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: 16

Unrak rushes in with a growl. The zombie meets sword with axe, but Unrak's phantom copies save him from the blow. His own strike fares better though not a crit.

AoO @ Unrak: 1d20 + 16 ⇒ (16) + 16 = 32 HIT Images: 1d4 ⇒ 4 IMAGE

Meanwhile, his brother helps his companion deal with the inrushing water.

Round II: Water Level 1 ft
1. Augrym (13/78 hp), Taranis (63/65 hp; Toth, 51/54), Unrak (71/88 hp), John, Bytor (53/66 hp), Marc
2. Zombies (white @ 40 dmg)
3. Tess (27/49 hp)
4. WATERS RISE


    Round the Second
  • Current HPs: 62/62
  • Blessed

John whips another arrow from his quiver to his still-thrumming bowstring while the warmth of Erastil's blessing settles over him. He grins, thinking that for the trouble this group seems to attract, they at least seem prepared for it!

First Attack:
Deadly Aim; Clustered Shots with Adaptive Compound Longbow +3: 1d20 + 16 - 2 - 2 + 1 + 1 ⇒ (6) + 16 - 2 - 2 + 1 + 1 = 20 for 1d8 + 8 + 4 + 1 ⇒ (3) + 8 + 4 + 1 = 16 damage.

Second Attack:
Deadly Aim; Clustered Shots with Adaptive Compound Longbow +3: 1d20 + 16 - 2 - 2 - 5 + 1 + 1 ⇒ (10) + 16 - 2 - 2 - 5 + 1 + 1 = 19 for 1d8 + 8 + 4 + 1 ⇒ (4) + 8 + 4 + 1 = 17 damage.

Rapid Shot:
Deadly Aim; Clustered Shots with Adaptive Compound Longbow +3: 1d20 + 16 - 2 - 2 + 1 + 1 ⇒ (19) + 16 - 2 - 2 + 1 + 1 = 33 for 1d8 + 8 + 4 + 1 ⇒ (4) + 8 + 4 + 1 = 17 damage.


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

Another volley of arrows flies from John's singing bow, and again one arrow finds its mark!

Round II: Water Level 1 ft
1. Augrym (13/78 hp), Taranis (63/65 hp; Toth, 51/54), Unrak (71/88 hp), John, Bytor (53/66 hp), Marc
2. Zombies (white @ 57 dmg)
3. Tess (27/49 hp)
4. WATERS RISE


Large Animal Companion (HP: 83/83), Init: PC, AC: 23 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)

With the field of battle clogged, Taranis pushes Toth to "Seek escape!" and points into the room.

Perception: 1d20 + 7 ⇒ (8) + 7 = 15


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, recognizes the urgency of the matter. He begins his oration, inspiring his companions.

"You are huntsmen and now it is time for you to become legends! Rise up and let us work as the united brotherhood you are known for! Now! Take down those zombies and let us escape this trap!"

Performance (Oratory): 1d20 + 17 ⇒ (5) + 17 = 22

Inspire Courage +2 Attack and Damage Rolls

Bytor quickly looks around for hidden doors, secret passages, or any way to escape the room.

Perception: 1d20 + 10 ⇒ (11) + 10 = 21

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 Erastil for more favor for himself and strikes just to the right of Tess' shoulder and the zombie

divine favor as swift action

attack (white): 1d20 + 12 + 2 ⇒ (9) + 12 + 2 = 23
damage?: 2d4 + 16 + 2 ⇒ (1, 1) + 16 + 2 = 20


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

Neither Toth nor Bytor find another way out, but the Bard does help Marc focus his strike. More gore sloughs off the zombie, and you doubt it could take another hit like that.

Round II: Water Level 1 ft
1. Augrym (13/78 hp), Taranis (63/65 hp; Toth, 51/54), Unrak (71/88 hp), John, Bytor (53/66 hp), Marc
2. Zombies (white @ 77 dmg)
3. Tess (27/49 hp)
4. WATERS RISE


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

Augrym will study his opponents and see if he can gauge their senses.
Knowledge: 1d20 + 11 ⇒ (16) + 11 = 27

Specifically looking to see if Invisibility will even stop them from hitting me.

Augrym will cast defensively and cast Invisibility on himself. If this doesn't work and I get hit, I will cast Second Wind as an immediate action if that attack drops me.

