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 L1:2/3 L2:1/2; L3 2/2

Unrak growls in anticipation. Well, I can "reach out" farther with my sword anyway.

My brother has the right of it--I'm all for giving Drelev his just desserts--and maybe even get my scabbard back!--but it will be important to decide if this will require a full-fledged invasion, or if a strike team will be enough to pull it off. Because...we know a good strike team.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16
Taranis Redleaf wrote:
"Kisandra, we shall work to see your weather turn fair. What recon can you give us for the lands to the west?"

"Fort Drelev is situated on the west side of Lake Hooktongue. Between here and there is the Slough: swamplands as far as the eye can see. You're best off making for Wyvernstone Bridge to the north, before the East Sellen flows into the Lake. From there you can follow the western edge to Fort Drelev. Going south means a lot more swamp."

Unrak Redleaf wrote:
"It will be important to decide if this will require a full-fledged invasion, or if a strike team will be enough to pull it off. Because...we know a good strike team"

"I don't have any good advice on that. Although... if you make it to Fort Drelev, make contact with Satinder Morne. You'll find her at the Velvet Corner, and she's no friend of the Baron's. Here, it's dangerous to go alone, take this." She pulls a jade ring off her finger and hands it to Unrak. "Show it to Satinder and she'll know you're friends."


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

"Huntsmen, I suggest we make haste slowly. We should devote time and effort to raising an army here. I'll see if we can devote funds towards stationing troops in a proper building. Gentlemen, I think many of us are sitting on a nest egg. Let's spend some and be ready. Scrolls would have gone a long way today."


Bard Level 10 HP 76/93| BP: 31/31 | Spells: 1st: 7/7, 2nd: 4/5, 3rd: 2/4 4th: 3/4| AC 20, Flat: 18, Touch: 12 | F+6 R+10 W+8 | Init +6, Perc +12, Diplomacy +20, Stealth +14

"Kisandra, you may rest assured that Duke Redleaf and the huntsmen will doing everything in their power. He is a just man and where there is injustice he will stomp it out."

Taranis Redleaf wrote:
"I suggest we make haste slowly."

"This sounds a bit contradictory but you know that I am here to serve. Whatever you need me to do, just let me know."

Wherever Bytor goes, he looks for opportunities to inspire the people to follow Duke Redleaf and to serve the kingdom by preparing to keep it safe.

Diplomacy: 1d20 + 19 ⇒ (13) + 19 = 32


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 L1:2/3 L2:1/2; L3 2/2
GMTrex wrote:
"I don't have any good advice on that. Although... if you make it to Fort Drelev, make contact with Satinder Morne. You'll find her at the Velvet Corner, and she's no friend of the Baron's. Here, it's dangerous to go alone, take this." She pulls a jade ring off her finger and hands it to Unrak. "Show it to Satinder and she'll know you're friends."

Unrak takes the ring, and slides it onto his pinky (if it does not fit, then into a pouch), with a sincere nod and eye contact. We'll do what we can to get your family back

To his companions, he states We need to scout this out, figure out our approach.


John agrees with Unrak and swears to whatever he can.


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

"Let us cut west. We were en route to visit Tiressia, and now I fear we must come with bad news. If willing, we could work to annex her space to provide some protection."


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

After a long, hard, and bloody day in Tatzylford, you find your way back to your rooms at Able's Inn. Some of the fighting apparently reached here, given the new hole in the roof, but Able has already covered it with canvas and sends a meal (and five beers) up to your rooms.

In the morning, you bid Rezbin, Evanore, Lowry, and the folk of Tatzylford farewell, striking south and then west for the Grove of Tiressia.

The dryad receives you well, creaking out of her tree form to greet you. "Visitors in winter, what pleasure!" she smiles, though she shivers slightly and moves slowly. "What brings you to my quiet glade?"


Bard Level 10 HP 76/93| BP: 31/31 | Spells: 1st: 7/7, 2nd: 4/5, 3rd: 2/4 4th: 3/4| AC 20, Flat: 18, Touch: 12 | F+6 R+10 W+8 | Init +6, Perc +12, Diplomacy +20, Stealth +14

"Well met, gentle wood folk. Duke Redleaf and company kindly ask permission to pass through your grove as we work our way toward Drelev."


