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: 4

Bytor arms himself and his friends with his usual words and phrases.

Round I
1. Augrym (grappled)
2. Guards (black prone, yellow grappled)
3. Gozrek, John, Unrak, Taranis, Bytor


M Human Bloodrager 9 HP 49/110(75/136) AC 25(23) Rage 21/21 F 10 R 7 W 6 Init +7
Raging FA:
[dice=Attack]d20+15[/dice] [dice=Damage]2d6+19[/dice][dice=Attack]d20+10[/dice] [dice=Damage]2d6+19[/dice]
Spells L1:2/3 L2:2/2

BOTTING FOR HUMBLE JOHN

John opens fire on the guard Unrak failed to grab, hoping to simply end him quickly!

5' step to gain LOS

First--Deadly Aim, Point Blank Shot, Manyshot, Clustered Shots with Adaptive Compound Longbow +3: 1d20 + 21 - 3 - 2 + 1 + 2 ⇒ (15) + 21 - 3 - 2 + 1 + 2 = 34
damage: 2d8 + 18 + 12 + 2 + 4 ⇒ (6, 5) + 18 + 12 + 2 + 4 = 47

Second--Deadly Aim, Point Blank Shot, Manyshot, Clustered Shots with Adaptive Compound Longbow +3: 1d20 + 21 - 3 - 2 + 1 + 2 ⇒ (14) + 21 - 3 - 2 + 1 + 2 = 33
damage: 1d8 + 9 + 6 + 1 + 2 ⇒ (4) + 9 + 6 + 1 + 2 = 22

Rapid Shot--Deadly Aim, Point Blank Shot, Manyshot, Clustered Shots with Adaptive Compound Longbow +3: 1d20 + 21 - 3 - 2 + 1 + 2 ⇒ (7) + 21 - 3 - 2 + 1 + 2 = 26
damage: 1d8 + 9 + 6 + 1 + 2 ⇒ (3) + 9 + 6 + 1 + 2 = 21


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

John kills both guards outright in a hail of arrows. Each hero earns 320 XP.

Outside the doors to the east is a great deal of shouting, along with the stamp of feet elsewhere in the castle... out of initiative for now, but I cannot promise that will last.


Male Inquisitor 9 (HP 95/95), Init: +9, AC 25 (T 13, FF 23), Perception +19, Fort +11, Ref +7, Will +11, CMB+12 / CMD+25

Augrym searches the guards for any keys or other useful items, then turns to his team.

"The subtle approach did not last long. We will need to move quickly to through the east doors and see what commotion awaits us."

Augrym checks on with his team to see if anyone needs healing and, if so, tells them to do it now. But, if not or once done, he moves to the door to the east and opens the door to see what is on the other side.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

Neither guard carries a key, but each carries a pair of potions: one blue, the other a cloudy silver.

All the while, the shouting beyond the doors gets louder. Augrym opens the eastern doorway, looking out onto a wide inner courtyard of the castle---and filled with soldiers heading your way. A burly captain leads a group headed directly for the doors, while others hurry to join them from the upper ramparts. Still others cover the soldiers in the courtyard with longbows.

And if that is not enough, a guard across the yard is unlocking a gate to let a troop of hill giants join the fray.

You have mere seconds before I roll initiative on this whole mess. What do you do?


M Human Bloodrager 9 HP 49/110(75/136) AC 25(23) Rage 21/21 F 10 R 7 W 6 Init +7
Raging FA:
[dice=Attack]d20+15[/dice] [dice=Damage]2d6+19[/dice][dice=Attack]d20+10[/dice] [dice=Damage]2d6+19[/dice]
Spells L1:2/3 L2:2/2

Unrak swears quietly but sulferously. We can't survive this. We need time to run, and give Terrion as much time as we can give him. He keeps his sword out, but is looking back, calculating how to slow or even block passage behind them as they retreat...


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

Unrak weighs up the forces in the courtyard. A battle in the open, with archer cover on the walls, would be hard fighting.

Unrak's eye catches on the hefty slab of oakwood standing just inside the keep's main doors. Shutting and barring the east doors would certainly buy some time, at least until the giants arrive.


