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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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

Seeing violence unfold so quickly, Unrak grins a ferocious mask. He calls upon his innate magic, and there are suddenly (Mirror Image: 1d4 + 2 ⇒ (1) + 2 = 3 ) four Unraks clumped together. He wades into the room, heedless of the daggers, and plants himself down, ready to fight.

Only then does he let the rage in.

Come on, you filthy witches!! COME ON!!!


(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 turns back into a human, ready to fight their god with his. He gives a sharp whistle, telling Toth to stay put.


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

John hears the commotion and notes the Redleafean roar, then immediately pivots and drops into the blackness. He starts to draw back on his bowstring even as he falls, and hopes he is able to absorb the impact with the bottom with his knees...

Acrobatics: 1d20 + 9 ⇒ (15) + 9 = 24

He takes in the madness before him and quickly selects as his target the disgusting thing in the middle of the room. (Red?)

Deadly Aim Point Blank Shot with Adaptive Compound Longbow +3: 1d20 + 19 - 2 - 2 + 1 ⇒ (3) + 19 - 2 - 2 + 1 = 19 for 2d8 + 16 + 8 + 1 ⇒ (8, 3) + 16 + 8 + 1 = 36 damage


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

Augrym assesses that the pair by the door are human women. He hurries to disembowel them, dealing a crippling blow to the one on his right.

John leaps to battle, sending an arrow flying. The mangled crone in the center of the room deftly dodges the hasty shot.

AoO @ Unrak: 1d20 + 8 + 1 ⇒ (1) + 8 + 1 = 10 MISS
AoO @ Unrak: 1d20 + 8 + 1 ⇒ (5) + 8 + 1 = 14 MISS

While his brother regains his noble form, Unrak barrels into the room. So surprised by his audacity, neither of the two cultists at the door manage to nick him, nor even his images.

Round I
1. ??? Kn Nature
2. Cultists (Green @ 26 dmg)
3. Augrym (72/86 hp), John, Unrak, Taranis (55/74 hp), Bytor


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

Knowledge Nature: 1d20 + 10 ⇒ (16) + 10 = 26

Bytor tries to recall knowledge about this ritual and the monstrous foe and quickly starts inspiring courage amongst his companions.

”Arise huntsmen and let us vanquish this evil at once!


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

Bytor recognizes a blood hag when he sees one. Three questions.

The hag extends a bony finger at Augrym once again. Three ribbons of fire arc through the small room to lick the half-orc.

Ray Touch @ Augrym: 1d20 + 18 + 1 ⇒ (14) + 18 + 1 = 33 HIT Fire: 4d6 ⇒ (4, 3, 1, 2) = 10
Ray Touch @ Augrym: 1d20 + 18 + 1 ⇒ (3) + 18 + 1 = 22 HIT Fire: 4d6 ⇒ (6, 3, 3, 1) = 13
Ray Touch @ Augrym: 1d20 + 18 + 1 ⇒ (8) + 18 + 1 = 27 HIT Fire: 4d6 ⇒ (1, 2, 2, 3) = 8

The pair at the door try to finish the job, but he easily parries their attacks.

Knife @ Augrym: 1d20 + 8 + 1 + 2 ⇒ (4) + 8 + 1 + 2 = 15 MISS
Knife @ Augrym: 1d20 + 8 + 1 + 2 ⇒ (11) + 8 + 1 + 2 = 22 MISS

Meanwhile, two more come screaming at four Unraks, faring no better.

Knife @ Unrak: 1d20 + 8 + 1 + 1 ⇒ (3) + 8 + 1 + 1 = 13
Knife @ Unrak: 1d20 + 8 + 1 + 1 + 2 ⇒ (2) + 8 + 1 + 1 + 2 = 14

The last two invoke fresh spells. Unrak feels his mind shaken like a rag doll Will DC 14 vs confusion, while a dagger of force tries unsuccessfully to stab him from behind.

Spiritual Dagger: 1d20 + 6 ⇒ (5) + 6 = 11 MISS

Round II
1. Blood Hag
2. Cultists (Green @ 26 dmg)
3. Augrym (41/86 hp), John, Unrak (WILL, 3 images), Taranis (55/74 hp), Bytor


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's 3 Questions

1. What special abilities does the Hag have?
2. What special defenses or resistances does it have?
3. What weaknesses does it have?

