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

1d4d5 ⇒ (5, 1) = 6
3d20 ⇒ (19, 11, 20) = 50

You turn northeast, using the stars to guide you. Partway through your nighttime march on [color=teal]18th Pharast[/color] you enter some expansive thickets of strange berries rippled with a golden hue Kn Nature to identify.

After an hour of progressing through these thickets, Augrym gives a sudden shout of alarm!

Augrym:

Curled under one of the taller bushes is a six-legged, green-scaled, winged creature about the size of a large man. It has definitely noticed you, and it glares at you with hideous glowing eyes. Kn Aracana to identify.

Initiative!:

Augrym: 1d20 + 8 ⇒ (7) + 8 = 15 +2 if Surprise
Augrym: 1d20 + 8 ⇒ (8) + 8 = 16 +2 if Surprise
Bytor: 1d20 + 2 ⇒ (15) + 2 = 17
Gozrek: 1d20 + 10 ⇒ (12) + 10 = 22
John: 1d20 + 8 ⇒ (6) + 8 = 14
Taranis: 1d20 + 2 ⇒ (6) + 2 = 8
Unrak: 1d20 + 7 ⇒ (17) + 7 = 24
Hostiles: 1d20 ⇒ 15

Surprise!
1. Augrym
2. ??? Kn Aracana

Round I
1. Unrak, Gozrek, Augrym, Bytor, John
2. ???
3. 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 moves up and studies the creature, casting guidance to get a little better.

knowledge: 1d20 + 14 + 1 ⇒ (5) + 14 + 1 = 20


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

Knowledge, Arcana: 1d20 + 10 ⇒ (1) + 10 = 11

Bytor thinks about the golden hued berries, but really has not seen anything of the like before.


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

Augrym recognizes the creature, half-hidden by the darkness...

Augrym:
A dracolisk! Likely the product of horrible technomagical experimentation, this half-dragon, half-basilisk is a truly dangerous foe to encounter in the wild. One question.

As Augrym moves forward, some rustling to his left draws his attention: a second winged creature rears up from behind another thicket! The other closes distance.

@ Augrym: make 2 Fort saves! (but ask your Kn question first)

An instant later, the second monster belches a stinging flood of pure acid, which washes over Augrym like a blanket.

Acid: 7d6 ⇒ (2, 1, 4, 2, 4, 2, 4) = 19 DC 18 Reflex for half

NOTE: It is currently nighttime, so the light level is Darkness, meaning that most of you are effectively blinded.

Round I
1. Unrak, Gozrek, Augrym (76/95 hp, FORTx2, REFx1), Bytor, John
2. ??? Kn Arcana
3. 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

Question: I'd like to know whatever details I can about its special attacks.

Fort: 1d20 + 11 ⇒ (7) + 11 = 18
Fort: 1d20 + 11 ⇒ (12) + 11 = 23
Reflex: 1d20 + 7 ⇒ (13) + 7 = 20


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

Augrym:

Like the basilisks with which they share blood, dracolisks have a horrifying gaze attack: to meet the gaze of a dracolisk is to risk being turned to stone.

As with all gaze attacks, you can try to avert your eyes (50% chance of not needing a Fort save, but the foe gains concealment from you) or even shutting them completely (no Fort save required, but the foe gains total concealment).

To make matters worse, dracolisks also share the true dragon's ability to spout a deadly breath attack.

Augrym feels his skin and muscles stiffen, but he fights through it (barely!), and in the nick of time ducks most of the acid.

Round I
1. Unrak, Gozrek, Augrym (86/95 hp), Bytor, John
2. ??? Kn Arcana
3. 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

"HUNTSMEN, we are under attack from a Dracolisk and its friend. Be aware of its gaze attack and its breath attack!!"

Averting my eyes.
Attack: 1d20 + 17 ⇒ (6) + 17 = 231d8 + 9 ⇒ (5) + 9 = 14
Attack: 1d20 + 12 ⇒ (15) + 12 = 271d8 + 9 ⇒ (6) + 9 = 15

High hits: 1d100 ⇒ 68
High hits: 1d100 ⇒ 28


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

Augrym feels his blade connect once; the second finds only air.

NOTE #1: It is currently nighttime, so the light level is Darkness, meaning that most of you are effectively blinded.

