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

Augrym deals a good blow, followed by a glancing one. He recalls that these zombies are dangerous for their skill with an axe, and not for their hunger for brains.

The two nearest zombies carve their way to victory. One swings its axe through Augrym and Toth, the other through Unrak, Tess, and Marc. Fortunately, the barding of Toth and armor of Unrak are enough to limit the carnage.

GREAT CLEAVE @ Augrym: 1d20 + 16 ⇒ (9) + 16 = 25 HIT Damage: 2d6 + 9 ⇒ (1, 1) + 9 = 11
GREAT CLEAVE @ Toth: 1d20 + 16 ⇒ (10) + 16 = 26 MISS

GREAT CLEAVE @ Unrak: 1d20 + 16 ⇒ (5) + 16 = 21 MISS

John:
You pan right to find your next target, when your eyes inadvertently settle on something behind the zombie... [ooc]Make a Will save.

Round II
1. Tess, Bytor, Taranis (49/74 hp), Augrym (58/81 hp)
2. Zombies (Purple @ 49 dmg)
3. Marc (42/54 hp), John (WILL, 43/68 hp), Unrak (86/98 hp)
4. Xamanthe


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 L1:2/3 L2:2/2

The warrior ignores the hit, shifts his position to hopefully set up for flanking eventually, and continues hacking away with primal ferocity.

Current conditions: Str +1/+1; inspire +2/+2

Attack: 1d20 + 12 + 3 ⇒ (4) + 12 + 3 = 19
Damage: 2d6 + 17 + 3 ⇒ (4, 2) + 17 + 3 = 26

Attack: 1d20 + 7 + 3 ⇒ (10) + 7 + 3 = 20
Damage: 2d6 + 17 + 3 ⇒ (3, 3) + 17 + 3 = 26


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

Unrak's aim struggles, and he misses twice!

Round II
1. Tess, Bytor, Taranis (49/74 hp), Augrym (58/81 hp)
2. Zombies (Purple @ 49 dmg)
3. Marc (42/54 hp), John (WILL, 43/68 hp), Unrak (86/98 hp)
4. Xamanthe


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

John:
With a 20 Will save: You pan right to find your next target, when your eyes inadvertently settle on something behind the zombie...

The unmistakable face of Reykala, your beloved. She is seated about halfway down the table, the crown of her cranium ripped open, her brain removed, and her final expression contorted to one of unimaginable pain.

Through sheer strength of will, you retain full control of your faculties despite the shock.


Character Sheet | Human Fighter 8 | Init: +6 | AC: +23, T: +15, FF: +19 | Percep: +8 | Fort: +7 | Reflex: +7 | Will +4 | Max HP: 60 |

Saving Throw!: 1d20 + 2 ⇒ (14) + 2 = 16 plus...

Modifiers:
  • Fortitude: +7
  • Reflex: +7
  • Will: +4

    Round the Second
  • Current HPs:43/68
  • Inspired

John stiffens, then begins to shake with rage. He looses a volley at the dread zombie wearing maroon clothing scraps while screaming an intense war cry, the likes of which his companions have never heard from him...

First Attack:
Deadly Aim; Manyshot, Clustered Shots with Adaptive Compound Longbow +3: 1d20 + 18 - 2 - 2 + 2 + 1 ⇒ (2) + 18 - 2 - 2 + 2 + 1 = 19 for 2d8 + 16 + 8 + 2 + 1 ⇒ (5, 3) + 16 + 8 + 2 + 1 = 35 damage

Second Attack:
Deadly Aim; Clustered Shots with Adaptive Compound Longbow +3: 1d20 + 18 - 2 - 2 - 5 + 2 + 1 ⇒ (9) + 18 - 2 - 2 - 5 + 2 + 1 = 21 for 1d8 + 8 + 4 + 2 + 1 ⇒ (4) + 8 + 4 + 2 + 1 = 19 damage

Rapid Shot:
Deadly Aim; Clustered Shots with Adaptive Compound Longbow +3: 1d20 + 18 - 2 - 2 + 2 + 1 ⇒ (14) + 18 - 2 - 2 + 2 + 1 = 31 for 1d8 + 8 + 4 + 2 + 1 ⇒ (1) + 8 + 4 + 2 + 1 = 16 damage


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

Granting a +2 circumstance bonus.

