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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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 muses that often when he hunts and traps, bait is the surest way to attract his quarry...

So he draws back his mighty bow a few inches with an arrow nocked, ready for anything.


M Human Bloodrager 9 HP 90/110(115/136) 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

Taking his cue from John, Unrak takes out his crossbow, and loads in one of the magical flaming bolts.


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

"M'lord... what can you see??"


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

The dwarf is definitely dead, and has been for quite some time, though exactly how long is difficult to tell in the dry mountain air. The hammer lying at his side seems potent, however, so Taranis reaches out a hand (wing?) to scoop it up.

His hand (wing?) sticks to it, FAST, and the hammer does not budge from the rock either. Taranis is effectively glued to his current square, and denied the use of one hand.

And thus the real trap is sprung. Six strange creatures emerge from the caves beneath the near cliff, skittering with astonishing speed towards their stuck and isolated prey. The purplish bodies walk upright, but their faces are those of spiders, and their arms end in vicious sickle-like appendages. Their mandibles clack excitedly.

Initiative!:

Augrym: 1d20 + 8 ⇒ (15) + 8 = 23 +2 if Surprise
Augrym: 1d20 + 8 ⇒ (11) + 8 = 19 +2 if Surprise
Bytor: 1d20 + 2 ⇒ (11) + 2 = 13
John: 1d20 + 8 ⇒ (18) + 8 = 26
Taranis: 1d20 + 2 ⇒ (5) + 2 = 7
Unrak: 1d20 + 3 ⇒ (18) + 3 = 21
Hostiles: 1d20 + 9 ⇒ (8) + 9 = 17

Round I
1. John, Augrym, Unrak
2. Ettercaps
3. Bytor, Taranis (stuck)


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 First
  • Current HPs: 68/68

RANGED FULL ATTACK
First Attack:
Deadly Aim; Manyshot, Clustered Shots with Adaptive Compound Longbow +3: 1d20 + 19 - 2 - 2 ⇒ (19) + 19 - 2 - 2 = 34 for 2d8 + 16 + 8 ⇒ (7, 6) + 16 + 8 = 37 damage (+1 Attack & Damage if target w/in 30')

Second Attack:
Deadly Aim; Clustered Shots with Adaptive Compound Longbow +3: 1d20 + 19 - 2 - 2 - 5 ⇒ (6) + 19 - 2 - 2 - 5 = 16 for 1d8 + 8 + 4 ⇒ (5) + 8 + 4 = 17 damage (+1 Attack & Damage if target w/in 30')

Rapid Shot:
Deadly Aim; Clustered Shots with Adaptive Compound Longbow +3: 1d20 + 19 - 2 - 2 ⇒ (2) + 19 - 2 - 2 = 17 for 1d8 + 8 + 4 ⇒ (6) + 8 + 4 = 18 damage (+1 Attack & Damage if target w/in 30')


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

Augrym chooses a different target from John (aiming for Blue if that's been untouched), takes aim using the Stag's Helm on his wrist launcher (free), steadies his hand adding Bane onto it (swift), and fires (standard).

Sneak attack damage allows me to study (immediate).

Attack on blue: 1d20 + 12 ⇒ (18) + 12 = 301d4 + 4 + 2d6 + 3d6 ⇒ (3) + 4 + (4, 5) + (3, 4, 5) = 28

He'll then move forward.


M Human Bloodrager 9 HP 90/110(115/136) 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: they're clearly heading toward Taranis, yes?


M Human Bloodrager 9 HP 90/110(115/136) 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

I'll assume "yes."

Unrak sees the trap spring, and reads the situation quickly.

BROTHER!! I'M COMING!!

He drops the crossbow unfired, then casts a simple spell of Shield. He then draws his huge sword while backpedaling a few steps, roaring out KEEP MY PATH CLEAR!!


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

The ettercaps are down a 50' sheer cliff, so you do need to be at the edge in order to see/shoot them (for now, see below). I put John at the edge per his prior post, and will say that Augrym was also there but then stepped out of Unrak's way.