NOTE #2: Anyone who approaches within 30' of either dracolisk (or begins their turn within that range) is subject to a gaze attack, and must make a DC 18 Fortitude save at the beginning of their turn. You can try to avert your eyes (50% chance of not needing a Fort save, but the foe gains concealment from you) or even shutting them completely (no Fort save required, but the foe gains total concealment). Alternatively, if you do not have Darkvision (and the light level remains at Darkness), you need not worry about the gaze attacks at all.

Round I
1. Unrak, Gozrek, Augrym (86/95 hp), Bytor, John
2. Dracolisks (green-scales @ 14 dmg)
3. Taranis


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 starts with an inspirational speech.

"Hail, Huntsmen! It is time to awaken and let your hearts be joined in unity and brotherhood. Onward to battle!"

Inspire Courage +2 Attack and Damage

Bytor then moves his hands in quick somatic gestures uttering an arcane word, "Rask!" as he casts haste upon his companions.


M Human Bloodrager 10 HP 115/115(145/145) AC 25(23) Rage 21/21 F 14 R 10 W 9 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 decides to give the monsters a disadvantage at hitting HIM, as he ahs with them, and casts

mirror image: 1d4 + 3 ⇒ (2) + 3 = 5

Then he moves toward Augrym to support him, drawing his sword and shouting his enraged challenge on the way!!


(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 immediately casts Faerie Fire upon the dracolisk with green scales! He then moves into position, whistling for Toth and trusting Gozrek.


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)

Toth hears the whistle and immediately pounces!

FORT v. Gaze: 1d20 + 10 ⇒ (19) + 10 = 29
Bite 1: 1d20 + 17 + 2 + 1 ⇒ (16) + 17 + 2 + 1 = 36 for DMG: 1d8 + 13 + 2 ⇒ (3) + 13 + 2 = 18
Bite 2: 1d20 + 12 + 2 + 1 ⇒ (13) + 12 + 2 + 1 = 28 for DMG: 1d8 + 13 + 2 ⇒ (1) + 13 + 2 = 16
Left Claw: 1d20 + 16 + 2 + 1 ⇒ (2) + 16 + 2 + 1 = 21 MISS
Right Claw: 1d20 + 16 + 2 + 1 ⇒ (5) + 16 + 2 + 1 = 24 MISS


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 circles around back. He moves stealthily, but with Bytor's spell, he still covers a fair bit of distance.

He then casts Darkvision whilst hiding behind the rock.


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)

DMG from Toth's claw: 1d6 + 10 + 2 ⇒ (5) + 10 + 2 = 17


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

Bytor urges his companions to hurry, though to what end he cannot see. Gozrek fixes his eyes and maneuvers west behind the rocks. Unrak readies a defensive spell and stumbles on towards the sound of fighting.

Resetting Taranis/Toth until Taranis's turn.

NOTE #1: It is currently nighttime, so the light level is Darkness, meaning that most of you are effectively blinded.

NOTE #2: Anyone who approaches within 30' of either dracolisk (or begins their turn within that range) is subject to a gaze attack, and must make a DC 18 Fortitude save at the beginning of their turn. You can try to avert your eyes (50% chance of not needing a Fort save, but the foe gains concealment from you) or even shutting them completely (no Fort save required, but the foe gains total concealment). Alternatively, if you do not have Darkvision (and the light level remains at Darkness), you need not worry about the gaze attacks at all.

Round I
1. Unrak, Gozrek, Augrym (86/95 hp), Bytor, John
2. Dracolisks (green-scales @ 14 dmg)
3. Taranis


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

John lights a torch and tosses it toward the sound of the dracolisk.


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

Missed this, sorry gents.

John tosses a torch forward, illuminating much of the area. Central circle is Normal light, outer circle is Dim light.

The green dracolisk spews a bank of acid all over Augrym and Unrak.

Acid Damage: 7d6 ⇒ (3, 2, 5, 6, 6, 5, 6) = 33 DC 18 Reflex for half

The other slithers in to rip at Augrym's flesh.

Bite @ Augrym: 1d20 + 14 ⇒ (13) + 14 = 27 HIT
Damage: 1d8 + 7 ⇒ (5) + 7 = 12

NOTE: Anyone who approaches within 30' of either dracolisk (or begins their turn within that range) is subject to a gaze attack, and must make a DC 18 Fortitude save at the beginning of their turn. You can try to avert your eyes (50% chance of not needing a Fort save, but the foe gains concealment from you) or even shutting them completely (no Fort save required, but the foe gains total concealment).

