GMTrex's Kingmaker Campaign

Game Master Andrew Trexler

The Marchlands | Tactical Map | Strategic Map | Handouts | Quests | People Places Things | Campaign Tracking


7,101 to 7,150 of 8,195 << first < prev | 138 | 139 | 140 | 141 | 142 | 143 | 144 | 145 | 146 | 147 | 148 | next > last >>

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

”Agreed. At the least, we know what we are dealing with.”


(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

"Brother. What say you of their puissance?"


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 chuffs out a throaty grumble. Our numbers are greater, but their defensive position AND magic equipment makes them a tough nut. I *think* we'd win, but it'd cost us if we pulled it off.

He mused. If we brought the Shields down to join the Terrors, that would be a different story. Would still be costly, but we'd win that one, unless Desna gave us the finger on the day of battle.

Their offensive & defensive numbers are better, but the HP of each of our armies is double theirs. Would literally be based on who rolled better early in the fight! EDIT: actually, the closer army is only at 5/11 hp, due to being fresh recruits. So, we ain't wining that one...

With a deep inhale & slow exhale, he eyes the watchtower. Maybe parley would be smart here--find out what the intentions are, what the force's goals are, that sort of thing? He gives a bit of an evil smile And maybe determine if a siege is the best bet? With two armies of double their size, we should be able to give them something to think about, savvy?


(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

"I'm open to parlay, but at the same time, I have little hope for anything substantial. Let's return, move troops up, and spend some time fortifying our border. I know that you cannot win on defense, but we're still building up our forces and our eastern border is currently safe."


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

We can also think about increasing our effectiveness against fortified positions, improving equipment, that sort of thing. Whipping up some troops for quick defense was my main goal, but now...there's a more discrete threat to target.

He frowns. So, should we even bother trying to talk? Or just move on and prepare to hit them on our own terms, by surprise or something?


(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

"Let's cut back east, head home, and fortify this position on the river." Suggesting we explore the hex east of 126.


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

The Huntsmen turn back from the bridge and ride east over the plains. The grasslands between Rostland and the Narlmarches are open and sparsely populated---few still consider the frontier safe enough to settle. You wrap up your exploration of the area by sundown on [color=teal]18th Calistril[/color] and decide your next course over breakfast the following morning.

Where to?


(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

"Let's look a bit more to the south east of our current position and then head back to prepare."


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

You ride in the direction of the Statue of Erastil, but take the time to explore and map your surroundings along the way. Just a few days later you return to Castle Redleaf.

You have 6 days of Downtime, if you want them. I will advance to the next Kingdom Phase tomorrow, but you can post your Downtime activities between now and when you next head out.


(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

Downtime:

-----------------------------------------
Downtime Day 1 of 6
--------------------------------
[blue]Phase 1 (Upkeep):[/blue] Pay costs associated with maintaining completed buildings and organizations.
  • 1: Add up Costs: None (No Teams or rooms with Upkeep costs)
  • 2: Pay Costs: None
  • 3: Determine Capital Attrition: -4 to all Capital
  • 4: Determine Business Attrition: None (None are businesses)

    [blue]Phase 2 (Activity):[/blue]Perform downtime activities, such as constructing a building, recruiting an organization, or retraining.

  • 1: Free: None (Shopping handled in thread)
  • 2: Ongoing: None
  • 3: New: Generate Capital (Labor) T10=42 = 4 Labor. -40 Gp

    [blue]Phase 3 (Income):[/blue]

  • 1: Building: Capital Check: 1d20 + 30 ⇒ (18) + 30 = 48 x30 = 144 Gp
  • 2: Organization: No Businesses
  • 3: Other: None
  • 2: Abandon Assets: None
  • 3: Sell Assets: None

    [blue]Phase 4 (Event):[/blue]

  • Handled at the Kingdom Level

    Net +104 Gp

    -----------------------------------------
    Downtime Day 2 of 6
    --------------------------------
    [blue]Phase 1 (Upkeep):[/blue] Pay costs associated with maintaining completed buildings and organizations.

