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 10 HP 115/115(145/145) AC 25(23) Rage 21/21 F 12 R 8 W 7 Init +7
Raging FA:
[dice=Attack]d20+15[/dice] [dice=Damage]2d6+18[/dice][dice=Attack]d20+10[/dice] [dice=Damage]2d6+18[/dice]
Spells L1:3/3 L2:1/2; L3 2/2

Unrak heads downriver to help Bytor & Toth


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

Three arrows puncture the mighty plant, ripping out the other side in an explosion of vegetative matter.

Four spiked maws extend to horrible length from the plant, seeking to snap up the intruders.

Bite @ John: 1d20 + 15 ⇒ (3) + 15 = 18 MISS
Bite @ John: 1d20 + 15 ⇒ (13) + 15 = 28 HIT Damage: 1d8 + 7 ⇒ (7) + 7 = 14 plus Grab!: 1d20 + 22 ⇒ (5) + 22 = 27 GRAPPLED

Bite @ Unrak: 1d20 + 15 - 2 ⇒ (3) + 15 - 2 = 16 MISS

Bite @ Augrym: 1d20 + 15 - 2 ⇒ (19) + 15 - 2 = 32 HIT Damage: 1d8 + 7 ⇒ (4) + 7 = 11 plus Grab!: 1d20 + 22 - 2 ⇒ (5) + 22 - 2 = 25 GRAPPLED

Green jaws close around both John and Augrym, but Unrak gets away!

Unrak turns back and proceeds along the riverbed, grabbing hold of Bytor's flailing legs and hoisting him atop his shoulders. The old professor's bedraggled beard breaches the surface!

Round I
1. John (62/76 hp, grappled), Augrym (84/95 hp, grappled)
2. Plant @ 91 dmg, grappling Knowledge (Nature)
3. Unrak, Bytor (mounted on Unrak), Taranis (Toth underwater)


Bard Level 10 HP 93/93| BP: 31/31 | Spells: 1st: 7/7, 2nd: 5/5, 3rd: 4/4 4th: 4/4| AC 20, Flat: 18, Touch: 12 | F+6 R+10 W+8 | Init +6, Perc +12, Diplomacy +20, Stealth +14

Bytor hangs on to Unrak trying desperately not to drown and especially to not drown his rescuer. As he rides along he starts trying to recite an inspirational speech.

"Never have I seen a group so strong and able, overcoming danger at every turn and rising to any challenge given. Naturally I am talking about Taranis Redleaf's Huntsmen! Rise, my friends! To Action!"

Inspire Courage for +2 Attack and Damage

While riding along for a ride on Unrak's shoulders, Bytor tries to determine what the mighty plant is.

Knowledge, Nature: 1d20 + 10 ⇒ (6) + 10 = 16


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

Bytor is not sure what this is, only that it seems hungry!

Round I
1. John (62/76 hp, grappled), Augrym (84/95 hp, grappled)
2. Plant @ 91 dmg, grappling Knowledge (Nature)
3. Unrak, Bytor (mounted on Unrak), Taranis (Toth underwater)


Large Animal Companion (HP: 83/83), Init: PC, AC: 23 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)

Swim: 1d20 + 1 ⇒ (17) + 1 = 18


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

Toth summons strength and will and returns to the surface, paddling furiously to reach the island. Map updated.


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

Taranis, seeing Toth push to the riverbank turns his attention to the fight.

He quickly sends his mind into the earth and up to the sky to summon forth help from Nature herself.

Switching out Fire Snake for Summon Nature's Ally V
Augmented Grizzlies next round: 1d3 + 1 ⇒ (3) + 1 = 4


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

Taranis brings in fauna to deal with the flora!

Round II
1. John (62/76 hp, grappled), Augrym (84/95 hp, grappled)
2. Plant @ 91 dmg, grappling Knowledge (Nature)
3. Unrak, Bytor (mounted on Unrak), Taranis (Toth underwater)


    Round the First
  • Current HPs: 62/76
  • Inspired

John attempts to disentangle himself from the greenery!

CMB: 1d20 + 12 ⇒ (3) + 12 = 15

Not likely...


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

John struggles fruitlessly against the plant's tightening grip!

