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

Bytor studies the eastern wall for a long while. He eventually decides that the intricate eye carving is the focus for some device, when that device is slotted into the pupil. What exactly the device does is beyond his power to discern, but the magic here suggests something from the teleportation school.

Currently the slot is empty, and there is no sign of the device in question.

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 poke something in the eye and we get teleported somewhere?"

Marc shakes his head. "seems suspect"


(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

"Or something arrives here... Honestly, I think we leave this alone and jam the door so that only we can use it. Is that a thing we know how to do?"


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

"I wouldn't worry about jamming anything at this stage. Without the device in question, it's all moot. Let's not overthink this," Tess says, then looks around. "Where do we go next?"


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
Tessaria Moondown wrote:
"I wouldn't worry about jamming anything at this stage. Without the device in question, it's all moot. Let's not overthink this," Tess says, then looks around. "Where do we go next?"

Unrak grunts, then leads the party to the last unopened door.

Augrym does his search thing...

perception: 1d20 + 16 ⇒ (7) + 16 = 23


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

Augrym deems the door safe, and opens it. A rush of hot, foul air fills your nostrils with a noxious stench. Beyond the door, a natural passageway in the rock bends to the east.


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 looks around and follows the company as they proceed through the natural passageway.

"Hehe. Let's keep an 'eye' out for something that will fit into that eye. It may even look like a sphere, or an eyeball."


(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 change in air is a big deal. It might be gross, but it might also be a way forth." Taranis nods to Augrym to do some scouting.


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 gives himself a good 20ft to 30ft spacing between him and the party, depending on their speed. He’s keeping a nose out for weird smells of possible creatures, and keeping an eye out for possible traps as well as possible tracks in the area.

Perception: 1d20 + 15 ⇒ (15) + 15 = 30

Survival: 1d20 + 17 ⇒ (6) + 17 = 23


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

GM:
2d20 ⇒ (6, 13) = 19

Augrym steps across the threshold and advances down the passageway. With each step, the air worsens, and he soon begins to cough from the noxious stench. FORT: 1d20 + 10 ⇒ (20) + 10 = 30 PASS

Only a few moments later he rounds the corner into a wide cavern. This chamber appears to have been naturally formed; its ceiling rises 25 feet and is festooned with stalactites. The stink of sulfur and tar are strong, as a huge lake of bubbling black tar dominates the chamber. From rock outcrops here and there on the walls bubble small springs of milky-looking water. Across the chamber, a stony shelf provides purchase for a door stoop before a black wooden door swollen in its frame. The broken stumps of two support posts protrude from the rock of the shelf as well as that of the main entrance near the pool’s edge, showing where a wooden bridge once spanned the inky soup.

Across the lake on the far shore stands a haggard figure, with grey and peeling skin wrapped in tattered wizard's robes. The horror is staring directly at Augrym and already casting spells!

The figure feels oddly familiar... It is a Knowledge (religion) check to identify the creature, but I will also take a (separate) Knowledge (local) check.

Initiative!:

Augrym: 1d20 + 8 ⇒ (20) + 8 = 28 +2 if Surprise
Augrym: 1d20 + 8 ⇒ (17) + 8 = 25 +2 if Surprise
Bytor: 1d20 + 2 ⇒ (8) + 2 = 10
John: 1d20 + 6 ⇒ (2) + 6 = 8
Marc: 1d20 + 4 ⇒ (18) + 4 = 22
Taranis: 1d20 + 2 ⇒ (19) + 2 = 21
Tess: 1d20 + 7 ⇒ (13) + 7 = 20
Unrak: 1d20 + 3 ⇒ (7) + 3 = 10
Hostiles: 1d20 + 4 ⇒ (7) + 4 = 11

Surprise!
1. Augrym
2. ???

Round I
1. Augrym, Marc, Taranis, Tess
2. ???
3. Unrak, Bytor, John
4. Xamanthe


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: 1d20 + 10 ⇒ (8) + 10 = 18

If I get anything, I’d like to know if it’ll see me if I go invisible. I will cast invisibility unless you tell me otherwise. And study the target.