  • 1: Add up Costs: None (No Teams or rooms with Upkeep costs)
  • 2: Pay Costs: None
  • 3: Determine Capital Attrition: 0
  • 4: Determine Business Attrition: None (None are businesses)

    [blue]Phase 2 (Activity):[/blue]Perform downtime activities, such as constructing a building, recruiting an organization, or retraining.

  • 1: Free: None (Shopping handled in thread)
  • 2: Ongoing: None
  • 3: New: Generate Capital (Labor) T10=42 = 4 Goods. -40 Gp

    [blue]Phase 3 (Income):[/blue]

  • 1: Building: Capital Check (Sp): 1d20 + 30 ⇒ (2) + 30 = 32
  • 2: Organization: No Businesses
  • 3: Other: None
  • 2: Abandon Assets: None
  • 3: Sell Assets: None

    [blue]Phase 4 (Event):[/blue]

  • Handled at the Kingdom Level

    Net +67.2 Gp

    -----------------------------------------
    Downtime Day 3 of 6
    --------------------------------
    [blue]Phase 1 (Upkeep):[/blue] Pay costs associated with maintaining completed buildings and organizations.

  • 1: Add up Costs: None (No Teams or rooms with Upkeep costs)
  • 2: Pay Costs: None
  • 3: Determine Capital Attrition: 0
  • 4: Determine Business Attrition: None (None are businesses)

    [blue]Phase 2 (Activity):[/blue]Perform downtime activities, such as constructing a building, recruiting an organization, or retraining.

  • 1: Free: None (Shopping handled in thread)
  • 2: Ongoing: None
  • 3: New: Generate Capital (Goods) T10=42 = 4 Goods. -40 Gp

    [blue]Phase 3 (Income):[/blue]

  • 1: Building: Capital Check (Sp): 1d20 + 30 ⇒ (10) + 30 = 40
  • 2: Organization: No Businesses
  • 3: Other: None
  • 2: Abandon Assets: None
  • 3: Sell Assets: None

    [blue]Phase 4 (Event):[/blue]

  • Handled at the Kingdom Level

    Net +31.2 Gp

    -----------------------------------------
    Downtime Day 4 of 6
    --------------------------------
    [blue]Phase 1 (Upkeep):[/blue] Pay costs associated with maintaining completed buildings and organizations.

  • 1: Add up Costs: None (No Teams or rooms with Upkeep costs)
  • 2: Pay Costs: None
  • 3: Determine Capital Attrition: 0
  • 4: Determine Business Attrition: None (None are businesses)

    [blue]Phase 2 (Activity):[/blue]Perform downtime activities, such as constructing a building, recruiting an organization, or retraining.

  • 1: Free: None (Shopping handled in thread)
  • 2: Ongoing: None
  • 3: New: Generate Capital (Goods) T10=42 = 4 Goods. -40 Gp, Build 2 instances of Defensive Walls (-10 Goods, -4 Influence, -10 Labor)

    [blue]Phase 3 (Income):[/blue]

  • 1: Building: Capital Check (Sp): 1d20 + 30 ⇒ (3) + 30 = 33
  • 2: Organization: No Businesses
  • 3: Other: None
  • 2: Abandon Assets: None
  • 3: Sell Assets: None

    [blue]Phase 4 (Event):[/blue]

  • Handled at the Kingdom Level

    Net -5.5 Gp

    -----------------------------------------
    Downtime Day 5 of 6
    --------------------------------
    [blue]Phase 1 (Upkeep):[/blue] Pay costs associated with maintaining completed buildings and organizations.