Wailing with an anguished fury, John puts down the zombie with two well-placed shots, and pins another in the shoulder.

Round II
1. Tess, Bytor, Taranis (49/74 hp), Augrym (58/81 hp)
2. Zombies (Red @ 16 dmg)
3. Marc (42/54 hp), John (43/68 hp), Unrak (86/98 hp)
4. Xamanthe


Marc quickly imbues his weapon with holy energy and swings his divine weapon at the nearby zombie. Swift action to imbue weapon with Holy
+1 Holy Glaive vs Red: 1d20 + 12 ⇒ (20) + 12 = 32
+1 Holy Glaive vs Red (Crit Confirmation): 1d20 + 12 ⇒ (17) + 12 = 29
Damage: 2d4 + 16 + 2d6 ⇒ (4, 2) + 16 + (2, 5) = 29
Added Crit Damage: 4d4 + 32 + 2d6 ⇒ (1, 2, 4, 1) + 32 + (6, 3) = 49

+1 Holy Glaive vs Red: 1d20 + 7 ⇒ (20) + 7 = 27
+1 Holy Glaive vs Red (Crit Confirmation): 1d20 + 7 ⇒ (9) + 7 = 16
Damage: 2d4 + 16 + 2d6 ⇒ (3, 4) + 16 + (6, 2) = 31
Added Crit Damage: 4d4 + 32 + 2d6 ⇒ (2, 4, 4, 3) + 32 + (5, 1) = 51


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

Marc bifurcates the zombie in a single swing! Xamanthe hangs in the back, but keeps her weapon ready.

Round III
1. Tess, Bytor, Taranis (49/74 hp), Augrym (58/81 hp)
2. Zombie
3. Marc (42/54 hp), John (43/68 hp), Unrak (86/98 hp)
4. Xamanthe


Bard Level 8 HP 75/75| BP: 29/29 | Spells: 1st: 5/5, 2nd: 3/4, 3rd: 1/3 | AC 20, Flat: 18, Touch: 12 | F+5 R+8 W+6 | Init +2, Perc +11, Diplomacy +19, Stealth +13

"Only one remains! We have this, Huntsmen! Victory is near!"

Bytor maintains his inspiring courage and moves over to support Taranis with a Cure Moderate Wounds spell.

"Let me help with that wound."

Cure Moderate Wounds: 2d8 + 7 ⇒ (4, 3) + 7 = 14


Bard Level 8 HP 75/75| BP: 29/29 | Spells: 1st: 5/5, 2nd: 3/4, 3rd: 1/3 | AC 20, Flat: 18, Touch: 12 | F+5 R+8 W+6 | Init +2, Perc +11, Diplomacy +19, Stealth +13

"One remains! We have this huntsmen! Victory is near!"

Bytor maintains his inspiring courage and moves over to support Taranis with a Cure Moderate Wounds spell.

"Let me help with those wounds, my friend."

Cure Moderate Wounds: 2d8 + 7 ⇒ (3, 2) + 7 = 12


Female Half-Elf Eldritch Knight 8 | 49/49 HP | Init: +5 | AC: 20 T: 11, FF: 19 | Perception +6 | F: +5, R: +2, W: +4 (+2 vs Enchantment) | CMB: +5 | CMD: 18 | Effects: 2 Negative Levels, One Eye (-2 to sight-based Perception checks)

Tess moves in, using a column for cover before delivering and overhand chop with her greatsword.
Greatsword: 1d20 + 9 ⇒ (10) + 9 = 19
Damage (S): 2d6 + 14 ⇒ (6, 1) + 14 = 21


(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

"Augrym! Move to the side!"

Taranis gives Toth some magical guidance.


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 instant Augrym slides over, Toth POUNCES!

Bite: 1d20 + 12 + 2 + 1 + 2 ⇒ (15) + 12 + 2 + 1 + 2 = 32 for DMG: 1d8 + 9 + 2 ⇒ (1) + 9 + 2 = 12
Left Claw: 1d20 + 11 + 2 ⇒ (12) + 11 + 2 = 25 for DMG: 1d6 + 6 + 2 ⇒ (2) + 6 + 2 = 10
Right Claw: 1d20 + 11 + 2 ⇒ (18) + 11 + 2 = 31 for DMG: 1d6 + 6 + 2 ⇒ (5) + 6 + 2 = 13
Rake: 1d6 + 6 + 2 ⇒ (4) + 6 + 2 = 12


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

5ft step, study new target, attack.

