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
Bytor Sniegsun wrote:
+2 Attack, +2 Damage, and +2 on Saving Throws vs. charm and fear effects

this wouldn't, perchance, give a new fear save to existing effects, would it???


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16
Unrak "Dreadful Bear" Redleaf wrote:
Bytor Sniegsun wrote:
+2 Attack, +2 Damage, and +2 on Saving Throws vs. charm and fear effects
this wouldn't, perchance, give a new fear save to existing effects, would it???

No. The effect is supernatural and instantaneous. The performance does, however, reduce the likelihood of things getting worse.


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)


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

(Saves are above)

"Steady my boy..." John intones as calmly as he can. He steps closer t Bytor and draws his bowstring and tries to eliminate the threats one arrow at a time. (5' step east, please move my pog)

RANGED FULL ATTACK
First Attack:
Deadly Aim, Point Blank Shot, Manyshot, Clustered Shots with Adaptive Compound Longbow +3: 1d20 + 21 - 3 - 2 + 2 + 1 - 2 ⇒ (17) + 21 - 3 - 2 + 2 + 1 - 2 = 34 for 2d8 + 18 + 12 + 2 + 1 ⇒ (7, 5) + 18 + 12 + 2 + 1 = 45 damage.

Second Attack:
Deadly Aim, Point Blank Shot, Clustered Shots with Adaptive Compound Longbow +3: 1d20 + 21 - 3 - 2 - 5 + 2 + 1 - 2 ⇒ (13) + 21 - 3 - 2 - 5 + 2 + 1 - 2 = 25 for 1d8 + 9 + 6 + 2 + 1 ⇒ (2) + 9 + 6 + 2 + 1 = 20 damage

Rapid Shot:
Deadly Aim, Point Blank Shot, Clustered Shots with Adaptive Compound Longbow +3: 1d20 + 21 - 3 - 2 + 2 + 1 - 2 ⇒ (11) + 21 - 3 - 2 + 2 + 1 - 2 = 28 for 1d8 + 9 + 6 + 2 + 1 ⇒ (5) + 9 + 6 + 2 + 1 = 23 damage.

He targets those closest to him, firing until one falls then switching to the next.


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

John puts two arrows each into two boggards, slaying them both!

The nearer boggards close, swinging with morningstars made of fire-hardened wood and brutal thorns.

Boggard @ Toth: 1d20 + 5 ⇒ (8) + 5 = 13 MISS
Boggard @ Unrak: 1d20 + 5 ⇒ (18) + 5 = 23 HIT Damage: 1d8 + 3 ⇒ (4) + 3 = 7
Boggard @ Bytor: 1d20 + 5 ⇒ (13) + 5 = 18 MISS
Boggard @ Bytor: 1d20 + 5 ⇒ (8) + 5 = 13 MISS

Unrak is caught with a surprise blow to the instep, the pain further fueling his rage.

The remaining boggards leap down from their hidey-holes and issue a second chorus of horrifying croaks!

Taranis, Toth: 4 Will saves each!
Unrak: 3 Will saves!
John, Bytor: 2 Will saves each!
Augrym: 1 Will save!

The DC for each save is 13. Note the +2 bonus from Bytor's inspiration, but if you are currently shaken, you also have a -2 penalty. Failing an earlier save affects your rolls on later saves. If you fail, increase your fear state up the ladder (Normal > Shaken > Frightened > Panicked) and take actions appropriately.

Round II
1. John (shaken, 2 saves!), Augrym (1 save!), Gozrek (frightened, fled), Bytor (shaken, 2 saves!), Unrak (3 saves!), Taranis (4 saves!; Toth shaken, 4 saves!)
2. Boggards (Green @ 6 dmg each)


Saving Throw! 1d20 + 0 ⇒ (7) + 0 = 7 plus...

Modifiers:
  • Fortitude: +8
  • Reflex: +10
  • Will: +6
-2 +2 = 13

Saving Throw! 1d20 + 0 ⇒ (11) + 0 = 11 plus...

Modifiers:
  • Fortitude: +8
  • Reflex: +10
  • Will: +6
-2 +2 = 17

Looks like 2 passed saves.