Round II
1. John (62/76 hp, grappled), Augrym (84/95 hp, grappled)
2. Plant @ 91 dmg, grappling Knowledge (Nature)
3. Unrak, Bytor (mounted on Unrak), Taranis (Toth underwater)


Male Inquisitor 10 (HP 106/106), Init: +9, AC 25 (T 14, FF 24), Perception +21, Fort +12, Ref +7, Will +12, CMB+14 / CMD+24

5ft step, ATTACK!!

Attack 1: 1d20 + 16 ⇒ (10) + 16 = 261d8 + 10 ⇒ (3) + 10 = 13
Attack 1: 1d20 + 11 ⇒ (18) + 11 = 291d8 + 10 ⇒ (4) + 10 = 14


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

Augrym: friendly reminder that you are grappled. You cannot take a 5' step while grappled. You can make one-handed attacks with a one-handed weapon at a penalty, however, so I will apply your attacks as such.

Held fast in the plant's jaws, Augrym swings wildly with his sword, biting into the green!

Yet still the horrible jaws tighten around the two Huntsmen...

Engulf @ John: 1d20 + 22 ⇒ (6) + 22 = 28 SUCCESS Damage: 1d8 + 7 ⇒ (7) + 7 = 14 PLUS Acid: 2d6 ⇒ (2, 2) = 4
Engulf @ Augrym: 1d20 + 22 ⇒ (5) + 22 = 27 SUCCESS Damage: 1d8 + 7 ⇒ (3) + 7 = 10 PLUS Acid: 2d6 ⇒ (5, 5) = 10

With a sickening *snap!*, both men disappear completely inside a bulging mouth. Inside the cavity, now fully sealed, a flood of digestive enzymes starts melting away their skin. There is no air inside, so you must hold your breath.

Round II
1. John (44/76 hp, engulfed), Augrym (64/95 hp, engulfed)
2. Plant @ 114 dmg
3. Unrak (underwater), Bytor (mounted on Unrak), Taranis


M Human Bloodrager 10 HP 115/115(145/145) AC 25(23) Rage 21/21 F 12 R 8 W 7 Init +7
Raging FA:
[dice=Attack]d20+15[/dice] [dice=Damage]2d6+18[/dice][dice=Attack]d20+10[/dice] [dice=Damage]2d6+18[/dice]
Spells L1:3/3 L2:1/2; L3 2/2

Unrak trucks doggedly with Bytor to the shore. He deposits the bard to the safest spot he can mamage.

I figure move to get to the shore, move again to let Bytor off so he's standing & not prone. Pogs moved. I'll leave it to Trex whether I can also draw sword on the move, considering the strange circumstances...


Bard Level 10 HP 93/93| BP: 31/31 | Spells: 1st: 7/7, 2nd: 5/5, 3rd: 4/4 4th: 4/4| AC 20, Flat: 18, Touch: 12 | F+6 R+10 W+8 | Init +6, Perc +12, Diplomacy +20, Stealth +14

Bytor draws out his bow and fires at the deadly plant!

Ranged Attack: 1d20 + 10 + 2 ⇒ (15) + 10 + 2 = 27
Damage: 1d8 + 1 + 2 ⇒ (5) + 1 + 2 = 8

”Hang in there huntsmen! Help is here!”

Inspire Courage +2 in Effect


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

Unrak deposits Bytor upon the island and draws his weapon. Bytor readies his bow, inviting an attack from one of the plant's still-empty maws!

AoO @ Bytor: 1d20 + 15 ⇒ (8) + 15 = 23 HIT Damage: 1d8 + 7 ⇒ (4) + 7 = 11 PLUS GRAB: 1d20 + 22 ⇒ (16) + 22 = 38 SUCCESS

Before the professor can get off his shot, he finds himself clamped by vegetation that reeks of rotten meat!

Round II
1. John (44/76 hp, engulfed), Augrym (64/95 hp, engulfed)
2. Plant @ 114 dmg, grappling
3. Unrak, Bytor (64/75 hp, grappled), Taranis


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

Taranis takes out and uses his wand of Monkeyfish.

