), Init: +9, AC 25 (T 14, FF 24), Perception +21, Fort +12, Ref +7, Will +12, CMB+14 / CMD+24

Advance, study opponents, attack.

Attack: 1d20 + 15 ⇒ (7) + 15 = 221d8 + 9 + 3d6 ⇒ (5) + 9 + (3, 3, 2) = 22

The 3d6 is sneak damage assuming they’re flat footed because they haven’t gone yet. Otherwise, remove it.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16
Taranis Redleaf wrote:
Faerie Fire I think it does negate the miss chance. Outlined creatures do not benefit from the concealment normally provided by darkness

Darkness != dim light. So yes, outlined creatures do not benefit from the 50 percent miss chance that darkness provides, but they can still benefit from the 20 percent that dim light provides. Darkness and dim light are separate light levels, and the "darkness" referred to in the spell is the light level and not all light levels. In any case, John missed either way, and I think this debate will become purely academic shortly.

Marc moves forward while Augrym engages the enemy. His blade slides off a bit of exposed bone, turned by the barest of margins. Did you include Bless?

The two zombies swing their mighty axes at Toth and Augrym in silent reply.

Axe @ Toth: 1d20 + 16 ⇒ (12) + 16 = 28 assuming this hits? Barkskin would be long gone Damage: 2d6 + 9 ⇒ (2, 6) + 9 = 17
Axe @ Toth: 1d20 + 11 ⇒ (20) + 11 = 31 THREAT Confirm: 1d20 + 11 ⇒ (20) + 11 = 31 CONFIRMED Damage: 6d6 + 27 ⇒ (1, 1, 2, 4, 4, 6) + 27 = 45

Axe @ Augrym: 1d20 + 16 ⇒ (16) + 16 = 32 HIT Damage: 2d6 + 9 ⇒ (5, 4) + 9 = 18
Axe @ Augrym: 1d20 + 11 ⇒ (9) + 11 = 20 MISS

In two deadly strokes, the mighty cat falls, while Augrym takes a heavy blow that rings him against the stone wall.

To make matters worse, and enormous thud sounds to the west, and cracks appear in the wall behind the alcove...

Round II
1. Tess, Augrym (60/78 hp), Marc, Taranis (Toth -8/54 hp, dying), Unrak, John, Bytor
2. Zombies


Female Half-Elf Eldritch Knight 10 | 80/80 HP | Init: +7 | AC: 20 T: 11, FF: 19 | Perception +12 | F: +10, R: +5, W: +9 (+2 vs Enchantment) | CMB: +9 | CMD: 22 (21FF) | Effects: None

"We need to focus our attention! Marc, can you keep the one to the north from running roughshod over us?"

She doesn't wait for an answer, weaving a spell and gesturing as a ray of fire launches out at the zombie fighting Augrym.
Scorching Ray vs Purple (Touch): 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21
Damage (Fire): 4d6 ⇒ (2, 6, 3, 3) = 14


Male Inquisitor 10 (HP 106/106), Init: +9, AC 25 (T 14, FF 24), Perception +21, Fort +12, Ref +7, Will +12, CMB+14 / CMD+24

I had not included Bless!


    Round the Second
  • Current HPs: 60/60
  • Blessed
  • Inspired

John's heart hurts at the sight of such a noble beast laid low by such an abomination. He unloads on the northern zombie to try to allow someone to aid the great cat.

First Attack:
Deadly Aim; Clustered Shots with Adaptive Compound Longbow +3: 1d20 + 16 - 2 - 2 + 1 + 2 ⇒ (11) + 16 - 2 - 2 + 1 + 2 = 26 for 1d8 + 8 + 4 + 1 + 2 ⇒ (2) + 8 + 4 + 1 + 2 = 17 damage (+1 Attack & Damage if target w/in 30')

Second Attack:
Deadly Aim; Clustered Shots with Adaptive Compound Longbow +3: 1d20 + 16 - 2 - 2 - 5 + 1 + 2 ⇒ (15) + 16 - 2 - 2 - 5 + 1 + 2 = 25 for 1d8 + 8 + 4 + 1 + 2 ⇒ (5) + 8 + 4 + 1 + 2 = 20 damage (+1 Attack & Damage if target w/in 30')

Rapid Shot:
Deadly Aim; Clustered Shots with Adaptive Compound Longbow +3: 1d20 + 16 - 2 - 2 + 1 + 2 ⇒ (10) + 16 - 2 - 2 + 1 + 2 = 25 for 1d8 + 8 + 4 + 1 + 2 ⇒ (1) + 8 + 4 + 1 + 2 = 16 damage (+1 Attack & Damage if target w/in 30')


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

Aided by divine blessing, Augrym nicks his zombie, and Tess burns it soon after. John lands two arrows on the other.

John: I believe your second shot should have an 11 rather a 16 (iterative at BAB -5), which means it misses. Can you advise what the +1 is for the damage roll? Bless only affects attack rolls, not damage.

Round II
1. Tess, Augrym (60/78 hp), Marc, Taranis (Toth -8/54 hp, dying), Unrak, John, Bytor
2. Zombies (grey @ 31 dmg, purple @ 36 dmg)

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