Not at all sure what casting defensively means so I'll roll a d20 and hopefully that speeds along the answer.

1d20 ⇒ 19


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

Each dread cyclops zombie has a single eye, which seems to function normally. Augrym does not expect them to have a way to supernaturally detect invisible creatures, and goes for it.

Please see the rules on Concentration here. In this case, you pass.

Bereft of its target, the zombie turns its attention to Unrak... and the clump of heroes behind him. Each dread zombie makes a single, mighty swing.

White GREAT CLEAVE @ Tess: 1d20 + 16 ⇒ (7) + 16 = 23 HIT Damage: 2d6 + 9 ⇒ (6, 4) + 9 = 19
White GREAT CLEAVE @ Marc: 1d20 + 16 ⇒ (11) + 16 = 27 HIT Damage: 2d6 + 9 ⇒ (4, 6) + 9 = 19
White GREAT CLEAVE @ John: 1d20 + 16 ⇒ (9) + 16 = 25 HIT(?) John, your AC is missing Damage: 2d6 + 9 ⇒ (2, 6) + 9 = 17
White GREAT CLEAVE @ Unrak: 1d20 + 16 ⇒ (9) + 16 = 25 HIT Images: 1d3 ⇒ 2 IMAGE WIPED

Purple GREAT CLEAVE @ Unrak: 1d20 + 16 ⇒ (20) + 16 = 36 THREAT Confirm: 1d20 + 16 ⇒ (20) + 16 = 36 CONFIRMED Image: 1d2 ⇒ 1 UNRAK Damage: 6d6 + 27 ⇒ (3, 6, 3, 6, 6, 2) + 27 = 53
Purple GREAT CLEAVE @ John: 1d20 + 16 ⇒ (19) + 16 = 35 HIT Damage: 2d6 + 9 ⇒ (6, 5) + 9 = 20
Purple GREAT CLEAVE @ Marc: 1d20 + 16 ⇒ (15) + 16 = 31 HIT Damage: 2d6 + 9 ⇒ (1, 6) + 9 = 16
Purple GREAT CLEAVE @ Tess: 1d20 + 16 ⇒ (12) + 16 = 28 HIT Damage: 2d6 + 9 ⇒ (6, 4) + 9 = 19

The carnage is devastating. The first axe cuts through Tess, Marc, and John like butter, and misses Unrak only due to his timely spell. The magic cannot save him from the second axe, however, which rips through his collarbone to leave a massive gash in the muscle behind. The same blade then rips through John and Marc again before burying itself in Tess's lower rib cage.

The half-elf slumps against the stone wall, an inch from death.

Round II: Water Level 1 ft
1. Augrym (13/78 hp, invisible), Taranis (63/65 hp; Toth, 51/54), Unrak (26*/95* hp), John (23/60 hp), Bytor (53/66 hp), Marc (19/54 hp)
2. Zombies (white @ 77 dmg)
3. Tess (-9/49 hp, unconscious, dying)
4. WATERS RISE


Female Half-Elf Eldritch Knight 10 | 90/90 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

Stabilize: 1d20 + 0 ⇒ (4) + 0 = 4
Tessaria breathes her last.

============================

Tessaria looks about, surprised to see herself floating about in a river of... souls. It takes several moments to remember what happened, but remember she does. With a sigh that contains no breath, the soul of the half-elven warrior mage pushes forward, hastening her way to judgement.

"Let's get this over with."

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

when it is my turn
channel to heal: 2d6 ⇒ (3, 2) = 5

AoO

Attacks of Opportunity:

1st
attack on green: 1d20 + 12 + 2 ⇒ (18) + 12 + 2 = 32
damage?: 2d4 + 16 + 2 ⇒ (1, 2) + 16 + 2 = 21
2nd
attack on green: 1d20 + 12 + 2 ⇒ (20) + 12 + 2 = 34
damage?: 2d4 + 16 + 2 ⇒ (4, 1) + 16 + 2 = 23
3rd
attack on green: 1d20 + 12 + 2 ⇒ (6) + 12 + 2 = 20
damage?: 2d4 + 16 + 2 ⇒ (4, 3) + 16 + 2 = 25


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

With a last exhale, Tessaria Moondown slips beneath the rising waters.