Round 2:

Bytor maintains his inspire courage (+2 Attack and Damage to all allies) casts cure moderate wounds on Taranis, and draws his own bow.

Cure Moderate Wounds: 2d8 + 8 ⇒ (5, 3) + 8 = 16

Taranis hp: 71/74


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 three arrows at the blood hag in hopes of bloodying her further.

RANGED FULL ATTACK
First Attack:
Deadly Aim, Point Blank Shot, Manyshot, Clustered Shots with Adaptive Compound Longbow +3: 1d20 + 19 - 2 - 2 + 1 + 2 ⇒ (4) + 19 - 2 - 2 + 1 + 2 = 22 for 2d8 + 16 + 8 + 1 + 2 ⇒ (8, 1) + 16 + 8 + 1 + 2 = 36 damage.

Second Attack:
Deadly Aim, Point Blank Shot, Clustered Shots with Adaptive Compound Longbow +3: 1d20 + 19 - 2 - 2 - 5 + 1 + 2 ⇒ (12) + 19 - 2 - 2 - 5 + 1 + 2 = 25 for 1d8 + 8 + 4 + 1 + 2 ⇒ (4) + 8 + 4 + 1 + 2 = 19 damage.

Rapid Shot:
Deadly Aim, Point Blank Shot, Clustered Shots with Adaptive Compound Longbow +3: 1d20 + 19 - 2 - 2 + 1 + 2 ⇒ (13) + 19 - 2 - 2 + 1 + 2 = 31 for 1d8 + 8 + 4 + 1 + 2 ⇒ (1) + 8 + 4 + 1 + 2 = 16 damage.


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

Bytor:
Blood hags have the ability to drain a victim of its blood (Con damage), as well as the ability to enter a form of living flame. Magical cold-iron weapons are most effective against them. They are resistant to all magic, and outright immune to charm, fear, and sleep spells, along with diseases and fire.

Bytor reverts to healing as John sends in a volley. His third arrow nicks the crone.

Round II
1. Blood Hag (11 dmg)
2. Cultists (Green @ 26 dmg)
3. Augrym (41/86 hp), John, Unrak (WILL, 3 images), Taranis (71/74 hp), Bytor


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 AM AUGRYM!! CURRENT STAG LORD AND HONORARY REDLEAF! You will not defeat The Huntsmen!"

5ft step and 2 attacks on the one west of me.

Forgot the Inspire Courage last time. I hate that.

Attack 1: 1d20 + 20 ⇒ (5) + 20 = 251d8 + 12 + 2d6 ⇒ (6) + 12 + (5, 3) = 26
Attack 2: 1d20 + 15 ⇒ (2) + 15 = 171d8 + 12 + 2d6 ⇒ (7) + 12 + (2, 3) = 24

S#!&ty rolls!


(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 draws his scimitar to harry the target between himself and Augrym.
Then, Concentration: 1d20 + 11 ⇒ (14) + 11 = 25 maintains his focus as he casts a spell without letting his guard down. A pillar of flame washes over the enemy!

Flame Strike: 7d6 ⇒ (4, 4, 1, 6, 6, 1, 4) = 26 REF DC 18 for half against Red, Purple, and Brown.


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

POINT OF ORDER: OK, I'm sorry everyone, but at the table this is My Thing. Prayer affects ALL d20 rolls, AND damage rolls. So we're all -1 on hit, saves, skills, and damage. Net +1 hit & damage due to courage.

will save: 1d20 + 5 + 2 - 1 ⇒ (2) + 5 + 2 - 1 = 8

bloody hell.

confusion:
01-25 Act normally
26-50 Do nothing but babble incoherently
51-75 Deal 1d8 points of damage + Str modifier to self with item in hand
76-100 Attack nearest creature (for this purpose, a familiar counts as part of the subject's self)

confusion: 1d100 ⇒ 3

Unrak shakes his head, and while he's able to stave off the foul magic for now, the spell DOES take hold. He recognizes the hag as the biggest threat, and he tries to hack through blue in order to get to her.

