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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(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

"I'm willing to risk a deeper incursion, but we need to be ready to fall back if we can't keep John out of melee."


(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

Since no one speaks up, Taranis urges the party forward, though he's ready for a retreat.


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

”Sorry for my lack of words, my Duke. I’m just trying to consider a course to run when we lack proper gear. I’m sorry to inform you that my spell selection is limited and in my research I did not prepare one that would have proved extremely useful in this situation called mending. I’m just hoping this doesn’t ruin our expedition. I will endeavor to learn this magic at my earliest convenience. I’m just sorry that I could not be more helpful now.”


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

Taranis ushers everyone onward. To the west, the locked and rusted iron bars continue to stand in your 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 L1:2/3 L2:1/2; L3 2/2

I don't see anything else living in this area, so let's try to break it down again...

Unrak takes the lead again, using his rage.

Augrym, aid str: 1d20 + 4 ⇒ (17) + 4 = 21

Unrak, str: 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18

TRY 2
Augrym, aid str: 1d20 + 4 ⇒ (7) + 4 = 11

Unrak, str: 1d20 + 6 + 2 ⇒ (17) + 6 + 2 = 25

is that enough??


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

The bars resist the first effort, but not the second, yielding at last with a loud screech.

The passage continues westward, slowly climbing uphill. Some fifty feet down the tunnel, a small cave opens on the north. A rusty lever stands near the eastern wall of this cave.


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|

"Hang on for a moment, let me scout." Gozrek then checks out the side passage:

Stealth: 1d20 + 14 ⇒ (20) + 14 = 34


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

Gozrek:
Ahead to the west is a much larger limestone cave, with a tunnel exit to the northwest the looks like it ascends. He does not see anyone in either cave.


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|

"Ahead to the west is a much larger limestone cave, with a tunnel exit to the northwest the looks like it ascends. I do not see anyone in either cave. Let's go. Juuuuust in case, I'm going to throw this level. since Uncle Unrak broke it, I'm assuming it's the gate. Better to have an easier escape."

West


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

Gozrek pulls the lever and, as expected, hears a pained metallic crunching noise from near the broken gate behind you.


(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

You traverse the large limestone cavern and take the northwest passage. It dead-ends in a rock wall after some thirty feet.


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|

Perception: 1d20 + 16 ⇒ (1) + 16 = 17 Gozrek goes over and confirms, it's a dead end.


(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

"My dear boy. It can't POSSIBLY be a dead end. It would be silly."

Perception: 1d20 + 19 ⇒ (1) + 19 = 20 "Huh. he's right. It's a dead end."


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

Lol.


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

”You sounded so confident. Are you sure? Sometimes they are just concealed extra carefully.”

Bytor looks even when the others could not find anything.

Perception: 1d20 + 11 ⇒ (17) + 11 = 28


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

Bytor spots a small keyhole tucked in a fold of the rock!


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 have to say, this one was cleverly hidden, but look here in the fold of this rock. Anybody have a key?"

If no key is available, Bytor takes out his pick tools and attempts to open the lock.

Disable Device: 1d20 + 13 ⇒ (14) + 13 = 27


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|

"I AM a key!" Gozrek approaches the lock, eager to get past his blindness.

Disable Device: 1d20 + 19 ⇒ (15) + 19 = 34


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

Bytor's lockpick breaks on the first try. Gozrek thinks he has the mechanism, but a damned spindle pin stymies him at the last moment, and the entire tumbler resets.

Close, but not quite.


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 feels better knowing that he was not the only one to fail at such a difficult mechanism. This time he attempts to only aid Gozrek in the attempt.

Disable Device to Aid: 1d20 + 13 ⇒ (6) + 13 = 19


(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

Bytor and Gozrek combine their talents. After all, the fate of many innocents is at stake...


(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

Bytor and Gozrek combine their talents. After all, the fate of many innocents is at stake... T20 for a 42.