John continues his barrage with deadly calm on his face, even while growing concern stokes the fire of the boggard's supernatural fear...

    Round the Second
  • Current HPs: 76/76
  • Inspired
  • Shaken
  • Concerned

RANGED FULL ATTACK
First Attack:
Deadly Aim, Point Blank Shot, Manyshot, Clustered Shots with Adaptive Compound Longbow +3: 1d20 + 21 - 3 - 2 + 2 - 2 + 1 ⇒ (6) + 21 - 3 - 2 + 2 - 2 + 1 = 23 for 2d8 + 18 + 12 + 2 + 2 ⇒ (8, 6) + 18 + 12 + 2 + 2 = 48 damage.

Second Attack:
Deadly Aim, Point Blank Shot, Clustered Shots with Adaptive Compound Longbow +3: 1d20 + 21 - 3 - 2 - 5 + 2 - 2 + 1 ⇒ (16) + 21 - 3 - 2 - 5 + 2 - 2 + 1 = 28 for 1d8 + 9 + 6 + 2 + 2 ⇒ (7) + 9 + 6 + 2 + 2 = 26 damage.

Rapid Shot:
Deadly Aim, Point Blank Shot, Clustered Shots with Adaptive Compound Longbow +3: 1d20 + 21 - 3 - 2 + 2 - 2 + 1 ⇒ (10) + 21 - 3 - 2 + 2 - 2 + 1 = 27 for 1d8 + 9 + 6 + 2 + 2 ⇒ (4) + 9 + 6 + 2 + 2 = 23 damage.


(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

Will 1: 1d20 + 11 + 2 ⇒ (5) + 11 + 2 = 18
Will 2: 1d20 + 11 + 2 ⇒ (8) + 11 + 2 = 21
Will 3: 1d20 + 11 + 2 ⇒ (14) + 11 + 2 = 27
Will 4: 1d20 + 11 + 2 ⇒ (19) + 11 + 2 = 32

Taranis finishes his spell, bringing forth an air elemental to aid the party. Slam: 1d20 + 8 ⇒ (6) + 8 = 14 for DMG if hit: 1d4 + 3 ⇒ (1) + 3 = 4

The druid then resorts to his sling:
ATK v. the one to his west: 1d20 + 8 ⇒ (10) + 8 = 18 for DMG: 1d4 ⇒ 1


(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

Will 1: 1d20 + 4 + 2 - 2 ⇒ (8) + 4 + 2 - 2 = 12
Will 1: 1d20 + 4 + 2 - 2 ⇒ (1) + 4 + 2 - 2 = 5
Will 1: 1d20 + 4 + 2 - 2 ⇒ (5) + 4 + 2 - 2 = 9
Will 1: 1d20 + 4 + 2 - 2 ⇒ (4) + 4 + 2 - 2 = 8

Toth panics like a scaredy cat


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

will: 1d20 + 6 + 2 + 2 ⇒ (12) + 6 + 2 + 2 = 22
will: 1d20 + 6 + 2 + 2 ⇒ (13) + 6 + 2 + 2 = 23
will: 1d20 + 6 + 2 + 2 ⇒ (13) + 6 + 2 + 2 = 23

Unrak's rage continues unabated. He swings at the boggard in front of him

Attack: 1d20 + 14 + 2 ⇒ (9) + 14 + 2 = 25
Damage: 2d6 + 19 + 2 ⇒ (3, 2) + 19 + 2 = 26

IF this drops the guy
THEN move to 2 squares diagonally left

ELSE 2nd attack, then 5' step diagonally left

Attack: 1d20 + 9 + 2 ⇒ (14) + 9 + 2 = 25
Damage: 2d6 + 19 + 2 ⇒ (1, 3) + 19 + 2 = 25


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

John puts another two arrows in two boggards. Unrak cuts down a third. Taranis whips two others near him with wind and stone.

Round II
1. John (shaken), Augrym (1 save!), Gozrek (frightened, fled), Bytor (shaken, 2 saves!), Unrak, Taranis (Toth panicked, fled)[/b]
2. Boggards (Green @ 6 dmg each, Red @ 4 dmg, Purple @ 1 dmg)


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 maintains his inspiring courage as he tries to throw off the shaken condition himself!