”Huntspeople, ready yourselves. A creature reveals itself. If anyone has the means to do so, I need to be able to fly. I will draw an x with my sword so you can find me for the casting.”


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

Augrym recognizes the tell-tale signs of zombification of a human corpse (standard undead traits) and casts an invisibility on himself.

In reply, the zombie mage mutters an incantation. A burst of gold sparks erupts around the X Augrym had marked on the ground, and the half-orc reappears (now gilded) just as quickly as he disappeared. Will save versus blindness.

NOTE: Anyone entering or in the room (marked by the grey line) must make a DC 15 FORT save versus nausea (1 round) from the fumes. This save must be made every round.

Round I
1. Augrym (WILL), Marc, Taranis, Tess
2. Zombie?
3. Unrak, Bytor, John
4. Xamanthe


(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 advances and summons forth a Flaming Sphere on the far side, right on the creature. DC 16 FIRE: 3d6 ⇒ (5, 2, 6) = 13


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 moves in closer, stopping by Unrak. "Alright warrior, it's time for you to take flight."

She makes a series of gestures that are accompanied by several arcane words. Transmutation magic manifests within Unrak, granting him the ability to fly. Cast Fly on him

Bytor, if you can hasten Unrak's limbs, now would be a good time to do so."


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

Reflex: 1d20 ⇒ 4

The flaming sphere appears beside the undead mage, who barely seems to notice as the flames lick at his robes and flesh.

Tess gives Unrak the power of flight!

Round I
1. Augrym (WILL, FORT), Marc, Taranis, Tess
2. Zombie? (13 dmg)
3. Unrak, Bytor, John
4. Xamanthe


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
Tessaria Moondown wrote:

Tess moves in closer, stopping by Unrak. "Alright warrior, it's time for you to take flight."

Unrak looks over his shoulder at Tess, grins, and gives a low, satisifed chuckle of anticipation. He then looks over the space to the zombie wizard, sword ready to cut it down!

it's not my turn so no rolls yet


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

Will: 1d20 + 10 ⇒ (13) + 10 = 23
Fort: 1d20 + 10 ⇒ (8) + 10 = 18

"I have no means fighting this creature."

Moves back.


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

Augrym beats a hasty retreat as Unrak gets ready to engage.

Round I
1. Augrym, Marc, Taranis, Tess
2. Zombie? (13 dmg)
3. Unrak, Bytor, John
4. Xamanthe


Marc places a hand on Unrak's blade. "Get close to the wizard, and it will not be able to speak magic."

He then says a prayer to Erastil which, upon completion, blankets the area around the group in utter silence.
Cast Silence


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

The zombie takes flight himself, flying northeast and upward until Taranis loses sight of him (arrow marks trajectory on the map). Before he does, he notices that the mage's robes now appear to be on fire, but the flames have an oddly green-ish hue.

Note: all creatures in the room must make a DC FORT save versus nausea at the beginning of their turn.

Round I
1. Augrym, Marc, Taranis, Tess
2. Zombie? (13 dmg)
3. Unrak, Bytor, John
4. Xamanthe


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 is prepared to follow the others. He does not step forward into the room yet but instead begins to inspire courage by lifting his companions spirits as they end the room.

"The strength of the huntsmen comes from the unity and the bond we share! Evil will fall under our blades! Rise now, huntsmen and let us vanquish this foe!"

Inspire Courage +2


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After Unrak moves. John will advance into the room. If he can shoot an arrow he will. But he wants to make sure Unrak has room to maneuver.

Ooc- I'll need an assist with pog positioning, so Mike can you move John when you move Unrak?


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

Unrak grins in anticipation, and gives a fist-pump before taking to the air, sword in hand. He grimaces in his usual rage--but with no sound, the lack of his usual primal scream is kind of weird...

I think I moved about as far as i'll be able to--let's say 10' up. Also moved John into the room as requested

fort save: 1d20 + 12 ⇒ (14) + 12 = 26


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

Unrak and John head into the room with Bytor's encouragement.