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

After dutifully trying different rakes and picks, and conversing over strategy while Gozrek holds down the tension tool, the tumbler clicks and door swings wide.

On the far side is a finished room---no longer mere cavern walls. An L-shaped table sits in the southeast corner of the dusty chamber, its velvet-lined surface displaying a number of small, precious stones and pieces of jewelry. A couple of large, ornately carved cedar trunks take up the other corners of the room.

The room appears to have no other exit than the one you just opened.


(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

"Loot it. All of it. Everything will see use either to build the Marchlands or be given directly to the people. Bytor, is any of this magical?"


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|

"Easy there your Gracec." Gozrek looks about for alarms and traps. Perception: 1d20 + 19 ⇒ (17) + 19 = 36


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, goes through all of the loot detecting magic on all of it.


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

In his eagerness, Bytor does not wait, but fortunately Gozrek does not see anything to alarm him. He does, however, find two more hidden egresses: one in the western wall, the other in the southeast corner.

The table is rich in treasures. Resting on the velvet are a golden yellow topaz gem, a deep-blue spinel gem, an amethyst, a chrysoberyl, five freshwater pearls, and eight moonstones (will take an Appraise check for these). A fine golden circlet rests on a velvet cushion nearby (same for this). There are also two necklace stands on the table, both of which are empty.

The heavy cedar chest in the northwest corner contains the following:

- Breastplate (magical)
- Longsword (magical)
- Masterwork composite longbow (Str +3)
- A quiver of 20 arrows
- Masterwork dagger
- Dark blue potion
- Inky black potion
- Pale white potion

The breastplate, longsword, and dagger are each marked with the insignia of a noble house (three roses arrayed in a fan Kn Nobility to identify).

The chest in the southeast corner contains the following:

- A large assortment of torcs, goblets, necklaces, rings, earrings, horns, daggers, axes, statuettes, and other artifacts, most made with worked gold or silver, others made with carved wood or stone, many depicting animal or sun motifs (Appraise check for the lot)
- A ring of green wood carved to depict a snake and a lizard locked in a tangle (magical)


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 looks at the insignia quickly and points it out to Bytor before moving to help identify and distribute anything that will help.

Resting on the velvet are a golden yellow topaz gem, a deep-blue spinel gem, an amethyst, a chrysoberyl, five freshwater pearls, and eight moonstones
Guided Appraise: 1d20 + 5 + 1 ⇒ (18) + 5 + 1 = 24

A fine golden circlet rests on a velvet cushion nearby
Guided Appraise: 1d20 + 5 + 1 ⇒ (1) + 5 + 1 = 7

A large assortment of torcs, goblets, necklaces, rings, earrings, horns, daggers, axes, statuettes, and other artifacts, most made with worked gold or silver, others made with carved wood or stone, many depicting animal or sun motifs
Guided Appraise: 1d20 + 5 + 1 ⇒ (19) + 5 + 1 = 25


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|

Huh, Gozrek and Bytor are the only ones really trained in Spellcraft, so I'll start here:

Breastplate (magical) Spellcraft: 1d20 + 8 + 1 ⇒ (12) + 8 + 1 = 21
- Longsword (magical) Spellcraft: 1d20 + 8 + 1 ⇒ (7) + 8 + 1 = 16
- Masterwork composite longbow (Str +3)
- A quiver of 20 arrows
- Masterwork dagger
- Dark blue potion Spellcraft: 1d20 + 8 + 1 ⇒ (1) + 8 + 1 = 10
- Inky black potion Spellcraft: 1d20 + 8 + 1 ⇒ (11) + 8 + 1 = 20
- Pale white potion Spellcraft: 1d20 + 8 + 1 ⇒ (19) + 8 + 1 = 28
A ring of green wood carved to depict a snake and a lizard locked in a tangle Spellcraft: 1d20 + 8 + 1 ⇒ (16) + 8 + 1 = 25


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 tries to recall where he has seen the three roses arrayed in a fan.