John lands two arrows with the first *twang* and nearly splits an ettercap's head in twain. The two follow-up shots clatter on the broken stones.

Augrym lands his shot, again doing heavy damage. Meanwhile, Unrak prepares to make a leap of faith.

Undeterred, the ettercaps scurry onward, making it more than halfway up the opposite cliff face. Ettercaps are now only 20' below you, but on the far cliff, so most of the party has an easier line of sight now.

Round I
1. John, Augrym, Unrak
2. Ettercaps (black @ 37 dmg, blue @ 28 dmg)
3. Bytor, Taranis (stuck)


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

Taranis is undeterred. Given that he has one hand free, he can cast spells just fine. Concentration: 1d20 + 12 ⇒ (16) + 12 = 28

He summons forth a column of flame past the edge of the cliff. Surely it'll hit them... [dice=Flame Strike]8d6[/url] Purple, White, and Red. REF DC 18


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

8d6 ⇒ (4, 6, 2, 2, 2, 3, 5, 4) = 28

Purple Reflex: 1d20 ⇒ 20 SUCCESS
White Reflex: 1d20 ⇒ 18 SUCCESS
Red Reflex: 1d20 ⇒ 9 FAIL

Taranis hurls the might of Gozreh at his would-be devourers. Two are badly singed, and the third nearly fries on the spot. Yet still they come on...

Round I
1. John, Augrym, Unrak
2. Ettercaps (black @ 37 dmg, blue @ 28 dmg, purple @ 14 dmg, white @ 14 dmg, red @ 28 dmg)
3. Bytor, Taranis (stuck)


Bard Level 8 HP 75/75| BP: 29/29 | Spells: 1st: 5/5, 2nd: 3/4, 3rd: 0/3 | AC 20, Flat: 18, Touch: 12 | F+5 R+8 W+6 | Init +2, Perc +11, Diplomacy +19, Stealth +13

"Let us vanquish these foes and put an end to these vile creatures!"

Bytor begins with his Inspire Courage. He then draws his bow and notches an arrow.

Inspire Courage +2


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

Bytor offers his signature encouragement!

Round II
1. John, Augrym, Unrak
2. Ettercaps (black @ 37 dmg, blue @ 28 dmg, purple @ 14 dmg, white @ 14 dmg, red @ 28 dmg)
3. Bytor, Taranis (stuck)


M Human Bloodrager 9 HP 90/110(115/136) 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 takes a few breaths, staring intently at his trapped brother. He then roars in his typical rage--but at the end of his roar, there can be heard an overlay of a screech. It takes a moment to recognize it as the scream of a hunting cat.

The warrior runs directly at the edge...at a remarkable speed. It lends such momentum that he makes what should be an impossible jump one he lands with apparent ease. Taranis feels the ground shake slightly at his brother lights next to him. Unrak looks down, eyes blazing and teeth showing in a manic grin. We live--or die--together!

He turns his back on Taranis, calling out in another roar. COME ON you filthy attercops!! You want him?? COME GET HIM!! He starts swinging his greatsword in anticipation, the ominous WHOOSHING sound fairly intimidating.

Cast Cheetah's Speed; run to edge & jump. As per slack, the jump bonus is such that I can't fail

Current AC 27


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 Second
  • Current HPs: 68/68
  • Inspired

John looses another volley!

FULL ATTACK
First Attack:
Deadly Aim; Manyshot, Clustered Shots with Adaptive Compound Longbow +3: 1d20 + 19 - 2 - 2 + 2 + 1 ⇒ (4) + 19 - 2 - 2 + 2 + 1 = 22 for 2d8 + 16 + 8 + 2 + 1 ⇒ (8, 8) + 16 + 8 + 2 + 1 = 43 damage

Second Attack:
Deadly Aim; Clustered Shots with Adaptive Compound Longbow +3: 1d20 + 19 - 2 - 2 - 5 + 2 + 1 ⇒ (4) + 19 - 2 - 2 - 5 + 2 + 1 = 17 for 1d8 + 8 + 4 + 2 + 1 ⇒ (7) + 8 + 4 + 2 + 1 = 22 damage