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +20**, F: +11*, R: +6*, W: +12*, 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 Tiressia, we'd like to talk to you. Our business in Drelev is fell. I also worry for your lands..." Taranis then explains the battle, the belligerents, and our worries that war is brewing and that her grove isn't safe...

"I want to offer protection if I can. Willing, we would expand our claim westward, and it would include your grove. I would ask you to set terms for your space so that we can truly protect you, not lord over you."


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

"That is troubling news," Tiressia says, but she gives a little laugh. "If your foes march through my grove, they will find the trees thicker than they remembered."

"I have not forgotten your service to me, and the words we shared after. You have my blessing. I ask only that no men with axes and saws come to my trees; they are my flock, after all." She requests that you never build a Saw Mill in this hex.


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

"Such a request is minor in the extreme and of complete logic. I almost pity the man who tests your stake to this place."

Will definitely obey this.

After parting ways, "Gentlemen, let's explore and map towards the western lake."


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

3d100 ⇒ (11, 84, 46) = 141

Heading west, you plunge deeper into the Narlmarches. Here the forest is denser, darker, older. The vegetation feels ominous, even unfriendly, if beautiful in its own right.

By [color=teal]15th Abadius[/color], you feel confident that there are no hidden structures or points of interest within the forest. Hex 119 explored and mapped. Where to?


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

Southwest. We are slower here, and each bit is harder earned, but I think we should push on a bit more." Is there any reason we should ALSO check out Redwood Keep? Or is the benefit already manifested with Tatzylford?


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

3d100 ⇒ (91, 7, 52) = 150

You continue deeper into the forest, looking to what few traces of the sun penetrate to the forest floor to keep a southwestern heading. After a day of exploration, you settle in to make camp. The winter sun fades early, and the air grows bitter cold, yet you dare not light a fire here. Wrapping cloaks and furs tight, you set to work.

In the dimming light, Augrym catches sight of a beautiful blue flower growing on a vine at the edge of the glade, nearly a foot in diameter and just beginning to blossom. He was sure that was not here when you selected the site for the night...

Suddenly, the flower bursts open, revealing a cluster of sharp, bright-red stamens arranged like a ring of teeth within its leafy muzzle. With the jerked blossoming comes a spray of seeds that sting as they strike the half-orc's skin.

Cold Damage @ Augrym: 4d6 ⇒ (5, 4, 1, 2) = 12 DC 14 Reflex for half

Initiative!:

Augrym: 1d20 + 8 ⇒ (5) + 8 = 13 +2 if Surprise
Augrym: 1d20 + 8 ⇒ (8) + 8 = 16 +2 if Surprise
Bytor: 1d20 + 2 ⇒ (3) + 2 = 5
Gozrek: 1d20 + 10 ⇒ (14) + 10 = 24
John: 1d20 + 8 ⇒ (1) + 8 = 9
Taranis: 1d20 + 2 ⇒ (2) + 2 = 4
Unrak: 1d20 + 7 ⇒ (13) + 7 = 20
Hostiles: 1d20 + 8 ⇒ (3) + 8 = 11

Round I
Surprise: ???
1. Gozrek, Unrak, Augrym (83/95 hp, Reflex)
2. ??? Kn Nature
3. John, Bytor, Taranis


Bard Level 10 HP 76/93| BP: 31/31 | Spells: 1st: 7/7, 2nd: 4/5, 3rd: 2/4 4th: 3/4| AC 20, Flat: 18, Touch: 12 | F+6 R+10 W+8 | Init +6, Perc +12, Diplomacy +20, Stealth +14

Bytor recalls what he can about this dangerous looking flower.

Knowledge, Nature Take 10: 10 + 10 = 20


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 L1:2/3 L2:1/2; L3 2/2

Unrak rushes forward to harvest the flower!!

Attack: 1d20 + 14 ⇒ (1) + 14 = 15
Damage: 2d6 + 18 ⇒ (4, 3) + 18 = 25

Use ability Certain Strike to reroll one attack!

Attack: 1d20 + 14 ⇒ (12) + 14 = 26
Damage: 2d6 + 18 ⇒ (5, 5) + 18 = 28


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

Unrak rushes forward to slash at the petals!

Bytor, you cannot T10 in combat.