Attack: 1d20 + 13 + 2 - 1 ⇒ (18) + 13 + 2 - 1 = 32 Damage: 2d6 + 18 + 2 - 1 ⇒ (6, 2) + 18 + 2 - 1 = 27

if this is enough to drop blue, Unrak's second action is to close with RED, avoiding the direct flank. If it is not, then this is on blue

Attack: 1d20 + 8 + 2 - 1 ⇒ (12) + 8 + 2 - 1 = 21 Damage: 2d6 + 18 + 2 - 1 ⇒ (1, 1) + 18 + 2 - 1 = 21

If the 2nd strike drops blue, 5' step to red (diagonal against wall)


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

Reflex: 3d20 ⇒ (13, 11, 19) = 43 SUCCESS, FAIL, SUCCESS

Augrym changes things up and delivers a deep wound to a second cultist. Unrak keeps his faculties and cuts down his neighbor. Fortunately, the Confusion effect dissipates after 1 round.

Taranis invokes holy fire to cleanse the three at the back. The hag herself seems largely unfazed, slightly singed only by the divine nature of its making, but the other two are badly hurt.

Revealing her true nature, the hag bursts into a creature of living flame, and hurtles towards Unrak. Her sheer heat licks at his skin as she methodically shreds his images.

Fire Damage @ Unrak: 3d6 ⇒ (2, 3, 1) = 6 DC 20 Reflex negates
Bite @ Unrak: 1d20 + 19 ⇒ (4) + 19 = 23 HIT Image?: 1d4 ⇒ 3 IMAGE
Claw @ Unrak: 1d20 + 19 ⇒ (3) + 19 = 22 HIT Image?: 1d3 ⇒ 3 IMAGE
Claw @ Unrak: 1d20 + 19 ⇒ (12) + 19 = 31 HIT Image?: 1d2 ⇒ 2 FINAL IMAGE

Meanwhile, the cultists hurry to deal with the Duke's vanguard.

Knife @ Augrym: 1d20 + 11 ⇒ (17) + 11 = 28 HIT Damage: 1d4 + 3 ⇒ (4) + 3 = 7
Knife @ Augrym: 1d20 + 12 ⇒ (14) + 12 = 26 HIT Damage: 1d4 + 4 ⇒ (4) + 4 = 8

Knife @ Unrak: 1d20 + 11 ⇒ (9) + 11 = 20 MISS
Spiritual Weapon @ Unrak: 1d20 + 6 ⇒ (15) + 6 = 21 HIT Damage: 1d4 + 3 ⇒ (2) + 3 = 5

Another approaches Unrak and reaches out to touch his cheek, and he immediately feels his muscles stiffen throughout his body.

Touch @ Unrak: 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21 HIT Will save DC 16 vs. CURSE, take -6 STR on failed save

The last sends an echo that washes out all sound near the doorway, cutting off Bytor's song rather abruptly. Silence!

Round III
1. Blood Hag (17 dmg)
2. Cultists (Green @ 26 dmg, Grey @ 25 dmg, Purple @ 26 dmg, Brown @ 13 dmg)
3. Augrym (41/86 hp), John, Unrak (WILL, 117/122 hp), Taranis (71/74 hp), Bytor


(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 looks up at Toth and gives a quick trio of hand signals.
the druid then steps in to Aid Augrym:
Aid Another: 1d20 + 6 ⇒ (14) + 6 = 20 +2 v. Grey


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)

Acrobatics: 1d20 + 7 ⇒ (2) + 7 = 9 Nope! Nonlethal DMG: 1d6 ⇒ 6

The big cat squeezes in, not worrying about the opportunities that he's giving others to attack. He then bites at the closest foe attacking his "uncle"
Bite v. Green: 1d20 ⇒ 11 for DMG if Hit: 1d8 + 10 + 2 ⇒ (5) + 10 + 2 = 17


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
  • Current HPs: 68/68
  • Inspired

As silence rings in his ears, John relaxes his shoulders and focuses on his craft. More arrows silently launch in rapid succession at the flaming blood hag.

RANGED FULL ATTACK
First Attack:
Deadly Aim, Point Blank Shot, Manyshot, Clustered Shots with Adaptive Compound Longbow +3: 1d20 + 19 - 2 - 2 + 1 + 2 - 1 ⇒ (15) + 19 - 2 - 2 + 1 + 2 - 1 = 32 for 2d8 + 16 + 8 + 1 + 2 - 1 ⇒ (6, 1) + 16 + 8 + 1 + 2 - 1 = 33 damage.