Rapid Shot:
Deadly Aim; Clustered Shots with Adaptive Compound Longbow +3: 1d20 + 19 - 2 - 2 + 2 + 1 ⇒ (14) + 19 - 2 - 2 + 2 + 1 = 32 for 1d8 + 8 + 4 + 2 + 1 ⇒ (6) + 8 + 4 + 2 + 1 = 21 damage

Targeting black until it falls, then blue, then purple if it gets that far.


M Human Bloodrager 9 HP 90/110(115/136) 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

By the way, Unrak's jump is...

Cheetah!!: 1d20 + 82 ⇒ (9) + 82 = 91

...impressive


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

With an epic use of magic, Unrak sails the gap to man the ledge alongside his brother! Place yourself on the map.

Meanwhile, John shoots down two of the ettercaps!

Round II
1. John, Augrym, Unrak
2. Ettercaps (purple @ 14 dmg, white @ 14 dmg, red @ 28 dmg)
3. Bytor, Taranis (stuck)


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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

"Did you all see rage filled flying brother friend Unrak? He leaps as if his legs were blessed by the gods. When this battle is over, we will need to all worship these golden calves."

Cast Channel Vigor on my limbs for Haste and jumps off the cliff.


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

Augrym punctuates his speech but stepping lithely off the cliff. The long-jumper Unrak turns to watch the half-orc float slowly to the ground.

Just need Unrak to place his pog.

Round II
1. John, Augrym, Unrak (place pog)
2. Ettercaps (purple @ 14 dmg, white @ 14 dmg, red @ 28 dmg)
3. Bytor, Taranis (stuck)


M Human Bloodrager 9 HP 90/110(115/136) 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
GMTrex wrote:

Meanwhile, John shoots down two of the ettercaps!

Unrak gives John an evil laugh and fist-pump at his marksmanship


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

The ettercaps speed their way up to the lip of the cliff and start laying into the Redleafs!

Taranis gets an AoO (if armed) against either White or Purple. Unrak gets an AoO against Red or Grey.

Pending AoOs:

Purple Bite @ Taranis: 1d20 + 7 ⇒ (20) + 7 = 27 THREAT Confirm?: 1d20 + 7 ⇒ (2) + 7 = 9 nope Damage: 1d6 + 4 ⇒ (6) + 4 = 10 plus FORT
White Bite @ Taranis: 1d20 + 7 ⇒ (10) + 7 = 17 MISS

Red Bite @ Unrak: 1d20 + 7 ⇒ (6) + 7 = 13 MISS
Grey Bite @ Unrak: 1d20 + 7 ⇒ (5) + 7 = 12 MISS

Round II
1. John, Augrym, Unrak (AoO)
2. Ettercaps (purple @ 14 dmg, white @ 14 dmg, red @ 28 dmg)
3. Bytor, Taranis (stuck, possible AoO, possible FORT)


M Human Bloodrager 9 HP 90/110(115/136) 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

AoO vs GREY: 1d20 + 11 + 2 ⇒ (17) + 11 + 2 = 30 Damage: 2d6 + 15 + 2 ⇒ (3, 4) + 15 + 2 = 24

Unrak decides to stay where he is, to avoid him or Taranis being easily flanked, rather than rush to his brother's attackers. He enters his now-famous(ish) rage, and lays into grey, hoping to take at least one beast down quickly

if grey falls, go for red next

Attack: 1d20 + 13 + 2 ⇒ (8) + 13 + 2 = 23
Damage: 2d6 + 18 + 2 ⇒ (3, 4) + 18 + 2 = 27

Attack, Destined Strike: 1d20 + 8 + 2 + 4 ⇒ (20) + 8 + 2 + 4 = 34 <--THREAT!!
Damage: 2d6 + 18 + 2 ⇒ (1, 1) + 18 + 2 = 22

Crit confirm: 1d20 + 8 + 2 + 4 ⇒ (15) + 8 + 2 + 4 = 29
Damage: 2d6 + 18 + 2 ⇒ (6, 5) + 18 + 2 = 31

Current AC: 25


(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

FORT: 1d20 + 9 ⇒ (17) + 9 = 26

Worried about keeping his guard up and being stuck, Taranis takes a risk to light up a spell, summoning a Flaming Sphere Fire: 3d6 ⇒ (1, 5, 1) = 7 REF DC 16 neg. He then draws his scimitar.

