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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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)

With the xill right next to him, Toth savagely attacks the monster:

Bite: 1d20 + 13 + 2 + 1 ⇒ (2) + 13 + 2 + 1 = 18 for DMG if hit: 1d8 + 10 + 2 ⇒ (2) + 10 + 2 = 14
Claw: 1d20 + 13 + 2 + 1 ⇒ (15) + 13 + 2 + 1 = 31 for DMG if hit: 1d8 + 10 + 2 ⇒ (5) + 10 + 2 = 17
Claw: 1d20 + 13 + 2 + 1 ⇒ (10) + 13 + 2 + 1 = 26 for DMG if hit: 1d8 + 10 + 2 ⇒ (8) + 10 + 2 = 20
Rake: 1d6 + 6 + 2 ⇒ (3) + 6 + 2 = 11
Bite: 1d20 + 13 + 2 + 1 ⇒ (18) + 13 + 2 + 1 = 34 for DMG if hit: 1d8 + 10 + 2 ⇒ (4) + 10 + 2 = 16


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 feels the pinprick bite of the xill. Not much at first, but then he starts to feel it!

Fort Save: 1d20 + 5 ⇒ (13) + 5 = 18


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking

Bytor takes a deep breath and manages to calm the stiffening spasms running up his spine. The DC is not as bad for the regular xills. Meanwhile, Toth lays into the last xill, shredding it to pieces!

Victory! For surviving this harrowing battle, each Huntsman earns 3,200 XP, paralyzed or not.

Bytor, John, and Toth stand huffing and puffing in the sudden eerie silence, while their companions continue to stand rigid, locked in battle poses...

It will be several hours before you all shake off the paralysis, unless you can remove it in the meantime.


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)

Toth snuggles up to Taranis until his master is freed. The tiger has no idea if that day will ever come, but Toth is no pet. He is the Battle Cat of the Duke.


(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

As soon as the Duke is free, he looks about for the other Huntsmen and Zzamas.


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

As soon as Unrak is free, he swings his sword angrily. That...was frustrating. I should have been able to shake that effing poison off.

He calms himself, sheathing the sword. Zzamas, are you here? Are there any more of those things to exterminate?


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
Unrak wrote:
"That...was frustrating. I should have been able to shake that effing poison off."

"Do not feel bad, Unrak. The poison of the Xill is actually quite dangerous. We were just lucky that there were no more than we saw. That being said, I am glad to have you back among the moving."


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 emerges from his lookout post. He is visibly relieved to see his friends moving, and begins searching the bodies once he is sure everyone is OK.

Perception: 1d20 + 8 ⇒ (16) + 8 = 24


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

"Yet again, the Huntsmen prove that we can survive anything when we fight together under the brilliant direction of our great leader, TARANIS!"


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking

While they wait, Bytor and John gaze at the strange stone monolith here, a spire some fifteen feet in height, its sides polished and smooth. As night begins to fall, the air around the stone comes to glow with a soft radiance, and ghostly forms writhe and flit about at the edge of sight.

Zzamas is the first to recover, and quickly gets her bearings. "Yyeesssss! Thhheyyy arrrre gonnnnne!" The phase spider disappears for several long moments, but returns bearing an ornate chest well before Augrym regains his faculties.

The chest is locked.

The Redleafs are the last to break their stupor, with Taranis coming to just moments after his brother. "Iiiittt isssss donnnne," Zzamas announces simply, and climbs to the top of the spire before disappearing. "Thhhhannksssssss."

For completing Zzamas's quest, each hero earns an additional 960 XP.


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 bows politely to Zzamas. "We are happy to be of service!"


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking

Only the matriarch carried anything worth noting: 2 masterwork short swords, 2 masterwork short bows, and 1 masterwork heavy steel shield.

The other xills' weapons are of common make.


(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

"A locked chest. Is this really going to stymy us after such a near death experience?"


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

"Who among the huntsmen is the most adept at dealing with the locks of a chest?"

Bytor is +13 Disable Device if his services are required.


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 casts guidance on himself, and attempts to open the chest.
Disable Device: 1d20 + 13 + 1 ⇒ (14) + 13 + 1 = 28


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

"Augrym, you are a man of few words but of great action. If you ever need assistance, please do not hesitate to ask."


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking

With little to hurry you, Augrym settles in to pick the lock. He sets the tension wrench, tries a few different rakes, then shuts his eyes to work the last obstinate pins by feel. It feels so close! After half an hour, though, the chest remains stubbornly shut. A 28 is insufficient, and a 34 would be too.


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

After Augrym's attempt, Bytor casts guidance on himself and slowly gets to work at disabling the lock mechanism.