The horror of the situation is too pressing to let you yet mourn her loss. Two dread zombies and an iron lattice bar your escape, and the water climbs to your knees.

The water level is now 2 feet.

Round III: Water Level 2 ft
1. Augrym (13/78 hp, invisible), Taranis (63/65 hp; Toth, 51/54), Unrak (26*/95* hp), John (23/60 hp), Bytor (53/66 hp), Marc (19/54 hp)
2. Zombies (white @ 77 dmg)
3. Tess (-10/49 hp, dead)
4. WATERS RISE


M Human Bloodrager 10 HP 115/115(145/145) AC 25(23) Rage 21/21 F 12 R 8 W 7 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

Unrak knows their only hope is to remove the zombie threat.

attack white until it falls, then red

Current conditions: bless, inspire, 1 image

Attack: 1d20 + 12 + 1 + 2 ⇒ (15) + 12 + 1 + 2 = 30
Damage: 2d6 + 14 + 2 ⇒ (6, 1) + 14 + 2 = 23

Attack, Destined Strike: 1d20 + 7 + 1 + 2 + 3 ⇒ (9) + 7 + 1 + 2 + 3 = 22
Damage: 2d6 + 14 + 2 ⇒ (6, 2) + 14 + 2 = 24


"Noooo!"


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

Unrak roars in defiance. Off-balance from their mighty swings, the big man seizes the opportunity to decapitate the wounded zombie, then pivots to bury his blade in the guts of the other!

A flash of hope returns amid the darkness.

Round III: Water Level 2 ft
1. Augrym (13/78 hp, invisible), Taranis (63/65 hp; Toth, 51/54), Unrak (26*/95* hp), John (23/60 hp), Bytor (53/66 hp), Marc (19/54 hp)
2. Zombies (white, purple @ 24 dmg)
3. Tess (-10/49 hp, dead)
4. WATERS RISE


John abruptly shifts his focus to the other zombie!

    Round the Third
  • Current HPs: 62 - 37 = 25/62
  • Blessed
  • Inspired

Through gritted teeth John is silently thankful his bow was not damaged by that savagery. He stoically bends the sinews and wood again and again hoping to buy a few more minutes of life at the very least.

First Attack:
Deadly Aim; Clustered Shots with Adaptive Compound Longbow +3: 1d20 + 16 - 2 - 2 + 1 + 1 + 2 ⇒ (18) + 16 - 2 - 2 + 1 + 1 + 2 = 34 for 1d8 + 8 + 4 + 1 + 2 ⇒ (8) + 8 + 4 + 1 + 2 = 23 damage

Second Attack:
Deadly Aim; Clustered Shots with Adaptive Compound Longbow +3: 1d20 + 16 - 2 - 2 - 5 + 1 + 1 + 2 ⇒ (20) + 16 - 2 - 2 - 5 + 1 + 1 + 2 = 31 for 1d8 + 8 + 4 + 1 + 2 ⇒ (1) + 8 + 4 + 1 + 2 = 16 damage

Rapid Shot:
Deadly Aim; Clustered Shots with Adaptive Compound Longbow +3: 1d20 + 16 - 2 - 2 + 1 + 1 + 2 ⇒ (2) + 16 - 2 - 2 + 1 + 1 + 2 = 18 for 1d8 + 8 + 4 + 1 + 2 ⇒ (8) + 8 + 4 + 1 + 2 = 23 damage

Confirm Second Attack:
Deadly Aim; Clustered Shots with Adaptive Compound Longbow +3: 1d20 + 16 - 2 - 2 - 5 + 1 + 1 + 2 ⇒ (11) + 16 - 2 - 2 - 5 + 1 + 1 + 2 = 22 for 2d8 + 30 ⇒ (4, 5) + 30 = 39 additional damage.


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

John, your stat line and character sheet both say HP 60. Not sure where the extra 2 are coming in.

With one arrow in the throat and another in the eye, John puts down the second zombie! Fickle fortune favors the Huntsmen once more, for the moment at least...

Will keep Marc's channel as you are out of foes at present.

Marc sends a burst of healing to help bind the group's grievous wounds. Tess, now hidden beneath the silt- and foam-choked water, does not stir.