A quartet of magically enhanced grizzly bears appear and close in on the plant:

Black moves in to claw at the plant:
Claw: 1d20 + 9 ⇒ (8) + 9 = 17 MISS

Red appears in attack range:
Claw: 1d20 + 9 ⇒ (10) + 9 = 19 MISS
Claw: 1d20 + 9 ⇒ (15) + 9 = 24 for DMG: 1d6 + 7 ⇒ (3) + 7 = 10
GRAB: 1d20 + 13 ⇒ (10) + 13 = 23 MISS
Bite: 1d20 + 9 ⇒ (9) + 9 = 18 MISS

Blue appears in attack range:
Claw: 1d20 + 9 + 2 ⇒ (6) + 9 + 2 = 17 MISS
Claw: 1d20 + 9 + 2 ⇒ (3) + 9 + 2 = 14 MISS
Bite: 1d20 + 9 + 2 ⇒ (14) + 9 + 2 = 25 for DMG: 1d6 + 7 ⇒ (5) + 7 = 12

White moves in to claw at the plant:
Claw: 1d20 + 9 ⇒ (18) + 9 = 27 for DMG: 1d6 + 7 ⇒ (4) + 7 = 11
GRAB: 1d20 + 13 ⇒ (11) + 13 = 24 MISS


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

The grizzlies rip into the plant, tearing strands and branches away. The whole thing shudders in agony, yet still struggles on somehow.

John and Augrym: while you are engulfed, your actions are extremely limited. You are effectively pinned and in danger of suffocation. You may make CMB or Escape Artist checks in an attempt to break free. You may also take purely mental actions. You may attempt purely verbal actions, though this will accelerate your suffocation.

Round III
1. John (44/76 hp, engulfed), Augrym (64/95 hp, engulfed)
2. Plant @ 147 dmg, grappling
3. Unrak, Bytor (64/75 hp, grappled), Taranis


Male Inquisitor 10 (HP 106/106), Init: +9, AC 25 (T 14, FF 24), Perception +21, Fort +12, Ref +7, Will +12, CMB+14 / CMD+24

CMB: 1d20 + 12 ⇒ (18) + 12 = 30


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

Spurred on by the magic of Bytor's alarmed voice, the summoned bears rip harder than they ever have before. Before long they pile on enough hurts that the whole plant itself goes limp, and John and Augrym are able to force their way out, though covered in slime that stings to the touch.

For defeating this giant flytrap, each hero earns 1,920 XP.


John has the presence of mind to ask Taranis if jumping into the water to wash the stuff off is a good idea. If Taranjs says no, John will stay on shore. Otherwise it is bath time.


Bard Level 10 HP 93/93| BP: 31/31 | Spells: 1st: 7/7, 2nd: 5/5, 3rd: 4/4 4th: 4/4| AC 20, Flat: 18, Touch: 12 | F+6 R+10 W+8 | Init +6, Perc +12, Diplomacy +20, Stealth +14

"That was close! All I can say is that it was a good thing those bears showed up when they did!"


Male Inquisitor 10 (HP 106/106), Init: +9, AC 25 (T 14, FF 24), Perception +21, Fort +12, Ref +7, Will +12, CMB+14 / CMD+24

Augrym wonders if water will help with removing the slime or if it will be like hot wings and make it worse...

Knowledge Nature: 1d20 + 13 ⇒ (1) + 13 = 14

And with this, he dunks his head under to test his guess.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

John and Augrym do their best to get themselves clean again. No mechanics here, just flavor.


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

Also, Taranis definitely tells Toth to make sure Bytor does NOT go swimming.

Once the bears vanish, the Duke starts searching the island for things left behind from past meals.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

The Duke leads the search of the island. A large number of bones, mostly human and centaur, are scattered about---evidence of the flytrap's long haunting of this island. Scattered among the bones is some surviving treasure:

- Silver Coins: 6d100 ⇒ (98, 100, 91, 99, 37, 58) = 483
- Gold Coins: 8d100 ⇒ (39, 90, 29, 74, 91, 69, 8, 97) = 497
- Platinum Coins: 1d20 ⇒ 17
- Masterwork hand-and-a-half sword in an elegant darkwood scabbard (Appraise)
- A rod of smooth iron, approximately 2 feet in length (Spellcraft)
- A conical steel helm (Spellcraft)


Bard Level 10 HP 93/93| BP: 31/31 | Spells: 1st: 7/7, 2nd: 5/5, 3rd: 4/4 4th: 4/4| AC 20, Flat: 18, Touch: 12 | F+6 R+10 W+8 | Init +6, Perc +12, Diplomacy +20, Stealth +14

Bytor uses detect magic and then tries to determine the properties of the rod and the helm.