  • 1: Add up Costs: None (No Teams or rooms with Upkeep costs)
  • 2: Pay Costs: None
  • 3: Determine Capital Attrition: 0
  • 4: Determine Business Attrition: None (None are businesses)

    [blue]Phase 2 (Activity):[/blue]Perform downtime activities, such as constructing a building, recruiting an organization, or retraining.

  • 1: Free: None (Shopping handled in thread)
  • 2: Ongoing: None
  • 3: New: Generate Capital (Goods) T10=42 = 4 Goods. -40 Gp

    [blue]Phase 3 (Income):[/blue]

  • 1: Building: Capital Check (Sp): 1d20 + 30 ⇒ (12) + 30 = 42
  • 2: Organization: No Businesses
  • 3: Other: None
  • 2: Abandon Assets: None
  • 3: Sell Assets: None

    [blue]Phase 4 (Event):[/blue]

  • Handled at the Kingdom Level

    Net -41.3 Gp

    -----------------------------------------
    Downtime Day 6 of 6
    --------------------------------
    [blue]Phase 1 (Upkeep):[/blue] Pay costs associated with maintaining completed buildings and organizations.

  • 1: Add up Costs: None (No Teams or rooms with Upkeep costs)
  • 2: Pay Costs: None
  • 3: Determine Capital Attrition: 0
  • 4: Determine Business Attrition: None (None are businesses)

    [blue]Phase 2 (Activity):[/blue]Perform downtime activities, such as constructing a building, recruiting an organization, or retraining.

  • 1: Free: None (Shopping handled in thread)
  • 2: Ongoing: None
  • 3: New: Generate Capital (Goods) T10=42 = 4 Goods. -40 Gp

    [blue]Phase 3 (Income):[/blue]

  • 1: Building: Capital Check (Sp): 1d20 + 30 ⇒ (8) + 30 = 38
  • 2: Organization: No Businesses
  • 3: Other: None
  • 2: Abandon Assets: None
  • 3: Sell Assets: None

    [blue]Phase 4 (Event):[/blue]

  • Handled at the Kingdom Level

    Net -77.5 Gp


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

    Month of Pharast, 4722 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: 1d4d4 ⇒ (2, 3) = 5.
    Tatzylford: 1d3 ⇒ 1 Tatzylford Lodge 1d3 ⇒ 3 Minor Wondrous 1d100 ⇒ 87 Necklace of Fireballs, Type V
    Varnhold: 1d5 ⇒ 3 Temple of Erastil 1d3 ⇒ 1 Minor Potion 1d100 ⇒ 8 L0, CL1 1d100 ⇒ 75 Common 1d100 ⇒ 19 Potion of Guidance
    Reykalaston: Military Academy 1d2 ⇒ 1 Minor Armor/Shield 1d100 ⇒ 91 Specific Shield 1d100 ⇒ 84 Mithral Heavy Shield
    Reykalaston: Military Academy 1d2 ⇒ 2 Medium Weapon 1d100 ⇒ 4 +1 Weapon 2d100 ⇒ (80, 18) = 98 +1 Dwarven Waraxe
    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 4 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 7 terrain improvements in existing territory, if desired.
    Step 5 - Settlements: Found up to 2 new settlements in existing territory. A site must first be prepared for settlement. Additionally, pay for construction of up to 10 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 up to 2 new military units (less any new settlements founded this month), or upgrade or repair existing ones, as desired. Pay any recruitment costs.
    Step 7 - Edicts: Issue any new edicts as desired.


    (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 + 79 ⇒ (11) + 79 = 90
  • 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 Hexes 14, 25, 26
  • Step 3 - Abandon Hex: none
  • Step 4 - Build Terrain: In Hex 14, 25, 26 the Duke builds Roads. In Hex 26 he builds a lumber mill, and in 25 a tower
  • Step 5 - Settlements: Commissions no building
  • 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

    The development of the Narlmarches continues, and a watchtower is raised at the headwaters of the Thorn River.