Unrak:
You spot the zombie flitting between several stalactites on the roof of the cavern near the northern edge. The stalactites grant cover.

Need a Fort save from John.

"What's going on up there?" Xamanthe asks, following cautiously and wrinkling her nose.

Round II
1. Augrym, Marc, Taranis, Tess
2. Zombie? (13 dmg)
3. Unrak, Bytor, John (FORT)
4. Xamanthe


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 moves into the area, following John with the plan of bolstering the archer with magic. Double move


(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 moves in and redirects the ball of flame towards the creature. Not on the map, hard to gauge distance. REF DC 16 Fire: 3d6 ⇒ (3, 2, 6) = 11


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

Fort save: 1d20 + 4 ⇒ (16) + 4 = 20
Tess does her best to tough through the smell.


(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

FORT: 1d20 + 9 ⇒ (14) + 9 = 23


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

Reflex: 1d20 ⇒ 18 SUCCESS

Under the direction of Taranis, the flaming sphere leaps from its position on the far side to strike the mage from below. The blue fire that wreathes the undead flickers brightly for a moment, but you see no other signs of discomfort.

1. Augrym, Marc, Taranis, Tess
2. Zombie? (13 dmg)
3. Unrak, Bytor, John (FORT)
4. Xamanthe


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

Double move and study target.

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 moves into the room, drawing his longbow as be moves. (double move)


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

Fort: 1d20 + 10 ⇒ (10) + 10 = 20


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

Marc FORT: 1d20 ⇒ 16 PASS

A small bead of orange glows on the tip of the zombie's finger. He points at the trickling stream by Marc's feet, and the bead leaps down. It explodes into a massive conflagration upon impact.

Fireball: 7d6 ⇒ (5, 4, 1, 6, 5, 1, 3) = 25 Affects Unrak, Augrym, Marc, Taranis, and John. DC 15 Reflex for half.

Reminder: anyone in the room must make a DC 15 Fort save versus nausea at the beginning of their turn (or upon entering the room). If you pass, continue your turn. If you fail, you are nauseated for 1 round.

Round II
1. Augrym (REF), Marc (REF), Taranis (REF), Tess
2. Zombie? (13 dmg)
3. Unrak (FORT, REF), Bytor, John (FORTx2, REF)
4. Xamanthe


(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

REF: 1d20 + 4 ⇒ (1) + 4 = 5 OOF
FORT: 1d20 + 9 ⇒ (8) + 9 = 17

Taranis keeps his body under control, but the unexpected fireball hits him clean in the face.


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 maintains his inspiring courage and then follows the huntsmen into danger.

Fortitude: 1d20 + 5 ⇒ (5) + 5 = 10

He quickly become nauseated and wonders how the others do it.


Round the Second
Fortx2: 2d20 ⇒ (10, 5) = 15 + 7 = a 17 and a 12 = Looks like a hit and a miss
Reflex: 1d20 + 7 ⇒ (6) + 7 = 13 = Fail

John gags in disgust and despite himself retches a bit just moments after entering the room. Then he finds himself blown up.

  • Current HPs: 68 - 25 = 43
  • Nauseated
  • Crispy
  • Inspired/Courageous

    John stumbles south trying to put space between himself and the juicy targets he is surrounded by currently. move due south 30’ - need pog repositioning assist please


  • 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

    fort: 1d20 + 12 ⇒ (20) + 12 = 32
    ref: 1d20 + 10 ⇒ (20) + 10 = 30

    oh man... i love this, but I also hate it, savvy???

    Unrak simply throws his left hand in front of his eyes at the blast of fire, taking some of the edge off the burns. He then closes with the zombie, trying to cut it down.

    attack: 1d20 + 12 ⇒ (11) + 12 = 23
    dam: 2d6 + 17 ⇒ (2, 4) + 17 = 23


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

    Bytor and John retch at the sulfurous fumes. Unrak toughs through it to deliver a big blow to the wizard!

    Xamanthe cautiously paces forward, and coughs a bit herself. "Is something going on up there?"

