GMTrex's Kingmaker Campaign

Game Master Andrew Trexler

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


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

Alright gentlemen...are we going to try to free those prisoners before attacking Drelev? I tend to think "yes" so that we can get a better idea of his forces inside his borders, and whether we need a few more swords before committing.


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

"This sounds like sound reasoning, rage filled brother friend Unrak."


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

"This sounds like war is looming on the not so far distance. Unrak, do you think we are ready for battle?"


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:
"This sounds like war is looming on the not so far distance. Unrak, do you think we are ready for battle?"

Unrak gives a slow, low chuckle


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

The voting on what to do seems a bit more muddied now, but regardless the request remains the same as I posted to Slack: specifics, please.


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

Assuming Unrak posts in character about moving the court.

"Let us make haste to the frontier. Before we approach, under cover of night, let us put in at the north point of the lake and then move south to a landing zone. We can make camp and then explore." Once we hit Hex 126, move to the abandoned village in 130 and then head south to the hex south of 135/136.


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

As the latest round of court business winds up, Unrak calls out

ONE last thing.

He looks about the room, making sure he's got ALL the courtiers' attention, before he continues.

As you are all aware, an army under the Drelev banner attacked Tatzylford not too long ago. The Huntsmen are investigating...things, and we will be making some military actions soon. To make things easier for those investigations and our responsibilities at home, we're temporarily moving court to Tatzylford for next month's business.

He pauses, on the assumption that there will be some susurrus and harrumphing at this. Gather whatever materials and personnel you need for TWO months of court business: we only expect to need one, but let's be prepared just in case. Get yourselves or a suitable representative to Tatzylford for court there next month. Oh, and this is not common knowledge. Let's keep it that way.

Any questions?


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

1d100 ⇒ 50

Unrak's request notwithstanding, the court's relocation is soon the subject of much talk, and very soon thereafter becomes quite common knowledge---after all, petitioners need to know where to go to present petitions. The Rezbins are gracious in their reception and offer the town hall for the use of the Duke and his party, while taking up Able's best rooms at the inn (much to the annoyance of some of the Solasgaard arrivals). But, overall, things proceed with little fuss.

The Huntsmen depart nearly as soon as they arrive, taking the road northwest for many miles, then turning south to once again face the miseries of the Hooktongue's swamps. On [color=teal]18th Gozran[/color], you reach the "shore" of the Lake and set off in your folding boat at dusk. By the next morning, you have progressed to where you crossed eastward a few weeks ago...

...and make your first encounter with the Hooktongue's predators.


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

Perception:

Augrym: 1d20 + 19 ⇒ (6) + 19 = 25 DV60, Scent
Bytor: 1d20 + 11 ⇒ (4) + 11 = 15
Gozrek: 1d20 + 16 ⇒ (1) + 16 = 17
John: 1d20 + 8 ⇒ (3) + 8 = 11
Taranis: 1d20 + 19 ⇒ (8) + 19 = 27 and Tothfangen: 1d20 + 7 ⇒ (20) + 7 = 27 LLV Scent
Scent: 1d20 + 12 ⇒ (7) + 12 = 19
Unrak: 1d20 + 12 ⇒ (7) + 12 = 19
2d20 ⇒ (9, 12) = 21

Initiative:

Augrym: 1d20 + 8 ⇒ (4) + 8 = 12 +2 if Surprise
Augrym: 1d20 + 8 ⇒ (17) + 8 = 25 +2 if Surprise
Bytor: 1d20 + 2 ⇒ (19) + 2 = 21
Gozrek: 1d20 + 10 ⇒ (20) + 10 = 30
John: 1d20 + 8 ⇒ (5) + 8 = 13
Taranis: 1d20 + 2 ⇒ (1) + 2 = 3
Unrak: 1d20 + 7 ⇒ (4) + 7 = 11
Hostiles: 1d20 + 6 ⇒ (15) + 6 = 21

Augrym and Taranis both spot huge, dark shapes moving towards the boat from beneath the water, dampening the bright sheen of the morning sun on the calm lake.

Surprise
1. Augrym
2. ???
3. Taranis

Round I
1. Gozrek, Augrym
2. ???
3. Bytor, John, Unrak, 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 draws his bow and studies his targets.

knowledge: 1d20 + 14 ⇒ (7) + 14 = 21
surprise me if that roll gets anywhere.


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

Augrym is not sure what to make of the dark shapes in the water---at least, not yet.

He does not have long to wait, however, as both shadows charge the boat. One rears a long, scaly neck above the water at the bow, revealing a long line of sharp teeth. The other slams into the starboard side of the boat, rocking it murderously and threatening to tip its passengers out.