    Month of Pharast, 4722 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 ⇒ 9 EVENT
    1d100 ⇒ 51 Settlement
    1d4 ⇒ 2 Tatzylford
    1d100 ⇒ 81 Unexpected Find
    1d100 ⇒ 97 Medium
    1d100 ⇒ 46

    Gnori, the only resident gnome of Tatzylford, discovers a small figurine of a dog on the eastern bank of the river---presumably dropped by one of Drelev's men during the battle. It turns out to be an onyx dog figurine of wondrous power, which he puts up for sale in his gem shop. This item is only available for the next 30 days.


    (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

    I didn't mean to usurp any recruiting Unrak wants to do.

    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 + 93 ⇒ (7) + 93 = 100.
  • The Marchlands earned [color=Green]48 Bp[/color] this month.
  • 33 Bp in Taxes
  • 15 Bp in Basic Income


  • 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 spends time with the Shields, preparing them for future action.

    He also addresses the rest of the Huntsmen. Boys, we need to talk about Drelev and what to do about him. There are considerations...

    would y'all like to have an in-character discussion on the thread, or move it to Slack? Or Discussion? I think in-char is appropriate, myself...


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

    As Oleg wraps up his report for this month, you find that a few extra coins made their way into your coffers this month. +2 BP for twice taking actions that would otherwise reduce Unrest below 0.

    On [color=teal]8th Pharast[/color], Unrak gathers the Huntsmen for a council of war. Will let you all discuss and plan.


    (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

    "I'd like to build up our forces on the western front. We know there was a force to the northwest. I want to find that force with one of our own. Perhaps it's time to do some serious recon this month."

    Suggesting a third force and camping them in the field close to the strait between water and Brevoy. I'm also suggesting that we take the roll of expeditionary force and hunt behind their lines.


    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 sits comfortably with a tankard of ale in his huge hand. Once the group is together, he starts the conversation.

    Let's talk about the Drelev question. I know we all would have been eager, if we'd had a sufficient army at our backs, to take out that watchtower. And I tend to think that I'm glad we didn't have that army.

    None of us are fans of the man himself--hell, I'll be the president of the hate club if there is one made!! Would love nothing better than to get that scabbard I gave him back. But, he IS a leader, recognized by the same authority that legitimizes our own leadership. What would be the response--never mind Drelev's OWN response--if we were to invade his lands??

    He pauses for effect, and takes a drink.

    Maybe we should prepare ourselves for an inevitable first strike from him. Start claiming the area west of Tatzylford. I can also concentrate on building up our armies--just tell me how much money I can spend, brother, and I'll give you an ARMY!--but only lightly defend the actual border, sort of inviting an invasion. I'd much rather see "what would the reaction be to an invasion" if we're not on the business end of that reaction.

    Thoughts?


    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
    Taranis Redleaf wrote:
    "I'd like to build up our forces on the western front. We know there was a force to the northwest. I want to find that force with one of our own. Perhaps it's time to do some serious recon this month."

    Unrak muses What would the diplomatic ramifications be if we ourselves were in Drelev's lands?

    Quote:
    Suggesting a third force and camping them in the field close to the strait between water and Brevoy. I'm also suggesting that we take the roll of expeditionary force and hunt behind their lines.

    Yes, knowing what's Behind The Lines would be very good. And we should also have siege equipment on-hand, for if/when things get ugly. I like options.


    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

    ”Unrak, as I see this land becoming more dangerous all of the time, I am starting to see the need for a stronger army. Let me know if you feel differently, but at the moment, I would not see the need for conscription, but if you could muster a volunteer force that would help keep morale high and accomplish our security goals.”

    Bytor pauses a moment.

    ”With regards to diplomatic ramifications of the Drelev connection, there is no easy answer. It was difficult to make any great connection with him and even his wife with that snappy dog was a challenge for even my skills. I am also not convinced he has the moral code of our own Duke Redleaf. He is a shrewd power hungry leader and I agree that he is someone we need to keep an eye on. Unrak, do you think Drelev would invade our lands?”