Knowledge, Nobility: 1d20 + 10 ⇒ (9) + 10 = 19

Next, Bytor investigates the dark blue potion to try and determine its properties.

Spellcraft: 1d20 + 8 ⇒ (19) + 8 = 27


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

- Golden yellow topaz worth 500 gp
- Deep blue spinel worth 400 gp
- Amethyst worth 300 gp
- Chrysoberyl worth 100 gp
- 5 freshwater pearls worth 100 gp each
- 8 moonstones worth 50 gp each
- Golden circlet unknown
- Breastplate (magical) +2 Breastplate
- Longsword (magical) unknown
- Dark blue potion potion of cure serious wounds
- Inky black potion potion of darkvision
- Pale white potion potion of lesser restoration
- A large assortment of torcs, goblets, necklaces, rings, earrings, horns, daggers, axes, statuettes, and other artifacts, most made with worked gold or silver, others made with carved wood or stone, many depicting animal or sun motifs worth 2500 gp in total
- A ring of green wood carved to depict a snake and a lizard locked in a tangle (magical) ring of evasion

Bytor finds that the crest is of a noble house unknown to him.


(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

Gozrek whistles at the magical breastplate. Rule 16 for the win.


(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

"I see libraries, shops, and homes when I look at this. Some of the combat gear may be of immediate use. Bytor, it looks like Gozrek is stumped by a few more things."


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|

"Hey, while we're at it. Let me try that rod we found on Flytrap Island again."

Spellcraft: 1d20 + 8 + 1 ⇒ (8) + 8 + 1 = 17


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16
Taranis Redleaf wrote:
Rule 16 for the win.

Petrifying monsters usually come prepackaged with stone to flesh? I think you mean Rule #3, or possibly #10.

Gozrek still cannot make heads or tails of the rod. GM will add that you could not succeed if he rolled a natural 20.


(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

"We should put these things to use immediately. John, maybe store your broken armor for now? That ring should see immediate use as well, maybe Bytor or John. Brother, take that healing potion. the other potions would see use mostly when we can decide to use them, so I'll hold them, though remember we have them. The unknown items will simply stay stowed until we can do something about them. Everyone ready?"


(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

There has to be at least one hidden way past this point. It'd be illogical for there not to be."[/b] Perception: 1d20 + 16 ⇒ (17) + 16 = 33


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16
GMTrex wrote:
In his eagerness, Bytor does not wait, but fortunately Gozrek does not see anything to alarm him. He does, however, find two more hidden egresses: one in the western wall, the other in the southeast corner.


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 looks over the door to the south and checks it for traps after listening to it Though he does have trap spotter:
Perception: 1d20 + 19 ⇒ (19) + 19 = 38


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

The southern secret door, like the western, is not trapped, but it is locked. He hears no sound coming from the other side of the southern door.


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

Working with Bytor, Gozrek eventually gets the southern door opened. On the other side is a well-stocked wine cellar boasting over a hundred bottles, including several bottles each of Taldan fire-brandy, Andoren whiskey, and delicate berry wines from Kyonin.


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|

"Dad, take this. We'll celebrate later." He takes and gives to his dad 2 bottles of brandy. He keeps the whiskey for himself.

The lad motions to the others to take what they want before heading to the next door south and checking it before opening it.


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 takes a whiskey!


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 love how treasure comes in so many different forms, and each of us have our favorites.”


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

The door to the south, ironbound and made of heavy wood, proves to be locked. Is every door in this place locked?


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|

Perception: 1d20 + 19 ⇒ (8) + 19 = 27
Open Locks: 1d20 + 19 ⇒ (10) + 19 = 29


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 in to assist Gozrek with opening the lock. He holds picks in place and helps him to overcome the most challenging aspects of the lock.

Disable Device (Aid Open Locks): 1d20 + 13 ⇒ (20) + 13 = 33


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

Despite Bytor's help, Gozrek does not think he even got close to unlocking the door.


(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

Gozrek settles in and takes his sweet time with Bytor and assistance from Taranis.

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