Round I
1. Unrak (103/136 hp, Ref), Gozrek, Augrym (41/95 hp, Ref), Bytor, John
2. Dracolisks (green-scales @ 14 dmg)
3. Taranis


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

Taranis fires his spell, and Toth charges, laying into a dracolisk.

Round II
1. Unrak (103/136 hp, Refx1 Fortx2), Gozrek, Augrym (41/95 hp, Refx1 Fortx2), Bytor, John
2. Dracolisks (green-scales @ 65 dmg)
3. Taranis


M Human Bloodrager 10 HP 115/115(145/145) AC 25(23) Rage 21/21 F 14 R 10 W 9 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

AC: 29
+3 hit, +2 dam

Fort: 1d20 + 10 + 3 ⇒ (14) + 10 + 3 = 27
Fort: 1d20 + 10 + 3 ⇒ (9) + 10 + 3 = 22
Ref: 1d20 + 7 + 1 ⇒ (3) + 7 + 1 = 11

The warrior runs toward the monsters, and when the light comes up, he dares their magicks to overcome him; however, this still distracts him enough to not dodge the incoming acid.

He shifts over, anticipating a flank with Augrym, then swings his blade with abandon at Black.

Attack: 1d20 + 14 + 3 ⇒ (14) + 14 + 3 = 31
Damage: 2d6 + 19 + 2 ⇒ (6, 1) + 19 + 2 = 28

Attack--destined strike: 1d20 + 9 + 3 + 4 ⇒ (12) + 9 + 3 + 4 = 28
Damage: 2d6 + 19 + 2 ⇒ (2, 1) + 19 + 2 = 24

Haste Attack: 1d20 + 14 + 3 ⇒ (4) + 14 + 3 = 21
Damage: 2d6 + 19 + 2 ⇒ (2, 6) + 19 + 2 = 29

use Certain Strike to reroll one attack (3rd)

Haste Attack, rerolled: 1d20 + 14 + 3 ⇒ (11) + 14 + 3 = 28
Damage: 2d6 + 19 + 2 ⇒ (1, 6) + 19 + 2 = 28


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

Unrak hacks one of the dracolisks to pieces. The other gets ready to flee, though it probably will not get the chance.

Round II
1. Unrak (103/136 hp), Gozrek, Augrym (41/95 hp, Refx1 Fortx2), Bytor, John
2. Dracolisks (green-scales @ 65 dmg)
3. Taranis


    Round the Deuce
  • Current HPs: 76/76
  • Inspired

John takes a step back to hide from the creature's searching gaze. He draws back the bowstring and from the shadows surrounding him he shoots a volley across the flickering circle of light...

First Attack:
Deadly Aim, Point Blank Shot, Manyshot, Clustered Shots with Adaptive Compound Longbow +3: 1d20 + 21 - 3 - 2 + 2 ⇒ (18) + 21 - 3 - 2 + 2 = 36 for 2d8 + 18 + 12 + 2 ⇒ (8, 3) + 18 + 12 + 2 = 43 damage.

Second Attack:
Deadly Aim, Point Blank Shot, Clustered Shots with Adaptive Compound Longbow +3: 1d20 + 21 - 3 - 2 - 5 + 2 ⇒ (17) + 21 - 3 - 2 - 5 + 2 = 30 for 1d8 + 9 + 6 + 2 ⇒ (2) + 9 + 6 + 2 = 19 damage.

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


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

Fort: 1d20 + 11 ⇒ (18) + 11 = 29
Fort: 1d20 + 11 ⇒ (12) + 11 = 23
Reflex: 1d20 + 7 ⇒ (3) + 7 = 10

Taking a 5ft step and adding Bane to his weapon, Augrym moves in to kill this creature. Averting his eyes did not help him at all last attack so he stops doing this.

Attack: 1d20 + 22 ⇒ (5) + 22 = 271d8 + 12 + 2d6 + 4d6 ⇒ (7) + 12 + (5, 1) + (1, 1, 2, 1) = 30
Attack: 1d20 + 17 ⇒ (4) + 17 = 211d8 + 12 + 2d6 + 4d6 ⇒ (7) + 12 + (4, 3) + (1, 1, 1, 5) = 34

Great modifiers, garbage rolls...


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

As Bytor maintains his inspiring courage, he begins casting a spell to summon forth a wolf from the north to battle the dracolisks.