Spellcraft (Rod): 1d20 + 8 ⇒ (4) + 8 = 12
Spellcraft (Conical Helm): 1d20 + 8 ⇒ (18) + 8 = 26

"I remember using a corner and a felt version of this helm for wizards who did not perform well at the academy."


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

Bytor cannot make sense of the auras on the rod, but he identifies the helm as a helm of detect magic and comprehend languages!


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

Taranis finds the mechanics of items and magic to be tedious, but he knows a bit: Spellcraft: 1d20 + 4 ⇒ (14) + 4 = 18


M Human Bloodrager 10 HP 115/115(145/145) AC 25(23) Rage 21/21 F 12 R 8 W 7 Init +7
Raging FA:
[dice=Attack]d20+15[/dice] [dice=Damage]2d6+18[/dice][dice=Attack]d20+10[/dice] [dice=Damage]2d6+18[/dice]
Spells L1:3/3 L2:1/2; L3 2/2

...try using the helm.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16
GMTrex wrote:
Bytor cannot make sense of the auras on the rod, but he identifies the helm as a helm of detect magic and comprehend languages!

And by this I mean a helm of comprehend languages and read magic.

The rod's purpose eludes the Duke as well.


M Human Bloodrager 10 HP 115/115(145/145) AC 25(23) Rage 21/21 F 12 R 8 W 7 Init +7
Raging FA:
[dice=Attack]d20+15[/dice] [dice=Damage]2d6+18[/dice][dice=Attack]d20+10[/dice] [dice=Damage]2d6+18[/dice]
Spells L1:3/3 L2:1/2; L3 2/2

Uh. Nevermind. I don't get booky magic.


Bard Level 10 HP 93/93| BP: 31/31 | Spells: 1st: 7/7, 2nd: 5/5, 3rd: 4/4 4th: 4/4| AC 20, Flat: 18, Touch: 12 | F+6 R+10 W+8 | Init +6, Perc +12, Diplomacy +20, Stealth +14

"Although this looks like a normal helmet, it actually grants its wearer the ability to understand the spoken words of any creature and to read text in any language and any magical writing. I'm not one for fashion of conical helms, but if none of you wish to wear it, I could find plenty of use for it."


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

"We encounter many languages in this land. It is a prize worth keeping. Upon our return to Solasgaard, we'll have the rod identified."

After a deep inhale, "Let us finish mapping this area and make our way home."


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

The day grows late, so you make camp. The next two days are spent exploring the area about the confluence of the Little Sellen and Runoff Creek. If you wish to retry the rod, you may do so once per day.

On [color=teal]26th Desnus[/color] you turn for home, striking north for the Gudrin River and following it to the Tuskwater. You arrive early on the last day of the month, and duty soon calls.

Will post the next Kingdom phase in a bit.


Bard Level 10 HP 93/93| BP: 31/31 | Spells: 1st: 7/7, 2nd: 5/5, 3rd: 4/4 4th: 4/4| AC 20, Flat: 18, Touch: 12 | F+6 R+10 W+8 | Init +6, Perc +12, Diplomacy +20, Stealth +14

"So, how do I look with this helm? Do you think it will still be fashionable at the next ball?"

If he has some time the following evening, Bytor spends some time trying to figure out the properties of the rod.

Spellcraft (Rod): 1d20 + 8 ⇒ (1) + 8 = 9

"This rod still eludes me."


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

Month of Sarenith, 4721 AR

Upkeep Phase

Step 0 - Ruler: Declare the Duke's modifiers (Economy, Loyalty, or Stability).
Step 1 - Stability: Roll Stability Check. If successful, reduce Unrest by 1 (to a minimum of 0).
Step 2 - Consumption: Consumption has been deducted from the treasury. See "Ledger" tab.
Step 3 - Magic Items: unchanged.
Step 4 - Modify Unrest: Roll Loyalty Check to reduce Unrest, if desired (cannot be reduced below 0). Failure incurs permanent -1 penalty to Loyalty.