Second Attack:
Deadly Aim, Point Blank Shot, Clustered Shots with Adaptive Compound Longbow +3: 1d20 + 19 - 2 - 2 - 5 + 1 + 2 - 1 ⇒ (4) + 19 - 2 - 2 - 5 + 1 + 2 - 1 = 16 for 1d8 + 8 + 4 + 1 + 2 - 1 ⇒ (4) + 8 + 4 + 1 + 2 - 1 = 18 damage.

Rapid Shot:
Deadly Aim, Point Blank Shot, Clustered Shots with Adaptive Compound Longbow +3: 1d20 + 19 - 2 - 2 + 1 + 2 - 1 ⇒ (17) + 19 - 2 - 2 + 1 + 2 - 1 = 34 for 1d8 + 8 + 4 + 1 + 2 - 1 ⇒ (7) + 8 + 4 + 1 + 2 - 1 = 21 damage.


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

ref: 1d20 + 6 - 1 ⇒ (4) + 6 - 1 = 9
will: 1d20 + 5 + 2 - 1 ⇒ (16) + 5 + 2 - 1 = 22

His recklessness costs him in burns, but he fights off the curse with his mental ferocity. Heedless of the flankers, Unrak concentrates solely on the fiery monster.

Attack: 1d20 + 13 + 2 - 1 ⇒ (12) + 13 + 2 - 1 = 26 Damage: 2d6 + 18 + 2 - 1 ⇒ (5, 2) + 18 + 2 - 1 = 26

Attack, Destined Strike: 1d20 + 8 + 3 + 2 - 1 ⇒ (6) + 8 + 3 + 2 - 1 = 18 Damage: 2d6 + 18 + 2 - 1 ⇒ (5, 2) + 18 + 2 - 1 = 26


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

Two of John's arrows disappear into the burning form, though it is difficult to tell what became of them. Unrak thinks he hit something solid once, but not twice.

Toth tries to come at his master's call, but makes a mess of it, falling and flailing around in the small room after squeezing through the trap door. Failing the Acro check, Toth is prone, and there is not sufficient space for him with John and Bytor still in the room. I am going to rule that Toth is able to use his second move action to stand up, but everyone in the room takes a -2 penalty to AC and attack roles until Toth leaves or both men leave. Per Slack, Toth stays up top. Taranis steps forward to lend Augrym a hand.

Round III
1. Blood Hag (77 dmg)
2. Cultists (Green @ 26 dmg, Grey @ 25 dmg, Purple @ 26 dmg, Brown @ 13 dmg)
3. Augrym (41/86 hp), John, Unrak (WILL, 117/122 hp), Taranis (71/74 hp), Bytor


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 uses the silence to focus his shots. He aims carefully with his bow and lets his arrows fly at the crone!

Arrow Shot: 1d20 + 10 + 2 ⇒ (5) + 10 + 2 = 17
Piercing Damage: 1d8 + 1 + 2 ⇒ (2) + 1 + 2 = 5

Arrow Shot: 1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 22
Piercing Damage: 1d8 + 1 + 2 ⇒ (3) + 1 + 2 = 6


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

Bytor's arrows thud into the wall behind the burning hag.

Round III
1. Blood Hag (77 dmg)
2. Cultists (Green @ 26 dmg, Grey @ 25 dmg, Purple @ 26 dmg, Brown @ 13 dmg)
3. Augrym (41/86 hp), John, Unrak (WILL, 117/122 hp), Taranis (71/74 hp), Bytor


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 5ft steps and is now flanking his opponent and trying to finish them off.

Attack 1: 1d20 + 20 ⇒ (14) + 20 = 341d8 + 12 + 2d6 + 4d6 ⇒ (3) + 12 + (3, 4) + (3, 3, 6, 5) = 39
Attack 2: 1d20 + 15 ⇒ (20) + 15 = 351d8 + 12 + 2d6 + 4d6 ⇒ (4) + 12 + (6, 1) + (5, 2, 2, 2) = 34
Crit confirm: 1d20 + 15 ⇒ (2) + 15 = 17 Aw, nuts

"Even if I fall this day due to my wounds, I will ensure YOU FALL FIRST!!"

That's my subtle way of saying I could use some healing.