Attack 1: 1d20 + 17 ⇒ (4) + 17 = 211d8 + 10 + 2d6 ⇒ (6) + 10 + (6, 6) = 28
Attack 2: 1d20 + 12 ⇒ (10) + 12 = 221d8 + 10 + 2d6 ⇒ (2) + 10 + (2, 1) = 15


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

That is a hard corner with the column, unfortunately, so a diagonal 5' in that direction is not possible. You can 5' straight in, but Toth will have to circle.

AoO @ Tess: 1d20 + 16 ⇒ (7) + 16 = 23 MISS

Thanks to her careful use of the column for cover, Tess just manages to fight off a deadly swing. Her own blade misses the mark, too, but creates an opening for Augrym and Toth to each score a blow. The zombie tries what is likely to be a final slash:

GREAT CLEAVE @ Tess: 1d20 + 16 ⇒ (3) + 16 = 19 MISS

But again she beats it off by a hair's breadth!

Round III
1. Tess, Bytor, Taranis (63/74 hp), Augrym (58/81 hp)
2. Zombie (27 dmg)
3. Marc (42/54 hp), John (43/68 hp), Unrak (86/98 hp)
4. Xamanthe


Character Sheet | Human Fighter 8 | Init: +6 | AC: +23, T: +15, FF: +19 | Percep: +8 | Fort: +7 | Reflex: +7 | Will +4 | Max HP: 60 |

Round the Third
HPs: 43/68
Inspired

John turns on the last remaining dread zombie and runs up to stand beside Unrak for a clear shot could someone pls move my pog to the square just east of Unrak?

First Attack:
Deadly Aim Point Blank Shot with Adaptive Compound Longbow +3: 1d20 + 18 - 2 - 2 + 2 + 1 ⇒ (17) + 18 - 2 - 2 + 2 + 1 = 34 for 2d8 + 16 + 8 + 2 + 1 ⇒ (5, 2) + 16 + 8 + 2 + 1 = 34 damage


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

John puts an arrow through the last zombie's eye! Somehow, it fights on...

Round III
1. Tess, Bytor, Taranis (63/74 hp), Augrym (58/81 hp)
2. Zombie (61 dmg)
3. Marc (42/54 hp), John (43/68 hp), Unrak (86/98 hp)
4. Xamanthe


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 L1:2/3 L2:2/2

Knowing this is the last foe on its last legs, Unrak charges the zombie with abandon.

Charge. I will eat the AoO, AC is 19 for that

Attack: 1d20 + 12 + 2 + 1 + 2 ⇒ (15) + 12 + 2 + 1 + 2 = 32
Damage: 2d6 + 17 + 2 + 1 ⇒ (1, 2) + 17 + 2 + 1 = 23


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

AoO @ Unrak: 1d20 + 16 ⇒ (18) + 16 = 34 HIT
Damage: 2d6 + 9 ⇒ (4, 3) + 9 = 16

Unrak charges in, heedless of the danger. He takes a slash across the shoulder and drives his greatsword into the zombie's skull, pressing deeper inch by inch.

Somehow, the seams hold for an instant longer.

Round III
1. Tess, Bytor, Taranis (63/74 hp), Augrym (58/81 hp)
2. Zombie (84 dmg)
3. Marc (42/54 hp), John (43/68 hp), Unrak (70/98 hp)
4. Xamanthe


Marc moves forward, standing beside Tess with his glaive in mid-swing. Timing his swing so his allies are spared a wicked cut, he tries to end this threat.
Glaive vs Zombie: 1d20 + 12 ⇒ (3) + 12 = 15

The strike is wide of the mark however.


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

I'll switch the 5ft move to a regular move to make the space. Not sure if they have any AoO left.


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

Marc's glaive sails wide!

Round IV
1. Tess, Bytor, Taranis (63/74 hp), Augrym (58/81 hp)
2. Zombie (84 dmg)
3. Marc (42/54 hp), John (43/68 hp), Unrak (70/98 hp)
4. Xamanthe


Bard Level 8 HP 75/75| BP: 29/29 | Spells: 1st: 5/5, 2nd: 3/4, 3rd: 1/3 | AC 20, Flat: 18, Touch: 12 | F+5 R+8 W+6 | Init +2, Perc +11, Diplomacy +19, Stealth +13

Bytor moves up, takes aim, and fires a shot at the remaining zombie with his bow!