Disable Device: 1d20 + 13 + 1 ⇒ (13) + 13 + 1 = 27

After what feels like a good solid effort, Bytor resigns. "Augrym, I should have known that if you were unable to open that lock, that I too would have no chance. This type of mechanism will require far more research before we are able to disable 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

"John's son Gozrek is a whiz with snares and the like, we could bring it to him. If he can't, we can get a scroll of Knock."

Taranis thinks for a bit, "He's also a whiz at finding the traps and snares of others, and I think he could give this chest a once over before trying."


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

and if he can't do it... he fingers his sword hilt ...I could always try.


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 would greatly appreciate the sight of mighty rage filled friend Unrak crack open this safe. Perhaps the safer approach to this safe would be best, but not nearly as interesting."


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
Augrym Ko’Charr wrote:
"I would greatly appreciate the sight of mighty rage filled friend Unrak crack open this safe. Perhaps the safer approach to this safe would be best, but not nearly as interesting."

Unrak gives Augrym a chuckle


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking

You make camp in the gathering dark as best you can. The soft glow around the monolith is actually helpful, but so too does it cast unnerving shadows, and trouble you in your sleep.

Still, the sun rises as scheduled on [color=teal]16th Desnus[/color]. What now, heroes? Sticking with the plan to explore this hex and the one to the west?


(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

Packing the chest up, Taranis recommends that we stick with the plan.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking

Leaving the strange stone behind, the Huntsmen settle in for several long days of exploring this stretch of the Tors. The hard peaks of the mountains hide many rills, gullies, gorges, and goat-paths, all of which are as treacherous to cross as to map. Yet, after nearly a week has passed, you finally complete the survey of the softer lands on the eastern edge of Lake Silverstep.

Hexes 95 and 96 explored and mapped.

The first rays of sun breaking over the Tors quickly dispense with the dawn's steam rising off the lake at your back. You discuss your plans over breakfast on [color=teal]23rd Desnus[/color]. Where to?


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

”Although travel has its challenges, I must admit that this land is beautiful. Perhaps we should see what lies south of Lake Silverstep.”


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking

The company strikes out southwest, and soon reaches the Little Sellen River, which they follow for some distance. Some miles on, it passes through a steep gully between two rocky hillsides, flowing around an oblong island that is curiously thick with vegetation.

The walls of the gully are 40 feet high here, but do not look difficult to climb; the river is only some 15 feet wide on either side of the island, though the current seems moderately strong.


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

"flowing around an oblong island that is curiously thick with vegetation"

Like, "curious--this is a lot of vegetation for this area" type of curious? Also, about how big is the island? And is the vegetation type typical for the area?

survival: 1d20 + 10 ⇒ (10) + 10 = 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 |

Aid Unrak Survival: 1d20 + 7 ⇒ (6) + 7 = 13


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking

From the top of the cliff, Unrak estimates the island to be about 75 feet long, and narrow---only about 15 feet wide for most of its length. Its vegetation is thick.

Kn Nature is the skill needed to answer Unrak's first and third questions.


(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 handle the vegetation no problem.... for everyone nature: 1d20 ⇒ 4


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 looks over the vegetations and considers Unrak's questions.

Knowledge, Nature: 1d20 + 10 ⇒ (18) + 10 = 28

Are there any creatures who live in this type of vegetation?


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking

Most of the land you have been passing through is hilly grassland, with sparse copses of trees here and there among the hardy scrub brush. This island is more reminiscent of a jungle, to Bytor's eye.


(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

"Curious. We have a full week before we must return, let us explore it."


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking
GMTrex wrote:
The walls of the gully are 40 feet high here, but do not look difficult to climb; the river is only some 15 feet wide on either side of the island, though the current seems moderately strong.

Let me know how you are getting down there.


(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 be careful down there. This bowl will be difficult to egress. I can make the thicker vegitation less of an issue." He reaches down and grabs one of the roots sprouting from the cliff side and reworks the wood into a ladder.

Taranis then takes his metamagic rod out and gathers the party around. He casts Extended Mass Feather Step. "That should last you about three hours or so."


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 stays on top of the wall for now in order to provide ovwrwatch. He peers intently into the bowl looking for any signs of danger.

Perception: 1d20 + 9 ⇒ (18) + 9 = 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 |

Errr.... overwatch


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking

Taranis eases the journey down to the island, while John looks on from above.

Traversing the ladder can now be achieved without a check so long as your Climb modifier is non-negative. Crossing the river to the island still requires a Swim check.


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

Once everyone is down and there doesn't seem to be an immediate threat, John descends with his non-negative Climb Check. He plans to do the same with the river crossing: he waiting until everyone is across while watching for danger before swimming across himself.