    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
    Bytor Sniegsun wrote:

    ”Unrak, as I see this land becoming more dangerous all of the time, I am starting to see the need for a stronger army. Let me know if you feel differently, but at the moment, I would not see the need for conscription, but if you could muster a volunteer force that would help keep morale high and accomplish our security goals.”

    Bytor pauses a moment.

    ”With regards to diplomatic ramifications of the Drelev connection, there is no easy answer. It was difficult to make any great connection with him and even his wife with that snappy dog was a challenge for even my skills. I am also not convinced he has the moral code of our own Duke Redleaf. He is a shrewd power hungry leader and I agree that he is someone we need to keep an eye on. Unrak, do you think Drelev would invade our lands?”

    Unrak gives a one-breath chuckle. I think you answered your own question with your previous sentence, my friend! I've learned that when someone shows you who they are, believe them. And Drelev showed his jealousy and ego at that little shin-dig. We'd be fools to think he won't eventually move on us. So yeah, I think he will invade our lands, while coming up with some reason why it's only proper and right that he should. And when he does, I'm going to disabuse him of that idea, with extreme prejudice.

    He pauses. I've got no use for conscripts; if we ever get to the point where we think we need to force folks to defend their homes, we've already lost. But yeah, being ready to defend our home is the right course of action. I'll start putting together what I think we need for an actual army--we've made a good start, but I agree, we need more military strength, and versatility.

    But I'd like you all to pipe in on my strategic thoughts--claim the land to the northwest, press against Drelev's border, but DON'T make overt moves. We let him come to us, then respond to his force with our own--but ONLY respond. For now.


    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

    OOOOOKAAAAYYY I just reread our battle stuff. Yes, Drelev has gone Over To The Dark Side, so we're pretty justified in returning the favor by taking the remaining fight to him directly. However, we've got the captured folk to rescue...

    After a pause, Unrak rubs his eyes with one hand. Being Councilor has dulled my usual instincts. I'm thinking like a phlucking politician instead of a warrior. Drelev's forces attacked Tatzylford, so yeah, we're going to protect what's ours--with extreme prejudice.

    Here's what I propose: we head west to rescue Kisandra's kin. This will do three things: Save her kin, get us some support--or at least sympathy--in Drelev's lands, AND allow us to do some scouting. Before we go, though, I think we should cover ourselves diplomatically and write up a letter. Let the Swordlords know what is going on: that Drelev is a puppet for Pitax and the Tiger Lords, and we are planning on keeping "his" lands under the Restov banner--and it looks likely it'll have to be by the sword. And that we're justified in relieving this joker of his barony by right of blood of OUR folk.

    Anyone think I don't have the right of things? Speak out.


    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

    "I like your proposal, Unrak. The fact that we are keeping the Swordlords in the loop will only add to our political support of any retaliation. How long until you think we will have an army that can make a significant impact on Drelev?"


    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

    "I believe your path is the path of honor and will bring glory to the house of Redleaf, rage fillled friend Unrak. Let us begin this plan. I look forward to spilling the blood of Drelev soldiers in your name, good leader friend 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

    "Let's adventure forth then my friends."


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

    Before you leave town, you note two new wanted posters pasted near the city gate.

    Where to?


    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

    Well then! Let's be off, and get as much done as we can! I say we head northwest toward that tower, and scout out how to enter Drelev's lands. Bytor, we won't know how big a force we'll need until we have a better idea of Drelev's forces.

    Suggest we check the hex west of 125, map & travel through if passable; if not, sneak past tower in 127. Then figure exactly how to scout from there. We want to 1) get the troop & population disposition; 2) find the prisoners & free them; 3) if we bump into slugs & dragonflies (which should be possible in the swamps), take some of them out for those new quests


    (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

    Green slugs of this nature are likely found... Nature: 1d20 + 13 ⇒ (9) + 13 = 22
    Giant Dragonflies of this nature are likely found... Nature: 1d20 + 13 ⇒ (18) + 13 = 31

    Aye, to the hex west of 125.


