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 |

Note: On 1 Erastil, Erasten turns 10 with a small celebration in the Fletcher home.

On 1 Gozran, Gozrek turns 16, again cause for a small party at the Fletcher home.

John lobbies to immediately figure out what is killing mothers. It's a bit of a sore spot for him.


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

A little behind here, but I would like to catch up with the city.

Augrym casts Ears of the City.

Perception: 1d20 + 18 ⇒ (2) + 18 = 20
Equivalent hours spent talking to people this round: 1d4 ⇒ 1

Perception: 1d20 + 18 ⇒ (15) + 18 = 33
Equivalent hours spent talking to people this round: 1d4 ⇒ 4

Perception: 1d20 + 18 ⇒ (9) + 18 = 27
Equivalent hours spent talking to people this round: 1d4 ⇒ 2

Perception: 1d20 + 18 ⇒ (9) + 18 = 27
Equivalent hours spent talking to people this round: 1d4 ⇒ 2

Perception: 1d20 + 18 ⇒ (18) + 18 = 36
Equivalent hours spent talking to people this round: 1d4 ⇒ 3

Perception: 1d20 + 18 ⇒ (4) + 18 = 22
Equivalent hours spent talking to people this round: 1d4 ⇒ 1

Perception: 1d20 + 18 ⇒ (9) + 18 = 27
Equivalent hours spent talking to people this round: 1d4 ⇒ 2

Perception: 1d20 + 18 ⇒ (2) + 18 = 20
Equivalent hours spent talking to people this round: 1d4 ⇒ 1

Equivalent to 16 hours of talking to people in 8 rounds.

If this is likely to help, I would do this each month we're kingdom building to keep an ear on things.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4
Augrym Ko’Charr wrote:
If this is likely to help, I would do this each month we're kingdom building to keep an ear on things.

You are welcome to use Downtime to do this, when it is available, but your actual duties as Justicar do take up the usual amount of time for kingdom-building itself, just as for the others in their own positions.

The rumor mill and word on the street concur: the suspected cult must belong to the minor goddess Gyronna. Knowledge (Religion) check.


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 begins to gather information on the cult rumors.

Diplomacy to Gather Information: 1d20 + 19 ⇒ (18) + 19 = 37


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4
GMTrex wrote:
The rumor mill and word on the street concur: the suspected cult must belong to the minor goddess Gyronna. Knowledge (Religion) check.


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

Religion: 1d20 + 10 ⇒ (3) + 10 = 13


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

Bytor has heard of Gyronna, but cannot recall a single pertinent fact about her or her faith.


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 asks around, specifically asking Jhod for help. He makes a donation of a few coins as per his usual custom upon entering. After some polite small talk,

"Do you know anything about Gyronna? We are working on a lead to destroy a cult of her worshippers and could use some basic information."


Augrym thinks about his own education and training as it pertains to Gyronna, Knowledge (Religion): 1d20 + 10 ⇒ (18) + 10 = 28


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

Augrym is able to recall that the hag-goddess Gyronna is the goddess of hatred, extortion, and spite. Cults of Gyronna often attract spurned lovers, embittered prostitutes, adulterous wives, and the wives of adulterous spouses. Her flock consists almost exclusively of women.

From your efforts to gather information about town, there are at least a couple dozen women in Solasgaard who fit this profile.


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 holds back emotion like only an orc can, but this hearty pat on the back almost squeezed a tear through.

”You are a truly great leader. Your guidance is our prosperity.”

Nation Builder.


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 L1:3/3 L2:2/2

Unrak growls in frustration.

So we've got a cult, possibly made up of women, killing women? Dammit, this won't end well no matter what. We need to get to the bottom of this. Should we try to follow some of the suspects or something?


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

Over the next week, once the boys have said their prayers and gone to sleep, their father quietly slips out the door. John spends a lot of time in seedier establishments watching and listening while nursing a few drinks throughout the night.

He takes leave of the pubs and taverns late and heads to the darker alleys to relieve himself and again, to watch and listen to the lustful goings on between men and the ladies of the night.