Summon Monster II


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|

Keeping his distance for the moment, Gozrek leans out to target both dracolisks. While exposed, he opts for a quartet of magic missiles on the wounded crature: MM: 4d4 + 4 ⇒ (1, 4, 3, 4) + 4 = 16


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

Augrym and John get ready to wreck the last heavily-wounded dracolisk, but Gozrek beats them to the punch with a sure-fire kill steal. Bytor, save your spell.

For slaying the pair, each hero earns 1,280 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

"Well done men! We're on a mission, but first look about for a lair!" Taranis quickly surveils the area Perception: 1d20 + 19 ⇒ (20) + 19 = 39


M Human Bloodrager 10 HP 115/115(145/145) AC 25(23) Rage 21/21 F 14 R 10 W 9 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

Ha! Well done all!! That could have gone MUCH worse!

Unrak cleans off his weapon, then looks about hoping to find tracks...but doing so at night is quite difficult.

Maybe at sunrise we take a moment to see if these beasties had a lair?


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

The only thing that Taranis observes in the nearby area are the masses of berries that lie thick on the branches of the surrounding thickets. The glint of each berry in the faint torchlight mimics the twinkling of starlight that peek between clouds overhead. Kn Nature to identify (Bytor already failed, no one else has tried).


(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 ⇒ (14) + 13 = 27


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

Taranis identifies these as golden cloudberries! The tart, semi-sweet berries grow in clusters that look cloud formations drifting across the thickets.

These abundant berries are a major natural source of food for many creatures of the local biome... and in turn those creatures make excellent eating for things higher up the food chain (hence the dracolisks).

Properly managed, ownership of these cloudberry fields could prove a valuable resource to any kingdom that claims this territory as its own.


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

"Besides being a great leader, you are also a skilled naturalist, Taranis. This could be a valuable resource to the kingdom. Mind you, it may also be coveted by others and may require protection."


John and Gozrek gather a bunch of berries to share with the rest of the family upon their return.


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

John and his son have no trouble gathering enough berries for a pie within a few minutes, aided by the torchlight. Where to, Huntsmen?


M Human Bloodrager 10 HP 115/115(145/145) AC 25(23) Rage 21/21 F 14 R 10 W 9 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

I say we head due west, get into clearer terrain, and decide from there.


(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

"Aye. West."


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

Proceeding west by night, you reach a march of hills descending from southern Brevoy on [color=teal]20th Pharast[/color]. The increased difficulty of the terrain slows your progress somewhat, and makes it difficult to spot landmarks or other points of interest across large distances. Even by night, however, it is clear that these hills are more sparsely touched by civilization and habitation than the open plains that you left behind.

After breaking camp on the evening of [color=teal]21st Pharast[/color], you conference to consider your next step.


M Human Bloodrager 10 HP 115/115(145/145) AC 25(23) Rage 21/21 F 14 R 10 W 9 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 muses. We're trying to find bases of support and civilization, right? Well, I'm thinking we should follow along the road to the south--alongside, mind you, not strictly ALONG--for a bit.


(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

"Right lads, but we've got to get back home for now. I think we've pushed as far as we can this time."


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

"It would be good to get home, brothers."

If we make it back to the city, then I would cast Ears of the City. Could be jumping the gun, but just in case.

Perception: 1d20 + 19 ⇒ (17) + 19 = 36, 1d4 ⇒ 4 hours
Perception: 1d20 + 19 ⇒ (20) + 19 = 39, 1d4 ⇒ 4 hours
Perception: 1d20 + 19 ⇒ (15) + 19 = 34, 1d4 ⇒ 2 hours
Perception: 1d20 + 19 ⇒ (5) + 19 = 24, 1d4 ⇒ 2 hours
Perception: 1d20 + 19 ⇒ (10) + 19 = 29, 1d4 ⇒ 1 hours
Perception: 1d20 + 19 ⇒ (18) + 19 = 37, 1d4 ⇒ 1 hours
Perception: 1d20 + 19 ⇒ (17) + 19 = 36, 1d4 ⇒ 4 hours
Perception: 1d20 + 19 ⇒ (20) + 19 = 39, 1d4 ⇒ 3 hours
Perception: 1d20 + 19 ⇒ (1) + 19 = 20, 1d4 ⇒ 4 hours


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

You need to make it home first. Right now you are behind enemy lines. I need a proposed route and plan of movement to get back to your lands.