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

    Green slugs of this nature are likely found...

    Giant Dragonflies of this nature are likely found...

    In swamps!

    The Huntsmen take the road to Tatzylford once again, then pass on west of the Narlmarches and over the plains. On [color=teal]12th Pharast[/color] you descend once again in the marshy, sodden terrain of the Hooktongue Slough. To your west the wide East Sellen River winds slowly through the muck-choked fen, broadening and slowing as it approaches Lake Hooktongue.

    In the distance, you see several run-down structures built along the river's edge.


    (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

    Survival: 1d20 + 13 + 2 ⇒ (11) + 13 + 2 = 26 Taranis looks over the ground to make sure we don't have a repeat of sinking Like Artax If it's safe, he leads the party to the structures.


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

    The way forward is wet---very wet---but passable. Towards sundown you reach the structures, which prove to be ramshackle huts built on stilts at the edge of the East Sellen, which stretches over a mile wide as it flows into Lake Hooktongue.

    The huts look to be in a sad state, and the air is quiet. Map updated. NOTE: all squares not occupied by a building or the wooden boardwalk you currently stand on are deep bog terrain.


    (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 advances to the fountain, keeping an eye for danger.

    Perception: 1d20 + 19 ⇒ (14) + 19 = 33 "I will enchant us for movement in the bog, but only once we're ready." Will cast Mass Feather Step. The rules don't use the term difficult terrain. I'll skip the spell if the GM rules it doesn't work.


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

    I will rule that Mass Feather Step has the effect of turning a Deep Bog into a Shallow Bog (2 squares of movement cost rather than 4).

    Taranis is wise to stay alert. As he reaches the fountain, a number of toad-like heads with bulbous eyes and a multitude of warts burst out of the bog, while others pop out of shattered windows or holes in the thatching of various buildings. It's an ambush!

    Initiative!:

    Augrym: 1d20 + 8 ⇒ (13) + 8 = 21 +2 if Surprise
    Augrym: 1d20 + 8 ⇒ (16) + 8 = 24 +2 if Surprise
    Bytor: 1d20 + 2 ⇒ (20) + 2 = 22
    Gozrek: 1d20 + 10 ⇒ (12) + 10 = 22
    John: 1d20 + 8 ⇒ (17) + 8 = 25
    Taranis: 1d20 + 2 ⇒ (5) + 2 = 7
    Unrak: 1d20 + 7 ⇒ (14) + 7 = 21
    Hostiles: 1d20 ⇒ 5

    Surprise
    1. Taranis
    2. Kn Nature

    Round I
    1. John, Augrym, Gozrek, Bytor, Unrak, Taranis
    2. Kn Nature


    (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

    Knowledge (Nature): 1d20 + 13 ⇒ (4) + 13 = 17

    Taranis quickly fills the bog with stone! [ooc]All in the spell take B DMG, no save: 2d6 ⇒ (2, 4) = 6 It's now also.... difficult terrain?


    Large Animal Companion (HP: 83/83), 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 closes


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

    Taranis knows a boggard when he sees one.

    The stones crash down on the northern part of the village, smacking a half-dozen boggards along the way.

    The nearest boggards all lift their heads and issue an unsettling croak that causes your stomach to drop.

    Taranis, Unrak, and Toth each need to make 4 Will saves. Augrym, Bytor, Gozrek, and John each need to make 2 Will saves. The DC for each is 13. If you fail once, you are Shaken. If you fail twice, you are Frightened. If you fail three or more times, you are Panicked. Note that failing once affects your subsequent saving throws (-2 penalty).

    As if in answer to the cry, the remaining boggards unleash a hail of poisoned darts.