Round I
1. Gozrek, Unrak, Augrym (83/95 hp, Reflex)
2. ??? Kn Nature
3. John, Bytor, Taranis

GM:

1d6 ⇒ 4


Bard Level 10 HP 76/93| BP: 31/31 | Spells: 1st: 7/7, 2nd: 4/5, 3rd: 2/4 4th: 3/4| AC 20, Flat: 18, Touch: 12 | F+6 R+10 W+8 | Init +6, Perc +12, Diplomacy +20, Stealth +14

Knowledge, Nature: 1d20 + 10 ⇒ (4) + 10 = 14


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

Well traveled as he is, Bytor has never even heard of these flowers, let alone seen them.

Round I
1. Gozrek, Unrak, Augrym (83/95 hp, Reflex)
2. ??? Kn Nature
3. John, Bytor, 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

Augrym studies this creature, moves and attacks.

Attack: 1d20 + 18 ⇒ (6) + 18 = 241d8 + 10 ⇒ (5) + 10 = 15

Reflex: 1d20 + 7 ⇒ (18) + 7 = 25

Knowledge Nature: 1d20 + 14 ⇒ (4) + 14 = 18


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|

Gozrek slides towards the creature and casts a quick spell Detect Poison.


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

Friendly reminder that saving throws should always appear first in a post.

Gozrek detects no poison in the plant. Augrym has no idea what the flower is either, but that does not stop him from slashing it in half...

After this final cut, the flower rapidly disintegrates into a patch of brown goo, seemingly half mulch and half mold. Somehow the air around it gets MUCH colder, as though the substance is sucking the heat out of the air---so cold that even Toth and John can feel the sudden chill. For Augrym and Unrak, the cold snap is downright dangerous!

Cold Damage @ Augrym, Unrak: 3d6 ⇒ (6, 6, 4) = 16 nonlethal, no save

To make matters worse, nearby vines shift to reveal three other bright-blue flowers, each of which opens to emit a spray of ice-cold seeds!

Cold: 4d6 ⇒ (5, 1, 5, 5) = 16 affects Augrym only, DC 14 Reflex for half
Cold: 4d6 ⇒ (6, 3, 6, 4) = 19 affects Augrym and Unrak, DC 14 Reflex for half
Cold: 4d6 ⇒ (5, 3, 4, 2) = 14 affects Unrak and Gozrek, DC 14 Reflex for half

Round I
1. Gozrek (38/52 hp, Reflex), Unrak (79/110 hp, 16 nonlethal, Reflex x2), Augrym (48/95 hp, 16 nonlethal, Reflex x2)
2. ??? Kn Nature
3. John, Bytor, Taranis


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|

REF with Evasion: 1d20 + 10 ⇒ (20) + 10 = 30 Gozrek dives perfectly out of the way!


Bard Level 10 HP 76/93| BP: 31/31 | Spells: 1st: 7/7, 2nd: 4/5, 3rd: 2/4 4th: 3/4| AC 20, Flat: 18, Touch: 12 | F+6 R+10 W+8 | Init +6, Perc +12, Diplomacy +20, Stealth +14

Bytor quickly prepares his friends for battle with the casting of haste. He then gives them inspiration of courage.

"Rise up Huntsmen and let us vanquish this deadly plant!"

Inspire Courage +2


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

Gozrek ducks at just the right time while Bytor starts off with his usual spell and soliloquy.

Round I
1. Gozrek, Unrak (79/110 hp, 16 nonlethal, Reflex x2), Augrym (48/95 hp, 16 nonlethal, Reflex x2)
2. ??? Kn Nature
3. John, Bytor, Taranis


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

Knowledge (Nature): 1d20 + 13 ⇒ (12) + 13 = 25

Taranis rushes in and casts a spell of Resist Cold on as many of the team as he can Taranis, Gozrek, and Unrak


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

Something about the bright blue petals stirs in the Duke's mind... calthagars! Not only are these deep-forest "hail lilies" deadly, but they are known to have a primitive intelligence. 2 questions.


John delays until after Bytor, anticipating inspiration and hoping for magical haste!


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16
Humble John Fletcher wrote:
John delays until after Bytor, anticipating inspiration and hoping for magical haste!

Bytor has already posted to this effect; see 4 posts above.