Will Save: 1d20 + 7 + 2 - 2 ⇒ (15) + 7 + 2 - 2 = 22
Will Save: 1d20 + 7 + 2 - 2 ⇒ (16) + 7 + 2 - 2 = 23

Then Bytor withdraws back to the center where he pulls out his longbow and prepares to fire.


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

Bytor decides there is strength in numbers, going to stand by a stalwart Taranis.

Round II
1. John (shaken), Augrym (1 save!), Gozrek (frightened, fled), Bytor (shaken, 2 saves!), Unrak, Taranis (Toth panicked, fled)
2. Boggards (Green @ 6 dmg each, Red @ 4 dmg, Purple @ 1 dmg)


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 ⇒ (10) + 11 = 21

Move, Study, Attack.

Attack: 1d20 + 18 ⇒ (18) + 18 = 361d8 + 10 ⇒ (2) + 10 = 12


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

Augrym easily slashes into boggard flesh, but does not slay the assailant.

The boggards flail about with their wood-and-thorn morningstars, inflicting bruises and scrapes more than anything serious.

Morningstar @ Unrak: 1d20 + 5 ⇒ (5) + 5 = 10 MISS
Morningstar @ Unrak: 1d20 + 5 ⇒ (4) + 5 = 9 MISS
Morningstar @ Unrak: 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25 HIT Damage: 1d8 + 3 ⇒ (5) + 3 = 8
Morningstar @ Unrak: 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12 MISS

Morningstar @ Elemental: 1d20 + 5 ⇒ (15) + 5 = 20 HIT Damage: 1d8 + 3 ⇒ (1) + 3 = 4

Morningstar @ Taranis: 1d20 + 5 ⇒ (17) + 5 = 22 HIT Damage: 1d8 + 3 ⇒ (5) + 3 = 8

Morningstar @ Augrym: 1d20 + 5 ⇒ (17) + 5 = 22 MISS

Round II
1. John (shaken), Augrym, Gozrek (frightened, fled), Bytor (shaken), Unrak (121/136 hp), Taranis (74/82 hp; Toth panicked, fled)
2. Boggards (Green @ 6 dmg each, Red @ 4 dmg, Purple @ 1 dmg, Yellow @ 12 dmg)


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 snarls in glee, being surrounded by enemies--a rich target environment!!

He starts hewing about him like a man threshing wheat.

Prioritize injured enemies first. Then, start at Unrka's 3:00 and go CCW

Attack: 1d20 + 14 + 2 ⇒ (16) + 14 + 2 = 32
Damage: 2d6 + 19 + 2 ⇒ (2, 5) + 19 + 2 = 28

Attack: 1d20 + 9 + 2 ⇒ (16) + 9 + 2 = 27
Damage: 2d6 + 19 + 2 ⇒ (5, 4) + 19 + 2 = 30


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

Grinning from ear to ear, Unrak cuts down two boggards!

Round II
1. John (shaken), Augrym, Gozrek (frightened, fled), Bytor (shaken), Unrak (121/136 hp), Taranis (74/82 hp; Toth panicked, fled)
2. Boggards (Green @ 6 dmg each, Red @ 4 dmg, Purple @ 1 dmg, Yellow @ 12 dmg)


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

Despite being shaken, Bytor maintains his inspiring courage and moves from behind Taranis and fires an arrow directly at the (purple) boggard!

Ranged Attack: 1d20 + 10 + 2 - 2 ⇒ (13) + 10 + 2 - 2 = 23
Piercing Damage: 1d8 + 1 + 2 ⇒ (3) + 1 + 2 = 6


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

Bytor's arrow plunges into boggard flesh with a wet crunch.

Round II
1. John (shaken), Augrym, Gozrek (frightened, fled), Bytor (shaken), Unrak (121/136 hp), Taranis (74/82 hp; Toth panicked, fled)
2. Boggards (Green @ 6 dmg each, Red @ 4 dmg, Purple @ 7 dmg, Yellow @ 12 dmg)


    Round the Second
  • Current HPs: 76/76
  • Inspired
  • Shook up

John shifts his target to the Boggard harrying his lord, and pulls his bowstring back again!