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

Perception Day 2: 1d20 + 13 ⇒ (3) + 13 = 16

Perception Day 3: 1d20 + 13 ⇒ (3) + 13 = 16

Perception Day 4: 1d20 + 13 ⇒ (18) + 13 = 31

Perception Day 5: 1d20 + 13 ⇒ (7) + 13 = 20

Perception Day 6: 1d20 + 13 ⇒ (10) + 13 = 23

Perception Day 7: 1d20 + 13 ⇒ (13) + 13 = 26

After his reconnaissance, he remembers to return the Duke's magical lenses.

if anything insane happens, please let me decide if John will react or stay hidden


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

3d100 ⇒ (14, 3, 5) = 22

On the seventh day of his nocturnal reconnoiters, John gets a luck break. He follows one of his targets to a ramshackle barn on the edge of town. While he waits and watches from a copse of trees a short distance away, not one, not two, but three of the women he had been keeping a close eye on this week make their way into the barn a few minutes apart from each other.


(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

Sorry, posting has been minimal, so I've let some slide. I wouldn't want John to go alone. Two things

At the beginning of the week, Taranis casts Animal Messenger, and designates himself, but gives the bird to John.

Taranis asks John to send the bird hen he gets a lead.


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

"Go tell your master to find his way here with the others little bird." John offers the bird a few seeds from his pocket and gestures for the creature to fly away with all haste.

John waits patiently unless there is an obvious and immediate threat to someone.


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

If Augrym is given the option, he will suit up and follow Taranis.


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

After the three enter the barn, Humble John neither sees nor hears any further disturbance in the area. Everybody joining John?


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 willingly follows John.

"John, what exactly are we doing here?"


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

Assuming you all meet up with John outside the barn. What is the plan?


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 informs the group about his surveillance, and that he suspects the three ladies in the barn are connected to the cult. He defers to the Duke for a tactical plan, but appears ready for combat, since his bow is strung and an arrow nocked.


(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

"thank you for the recon my friend. Let me try a little of my own." After patting John on the shoulder, Taranis transforms into a kingfisher, and tries to fly into the barn for more of a picture of what's going on.


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

Kingfisher Redleaf finds a space between the timbers near the loft of the barn. Inside it is nearly pitch black, given the evening hour and a complete lack of lighting inside. Still, the space looks like a barn should: bales of hay are stacked against one wall, some livestock is penned against the other, and a variety of farming equipment is scattered about.

He sees no women, or people of any kind. A Perception check may reveal more.


(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

I don't want to spend too much time inside, can I just T10 on the layout (and anything else that catch's my eye.) That'd be a 28


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

Taranis:
There is a trap door partially hidden under some loose hay.


(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

The Duke flies back out to the party, but does not whildshape back. He lands on his brother's should and pecks at him a bit before flying towards the door excitedly. If his brother doesn't understand, he repeats...


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 sees what is happening and translates for the group. Everyone enters the barn and prepares for action, except John who stays at the door facing outward peering into the night.


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 L1:3/3 L2:2/2

Oh, don't worry, Unrak gets it

Yes, we head to the barn.


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

1d20 ⇒ 13

As Unrak slides the big doors apart and steps into the darkened barn, he feels a slight tug at his ankle---from a cleverly hidden trip wire.

The faint sound of a bell can be heard, from somewhere below.


(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

"Well, that's what we get for lacking a thief."

Taranis casts an extended Daylight spell on Toth's armor. he then hastens to the trap door.


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 L1:3/3 L2:2/2

With a vile oath, Unrak moves to open the trapdoor while his brother is casting the spell.


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 looks and listens for some sign that they are escaping via another egress...
Perception: 1d20 + 8 ⇒ (6) + 8 = 14


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

The trapdoor proves to be, well, trapped. It opens without a fuss, but this causes a heavy threshing tool stored in the rafters to come crashing down atop the Redleaf brothers.

Thresher @ Taranis: 1d20 + 20 ⇒ (2) + 20 = 22 HIT Bludgeoning: 6d6 ⇒ (5, 1, 1, 4, 6, 2) = 19

Thresher @ Unrak: 1d20 + 20 ⇒ (1) + 20 = 21 MISS!

Miraculously, it only hits Taranis! For surviving this trap, each hero earns 480 XP.


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

Beneath the trap door is a wooden ladder leading down into the pitch black. Augrym can see a small earthen room with a hay-strewn floor below.


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

"Can I offer you a light spell?" Bytor asks. Without awaiting for a response he casts the spell on a copper piece and hands it to Augrym to toss down into the darkness.


(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

Bloody hell. I spent the whole weekend thinking I had posted. Sorry. Thanks Bill!

Taranis the bird looks down at the path the coin takes.


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

The drop is not far, some 15 feet. The coin settles among the hay on the floor, offering jagged illumination of earthen walls surrounding the small room. A wooden door stands to the south.