Edict Phase

Step 0 - Spymaster: Declare Spymaster's modifier (Economy, Loyalty, or Stability).
Step 1 - Assign Leadership: Assign new leadership or fill vacancies, if desired.
Step 2 - Claim Hex: Claim up to 3 new hexes of territory, if desired. All hexes must be fully explored to be claimed.
Step 3 - Abandon Hex: Abandon any number of hexes of existing territory, if desired.
Step 4 - Build Terrain: Pay for up to 5 terrain improvements in existing territory, if desired.
Step 5 - Settlements: Found up to 1 new settlement in existing territory. The site must first be prepared for settlement. Additionally, pay for construction of up to 5 new buildings in your existing settlements. The construction of a single house, tenement, noble villa, or mansion does not count against this limit, but must still be paid for.
Step 6 - Army: Raise new military units, or upgrade or repair existing ones, as desired. Pay any recruitment costs.
Step 7 - Edicts: Issue any new edicts as desired.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

Another missive from Tatzylford is waiting when you arrive. The note advises that many of the town's residents have taken to expressing their worship of Erastil in a grove just across the Skunk River from the center of town. The priestess who leads these gatherings, Latricia Evanore, is hoping that Solasgaard could contribute some funds to formally erect a shrine there. Tatzylford requests that a Shrine to Erastil in Tatzylford be among your new buildings for this month. Cost is 8 BP.


Bytor keeps at it each day:
Bytor Desnus 27: 1d20 + 8 + 1 ⇒ (7) + 8 + 1 = 16
Bytor Desnus 28: 1d20 + 8 + 1 ⇒ (14) + 8 + 1 = 23
Bytor Desnus 29: 1d20 + 8 + 1 ⇒ (10) + 8 + 1 = 19
Bytor Desnus 30: 1d20 + 8 + 1 ⇒ (4) + 8 + 1 = 13
Bytor Desnus 31: 1d20 + 8 + 1 ⇒ (5) + 8 + 1 = 14


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

Taranis keeps at it each day:
Taranis Desnus 27: 1d20 + 4 + 1 ⇒ (7) + 4 + 1 = 12
Taranis Desnus 28: 1d20 + 4 + 1 ⇒ (3) + 4 + 1 = 8
Taranis Desnus 29: 1d20 + 4 + 1 ⇒ (11) + 4 + 1 = 16
Taranis Desnus 30: 1d20 + 4 + 1 ⇒ (18) + 4 + 1 = 23
Taranis Desnus 31: 1d20 + 4 + 1 ⇒ (18) + 4 + 1 = 23


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

Try as they might, the rod's properties remain a mystery to both Bytor and Taranis.


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

Upkeep Phase Summary

  • Step 0 - Ruler: Duke Redleaf decides to focus on the Economy first, and Stability second this month
  • Step 1 - Stability: Akiros, Warden of the Marchlands guides the realm: Stability: 1d20 + 59 ⇒ (16) + 59 = 75
  • Step 2 - Consumption: GM subtracted our Consumption value. See "Ledger" tab.
  • Step 3 - Magic Items: Rolled by the GM
  • Step 4 - Modify Unrest: Augrym, Justicar of the Marchlands, decided to leave things alone

    Edict Phase Summary

  • Step 0 - Spymaster: Humble John Fletcher, Recon master of the Realm decides to train locals in mutualistic hunting and scouting practices to improve the economy
  • Step 1 - Assign Leadership: No change
  • Step 2 - Claim Hex: Duke Redleaf recommends the Official Annexation of no new territory this month
  • Step 3 - Abandon Hex: none
  • Step 4 - Build Terrain: In Hex 71 the Duke builds Roads and a Quarry. In Hex 59 he builds a farm
  • Step 5 - Settlements: Commissions no building project, but does grant the request to Tatzylford
  • Step 6 - Army: Nothing this month
  • Step 7a - Festival (Holiday) Edicts: Jhod Kavken High Priest of the Marchlands, declares a medium number
  • Step 7b - Promotion Edicts: Duke Redleaf declares no change
  • Step 7c - Taxation Edicts: Oleg Leveston, Treasurer of the Realm leaves the Taxation to its typical rate.


  • Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

    Month of Sarenith, 4721 AR

    Income Phase

    Step 1 - Withdraw from Treasury: Withdraw resources from the treasury for personal use, if desired.
    Step 2 - Deposit to Treasury: Deposit personal resources into the barony's treasury.
    Step 3 - Sell Items: Sell up to 2 personal magical items to benefit the treasury.
    Step 4 - Roll an Economy check for tax collection.

    Event Phase
    1d100 ⇒ 11 EVENT
    1d100 ⇒ 19 KINGDOM
    1d100 ⇒ 85 NATURAL BLESSING

    As summer approaches, a rare bloom of magnificent wildflowers graces many a hillside both east and west of the Tors. The subjects of the Marchlands find themselves in high spirits. Gain a +4 bonus to Stability until the next Event phase (tracker updated accordingly).


    (HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

    The Duke spends some time Bombadilling in the nice weather (in his Natura Naturarum.)

    Income Phase Summary

  • Step 1 - Withdrawal: None
  • Step 2 - Deposits: None
  • Step 3 - Sell Items:
  • Step 4 - Collect Taxes: Oleg Leveston, Treasurer of the Realm Economy: 1d20 + 72 ⇒ (13) + 72 = 85.
  • The Marchlands earned [color=Green]40 Bp[/color] this month.
  • 28 Bp in Taxes
  • 12 Bp in Basic Income


  • Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

    41 BP! Base revenue has increased to 13, thanks to the Quarry.

    With all the month's petitioners heard and matters of state dealt with, on [color=teal]8th Sarenith[/color] you consider how best to use the last long days of spring.


    Male Inquisitor 10 (HP 106/106), Init: +9, AC 25 (T 14, FF 24), Perception +21, Fort +12, Ref +7, Will +12, CMB+14 / CMD+24

    Augrym casts Ears of the city before we leave town. 9 rounds.

    Perception: 1d20 + 19 ⇒ (5) + 19 = 24
    Perception: 1d20 + 19 ⇒ (13) + 19 = 32
    Perception: 1d20 + 19 ⇒ (12) + 19 = 31
    Perception: 1d20 + 19 ⇒ (3) + 19 = 22
    Perception: 1d20 + 19 ⇒ (6) + 19 = 25
    Perception: 1d20 + 19 ⇒ (4) + 19 = 23
    Perception: 1d20 + 19 ⇒ (19) + 19 = 38
    Perception: 1d20 + 19 ⇒ (12) + 19 = 31
    Perception: 1d20 + 19 ⇒ (13) + 19 = 32


    If time allows, and if the Duke approves, John volunteers to take his boys to Tatzylford to help build the shrine. He works with the Tatzylford locals on mutualistic hunting and scouting practices as well.

    While on the road (or if the trip won't work out, while at home) John tells them about the strange visitation the gods apparently sanctioned. John retells how their mother spoke to him and offered her support to him... and he is candid about jow he isn't quite sure what exactly that means.

    All four Fletchers agree, the sign is a boon and they offer prayers of thanks for it.


    (HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

    "Actually, John, I'm wondering if you'd let me enlist Gozrek's help. We've got a chest of who-knows-what and a magical rod of equal mystery. The affairs of the duchy require my attention. I think it right for you to do this, but mayhaps your eldest can be of service here."


    "Yes M'lord. Gozrek, do us proud."


    (HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

    The Duke immediately has a messenger send for Gozrek...

    The lad arrives forthwith. His footfalls land slightly on the castle stone. The lad's countenance is stoic like his father. His face has taken the sharp and chiseled lines of the Fletcher clan, but his beard is not yet full. He stands at an even six feet, lean at probably a dozen stone. When he speaks it's with a quiet tone, but the timbre is enough to cut through background noises.


    Male NG Human (HP: 52/52), Init: +10, AC: 20 T:18, FF: 16, Perception +17 (+20 v. Traps, Magical Trap Spotter), F: +4, R: +11 (Evasion, Danger Sense), W: +4, CMB: +6, CMD: 20, Concentration +9|

    "You called Your Grace."

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    Current Characters


    Half-Orc
    Augrym Ko’Charr

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    Wizard
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    Dinvaya Lanalei
    Tessaria Moondown

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    Previous Characters


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