RANGED FULL ATTACK
First Attack:
Deadly Aim, Point Blank Shot, Manyshot, Clustered Shots with Adaptive Compound Longbow +3: 1d20 + 21 - 3 - 2 + 2 - 2 ⇒ (19) + 21 - 3 - 2 + 2 - 2 = 35 for 2d8 + 18 + 12 + 2 ⇒ (1, 3) + 18 + 12 + 2 = 36 damage

Second Attack:
Deadly Aim, Point Blank Shot, Clustered Shots with Adaptive Compound Longbow +3: 1d20 + 21 - 3 - 2 - 5 + 2 - 2 ⇒ (8) + 21 - 3 - 2 - 5 + 2 - 2 = 19 for 1d8 + 9 + 6 + 2 ⇒ (7) + 9 + 6 + 2 = 24 damage

Rapid Shot:
Deadly Aim, Point Blank Shot, Clustered Shots with Adaptive Compound Longbow +3: 1d20 + 21 - 3 - 2 + 2 - 2 ⇒ (4) + 21 - 3 - 2 + 2 - 2 = 20 for 1d8 + 9 + 6 + 2 ⇒ (1) + 9 + 6 + 2 = 18 damage

(Target the one near Taranis, then near Augrym, then near Unrak if it gets that far)


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

Four arrows, three boggards...

Round IV
1. John (shaken), Augrym, Gozrek (frightened, fled), Bytor (shaken), Unrak (121/136 hp), Taranis (74/82 hp; Toth panicked, fled)
2. Boggards (Green @ 6 dmg, Red @ 4 dmg)


(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 watches as the elemental attacks!

Slam: 1d20 + 8 + 2 ⇒ (12) + 8 + 2 = 22 for DMG: 1d4 + 3 + 2 ⇒ (1) + 3 + 2 = 6

It then obeys a new command, rushing to protect Taranis's brother, despite the opening it leaves.

Taranis takes a stone and hurls it Marc style at the now solo boggard
ATK: 1d20 + 8 + 2 ⇒ (10) + 8 + 2 = 20 for DMG: 1d4 + 2 ⇒ (4) + 2 = 6


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

AoO @ Elemental: 1d20 + 5 ⇒ (14) + 5 = 19 HIT Damage: 1d8 + 3 ⇒ (2) + 3 = 5
AoO @ Elemental: 1d20 + 5 ⇒ (2) + 5 = 7

Wind and stone again buffet one of the last remaining boggards! The elemental takes a swipe on the chin(?).

Round IV
1. John (shaken), Augrym, Gozrek (frightened, fled), Bytor (shaken), Unrak (121/136 hp), Taranis (74/82 hp; Toth panicked, fled)
2. Boggards (Green @ 6 dmg, Red @ 16 dmg)


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

Double move.


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

The last surviving boggard see the writing in the bog water, and dive beneath the surface of the muck to make a hasty subaquatic retreat. The victory is yours!

For defeating this boggard tribe, each Huntsman earns 1440 XP.


(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 whistles for Toth to return. He shames neither of his posse for their performance...

"come now, let us see what attracted the boggards." He then begins a systematic search of the buildings and the bodies.


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 makes sure Gozrek returns safely, and gives him a solid shoulder pat, but no words. He glares harshly at anyone who looks about to criticize the boy.

Then he assists Tar in the search.


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

You find the buildings to be uniformly empty. It is clear that this village has been abandoned for some time.


John passes a bite of food to his boy, and doesn't mention the running away thing.


(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

"This seems tragic, though less mysterious than Varnhold. come now, let's map this region, we have a mission after all."


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 looks around to see if there is anything mysterious or unusual.

Perception: 1d20 + 11 ⇒ (14) + 11 = 25


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

As you catch your breath in the setting sun and think about making camp, your gaze over the waters reminds you of two obstacles to your usual routine:

First, the East Sellen is well over a mile wide here---a far greater span than the small and often lazy waterways of the Greenbelt.