Round III: Water Level 2 ft
1. Augrym (18/78 hp, invisible), Taranis, Unrak (31*/95* hp), John (28/60 hp), Bytor (58/66 hp), Marc (24/54 hp)
2. Zombies
3. Tess (-10/49 hp, dead)

4. WATERS RISE


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

Inspire Courage +2

"You huntsmen must move with precision and accuracy. There is no time to delay."

Bytor maintains his inspiring words, even as the last zombie falls. Recognizing that this is not over yet, he moves over to the Portcullis and attempts to deactivate the mechanism and free the company from the cage.

Disable Device: 1d20 + 12 ⇒ (15) + 12 = 27


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

Strength: 1d20 + 4 + 2 ⇒ (14) + 4 + 2 = 20

Augrym looks around the room. Fallen and bleeding friends. Water rising and uncertainty for how we might get out of this situation. We need an exit. He jams his crowbar under the bottom of the portcullis, uses this to lift out of its current location and loosen it for the major push after. And with the portcullis loosened, he lifts with his powerful legs and gives it all he can for his fellow Huntsmen.

"I require aid, if there are others with the strength to help me in this endeavour." The voice is familiar but comes from an invisible source. If any Huntsmen come to his aid, he'll countdown for the lift.

Not sure if this is enough of an explanation for using the crowbar. But I would take any aid checks. Not sure how many people we can have aiding on this or how many are needed.

"Do not leave new magical friend Tess behind..."


M Human Bloodrager 10 HP 115/115(145/145) AC 25(23) Rage 21/21 F 12 R 8 W 7 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

Unrak, still raging from the battle, quickly stows his sword and lunges for the portcullis

str, aid: 1d20 + 4 ⇒ (3) + 4 = 7

but his haste betrays him.

AGAIN!! COUNT IT OUT!!

with a huff, he focuses his anger into his legs and arms. With a low growl, he mutters and don't forget Tess's sword too


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

Augrym gets ready to lift the gate, whether he gets help or no. The limiting factor on Aid checks is how many people can be adjacent to the portcullis (3 in addition Augrym).

Bytor: this is not a Disable Device check. There is no mechanism available to reset the trap. At this point, you must escape it.

Round III: Water Level 2 ft
1. Augrym (18/78 hp, invisible, STR check pending), Taranis, Unrak (31*/95* hp), John (28/60 hp), Bytor (58/66 hp), Marc (24/54 hp)
2. Zombies
3. Tess (-10/49 hp, dead)

4. WATERS RISE


(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

"Salt! Maybe we can close the door Four on the Portcullis, someone help me and Toth!"

Aid: 1d20 + 0 ⇒ (5) + 0 = 5


(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

Toth tries to shove the door back up to close:
STR: 1d20 + 6 ⇒ (19) + 6 = 25

Given the nature of the water coming out, I'm picturing that the door can be shoved upward to close.


(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

Per Slack

Taranis quickly mounts Toth and clears a path, "Everybody MOVE" allowing Toth to leverage his massive form towards getting the party out.


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

Going to advance.

EDIT: Augrym gives a mighty heave, but the portcullis barely moves. It will take all your strength to get out.

*SPLOOSH*

A huge splash heralds the arrival of an enormous eel, which falls through one of the water jets to the stone floor. It finds the journey rather traumatic (Bludgeoning Damage: 2d6 ⇒ (3, 3) = 6). Enraged, it prepares to attack the nearest prey!

An instant later, the enormous weight of the accumulating water--now reaching waist height--pushes open a heretofore hidden door at the back of the room. Unfortunately, Augrym can see another closed portcullis in the darkness beyond.

The water level is now 3 feet.

Round IV: Water Level 3 ft
1. Augrym (18/78 hp, invisible, STR check pending), Taranis, Unrak (31*/95* hp), John (28/60 hp), Bytor (58/66 hp), Marc (24/54 hp)
2. Tess (-10/49 hp, dead)
3. Eel (6 dmg)
4. WATERS RISE


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

As the water level continuously rises, Bytor keeps his cool as he inspires his companions with calm encouraging words.

"Like the climb to the summit of Tor Sneigsun, we must take one step at a time!"

Inspire Courage +2

While he waits to find a way out, he assists however he can in trying to pull open the portcullis.