    Dart @ Toth: 1d20 + 1 ⇒ (5) + 1 = 6 MISS
    Dart @ Toth: 1d20 + 1 ⇒ (16) + 1 = 17 MISS
    Dart @ Unrak: 1d20 + 1 ⇒ (7) + 1 = 8 MISS
    Dart @ Taranis: 1d20 + 1 ⇒ (11) + 1 = 12 MISS
    Dart @ Taranis: 1d20 + 1 ⇒ (8) + 1 = 9 MISS
    Dart @ Bytor: 1d20 + 1 ⇒ (13) + 1 = 14 MISS
    Dart @ Gozrek: 1d20 + 1 ⇒ (10) + 1 = 11 MISS

    But they all miss.

    Round I
    1. John (2 Will saves), Augrym (2 Will saves), Gozrek (2 Will saves), Bytor (2 Will saves), Unrak (4 Will saves), Taranis (4 Will saves, Toth 4 Will saves)
    2. Boggards (Green @ 6 dmg each)


    (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 Will 1: 1d20 + 11 ⇒ (18) + 11 = 29
    Taranis Will 2: 1d20 + 11 ⇒ (14) + 11 = 25
    Taranis Will 3: 1d20 + 11 ⇒ (4) + 11 = 15
    Will 4: 1d20 + 11 ⇒ (3) + 11 = 14

    Undaunted, Taranis begins a spell to summon some allies Dropping Wood Shape for SNAII


    Large Animal Companion (HP: 83/83), 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 Will 1: 1d20 + 4 ⇒ (12) + 4 = 16
    Toth Will 2: 1d20 + 4 ⇒ (1) + 4 = 5
    Toth Will 3: 1d20 + 4 - 2 ⇒ (15) + 4 - 2 = 17
    Toth Will 4: 1d20 + 4 - 2 ⇒ (19) + 4 - 2 = 21
    Shaken

    Toth also has no problem with the boggard attacks, opting to simply eat one:
    Bite: 1d20 + 17 - 2 ⇒ (19) + 17 - 2 = 34 for DMG: 1d8 + 13 ⇒ (8) + 13 = 21
    Bite: 1d20 + 12 - 2 ⇒ (20) + 12 - 2 = 30 THREAT
    Confirm: 1d20 + 12 - 2 ⇒ (15) + 12 - 2 = 25 for DMG: 2d8 + 26 ⇒ (3, 2) + 26 = 31
    Claw 1: 1d20 + 16 - 2 ⇒ (12) + 16 - 2 = 26 for DMG: 1d6 + 10 ⇒ (5) + 10 = 15
    Claw 2: 1d20 + 16 - 2 ⇒ (8) + 16 - 2 = 22 for DMG: 1d6 + 10 ⇒ (4) + 10 = 14
    Rake: 1d6 + 9 ⇒ (5) + 9 = 14


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

    Toth nearly bites the head off a boggard at the first go, and finishes the job easily with the second bite. Taranis begins a chant of summoning.

    Round I
    1. John (2 Will saves), Augrym (2 Will saves), Gozrek (2 Will saves), Bytor (2 Will saves), Unrak (4 Will saves), Taranis (Toth shaken)
    2. Boggards (Green @ 6 dmg each)


    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 Will 1: 1d20 + 4 ⇒ (4) + 4 = 8
    Gozrek Will 2: 1d20 + 4 ⇒ (5) + 4 = 9

    AHHHHH!!!!!!!"


    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

    Will Save: 1d20 + 7 ⇒ (1) + 7 = 8
    Will Save: 1d20 + 7 ⇒ (19) + 7 = 26


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

    The swamp, village, and river fade from Gozrek's view. A figure lies curled at his feet. Slowly, it stirs, unfolding tentatively like a book left out on a damp winter's night, pages stuck together from the wet. That is when he notices the blood. The figure, now a woman, is dressed in ragged black, but blood seeps from beneath her clothes and drips onto the pale ground at her feet. She lifts her head, dank hair slowly falling back. He knows he should not look, but he cannot look away.