Second, the western shore is claimed as part of the Drelev Demesne, and is almost certainly patrolled with regularity, as you do for your own lands. To be caught in force with a river at your back would be risky, and stealth-on-the-run does not lend itself to especially good map-making.


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

Yes, brother, we have a mission--and it's not thorough exploration. It's scouting the enemy's defenses. We need to be more nimble and stealthy; we can map the areas AFTER Drelev is dealt 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

"Ah yes. Yes. You're right brother."


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

So, how do we deal with the river? They Wyvernstone Bridge is guarded--MAYBE we can sneak across it. What other options have we?


(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 have a boat brother. It doesn't jiggle jiggle, it folds."


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 tries to find a dry stump to sit on as he thinks.

OK, we need a plan. We have a good idea of the forces guarding the bridge--but we need a little more, so we don't stumble in blind. I suggest we cross the river under cover of night, and we recon the road south/southwest of the road for at least a few miles. we try to get an understanding of the immediate area, to see if we should expect an immediate counterattack, AND where we would hit next once we take the bridge.

He pauses, thinking more.

we've also got some prisoners to free. I don't know where Fort Drelev is, or where the Tiger Lords are holed up--but we need to get to both of them. So, if we can find any sympathetic locals we can talk to on the down-low, we should try that. Any other suggestions?


John nods silent agreement. He sets about the mundane tasks of checking his gear. Tightening straps, using a stick to work chunks of muddy dirt loose, and trying to ensure his weapons are ready for action.


(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 too nods in agreement.


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 nods.


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)

"Grrrrrr."


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

Getting out your folding boat, you decide to make the crossing at nightfall. The pale moon provides just enough light to see where you are going but, given that none of you are trained sailors, the oar-work is slow going and tiresome, made worse by the need to fight the current. It is well into the night when you land on the west bank of the river.

Well, "land" is probably too generous a verb. Much like the swamps to the east that you left behind, the west bank is a fetid expanse of dark marshes and bogs, with nothing approaches the dignity of being called a road. You stumble two miles southward in the dark, cursing each time a footfall becomes a plunge into several feet of frigid water. At last as dawn approaches, you fling yourselves down on a reed-choked hillock, in the hope of finding some dry-ish patch on which to rest.

To your east, the wide Lake Hooktongue stretches away southward into the distance. You might hope to find drier land by traveling some miles to the west, or you could rely on the sparse habitation of the Slough to sneak your way further south. Or, as per your plan, you can turn northward to approach Wyvernstone Bridge.


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

"Well, Unrak.". Bytor remarks while slapping mosquitoes, "It is clear that any army holed up here is going to be quite miserable. I can't imagine that we are going to meet many locals here in the swamp, unless they are iruxi or something."


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
Bytor Sniegsun wrote:
"Well, Unrak.". Bytor remarks while slapping mosquitoes, "It is clear that any army holed up here is going to be quite miserable. I can't imagine that we are going to meet many locals here in the swamp, unless they are iruxi or something."

Unrak grunts. As miserable as this is, it makes me happier. going to be harder to relieve the tower at the bridge. And will be easier for US to do it from OUR side, once we take 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

"Let's cut west. As much as I want to crush those forces, we need to rescue them first."

"First."


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

It takes three full days---or rather, three full nights---just to find your way out of the swamps. After sundown on [color=teal]17th Pharast[/color], you finally manage to furtively venture into an expanse of open plains.

There is precious little cover to be had here, and the tilled fields, muddy cart-tracks, and small homesteads that dot the landscape offer the promise of at least agrarian civilization---but also the prospect of watchful eyes and unwanted attention.


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'm hoping we will have fewer mosquitos now that we've gotten out of the swamp. I can't say that I am going to miss the swamp in any way."


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

Too bad we didn't find any of the bounty critters, though...


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

The moonlight waxes as you consider how to proceed, and the icy wind seems to rip right through you. What is the 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

Cut northeast as surreptitiously as possible. [b]"If it helps I can travel as a bird forth once I've Communed with 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

Cut northeast as surreptitiously as possible. "If it helps I can travel as a bird forth once I've Communed with Nature"

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