Aid with Strength Check: 1d20 ⇒ 14


(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

Atop Toth, Taranis tries to deal with the eel by summoning forth water of his own! Aqueous Orb! DC 18 DMG: 3d6 ⇒ (5, 2, 2) = 9


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

Reflex: 2d20 ⇒ (4, 1) = 5 FAIL, FAIL

The eel is swept up by the orb!

Bytor gets ready to help lift the gate.

Round IV: Water Level 3 ft
1. Augrym (18/78 hp, invisible), Taranis (Toth), Unrak (31*/95* hp), John (28/60 hp), Bytor (58/66 hp), Marc (24/54 hp)
2. Tess (-10/49 hp, dead)
3. Eel (6 dmg, 9 nonlethal)
4. WATERS RISE


Large Animal Companion (HP: 83/83), Init: PC, AC: 23 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 strains! STR: 1d20 + 6 ⇒ (13) + 6 = 19


M Human Bloodrager 10 HP 115/115(145/145) AC 25(23) Rage 21/21 F 12 R 8 W 7 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

Unrak puts his back to the gate, grasping behind him wiht his huge hands, the cords on his neck standing out like cables...

str, aid: 1d20 + 6 ⇒ (8) + 6 = 14


(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

Taranis, feeling the spectre of panic setting in shouts, "The boat! Unfold the boat the instant we get an inch of portcullis up! It might not hold long, but long enough!!!!!"


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

Toth heaves mightily. Bytor lends what aid he can. Unrak, bootless and bloodied, does the same.

The gate starts to creak under the strain...

Current check: 23. It all comes down to Augrym's Aid Another now.

Round IV: Water Level 3 ft
1. Augrym (18/78 hp, invisible), Taranis, Unrak (31*/95* hp), John (28/60 hp), Bytor (58/66 hp), Marc (24/54 hp)
2. Tess (-10/49 hp, dead)
3. Eel (6 dmg, 9 nonlethal)
4. WATERS RISE


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

Knowledge vs the Eel: 1d20 + 11 ⇒ (5) + 11 = 16
Aid: 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16

Trying to find out if it's just a regular eel or something we need to worry about.


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

Augrym believes this to be a giant moray eel, and is confident that it will kill you if you do not kill it first.

More importantly, with a final shove from Augrym, the portcullis finally begins to give. It gains momentum and slams upward with a small *click*. You feel confident that it will not slam down again until the trap is reset.

The portcullis on the far side of the room, however, remains shut.

Round IV: Water Level 3 ft
1. Augrym (18/78 hp, invisible), Taranis, Unrak (31*/95* hp), Bytor (58/66 hp), John (28/60 hp), Marc (24/54 hp)
2. Tess (-10/49 hp, dead)
3. Eel (6 dmg, 9 nonlethal)
4. WATERS RISE


    Round the Fourth
  • Current HPs:28/60
  • Blessed
  • Inspired
  • Sad

John runs across to the other side!


Marc draws upon the blessings of Erastil, swiftly infusing himself with the strength of a bull. He reaches down to haul Tessaria up, slinging her over his shoulder. With a grunt, the warpriest makes for the exit as well.
Swift for Bull's Strength, standard to pick up Tess, move. I checked her total weight, including gear, and he should be able to do this no problem


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

Moved John to the other side of the portcullis. If possible, please specify a square if you cannot edit the map on your turn.

Injured, angry, and hungry, the eel struggles to escape the churning orb of water: Reflex: 1d20 ⇒ 3 FAIL Nonlethal Damage: 2d6 ⇒ (2, 4) = 6

But it remains trapped!

Meanwhile, the rush of water has not lessened; indeed, it now reaches your chests, and Toth struggles to keep his head above water. The stairs to the north offer your only hope. All squares of this room, including the stairs beyond, are now Difficult Terrain.

The water level is now 4 feet.

Round V: Water Level 4 ft (Difficult Terrain)
1. Augrym (18/78 hp, invisible), Taranis, Unrak (31*/95* hp), Bytor (58/66 hp), John (28/60 hp), Marc (24/54 hp)
2. Tess (-10/49 hp, dead)
3. Eel (6 dmg, 15 nonlethal)
4. WATERS RISE


Marc hustles through the gate, fighting against the resistance of the rising waters.
Double move


M Human Bloodrager 10 HP 115/115(145/145) AC 25(23) Rage 21/21 F 12 R 8 W 7 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

Unrak maintains his battle fury in the stressful situation. He stows his sword, and grabs Tess' sword, preparing to evac!