CMB v. Boat: 1d20 + 19 ⇒ (15) + 19 = 34

EVERYONE must make a DC 16 Reflex save or fall into the water.

Augrym:
These are elasmosauruses! These large predatory reptiles are known to inhabit large bodies of fresh water, such as lakes. They have no known weaknesses or vulnerabilities.

Surprise
3. Taranis (Reflex)

Round I
1. Gozrek (Reflex), Augrym (Reflex)
2. Elasmosaurus
3. Bytor (Reflex), John (Reflex), Unrak (Reflex), Taranis (Toth Reflex)


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

Reflex Save: 1d20 + 8 ⇒ (13) + 8 = 21

"Hang on everybody! This is going to be a rocky ride! I hope none of you get sea sick!"


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

REF: 1d20 + 6 ⇒ (4) + 6 = 10 Taranis immediately falls into the water. The thought occurs to me GM that I never stated Toth was bottled up for the boat since he can't fit.

Once in the water, he immediately wildshapes into a Awaiting GM response on Slack, but it would be the whole surprise round anyway.


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

REF: 1d20 + 10 ⇒ (16) + 10 = 26 Gozrek immediately casts Haste upon the party.


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

ref: 1d20 + 7 ⇒ (6) + 7 = 13

Unrak takes a huge breath before falling into the drink. It's a good thing he wears a Ring of Freedom of Movement, otherwise he might be in trouble!


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

...into a red skinned elasmosaurus!


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

Gozrek and Bytor keep their seats; the brothers Redleaf both get dumped into the drink. Taranis transforms himself to fight fire with fire reptiles with reptiles.

Round I
1. Gozrek, Augrym (Reflex)
2. Elasmosaurus
3. Bytor, John (Reflex), Unrak, Taranis


Saving Throw! 1d20 ⇒ 4 plus...

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

John seems to be swimming now.


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

Reflex: 1d20 + 7 ⇒ (16) + 7 = 23

Augury adds Bane to his weapon and takes aim at the beast directly south of him. He uses the ability in his helm to add sneak damage.

Attack: 1d20 + 14 ⇒ (13) + 14 = 271d4 + 6 + 2d6 + 3d6 ⇒ (2) + 6 + (3, 6) + (4, 2, 4) = 27


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

John takes a tumble and tips over the side. Augrym slashes at one of the beasts, staining the agitated waters a shade of frothy pink. Stag Helm ability must be a ranged attack, so no sneak damage.

One elasmosaurus goes to snack on a floundering John, while the other goes after the upstart reptile that has invaded this pair's hunting grounds.

Blue Bite @ John: 1d20 + 15 + 2 ⇒ (1) + 15 + 2 = 18 CRITICAL MISS

Black Bite @ Taranis: 1d20 + 15 ⇒ (19) + 15 = 34 HIT Damage: 2d8 + 15 ⇒ (7, 5) + 15 = 27

Round I
1. Gozrek, Augrym
2. Elasmosaurus (black @ 17 damage)
3. Bytor, John, Unrak, Taranis (65/82 hp)


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

Seeing that John is in danger--and knowing he won't be able to use his amazing archery while in the water--Unrak decides to help him. He slides easily though the water, engulfs himself in his usual rage, and goes to town on the elasmosaur!

Attack: 1d20 + 14 + 1 ⇒ (16) + 14 + 1 = 31
Damage: 2d6 + 19 ⇒ (2, 4) + 19 = 25

Attack: 1d20 + 9 + 1 ⇒ (16) + 9 + 1 = 26
Damage: 2d6 + 19 ⇒ (2, 5) + 19 = 26

Haste Attack: 1d20 + 14 + 1 ⇒ (11) + 14 + 1 = 26
Damage: 2d6 + 19 ⇒ (4, 6) + 19 = 29


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

Blood staining the water, Taranis bites back!

Bite 1: 1d20 + 12 ⇒ (17) + 12 = 29 for DMG: 2d8 + 7 ⇒ (8, 4) + 7 = 19
Bite 2: 1d20 + 7 ⇒ (14) + 7 = 21 for DMG: 2d8 + 7 ⇒ (1, 3) + 7 = 11


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

His ring aglow, Unrak's blade slips easily between water and scales alike, pulling forth thick streams of red. Taranis sinks his teeth into his adversary once, failing to find purchase a second time.

Round I
1. Gozrek, Augrym
2. Elasmosaurus (black @ 36 damage, blue @ 80 damage)
3. Bytor, John, Unrak, Taranis (65/82 hp)


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

Bytor starts with his usual inspiration, however, this time it has a more serious tone to it.

"Huntsmen, we must rise and conquer this beast of shadowing depths. Rise Huntsmen and let us vanquish it at once!"

Inspire Courage +2

The bard then proceeds to cast Haste upon the entire party.