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

Rather than turning back, you press south in the hopes of finding a new route home. Descending from the hills near dawn on the [color=teal]22nd[/color], you spend the next two nights slowly making your way across tended farmlands. Further southeast on the eve of [color=teal]24th Pharast[/color], you plunge back into the murky and choked waters of the Hooktongue Slough.

1d100 ⇒ 29

After four wet, buggy, cold, soggy, miserable night-marches, you reach an outflow into Lake Hooktongue. Lights twinkling on the Lake make clear that these waters are plied, though at a distance it is difficult to say exactly by whom. You decide to wait until the following night before attempting a crossing, but you do manage it in the end, "beaching" your craft in the marshes opposite in the early hours of [color=teal]29th Pharast[/color].

1d100 ⇒ 83

On the eastern shore, you no longer have the same worries about Drelev patrols, but another two days of swamp stand in your path, and then a shorter leg to reach the western boughs of the Narlmarches, under whose eaves you camp on [color=teal]31st Pharast[/color].

1d100 ⇒ 33

From there, it is only two days of bushwhacking to reach the refuge of the Statue of Erastil, and then the road to Tatzylford, where you are given rooms at Able's for the night of [color=teal]3rd Gozran[/color], and finally on to Solasgaard by the the [color=teal]5th[/color].


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

Month of Gozran, 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 ⇒ (4, 1) = 5.
Reykalaston: 1d2 ⇒ 1 Minor 1d2 ⇒ 1 Armor/Shield 1d100 ⇒ 95 Special & Roll Again 1d100 ⇒ 2 Glamered 1d100 ⇒ 81 +2 Glamered Light Steel Shield
Solasgaard: 1d5 ⇒ 3 Exotic Artisan 1d3 ⇒ 1 Ring 1d100 ⇒ 74 Lesser Minor 1d100 ⇒ 97 Ring of Ferocious Action
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.


M Human Bloodrager 10 HP 115/115(145/145) AC 25(23) Rage 21/21 F 14 R 10 W 9 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

I'm looking into siege engines. That's a priority but they're expensive...


(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 + 83 ⇒ (9) + 83 = 92
  • 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 117, 129, 128, and 126
  • Step 3 - Abandon Hex: none
  • Step 4 - Build Terrain: In Hex 117, 129, and 128 roads. In 126 a tower. In 70, 74, and 77, farms.
  • Step 5 - Settlements: No buildings
  • 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.


  • M Human Bloodrager 10 HP 115/115(145/145) AC 25(23) Rage 21/21 F 14 R 10 W 9 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
    Taranis Redleaf wrote:


  • Step 6 - Army: Nothing this month

  • can we hold off on calling this "nothing this month?" We need to decide if we can afford any siege engines before we call it--see Slack


    Retcon to the statue of Erastil...

    John wakes his son at the end of his watch, just as rosy fingered dawn first caressess the eastern horizon. "Happy birthday my boy, I am very proud of you." John amd Gozrek watch the sun rise, say some prayers to Erastil, then set about making ready for the day.


    M Human Bloodrager 10 HP 115/115(145/145) AC 25(23) Rage 21/21 F 14 R 10 W 9 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 "Dreadful Bear" Redleaf wrote:
    Taranis Redleaf wrote:


  • Step 6 - Army: Nothing this month

  • can we hold off on calling this "nothing this month?" We need to decide if we can afford any siege engines before we call it--see Slack

    Unrak drafts a short missive for the Military Academy at Reykalaston.

    Our armies require a trebuchet. Construct, train the crew, and send the unit to Solasgaard


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

    Month of Gozran, 4722 AR

    Edict Phase
    Step 6 - Army: Please specify which army this resource is being paid for.

    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 ⇒ 10 EVENT
    1d100 ⇒ 14 Kingdom
    1d100 ⇒ 64 Good Weather

    Spring comes early to the Marchlands, allowing your farmers to get a head start on the planting season. +2 Economy and +2 Loyalty next month.


    (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

    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 + 94 ⇒ (15) + 94 = 109.
  • The Marchlands earned [color=Green]51 Bp[/color] this month.
  • 36 Bp in Taxes
  • 15 Bp in Basic Income


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

    As expansion and roadbuilding proceeds to the northwest, the Huntsmen assemble at the breakfast table on [color=teal]13th Gozran[/color] to draw up their plans.

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