(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

Taranis shouts, "Bytor, can you speed us up?" Taranis stays atop Toth who moves through the water with relative ease, but not before moving his Aqueous Orb!


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

"Alas, Taranis, I cannot haste any of you. I have exhausted all of my magic for this day save for the inspiration of my words. So, with that it mind, let us all move with haste out of here and tarry about no longer!"

Inspire Courage +2 remains in effect!

Bytor double moves north through the gate pushing himself through the water to ascend the stairs.


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

Everyone makes for the exit!

Round V: Water Level 4 ft (Difficult Terrain)
1. Augrym (18/78 hp, invisible), Taranis, Unrak (31*/95* hp), Bytor (58/66 hp), John (28/60 hp), Marc (24/54 hp)
2. Tess (-10/49 hp, dead)
3. Eel (6 dmg, 15 nonlethal, orbed)
4. WATERS RISE


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

Cast Channel Vigor on my limbs and then move.


    Round the Fifth
  • Current HPs: 30/60
  • Blessed
  • Inspired
  • Wet

With a surge of effort, John ploughs through the swirling dark waters and flees north, Joining Bytor on the stairs for a quick breather. He looks over his shoulder to see if the others are following with concern in his eyes.

His grimace of pain redoubles when he gingerly presses he open palm against he bleeding side. Ribs grind with intense pain just under the skin with each breath. But any of his thoughts not associated with the immediate mortal peril the party faces linger on his family.

Pog moved... sorry I forgot to do it last round!


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

In the far corner, the eel struggles in the orb. Reflex: 1d20 ⇒ 2 FAIL Nonlethal: 2d6 ⇒ (6, 5) = 11

Meanwhile, everyone heads for the stairs, and the water keeps rising. Even partway up the stairs, the water laps at the boots of Bytor and John, swiftly rising again past the knees. In the room below, Toth splutters, and Augrym, Marc, and Unrak struggle to keep their chins above water.

The water level is now 5 feet. All squares below the top of the stairs are Difficult Terrain.

Round VI: Water Level 5 ft (Difficult Terrain)
1. Augrym (18/78 hp, invisible), Taranis, Unrak (31*/95* hp), Bytor (58/66 hp), John (28/60 hp), Marc (24/54 hp)
2. Tess (-10/49 hp, dead)
3. Eel (6 dmg, 26 nonlethal, orbed)
4. WATERS RISE


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

"Come out of the water, huntsmen! You are almost there! You are almost to safety! Come up here and rest!"

Bytor is near the top of the stairs to grab the hand of anybody climbing the steps out of the water.

"That was indeed an experience and no doubt one to be a told in the presence of a Linnorm King back in the great halls of Kalsguard!"

One by one, the company returns to safety, alas but for one.

"But what of Tess, I wonder? It is with broken heart that I see that she is not with us. What has befallen our new companion?"


Marc pushes forward, reaching the base of the stairs. "Keep moving! We're not out yet!"


(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

"MOVE!" Per Slack we are fleeing to higher ground.


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

Chased by the rising water, everyone scrambles for higher ground in the pottery room. Marc carries Tess's body slung over a shoulder. Unrak, still barefoot, comes behind bearing her sword.

Trapped between two sunken stairwells, you watch with trepidation as the water creeps ever high up the southern stair, step by step.

Just before it reaches the top, threating to spill over among the jars, there is a distant shudder of stone and the water finally stops rising.

GM:
4d20 ⇒ (3, 3, 5, 14) = 25 6d6 ⇒ (1, 5, 1, 6, 1, 6) = 20

You are, for the moment, safe.

For surviving one of the nastiest traps on Golarion, as well as defeating its guardians, each hero (living and dead) earns 1,850 XP.


(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

"We've lost Tess.... but if the soul is willing, I can bring her back. We also have to have a serious discussion about our tactics. We've spent much of our efforts ruling, and not delving."

The Baron looks about at the others, "The water might drain.... it might not. Regardless, I'll need a lot of sacred oils, which means I need to travel. I can do it fast, but alone. Unless one of you has the ability to spend the day flying over the land..."

"What say you Hunstmen?"

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