Concentration Stuck: 1d20 + 12 ⇒ (8) + 12 = 20
Casting Defensively: 1d20 + 12 ⇒ (13) + 12 = 25


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

Reflex: 1d20 ⇒ 11 SUCCESS

The ettercap dances around the sphere. Its friend to the south is less fortunate, and eats a big helping of greatsword. Holding the rest of Unrak's attacks until his turn.

Round II
1. John, Augrym, Unrak (attacks pending)
2. Ettercaps (purple @ 14 dmg, white @ 14 dmg, red @ 28 dmg, grey @ 24 dmg)
3. Bytor, Taranis (stuck, 65/74 hp)


Bard Level 8 HP 75/75| BP: 29/29 | Spells: 1st: 5/5, 2nd: 3/4, 3rd: 0/3 | AC 20, Flat: 18, Touch: 12 | F+5 R+8 W+6 | Init +2, Perc +11, Diplomacy +19, Stealth +13

Bytor maintains his inspiring courage.

"Bear with me Huntsmen! Arise and let us destroy these vile creatures! Onward, to victory, my friends!"

Bytor shoots with his bow, but in the excitement, he fails to stay focussed on his target.

Longbow: 1d20 + 10 ⇒ (2) + 10 = 12
Damage: 1d8 + 1 ⇒ (6) + 1 = 7


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

Bytor's arrow disappears down the mountainside.

Unrak cuts down both of the ettercaps near him! These predators caught more than they bargained for...

Round III
1. John, Augrym, Unrak (attacks pending)
2. Ettercaps (purple @ 14 dmg, white @ 14 dmg)
3. Bytor, Taranis (stuck, 65/74 hp)


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 First
  • Current HPs: 68/68
  • Inspired

John showers the ettercaps with black arrows of death. Sweat beads on his brow at the difficulty of pinpointing his strange targets within the melee on the distant plateau, but the years of training and his faith in the goodly gods guide his hand and steady his nerves.

RANGED FULL ATTACK
First Attack:
Deadly Aim; Manyshot, Clustered Shots with Adaptive Compound Longbow +3: 1d20 + 19 - 2 - 2 + 2 ⇒ (10) + 19 - 2 - 2 + 2 = 27 for 2d8 + 16 + 8 + 2 ⇒ (5, 2) + 16 + 8 + 2 = 33 damage (+1 Attack & Damage if target w/in 30')

Second Attack:
Deadly Aim; Clustered Shots with Adaptive Compound Longbow +3: 1d20 + 19 - 2 - 2 - 5 + 2 ⇒ (1) + 19 - 2 - 2 - 5 + 2 = 13 for 1d8 + 8 + 4 + 2 ⇒ (2) + 8 + 4 + 2 = 16 damage (+1 Attack & Damage if target w/in 30')

Rapid Shot:
Deadly Aim; Clustered Shots with Adaptive Compound Longbow +3: 1d20 + 19 - 2 - 2 + 2 ⇒ (12) + 19 - 2 - 2 + 2 = 29 for 1d8 + 8 + 4 + 2 ⇒ (8) + 8 + 4 + 2 = 22 damage (+1 Attack & Damage if target w/in 30')

targeting white then purple if needed


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

John knocks one ettercap off the cliff and grievously wounds the other!