Attack: 1d20 + 10 + 2 ⇒ (14) + 10 + 2 = 26
Piercing Damage: 1d8 + 1 + 2 ⇒ (3) + 1 + 2 = 6

Meanwhile, he continues to inspire courage!


Female Half-Elf Eldritch Knight 8 | 49/49 HP | Init: +5 | AC: 20 T: 11, FF: 19 | Perception +6 | F: +5, R: +2, W: +4 (+2 vs Enchantment) | CMB: +5 | CMD: 18 | Effects: 2 Negative Levels, One Eye (-2 to sight-based Perception checks)

Tess swings hard with her mighty sword, delivering the strike with a shout. "DIE!"
Greatsword vs Zombie: 1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22
Damage (S): 2d6 + 14 + 2 ⇒ (3, 3) + 14 + 2 = 22


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

Tess buries her sword in what is left of its rib cage just as Bytor puts a second arrow into its single eye! The zombies are no more.

Out of initiative! Each hero earns 1,830 XP.

Amid labored breathing, you are left with the heavy stench of death and the incredible horror of the scene before you. Seated along great stone table running across the chamber's center, no less than 33 human corpses are locked in their death throes, mouths agape in anguish, the top of the cranium brutally removed, and the brains within excised.

John fixates on one in particular: a woman with erstwhile fair features and tattered robes worn in the fashion of New Stetven.

Members of the original Huntsmen company also recognize three seated at the far end of the table. Maegar Varn himself heads the macabre feast, dressed in his now brain-spattered characteristic black with the crest of House Varn done in grey across the chest. Seated to his left is Caspar Morgarion, whom you also met in your visit to Varnhold long ago; he still wears the priestly robes of Erastil's faith. Seated to Varn's right is the body of his former sergeant-at-arms, Howitt Gurney. Like the others here, all three have expressions twisted in agony and are missing their brains.


Character Sheet | Human Fighter 8 | Init: +6 | AC: +23, T: +15, FF: +19 | Percep: +8 | Fort: +7 | Reflex: +7 | Will +4 | Max HP: 60 |

Humble John Fletcher is fixated on the woman for long minutes in a nearly catatonic state. Then without warning he takes one of the dread zombies' axes and in a screaming shaking rage commences hacking away at the zombie corpses until either the axe breaks against the stone floor, or the zombies are completely pulped.

Any attempt to intervene will be met with insane rabid animal rage... although looting the others while he is julienne-izing one won't retarget his insanity

Once he is through, he calms slowly and the rage is replaced with deep, wracking sobs as he approaches the woman, holds her hand and kneels beside her corpse in agony.

are there any dead kids here?


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

John observes, with an admixture of fear and hope, that the only meals served at this table are adults.


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

"No grief stricken friend John. I have never known family outside of the Huntsmen. I know little of what you are currently experiencing. If your children as still amongst the living, I assure you we will find them. We should give these people a proper burial as well. They did not deserve this fate and do not deserve to stay here in this state."


Character Sheet | Human Fighter 8 | Init: +6 | AC: +23, T: +15, FF: +19 | Percep: +8 | Fort: +7 | Reflex: +7 | Will +4 | Max HP: 60 |

John nods numbly and takes Reykala's wedding ring. He hangs it from a leather thong around his neck. With his hunting knife, he tears three strips of cloth from her dress where he can find spots free of gore and tucks them away for his boys. He then gathers her in his arms and awaits direction for a proper burial.


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 L1:2/3 L2:2/2

After John's rage plays out, Unrak quietly stands next to the sobbing man, and places a firm hand on his shoulder. He does nothing to hide the few years that trickle into his beard.


Female Half-Elf Eldritch Knight 8 | 49/49 HP | Init: +5 | AC: 20 T: 11, FF: 19 | Perception +6 | F: +5, R: +2, W: +4 (+2 vs Enchantment) | CMB: +5 | CMD: 18 | Effects: 2 Negative Levels, One Eye (-2 to sight-based Perception checks)

Tess gives John space as he vents his rage, but watches him let it all out. He needs to do this, but we all need to see it too. Too easily do we lose sight of why we're here, or what the stakes actually are.