"And let us do it quickly!"


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

Forgive my haste literally. Just going too fast.

Bytor casts Cure Moderate Wounds on Taranis.

Cure Moderate Wounds: 2d8 + 8 ⇒ (6, 1) + 8 = 15


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

For the ranged weapon, that is what I’m holding. I mentioned that I drew my wrist launcher earlier

Augrym takes another shot south.
Attack: 1d20 + 14 ⇒ (4) + 14 = 181d4 + 6 + 2d6 ⇒ (2) + 6 + (4, 2) = 14


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

Bytor moves to the edge of the boat, reaching a hand down into the water to heal the Taranisaur. The closer elasmosaurus takes issue with such interference, whipping its long neck forward to close its sharp teeth painfully on Bytor's extended hand.

Black Bite AoO @ Bytor: 1d20 + 15 ⇒ (10) + 15 = 25 HIT Damage: 2d8 + 15 ⇒ (7, 2) + 15 = 24 DC 36 Concentration check is too high to pass, spell fizzles

Augrym: Thanks for clarifying (you did mention your bow). I have updated the damage total, and will hold your attack for next round on your turn. A ranged attack at melee range does incur an AoO though:

Blue Bite AoO @ Augrym: 1d20 + 15 ⇒ (18) + 15 = 33 HIT Damage: 2d8 + 15 ⇒ (3, 4) + 15 = 22

Augrym takes on some teeth marks, but buries a deep shot into the thrashing reptile in Round I.

Round I
1. Gozrek, Augrym (73/95 hp, will shoot Round II)
2. Elasmosaurus (black @ 36 damage, blue @ 90 damage)
3. Bytor (51/74 hp), John, Unrak, Taranis (65/82 hp)


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:
... to heal the Taranisaur.

ok, that was damned funny & clever


Unrak "Dreadful Bear" Redleaf wrote:
GMTrex wrote:
... to heal the Taranisaur.
ok, that was damned funny & clever

Especially since if all goes according to plan in this campaign, he will have earned the appellation of "Rex"

Also... Swim Check: 1d20 + 10 + 2 ⇒ (13) + 10 + 2 = 25 John tries to swim back to the boat and get in.

Climb into boat check?: 1d20 + 12 + 2 ⇒ (17) + 12 + 2 = 31


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

John manages to clamber back into the boat, though his hungry foes give him trouble for it.

Blue AoO @ John: 1d20 + 15 + 2 ⇒ (6) + 15 + 2 = 23 HIT Damage: 2d8 + 15 ⇒ (6, 4) + 15 = 25

Augrym takes another shot, this time sending the missile into the water.

Round II
1. Gozrek, Augrym (73/95 hp)
2. Elasmosaurus (black @ 36 damage, blue @ 90 damage)
3. Bytor (51/74 hp), John (51/76 hp), Unrak, Taranis (65/82 hp)


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 whispers the words of magic to fire a pair of rays at the dinosaur that bit his father.

Ray 1: 1d20 + 7 ⇒ (17) + 7 = 24 for Fire if hit: 4d6 ⇒ (4, 4, 2, 6) = 16
Ray 2: 1d20 + 7 ⇒ (7) + 7 = 14 for Fire if hit: 4d6 ⇒ (4, 3, 5, 1) = 13


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

Steam rises off the lake and the smell of fried fish fills the air as Gozrek scorches one of the thrashing titans. The pain is enough that it withdraws into the murky depths.

Its mate dives below the surface to tangle further with Taranis. Now 5' under the surface.

Black Bite @ Taranis: 1d20 + 15 ⇒ (11) + 15 = 26 HIT Damage: 2d8 + 15 ⇒ (3, 3) + 15 = 21

Round II
1. Gozrek, Augrym (73/95 hp)
2. Elasmosaurus (black @ 36 damage, blue withdrawn @ 119 damage)
3. Bytor (51/74 hp), John (51/76 hp), Unrak, Taranis (44/82 hp)


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

Taranis whips his fantastically long neck to bite down on the remaining elasmosaurus, hoping to scare this one off too:

Bite 1: 1d20 + 12 ⇒ (17) + 12 = 29 for DMG if hit: 2d8 + 7 ⇒ (3, 7) + 7 = 17
Bite 2: 1d20 + 7 ⇒ (10) + 7 = 17 for DMG if hit: 2d8 + 7 ⇒ (7, 8) + 7 = 22
Bite Haste: 1d20 + 12 ⇒ (6) + 12 = 18 for DMG if hit: 2d8 + 7 ⇒ (2, 3) + 7 = 12


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

Bytor moves closer to John and casts a spell to heal some of his wounds.

Cure Serious Wounds: 3d8 + 7 ⇒ (6, 5, 7) + 7 = 25

"Feel the strength within you!"