Round III
1. John, Augrym, Unrak (attacks pending)
2. Ettercaps (purple @ 36 dmg)
3. Bytor, Taranis (stuck, 65/74 hp)


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

climb: 1d20 + 8 ⇒ (15) + 8 = 23

Double move and I have a 60ft move now.


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

Augrym makes it more than halfway up the cliff!

The last ettercap realizes that the jig is up, and tries to flee down the mountainside. Taranis grips his scimitar...

AoO from Taranis!

Round III
1. John, Augrym, Unrak
2. Ettercaps (purple @ 36 dmg)
3. Bytor, Taranis (stuck, 65/74 hp, AoO)


(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

With an unpracticed hand, Taranis swings his blade:
AoO: 1d20 + 6 ⇒ (10) + 6 = 16 for DMG: 1d6 ⇒ 5


(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

Dang it, too late for the Paizo Geocities account to edit. Should be an 18to hit with 7 damage.


M Human Bloodrager 9 HP 90/110(115/136) 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

AUGRYM!! HERE IT COMES!!!


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

With Bytor's encouragement, Taranis manages to strike a blow! The wound is light, but it adds up. The last ettercap tumbles down the mountainside to an unmarked grave.

For surviving this ambush, each hero earns 1,440 XP!

Though the wounds suffered by the Huntsmen are few, the Baron does remain stuck to the hammer, which is itself stuck to the stone ledge. Sovereign glue.


M Human Bloodrager 9 HP 90/110(115/136) 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 big warrior glances around at the carnage with some satisfaction. He releases his rage, and grins at his brother with a wink. Just like I said!

While wiping his sword off on the corpses, Unrak muses.

Hmmm...we should search for their treasures. I will bet on them keeping some Universal Solvent.

He then carefully climbs down, then starts searching for signs of where these things lair.

survival: 1d20 + 9 ⇒ (8) + 9 = 17


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

"You'll have to search without me brother..."

Taranis looks around where he can: Perception: 1d20 + 18 ⇒ (2) + 18 = 20


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 tries to help Unrak search from his vantage point.
Perception Aid Another: 1d20 + 8 ⇒ (15) + 8 = 23


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

Unrak and John indeed find a lair---or rather, several, all hidden in caverns wedged into the cliff face. Between them all, they find GP: 9d100 ⇒ (70, 60, 93, 44, 66, 53, 59, 87, 100) = 632 in gold and CP: 2d1000 ⇒ (53, 68) = 121 in copper, presumably collected from various victims.

They also find a stoppered flask of sovereign glue, which contains 1d6 ⇒ 4 ounces of the substance, enough for 4 applications. Nearby are the partially-cannibalized remains of another ettercap, which appears to have gotten its limbs stuck together when mishandling the glue.


M Human Bloodrager 9 HP 90/110(115/136) 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 sifts through the coin, then utters a vile curse when only more glue is found. John sees the big man close his eyes and breathe deeply for a beat, then steele himself. OK. Let's go.

They gather the coin & vial quickly, then head back to the trapped Duke.

Unrak hunkers down. Didn't find what I'd hoped. I see two options. First: some of us go back to the capital & see if we can find some Solvent. Second... he looks Taranis in the eye ...I've heard of magic that can regrow limbs. He then solemnly touches his sword, glancing at his brother's stuck hand, then back to his eyes. Unrak's own eyes are pained, but determined.


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 perfectly capable of surviving on his own in the wilds, and is certain he knows how to get back to Solasgaard from here. "With your permission m'lord, I'll head for home and get a bottle of universal solvent and return here. I think everyone should stay here with you to protect you since you're trapped. Unless one other wants to join me?"

He looks around questioningly.


M Human Bloodrager 9 HP 90/110(115/136) 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

Thank you, that's definitely worth a try. I'm staying, but at least one other should go back too. I've got enough coin at home to cover the cost--tell the merchant that I'll pay him on our return, and that it's an emergency, but that if he keeps his mouth shut there's an extra 50 gold in it.


(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

"Tomorrow I can extricate the stuck portion to the rock, but I will still be stuck to the hammer... let's then find some solvent."