    Mother.

    Reykala has no eyes. Her jaw hangs loose, broken and bleeding. Her red finger rises, inch by inch, an accusing rod aimed unerringly at her eldest son. He knows this is a dream, a vision, an apparition, but that does not make it any less real. He opens his mouth to scream but no sound follows. Instead, it is Reykala that issues the wail of a thousand banshees, a fury of vengeance promised on its wind. His legs are ice and stone. He shuts his eyes tight, tighter than he thought possible, but that only makes the vision clearer.

    At last the dam bursts. He shrieks and flees, struggling through the bog to escape that unholy terror behind his eyes.

    The boggard simply licks its lips.

    Round I
    1. John (2 Will saves), Augrym (2 Will saves), Gozrek (frightened), Bytor (shaken), Unrak (4 Will saves), Taranis (Toth shaken)
    2. Boggards (Green @ 6 dmg each)


    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 is also familiar with boggards, so he flies into his rage "A bloodrager can enter a bloodrage as a free action."

    will: 1d20 + 6 + 2 ⇒ (19) + 6 + 2 = 27
    will: 1d20 + 6 + 2 ⇒ (17) + 6 + 2 = 25
    will: 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24
    will: 1d20 + 6 + 2 ⇒ (17) + 6 + 2 = 25

    He roars his defiance at the boggards, and charges in, sword whooshing menacingly

    Attack: 1d20 + 14 ⇒ (11) + 14 = 25
    Damage: 2d6 + 18 ⇒ (5, 3) + 18 = 26


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

    Unrak cuts down a boggard with alacrity! FWIW, if that +2 is from Rage, free != immediate and still has to be on your turn. The rolls get you the same result just fine though.

    Round I
    1. John (2 Will saves), Augrym (2 Will saves), Gozrek (frightened), Bytor (shaken), Unrak, Taranis (Toth shaken)
    2. Boggards (Green @ 6 dmg each)


    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:
    Unrak cuts down a boggard with alacrity! FWIW, if that +2 is from Rage, free != immediate and still has to be on your turn. The rolls get you the same result just fine though.

    it was worth a try...


    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

    Will: 1d20 + 11 ⇒ (19) + 11 = 30
    Will: 1d20 + 11 ⇒ (9) + 11 = 20

    Double move across the board.

    "We seem to find ourselves surrounded. Does any Huntsman have any suggestions?"


    Saving Throw! 1d20 + 0 ⇒ (10) + 0 = 10 plus...

    Modifiers:
    • Fortitude: +8
    • Reflex: +10
    • Will: +6

    Saving Throw! 1d20 + 0 ⇒ (3) + 0 = 3 plus...

    Modifiers:
    • Fortitude: +8
    • Reflex: +10
    • Will: +6

      Round the First
    • Current HPs: 76/76
    • Shaken

    "Steady lad!"


    John aims at the boggard directly north of him with a muttured curse and a worried glance towards Gozrek... and waits for Bytor's inspiring words to help steady his bow.


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

    Round I
    1. John (shaken), Augrym, Gozrek (frightened), Bytor (shaken), Unrak, Taranis (Toth shaken)
    2. Boggards (Green @ 6 dmg each)


    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 delivers the inspiring courage that his companions need!

    "Brothers, rise to arms! Let us take down these slimy boggards and put an end to their menacing ways!"

    His Bardic Performance begins!

    Performance: 1d20 + 19 ⇒ (15) + 19 = 34

    +2 Attack, +2 Damage, and +2 on Saving Throws vs. charm and fear effects

    Bytor then moves back into a defensive position with his longsword drawn.

    1 to 50 of 8,195 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
    Community / Forums / Online Campaigns / Play-by-Post / GMTrex's Kingmaker Campaign All Messageboards

    Want to post a reply? Sign in.