    Xamanthe FORT: 1d20 ⇒ 14 SUCCESS

    Round III
    1. Augrym (REF, FORT), Marc (REF, FORT), Taranis (49/74 hp), Tess (FORT)
    2. Zombie? (36 dmg)
    3. Unrak (86/98 hp), Bytor, John (43/68 hp)
    4. Xamanthe


    (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

    "Be careful! Come not closer!" Taranis already rolled this save

    Taranis bounces his sphere up at the zombie REF DC 16 v. Fire: 3d6 ⇒ (2, 4, 2) = 8. He then readies a sling stone to hurl as soon as the zombie-thing starts casting a spell.


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

    Reflex: 1d20 ⇒ 15 The ball bounces, but finds not its target.

    Go ahead and roll for the stone.

    Round III
    1. Augrym (REF, FORT), Marc (REF, FORT), Taranis (49/74 hp), Tess (FORT)
    2. Zombie? (36 dmg)
    3. Unrak (86/98 hp), Bytor, John (43/68 hp)
    4. Xamanthe


    (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

    Readied: 1d20 + 8 ⇒ (6) + 8 = 14 for DMG: 1d4 ⇒ 4


    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

    Fort save: 1d20 + 4 ⇒ (15) + 4 = 19
    Tess holds back a gag and moves toward Taranis. She places a hand on the leader and infuses him with magic.
    +2 Dex for 2 rounds


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

    Tess helps steady the Baron's aim, as he prepares to throw.

    Round III
    1. Augrym (REF, FORT), Marc (REF, FORT), Taranis (49/74 hp), Tess (FORT)
    2. Zombie? (36 dmg)
    3. Unrak (86/98 hp), Bytor, John (43/68 hp)
    4. Xamanthe


    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

    Reflex: 1d20 + 5 ⇒ (11) + 5 = 16
    Fort: 1d20 + 10 ⇒ (20) + 10 = 30

    Adding Bane to his wrist launcher, and activating his Stag’s Helm.
    attack: 1d20 + 11 ⇒ (12) + 11 = 23
    damage: 1d4 + 4 + 3d6 + 2d6 ⇒ (2) + 4 + (1, 6, 5) + (3, 5) = 26


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

    Augrym's shot rips through the zombie! A shower of shredded intestines sprays out the back. Stag Helm power requires target to be within 30' (currently 40'), so no sneak on this one. Keep the power usage.

    Round III
    1. Augrym (69/81 hp), Marc (REF, FORT), Taranis (49/74 hp), Tess
    2. Zombie? (50 dmg)
    3. Unrak (86/98 hp), Bytor, John (43/68 hp)
    4. Xamanthe

    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

    reflex: 1d20 + 5 ⇒ (14) + 5 = 19
    fort: 1d20 + 7 ⇒ (20) + 7 = 27

    Marc then tries to attack the zombie with his bow!
    attack: 1d20 + 7 ⇒ (11) + 7 = 18
    damage: 1d8 + 2 ⇒ (6) + 2 = 8


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

    A little singed, Marc tries to shoot down the zombie from afar. His arrow is deflected by some invisible force.

    Hearing the silence of Unrak's fury, the zombie tries to relocate... AoO from Unrak. Rest of turn pending outcome.

    Round III
    1. Augrym (69/81 hp), Marc (42/54 hp), Taranis (49/74 hp), Tess
    2. Zombie? (50 dmg)
    3. Unrak (AoO!, 86/98 hp), Bytor, John (43/68 hp)
    4. Xamanthe


    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

    with a silent roar, Unrak gives it everything

    Attack: 1d20 + 12 ⇒ (12) + 12 = 24
    Damage: 2d6 + 17 ⇒ (6, 1) + 17 = 24


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

    Unrak's fury slices through the zombie's spine, and the two halves fall into the bubbling tar, slowly sinking into oblivion!

    For defeating the mage, each hero earns 460 XP.

    The challenge of effecting a crossing remains. However...


    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

    Unrak tries to grab whichever half of teh zombie appears to have any loot before it drops into whatever muck is below...

    then, he starts using the remaining duration of the Fly spell to carry folks across to the door!

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