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

Augrym cuts down his foe with a single furious strike.

An instant latter, a blood-curdling howl from the hag heralds a terrifying explosion of fire, as she sheds her flaming form in all directions.

DETONATE: 8d6 ⇒ (4, 1, 4, 3, 4, 3, 1, 4) = 24 fire damage to EVERYONE (except Toth), DC 18 Reflex for half

Reflex (Green): 1d20 ⇒ 5 FAIL
Reflex (White): 1d20 ⇒ 11 FAIL
Reflex (Brown): 1d20 ⇒ 3 FAIL
Reflex (Purple): 1d20 ⇒ 11 FAIL

The conflagration kills off all four remaining cultists and sets the room afire, leaving only the hag to be dealt with...

Round IV
1. Blood Hag (77 dmg)
2. Cultists
3. Augrym (REFLEX, 17/86 hp), John (REFLEX, 44/68 hp), Unrak (REFLEX, 93/122 hp), Taranis (REFLEX, 47/74 hp), Bytor (REFLEX, 51/75 hp)


(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

REF: 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 11 Taranis feels the flames burn his beard. Stuck in the silence, and quickly losing the potency of Bytor's song, he rushes forth to his brother and swings with his mundane scimitar:

ATK: 1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 26 THREAT for DMG: 1d6 + 2 ⇒ (5) + 2 = 7
ATK: 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23 If confirmed: DMG: 1d6 + 2 ⇒ (2) + 2 = 4


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 ⇒ 20 plus...

Modifiers:
  • Fortitude: +8
  • Reflex: +9
  • Will: +5

    Round the First
  • Current HPs: 56/68

John deftly twists away from the majority of the firey blast, but heat and flame still blister his skin and the stench of burning hair is definitely in part his own.

His relentless arrows continue to swarm the blood hag. Regardless of the chaos, flame, and death... John retreats into himself and focuses on the tip of each and the target before him.

First Attack:
Deadly Aim, Point Blank Shot, Manyshot, Clustered Shots with Adaptive Compound Longbow +3: 1d20 + 19 - 2 - 2 + 1 ⇒ (16) + 19 - 2 - 2 + 1 = 32 for 2d8 + 16 + 8 + 1 ⇒ (8, 2) + 16 + 8 + 1 = 35 damage.

Second Attack:
Deadly Aim, Point Blank Shot, Clustered Shots with Adaptive Compound Longbow +3: 1d20 + 19 - 2 - 2 - 5 + 1 ⇒ (8) + 19 - 2 - 2 - 5 + 1 = 19 for 1d8 + 8 + 4 + 1 ⇒ (1) + 8 + 4 + 1 = 14 damage.

Rapid Shot:
Deadly Aim, Point Blank Shot, Clustered Shots with Adaptive Compound Longbow +3: 1d20 + 19 - 2 - 2 + 1 ⇒ (10) + 19 - 2 - 2 + 1 = 26 for 1d8 + 8 + 4 + 1 ⇒ (5) + 8 + 4 + 1 = 18 damage.


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

The hag wholly ignores the Duke's thrust, but she cannot escape John's aim. She falls at last!

For destroying the cult, each hero earns 2400 XP.

The room continues to burn, however...

Actions?
Augrym: TBD (Reflex)
Bytor: TBD (Reflex)
John: TBD
Taranis: TBD
Unrak: TBD (Reflex)


(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

Oof, a 26 missed? Bummer


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4
Taranis Redleaf wrote:
Oof, a 26 missed? Bummer

A nonmagical weapon had no effect.


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

ref: 1d20 + 6 ⇒ (19) + 6 = 25

Unrak manages to cover his face with his forearms, sparing him some of the blast.

As John's last arrow destroys the hag, he maintains his rage. He stows his big sword, then runs to the hole, ready to boost up the rest of the group after they gather what they may.

I can't search while raging; if I stop raging I'll be fatigued. Best bet is to "stay strong" and help boost folks up, maybe giving a little more time to search for clues?


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

Reflex Save: 1d20 + 8 ⇒ (3) + 8 = 11 . . ."Ouch!"

"Well done on taking that hag down, but let's not tarry about while this place burns!"


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

I would like to please retcon my previous action, as I cannot consistently access the rules at work, and I misremembered what raging allowed/disallowed.