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

The group takes some time to make as comfortable a camp as possible surrounding the Duke and his new hammer. On the morrow they can try to find a less drastic solution than amputation, and a more efficient solution than splitting up.

John sets a guard roster and takes some time to scout the area before nightfall.

Take 20 search of the plateau = 28

Take 20 search of the lair = 28

Guard roster the same as marching order for simplicity sake.


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

John spends hours delving every book and cranny of the caves, and turns up only 1d6 ⇒ 4 copper coins that Unrak had missed.

The night passes, with nothing to trouble you but the wind. Even Taranis manages to find sleep, despite the uncomfortable posture his predicament requires.


(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

In the morning, Taranis changes his morning communion to prepare a spell of Stone Shape. He then changes the stone such that he can pull away (with the hammer) with as little extra weight as possible.

"I had wanted to keep adventuring, but I think we should handle this first."


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

The spell works like a charm. While Taranis still has a hammer stuck in his hand, he now just has a hammer stuck in his hand. Using this +2 warhammer is feasible, but with a -2 penalty to attack rolls due to the inability to adjust the grip.

The current date is [color=teal]12th Calistril[/color]. And for what it is worth, Restov (your destination) is likely to have universal solvent in stock.


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

Former Varnhold Territories

Hex 55: Visited
Hex 56: Visited
Hex 57: EXPLORED
Hex 58: EXPLORED
Hex 59: EXPLORED
Hex 64:
Hex 65:
Hex 66:
Hex 67: EXPLORED
Hex 68:
Hex 69: Visited
Hex 70: Visited
Hex 71:
Hex 72: Visited
Hex 73: Visited
Hex 74: Disputed by the Nomen
Hex 75: EXPLORED
Hex 76:
Hex 77: Visited

Technically speaking, all of these hexes were explored/mapped by Varn and his team before Varnhold claimed them. HOWEVER, there may be hidden locations at each that his team never found.

The above list marks which hexes you have traveled through ("Visited") and which ones you can be confident contain no further hidden locations ("Explored").


(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

"Let us cut east and explore this region marked with spiders' dens. FIRST I'd like everyone to confirm they can either combat poison or damage swarms of creatures."

Headed towards Hex 68.


M Human Bloodrager 9 HP 90/110(115/136) 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

Hmmm...I *think* my fire bolts *might* work on swarms, but I'm not sure. Haven't tried it yet.


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

Perception:

Augrym: 1d20 + 18 ⇒ (9) + 18 = 27 DV60, Scent
Bytor: 1d20 + 11 ⇒ (14) + 11 = 25
John: 1d20 + 8 ⇒ (14) + 8 = 22
Taranis: 1d20 + 18 ⇒ (6) + 18 = 24 and Tothfangen: 1d20 + 7 ⇒ (15) + 7 = 22 LLV Scent
Unrak: 1d20 + 11 ⇒ (20) + 11 = 31
Spiders: 1d20 + 13 ⇒ (9) + 13 = 22

You reach the western edge of the Dunsward plains on [color=teal]13th Calistril[/color]. The fields here appear strangely barren and are covered with numerous low hummocks of grassy mounds.

Though the giant trapdoor spiders in this area had hoped to surprise their prey, such a skilled party of hunters proves an overmatch.

Initiative!:

Augrym: 1d20 + 8 ⇒ (6) + 8 = 14 +2 if Surprise
Augrym: 1d20 + 8 ⇒ (10) + 8 = 18 +2 if Surprise
Bytor: 1d20 + 2 ⇒ (18) + 2 = 20
John: 1d20 + 8 ⇒ (16) + 8 = 24
Taranis: 1d20 + 2 ⇒ (18) + 2 = 20
Unrak: 1d20 + 3 ⇒ (7) + 3 = 10
Hostiles: 1d20 ⇒ 3

Round I
1. John, Taranis, Bytor, Augrym, Unrak
2. Spiders

[ooc]Note: While in their mound-lairs, the spiders have cover.

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