When things calm she whispers a simple spell to reveal magical auras, scanning the area to see if there's any tools that could help in their task.


Character Sheet | Human Fighter 8 | Init: +6 | AC: +23, T: +15, FF: +19 | Percep: +8 | Fort: +7 | Reflex: +7 | Will +4 | Max HP: 60 |

"Do you have a way to help me find my sons? Some magic or skill one of you might have?"


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

The zombies each bear a masterwork battleaxe, sizes for a giant. Tess detects no magical auras in the room, only the heavy stink of death.


Female Half-Elf Eldritch Knight 8 | 49/49 HP | Init: +5 | AC: 20 T: 11, FF: 19 | Perception +6 | F: +5, R: +2, W: +4 (+2 vs Enchantment) | CMB: +5 | CMD: 18 | Effects: 2 Negative Levels, One Eye (-2 to sight-based Perception checks)

"Although I know of such magic, it is complex and not something I have learned," Tess answers, recognizing that her elven upbringing has made her the local expert on the arcane. "If we can get to a larger settlement, I promise to do my best to look into the spells necessary. But please know that it won't be easy."


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 L1:2/3 L2:2/2
Humble John Fletcher wrote:
"Do you have a way to help me find my sons? Some magic or skill one of you might have?"

No magic, only a little trailcraft. How tall are they?

survival, tracking: 1d20 + 7 ⇒ (5) + 7 = 12

While John is distracted, Unrak crosses to Augrym and mutters to him

Augrym:
You're honest--sometimes TOO honest. When we find his boys, if they ask after his mother, do me and them a favor and leave telling that part to us, OK?


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 L1:2/3 L2:2/2

clarification: the corpses are *seated* at the table, or *presented/served* ON the table?

The warrior looks around, grimly and sadly. *sigh* I had hoped to find our Varnhold friends alive, but that hope seems pretty dim right now. Let's find survivors, and then avenge the ever loving SH1T out of the dead.

He sighs again. I hate to say it...but I think we should postpone the task of burial for after finding survivors. We want as fresh trails as we can manage.


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

The brainless corpses are seated at the table, and shackled cruelly to their chairs (indeed, John had to struggle mightily to free Reykala from her bonds). There is nothing atop the table itself, save for spattered ichor and blood that fell there while each prisoner's brain was excised and consumed.

Unrak's skill at tracking fails him this time.

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 stands stoically as the man burns his rage out on the floor. He has seen this response a few times on the frontier. He whispers to the group, " It's best to let this pass through him. We will need to watch him closely. This rage can destroy a man from the inside. He will need help before this is over..." His voice trails off as the man's eye rest on the fellow holy man of Erastil.

When the room is calm again. Marc walks over to the body of Casper. He says a quiet prayer of the body. "Rest easy in the hall of Erastil. You can now ride in the Eternal Hunt at his side."

He will make sure that all the bodies are clean and buried properly. if not possible, he will build a pyre or a way to preserve the bodies until they can be put to rest properly.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4
Marc Jorstad wrote:
He will make sure that all the bodies are clean and buried properly. if not possible, he will build a pyre or a way to preserve the bodies until they can be put to rest properly.

The floor here is paved with heavy flagstones; you are still within the Tomb and none of you (save Taranis only) have seen the sun in three days. Burial or burning will take work, and potentially materials that you do not have.


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 L1:2/3 L2:2/2

Unrak watches his friends' reactions to John's heavy grief, and observes their starting preparations to deal with the fallen. He takes a deep breath...

Look...this is going to sound cruel, but it's the truth. We need to keep moving, and come back to lay the bodies later, when we're done. We will do more honor to the dead by finding who did this, and bring them painful justice. The longer we wait, the colder the trail will get, and the less likely we'll be to find them. And, we need to search for the living as well.

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 spends a few minutes looking around the room. Defeated, he sighs and does what he can to clean the bodies. When things are ready, he collects the huntsmen and moves up/down the stairs (or into the odd shaped room that look like it hasn't been checked all the way).


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

Working together, you spend 1d4 + 1 ⇒ (3) + 1 = 4 hours breaking each citizen of Varnhold free and preparing them for (eventual) final rites as best you can.