Meanwhile, he continues to Inspire Courage!


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 slides effortlessly through the water, risking the quick strike of the monster, so he can flank with his brotherasaurus.

Haste, Inspire Courage, flank

Attack: 1d20 + 14 + 1 + 2 + 2 ⇒ (6) + 14 + 1 + 2 + 2 = 25 <--use Certain Strike to reroll!
Attack, reroll: 1d20 + 14 + 1 + 2 + 2 ⇒ (18) + 14 + 1 + 2 + 2 = 37 <--THREAT!!
Attack, crit confirm: 1d20 + 14 + 1 + 2 + 2 ⇒ (5) + 14 + 1 + 2 + 2 = 24 <--confirm???
Damage: 2d6 + 19 + 2 ⇒ (6, 6) + 19 + 2 = 33


1 person marked this as a favorite.
Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

Necks whip left and right. As Taranis chomps down on his foe, his foe chomps down on his maneuvering brother.

Black AoO @ Unrak: 1d20 + 15 ⇒ (1) + 15 = 16 MISS!

2d6 ⇒ (1, 2) = 3 Unrak ducks quickly and delivers a heavy hit, prompting this elasmosaurus to withdraw as well!

Out of combat, unless the Taranisaur wishes to give chase. EDIT: Per Slack, no. For surviving this encounter, each Huntsman earns 1,920 XP.


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

Turning back to human form, Taranis gets on the boat. "Quickly, let us heal our wounds and continue to travel. The sound of combat no doubt carries over the water."


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

Bytor casts another of his Cure Serious Wounds on Taranis.

Cure Serious Wounds: 3d8 + 7 ⇒ (6, 6, 8) + 7 = 27

"That was a little scary. I am not fond of swimming out here, especially knowing what lives here in the water."


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

The waters are still, the wind is light, and the current is slow. You take to the oars and continue southward. By the sunset hour on [color=teal]21st Gozran[/color] you have made enough progress to see swampy shores to your south, as the lake bends westward.

Land or proceed west?


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

West.


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

It takes another day of rowing to reach a point in the lake where a headland juts up from the south; the sun westers on [color=teal]22nd Gozran[/color] as you round the headland. The lake bends southward again.

Land (NE, NW, W, or SE) or follow the lake southwest?


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

West


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

Barely 30 minutes of rowing go by before, just as the sun dips to the horizon, a horn blast sounds off the headland to your south. In a moment, three galleys emerge from a cove just beyond its tip. Each has its sails furled, but the black is unmistakable in the red light of sunset.

They are heading straight for you, though still more than a mile off.

Perception DC 25:

You spot two more galleys coming your way from the north.


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

perception: 1d20 + 12 ⇒ (13) + 12 = 25

Unrak looks about in all directions, then points north. Two more galleys. Brother, can you change your form into something that can push or pull us faster away? If we gain some distance, the dark will work in our favor.


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

"Into the cover of darkness Huntsmen! Fly!" Per Slack, into the darkness where we put ashore. I'd wager Drelev is on the southwestern bank of the lake.


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

The Huntsmen swiftly turn the boat and row mightily eastward. The chasing ships stay some distance behind, and you slowly lose sight of them as darkness falls. After an hour of rowing, you are confident that you have escaped.

Another hour later, you beach the boat in the soggy swamps to the southeast. Much like those in the north, these are damp, cold, and generally unpleasant to traverse.

Where to? Travel by night or day?


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

”I cannot tell you how pleased I am that we are ashore again. I really do prefer walking if it is all possible. How do you think they knew we were there? I didn’t think we were that obvious.”


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

"Then so be it. Let's cut east. Tatzylford is that way anyway."


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

Pleased as he might be, Bytor soon finds that relatively little actual walking is involved---indeed, the swamps and marshes are so far from real "land" that one might dare to call it swimming. At several points the Huntsmen deem it faster to hop back in the boat and row a mile eastward on the lake itself rather than continuing on foot.

Nevertheless, by [color=teal]25th Gozran[/color], easting can only be continued through the Slough, as Lake Hooktongue bends sharply northward. You grit your teeth and set off on another uncomfortable trek through the dank fens.

This expanse of the Slough teems with dragonflies, even with summer still some months off. Some of the sparkling insects are similar to those you have seen in other climes---but many are much larger, with wingspans reaching two or three feet.

1d100 ⇒ 94

Continue east or explore? Continuing will let you reach Tatzylford by the 1st, exploration would delay you somewhat.


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 chafes at the poor progress they're making. How are we going to get done what we need to, when we seem to have to turn around before we've gained any real ground??

Grumbling his sour grapes, he looks at the large insects. Maybe we can get some of the dragonfly parts we're looking for...

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