Unrak takes a quick look around the burning room--maybe there's some way to fight the fire, or maybe some clue or evidence of the cult for use in public optics...

perception: 1d20 + 11 ⇒ (8) + 11 = 19


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

Unrak gives the room a hurried glance. He sees nothing new: seven bodies in their shabbles and an altar of piled stone, topped with its glittering gem...


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

Thank you. And BOOM

Still in his raging state, he rushes over to the altar, clearly planning ot take the gem.

I'm assuming we're still going by rounds...that's a move & a move


(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 rushes over with his brother and casts a communal Resist Fire on himself and his brother, "Let's go! Grab it and go!"


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 flees with the others getting out as quickly as possible before he hurts himself any more.

"Everyone get out!" He cries.

(hp: 27/75)


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

Bytor hurries back up the ladder as the brothers Redleaf linger...

Brothers Redleaf:
Make an Appraise check AND a Knowledge (Religion) check.


(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

DM:

Appraise: 1d20 + 0 ⇒ (5) + 0 = 5
Knowledge (Religion): 1d20 + 0 ⇒ (19) + 0 = 19


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

DM:

appraise, untrained: 1d20 + 1 ⇒ (8) + 1 = 9
Know (religion), untrained: 1d20 + 1 ⇒ (12) + 1 = 13


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 takes a few moments to rifle through the hag's possessions before running for the door. If that isnt possible because the body was incinerated or something, he will try for a cultist instead

Perception: 1d20 + 8 ⇒ (13) + 8 = 21


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

1d100 ⇒ 78

Brothers Redleaf:
It sure is shiny!

John rummages through the torn clothing of a dead cultist and finds a paltry 5d10 ⇒ (7, 1, 10, 5, 7) = 30 gold coins.


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

Per Slack: The Duke rips the gem free of the altar and shoves it in a pocket. The stones beneath it crumble, as if of their own lost will to stand.

The beams holding up the earthen room creak as the flames eat away at them...


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 delays until the Duke and the Bear have passed him up the ladder. Meanwhile he continues looting.

Perception: 1d20 + 8 ⇒ (20) + 8 = 28


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 hustles to the hole, stowing his sword en route. He stands at the bottom, ready to heave up the rest with his rage-improved strength


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

1d100 ⇒ 86

The Redleaf brothers get to the ladder, with Unrak shoving his brother up it. John stays behind to fish for loose change, finding 5d10 ⇒ (4, 4, 8, 6, 4) = 26 gold coins on the next corpse.

The beams overhead are blackened and splintering. John's luck holds for the moment...

Trying another pair of pockets?


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 runs for it!


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

And just in the nick of time! You each catch your breath outside; a shaking of the ground signals that the cellar has finally collapsed, smothering the flames in raw earth. A corner of the barn now sags noticeably, but overall the damage is light.

How, if at all, do you wish to break the news to Solasgaard?


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

"Is everyone OK? I was able to get some coin from the bodies but not much else.

If asked John thinks we should tell everyone about the cult. And about how we deal with evil cults 'round these parts.


(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

Hoping to avoid fear, The Duke opts for a middle-of-the-road approach. He issues a statement about how a crime against the citizenry was stopped through bravery, but doesn't say that it was an evil cult. Instead he emphasizes the effort leadership puts into protecting the citizens without disrupting their lives. If the general mood of the city is soured, he'll meet with Leadership to give some extra festivals in the coming month.


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

"I do not see how solving some of these problems and making the land safer would sour any of these folks. I think what we have done here was a good decision indeed!"


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
Bytor Sniegsun wrote:
"I do not see how solving some of these problems and making the land safer would sour any of these folks. I think what we have done here was a good decision indeed!"

Unrak makes an impolite noise. It's not the saving that's the problem, friend. It's what we saved them FROM. If folks hear "There was an evil cult, but we stopped them!" their takeaway will be less "we stopped them!" and more "evil cult?!?!?! AAAAAHHHH!!!" So as much as I dislike it, Brother Mine is right, I think.


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

The middle approach meets with neither boon nor calamity. The rumors of a cult forming in town do not continue to gather strength, but nor are they immediately dispelled, instead being left to peter out over time.

The next morn brings [color=teal]16th Gozran[/color]. You have two weeks of Gozran left to you. How would you like to spend it?

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