Taranis:
Calthagars are immune to cold damage. They possess an intelligence well above that of most animals, but considerably simpler than that of a typical human.

Round I
1. Gozrek, Unrak (79/110 hp, 16 nonlethal, Reflex x2), Augrym (48/95 hp, 16 nonlethal, Reflex x2)
2. Calthagars
3. Bytor, John, 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

Reflex: 1d20 + 7 ⇒ (11) + 7 = 18
Reflex: 1d20 + 7 ⇒ (18) + 7 = 25


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +20**, F: +11*, R: +6*, W: +12*, 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 works a fire snake spell, looking to protect the party from any other ill effects:

Fire Snake!: 9d6 ⇒ (3, 5, 4, 1, 2, 3, 2, 5, 3) = 28 REF DC 19


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

John steps to his right and draws his bow. (5' west please?)

His calloused fingers release the bowstring with a twang and the familiar whistling of several arrows start filling the close humid air.

(Order of attacks, West, Southwest, South. Concentrate fire on one till it falls then shift to the next)

RANGED FULL ATTACK
First Attack:
Deadly Aim, Point Blank Shot, Manyshot, Clustered Shots with Adaptive Compound Longbow +3: 1d20 + 21 - 3 - 2 + 1 + 2 + 1 ⇒ (5) + 21 - 3 - 2 + 1 + 2 + 1 = 25 for 2d8 + 18 + 12 + 2 + 4 ⇒ (5, 6) + 18 + 12 + 2 + 4 = 47 damage.

Second Attack:
Deadly Aim, Point Blank Shot, Clustered Shots with Adaptive Compound Longbow +3: 1d20 + 21 - 3 - 2 - 5 + 1 + 2 + 1 ⇒ (20) + 21 - 3 - 2 - 5 + 1 + 2 + 1 = 35 for 1d8 + 9 + 6 + 1 + 2 ⇒ (1) + 9 + 6 + 1 + 2 = 19 damage.

Rapid Shot:
Deadly Aim, Point Blank Shot, Clustered Shots with Adaptive Compound Longbow +3: 1d20 + 21 - 3 - 2 + 1 + 2 + 1 ⇒ (18) + 21 - 3 - 2 + 1 + 2 + 1 = 38 for 1d8 + 9 + 6 + 1 + 2 ⇒ (6) + 9 + 6 + 1 + 2 = 24 damage.

Haste Attack:
Deadly Aim, Point Blank Shot, Clustered Shots with Adaptive Compound Longbow +3: 1d20 + 21 - 3 - 2 + 1 + 1 + 2 + 1 ⇒ (6) + 21 - 3 - 2 + 1 + 1 + 2 + 1 = 27 for 1d8 + 9 + 6 + 1 + 2 ⇒ (1) + 9 + 6 + 1 + 2 = 19 damage.

CONFIRM
Second Attack:
Deadly Aim, Point Blank Shot, Clustered Shots with Adaptive Compound Longbow +3: 1d20 + 21 - 3 - 2 - 5 + 1 + 2 + 1 ⇒ (3) + 21 - 3 - 2 - 5 + 1 + 2 + 1 = 18 for 2d8 + 18 + 12 ⇒ (8, 2) + 18 + 12 = 40 damage.


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

John gets out his bow and shoots all of the bright blue plants that he can see, causing all three to wither into more brown goo. The icy chill of the glade deepens...

If Taranis wants to still use the same spell, I still need a specified [u]path[/u], but he can change given the results of John's turn.

Round I
1. Gozrek, Unrak (79/110 hp, 16 nonlethal, Reflex x2), Augrym (66/95 hp, 16 nonlethal)
2. ???
3. Bytor, John, 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 L1:2/3 L2:1/2; L3 2/2

ref: 1d20 + 7 ⇒ (1) + 7 = 8
ref: 1d20 + 7 ⇒ (16) + 7 = 23

total 26 damage, 16 NL. And I should have specified that I raged on the first attack. Current hp 110 of 136, 16 NL


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|

REF 1: 1d20 + 10 ⇒ (10) + 10 = 20
REF 2: 1d20 + 10 ⇒ (2) + 10 = 12


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

Taranis casts his spell, and a thread of fire snakes through the forest. Unfortunately, wherever the fire touches the patches of brown goo, those patches suddenly double in size!