(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

Can Toth squeeze in? Taranis flits down into the room.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4
Taranis Redleaf wrote:
Can Toth squeeze in? Taranis flits down into the room.

With an Acrobatics check to jump down, including a -4 penalty for squeezing.

The ladder is shaky but sturdy enough to bear the Duke's weight. Nothing jumps out at him at the bottom.


(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

The duke is currently a kingfisher.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4
Taranis Redleaf wrote:
The duke is currently a kingfisher.

Ah, right. Nothing still jumps out at him.


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 L1:3/3 L2:2/2

Unrak slides down the ladder, then draws his sword


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

Nothing jumps out at Unrak either.


Augrym jumps down to help and looks around.

Perception: 1d20 + 18 ⇒ (8) + 18 = 26


(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 also listens at the door: Perception: 1d20 + 19 ⇒ (8) + 19 = 27


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 climbs down the ladder carefully and looks around when he gets to the bottom.

Perception: 1d20 + 11 ⇒ (20) + 11 = 31

"You cannot be too overcautious when searching for traps. I suggest you all look around carefully."


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

Augrym does not see any traps on the door. Taranis hears some rustling on the far side, but nothing more. Bytor finds nothing else in the room but trampled bits of hay.


(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 can't open a door, so he lets Augrym.... who does.


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

The door opens. In the cellar are six cultists, each dressed in the characteristics black "shabbles" of their faith---and each sporting a bloody knife. In the center is a simple altar of piled stones topped with a glittering gem that looks like a glaring bloodshot eye. Attending to this alter is a strange pale woman dressed in bloodied white, her nails and teeth impossibly long and sharp...

Initiative!:

Augrym: 1d20 + 8 ⇒ (8) + 8 = 16 +2 if Surprise
Augrym: 1d20 + 8 ⇒ (1) + 8 = 9 +2 if Surprise
Bytor: 1d20 + 2 ⇒ (2) + 2 = 4
John: 1d20 + 8 ⇒ (7) + 8 = 15
Taranis: 1d20 + 2 ⇒ (5) + 2 = 7
Unrak: 1d20 + 3 ⇒ (7) + 3 = 10
Leader: 1d20 + 10 ⇒ (19) + 10 = 29
Cultists: 1d20 + 3 ⇒ (17) + 3 = 20

...to your horror, the pale woman's skin suddenly peels back, revealing a monstrous ancient form beneath. With a bony finger and curved nail, the ragged elder points at Augrym, and he feels his flesh open like a ripe melon.

Ranged Touch @ Augrym: 1d20 + 18 ⇒ (17) + 18 = 35 HIT
Damage: 2d8 + 10 ⇒ (1, 8) + 10 = 19 Will DC 16 for half

The two nearest cultists fall to combat, taking up positions on either side of the door and slashing at Augrym with long knives.

Knife @ Augrym: 1d20 + 8 - 4 + 1 ⇒ (18) + 8 - 4 + 1 = 23 MISS
Knife @ Augrym: 1d20 + 8 - 4 + 1 ⇒ (20) + 8 - 4 + 1 = 25 THREAT Confirm: 1d20 + 8 - 4 + 1 ⇒ (17) + 8 - 4 + 1 = 22 No Damage: 1d4 + 4 ⇒ (1) + 4 = 5

The others invoke spells to their aid. Two let out frenzied screams as their blood boils with fury. Another points at Augrym and whispers a dream of madness. Will save DC 14 vs. confusion.

The last calls down a profane wind to set the tide in her favor. Prayer---take a -1 penalty to all attack rolls.

Round I
1. ??? Kn Nature
2. Cultists
3. Augrym (Will save x2 62/86 hp), John, Unrak, Taranis (55/74 hp, bird), Bytor

Note: John is still at the top of the ladder and has no line of sight into the cellar. Toth is also still up top.


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

"That is disgusting..."

Will save: 1d20 + 11 ⇒ (14) + 11 = 25
Will save: 1d20 + 11 ⇒ (6) + 11 = 17

Augrym studies the two targets in front of him.

Knowledge: 1d20 + 13 ⇒ (5) + 13 = 18
Surprise me if successful.

Adding Bane to his weapon, he attacks.

Attack: 1d20 + 18 ⇒ (9) + 18 = 271d8 + 10 + 2d6 ⇒ (6) + 10 + (4, 6) = 26

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