The stairs go up, to an open balcony above you, though what else the balcony accesses remains to be seen. As Marc recalls, there is also the unexplored catacomb behind you, in which you briefly glimpsed an unidentified corpse.

Need a decision here.

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

he leads the Huntsfolk through the catacombs. "Let us see who this poor soul was."


Character Sheet | Human Fighter 8 | Init: +6 | AC: +23, T: +15, FF: +19 | Percep: +8 | Fort: +7 | Reflex: +7 | Will +4 | Max HP: 60 |

John is carrying Reykala wrapped in his bedroll with the group. He lays her gently on the ground when it looks like there may be a fight in the offing.


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

Marc leads the way back to the under-explored catacombs. Approaching the corpse sprawled at the end of the hall, you see that it is fairly fresh, and was once a middle-aged Ulfen man.

Before you can investigate further, however, a wispy shade makes its presence known, floating through the wall at the far end. It lets out a silent scream, expression twisted with unchecked hostility, and hurries towards you!

Initiative!:
Augrym: 1d20 + 8 ⇒ (15) + 8 = 23 +2 if Surprise
Augrym: 1d20 + 8 ⇒ (1) + 8 = 9 +2 if Surprise
Bytor: 1d20 + 2 ⇒ (7) + 2 = 9
John: 1d20 + 6 ⇒ (9) + 6 = 15
Marc: 1d20 + 4 ⇒ (20) + 4 = 24
Taranis: 1d20 + 2 ⇒ (9) + 2 = 11
Tess: 1d20 + 7 ⇒ (1) + 7 = 8
Unrak: 1d20 + 3 ⇒ (9) + 3 = 12
Hostiles: 1d20 + 7 ⇒ (11) + 7 = 18

Round I
1. Marc (42/54 hp), Augrym (58/81 hp)
2. ??? Kn Religion
3. John (43/68 hp), Unrak (70/98 hp), Taranis (63/74 hp), Bytor, Tess
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

Marc tries to recall what that is floating in front of him:
kn:religion: 1d20 + 11 ⇒ (10) + 11 = 21

Marc imbues his weapon with holy power (holy strike) and advances with weapon at the ready...
if knowledge check affirms it's evil, Marc will attack.

attack!(good for DR): 1d20 + 13 ⇒ (9) + 13 = 22
damage?( +1d6 if target is evil): 2d8 + 16 + 1d6 ⇒ (5, 7) + 16 + (2) = 30


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

Marc recognizes this shade as a spectre, a fearsome ghost that can sap the lifeforce of the living with ease. While a Knowledge check cannot tell you whether this particular spectre is evil (you need detect evil for that), you do know that as undead most spectres are evil.

Marc strides forward and slashes with his glaive. The blade cuts right through the shade, though its appearance dims somewhat.

Round I
1. Marc (42/54 hp), Augrym (58/81 hp)
2. Spectre (15 dmg)
3. John (43/68 hp), Unrak (70/98 hp), Taranis (63/74 hp), Bytor, Tess
4. Xamanthe


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

Move, study, knowledge.

Knowledge Religion: 1d20 + 12 ⇒ (13) + 12 = 25


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
Unrak "Dreadful Bear" Redleaf wrote:
Humble John Fletcher wrote:
"Do you have a way to help me find my sons? Some magic or skill one of you might have?"

No magic, only a little trailcraft. How tall are they?

[dice=survival, tracking]d20+7

While John is distracted, Unrak crosses to Augrym and mutters to him

** spoiler omitted **

Augrym looks at his brother, truly hurt.

"I know not what I have done to make you believe that I do not understand the fragility of humans, especially tiny ones. You are all jumbled balls of emotions lumped into squishy sacks of bones and blood. Some even more emotional than others, rage filled brother Unrak."


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

Augrym: One question.

The spectre lurches towards Marc, wrapping icy fingers around his throat, to throttle him where he stands.

Touch Attack @ Marc: 1d20 + 10 ⇒ (1) + 10 = 11 Desna smiles on Marc!

Round I
1. Marc (42/54 hp), Augrym (58/81 hp)
2. Spectre (15 dmg)
3. John (43/68 hp), Unrak (70/98 hp), Taranis (63/74 hp), Bytor, Tess
4. Xamanthe

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