2nd overwatch: Perception: 1d20 + 9 ⇒ (15) + 9 = 24

While he waits, he hears a soft voice so achingly familiar he nearly cries on the spot. "I am with you my husband.... I see you well, and I'll keep faith with you now as I ever did when I yet lived...."

With a hard lump in the base of his throat, John steels himself for the task at hand. He watches his mates cross the river, watches them help one another up the far bank, and make an effort to dry off, pour river water out of boots, and prepare to explore the jungle. But he whispers, hoping fervently but with little expectation of an answer, "Rekkie? My love?"

With silence ringing in his ears, he prays a hopeful, sotto voce prayer of thanks to his gods and slips into the water.

Swim: 1d20 + 10 ⇒ (10) + 10 = 20


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

"Inspirational friend Bytor is correct. This land is quite beautiful. Let us make sure nobody ever builds over this beautiful landscape. Perhaps it can be a nice place for us to vacation when we have developed the rest of our kingdom. I believe this should be called: Redleaf's Respite. With your permission, of course, great leader brother friend Taranis."


(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 gives Toth a command to guard Unrak, then Taranis jumps off the cliff, turning into a bird!


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

Climb: Naaahh, it'll be foin!!

swim: 1d20 + 7 ⇒ (3) + 7 = 10


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)

Toth takes a few slurps then crosses Swim: 1d20 + 1 ⇒ (9) + 1 = 10


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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 hate to tell you all this now, but I don't know how to swim. I've read about swimming in a book, but if I start to drown, please come and save me."

Bytor takes a deep breath and dives in.

Swimming: 1d20 ⇒ 2


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

Guidance, if possible.

Swim: 1d20 + 1 + 1 ⇒ (16) + 1 + 1 = 18


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking

The Huntsmen brave the crossing, the Duke by the air, his brother by the riverbed, and the others across the rushing current.

John, Augrym, and Unrak all make it.

Toth and Bytor immediately go under and are rushed downriver.

And one of the towering vegetative growths on the island, a toothy mass of vines and barbs and green jaws, starts trying to eat the three that made it across.

Initiative!:

Augrym: 1d20 + 8 ⇒ (10) + 8 = 18 +2 if Surprise
Augrym: 1d20 + 8 ⇒ (12) + 8 = 20 +2 if Surprise
Bytor: 1d20 + 2 ⇒ (9) + 2 = 11
John: 1d20 + 8 ⇒ (20) + 8 = 28
Taranis: 1d20 + 2 ⇒ (1) + 2 = 3
Unrak: 1d20 + 7 ⇒ (10) + 7 = 17
Hostiles: 1d20 + 8 ⇒ (10) + 8 = 18

Round I
1. John, Augrym
2. ??? Knowledge (Nature)
3. Unrak, Bytor (underwater), Taranis (Toth underwater)


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

"AHA! Now it seems like a true orc vacation spot!"

5ft step. Study target. Attack.

Knowledge Nature: 1d20 + 14 ⇒ (12) + 14 = 26
Attack 1: 1d20 + 16 ⇒ (12) + 16 = 281d8 + 8 + 3d6 ⇒ (7) + 8 + (2, 2, 6) = 25
Attack 2: 1d20 + 11 ⇒ (7) + 11 = 181d8 + 8 + 3d6 ⇒ (7) + 8 + (5, 6, 3) = 29


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking

Augrym cuts deep! He cannot quite find his footing for a solid backstroke.

Round I
1. John, Augrym
2. Plant @ 25 dmg, Knowledge (Nature)
3. Unrak, Bytor (underwater), Taranis (Toth underwater)


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: 76/76

John steps back (5' north - pls move pog someone?) and immediately unleashes four arrows on the offending plant. He silently wonders if his deceased wife will help guide them to their target...

First Attack:
Deadly Aim, Point Blank Shot, Manyshot, Clustered Shots with Adaptive Compound Longbow +3: 1d20 + 21 - 3 - 2 + 1 ⇒ (13) + 21 - 3 - 2 + 1 = 30 for 2d8 + 18 + 12 + 2 ⇒ (6, 5) + 18 + 12 + 2 = 43 damage.

Second Attack:
Deadly Aim, Point Blank Shot, Clustered Shots with Adaptive Compound Longbow +3: 1d20 + 21 - 3 - 2 - 5 + 1 ⇒ (11) + 21 - 3 - 2 - 5 + 1 = 23 for 1d8 + 9 + 6 + 1 ⇒ (7) + 9 + 6 + 1 = 23 damage.

Rapid Shot:
Deadly Aim, Point Blank Shot, Clustered Shots with Adaptive Compound Longbow +3: 1d20 + 21 - 3 - 2 + 1 ⇒ (4) + 21 - 3 - 2 + 1 = 21 for 1d8 + 9 + 6 + 1 ⇒ (4) + 9 + 6 + 1 = 20 damage.

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