It is as if the goo is drinking up the heat with relish... and Augrym and Unrak feel the bite of its chill.

Nonlethal Cold: 3d6 ⇒ (3, 2, 3) = 8 Augrym and Unrak, no save
Nonlethal Cold: 3d6 ⇒ (6, 1, 5) = 12 Augrym and Unrak, no save

Round II
1. Gozrek, Unrak (112/136* hp, 36 nonlethal), Augrym (66/95 hp, 36 nonlethal)
2. ???
3. Bytor, John, 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

Aurgym activates Bane on his weapon and attacks!

Attack 1: 1d20 + 18 ⇒ (7) + 18 = 251d8 + 10 + 2d6 ⇒ (2) + 10 + (4, 1) = 17
Attack 2: 1d20 + 13 ⇒ (9) + 13 = 221d8 + 10 + 2d6 ⇒ (7) + 10 + (5, 6) = 28


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

Augrym's blade cuts through the muck like butter... but the steel leaves it no worse for wear.

And it's cold. So very, very cold.

Round II
1. Gozrek, Unrak (112/136* hp, 36 nonlethal), Augrym (66/95 hp, 36 nonlethal)
2. ???
3. Bytor, John, Taranis


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|

In an attempt to not metagame...

Gozrek stares at the goo. Brown and cold? I wonder... Knowledge (Dungeoneering): 1d20 + 6 ⇒ (16) + 6 = 22

"Here goes nothing!" Assuming his suspicions are confirmed.

He conjurs a magical snowball and hurls it at the goo nearest him!
ATK: 1d20 + 7 ⇒ (15) + 7 = 22 for DMG if hit: 5d6 ⇒ (6, 2, 2, 1, 6) = 17


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

Gozrek's suspicions are correct! The nearest patch of brown mold---a hazard that grows with heat but shrivels and dies when confronted cold---instantly disintegrates into nothingness.

Round II
1. Gozrek, Unrak (112/136* hp, 36 nonlethal), Augrym (66/95 hp, 36 nonlethal)
2. ???
3. Bytor, John, 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 L1:2/3 L2:1/2; L3 2/2

Seeing that Augrym's blade did nothing to the mold, and Gozrek's magical cold DID harm it, and there are no more flowers about, Unrak backs off--but still holds his rage, in case more enemies present themselves.


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

Unrak beats a prudent retreat. The mold does not follow, but the chill lingers. A crust of rime snakes up Augrym's blade and thickens in his beard.

Nonlethal Cold @ Augrym: 6d6 ⇒ (5, 4, 6, 5, 5, 5) = 30 no save, Augrym is now staggered

Round II
1. Gozrek, Unrak (112/136* hp, 36 nonlethal), Augrym (66/95 hp, 66 nonlethal, staggered)
2. Brown Mold
3. Bytor, John, Taranis


    Round the Second
  • Current HPs: 76/76
  • Inspired
  • Hasted
  • Icy (10/10)

John takes stock and whispers his dead wife's name, "Reykala, I need cold my love"

He watches in wonder as icy blue crystals engulf his bow for a moment. He draws out an arrow reverently from its place in his quiver and nocks it. Ice crystals briefly rime the fletching and he looks for a target.

(Activate Icy via sprit warrior)


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

Seeing John's plan and thinking it an excellent one, Taranis backs away and whistles to Toth to do the same.


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

Three arrows is all that John needs to finally put an end to the calthagar threat! If you all move away, I can call it. Each Huntsman earns 960 XP.


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

"Huntsmen! Back off. Let's keep ourselves alive. Make sure Augrym gets out!"


Once all are clear and Augrym moved to safety, John levels his bow for a clean shot at the brown mold. While three twangs sound in rapid succession, his arms are as much a blur as his arrows. With naught but a few snowflakes drifting in each arrow's wake to mark their passage, the fight is over.


Bard Level 10 HP 76/93| BP: 31/31 | Spells: 1st: 7/7, 2nd: 4/5, 3rd: 2/4 4th: 3/4| AC 20, Flat: 18, Touch: 12 | F+6 R+10 W+8 | Init +6, Perc +12, Diplomacy +20, Stealth +14

Bytor backs away, but draws an arrow just in case.


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

What now, Huntsmen?

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