(HP: 82/82), Init: +2, AC: 20 T: 13, FF: 17, Perception +19**, F: +10*, R: +6*, W: +11*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1 Redleaf Grove, Kinging

"John! Take down the guard opening the gate!" Taranis whistles and points for Toth before shouting for Gozrek. Knowing the lad will do what is best, Taranis opens with a firesnake spell!

DMG: 9d6 ⇒ (4, 4, 5, 2, 1, 5, 1, 2, 5) = 29 REF DC 19 for half. Path drawn on map.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

Initiative it is.

Initiative!:

Augrym: 1d20 + 8 ⇒ (11) + 8 = 19 +2 if Surprise
Augrym: 1d20 + 8 ⇒ (3) + 8 = 11 +2 if Surprise
Bytor: 1d20 + 2 ⇒ (7) + 2 = 9
Gozrek: 1d20 + 10 ⇒ (11) + 10 = 21
John: 1d20 + 8 ⇒ (13) + 8 = 21
Taranis: 1d20 + 2 ⇒ (16) + 2 = 18
Unrak: 1d20 + 7 ⇒ (12) + 7 = 19
Captain: 1d20 + 4 ⇒ (18) + 4 = 22
Guards: 1d20 + 3 ⇒ (6) + 3 = 9
Giants: 1d20 - 1 ⇒ (1) - 1 = 0

Reflex: 7d20 ⇒ (12, 18, 12, 12, 3, 4, 19) = 80

The captain jumps out of the way of Taranis's fire snake, not even singed. His underlings are less fortunate, and several appear to be on the brink of death. Still, all six survive. The captain raises his sword and bellows, "ATTACK!!!"

He takes out a bright red gem and crushes it against the ground. "Fight fire with fire," he grins, as a small spark of flame erupts from the gem and slithers along the ground, gradually growing strength. In a moment it rears a head wreathed in fire and lashes out at Augrym by the door!

Slam @ Augrym: 1d20 + 12 ⇒ (4) + 12 = 16
Slam @ Augrym: 1d20 + 12 ⇒ (8) + 12 = 20

The half-orc ducks both blows, but it will be a LOT harder to shut the door now.

Round I
1. Captain (anyone can spend a move action to make a Perception check on him specifically)
2. Gozrek, John, Augrym, Unrak, Taranis
3. Guards (white/green @ 14 dmg, black/yellow/grey/purple @ 29 dmg)
4. Bytor
5. Giants


(HP: 82/82), Init: +2, AC: 20 T: 13, FF: 17, Perception +19**, F: +10*, R: +6*, W: +11*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1 Redleaf Grove, Kinging

"Get'em!" Taranis then begins to attune his magic towards Nature's Allies Life Bubble for SNAIV


Male NG Human (HP: 52/52), Init: +10, AC: 20 T:18, FF: 16, Perception +16 (+19 v. Traps, Magical Trap Spotter), F: +4, R: +10 (Evasion, Danger Sense), W: +4, CMB: +6, CMD: 20, Concentration +9|

Surprised at the officer's dextrousness, Gozrek steals a look at the man before casting Haste upon the party. Perception: 1d20 + 16 ⇒ (14) + 16 = 30


Large Animal Companion (HP: 74/74), Init: PC, AC: 32 T: 15, FF: 28 (Barkskin), Perception +7 (Low-light, Scent, F: +10, R: +11 (Evasion), W: +4 (Devotion), CMB: +11, CMD: 24 (28 v. overrun, trip)

Taranis's whistle has Toth move to pounce once viable.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

Taranis enters a summoning trance while Gozrek encourages everyone to hurry up, and Toth gets ready to spring.

Gozrek:
This man's voice and visage are strikingly similar to that of Ameon Trask, who you released after the Battle of Wyvernstone Bridge. Perhaps a brother or cousin.

Round I
1. Captain (anyone can spend a move action to make a Perception check on him specifically)
2. Gozrek, John, Augrym, Unrak, Taranis
3. Guards (white/green @ 14 dmg, black/yellow/grey/purple @ 29 dmg)
4. Bytor
5. Giants


(HP: 82/82), Init: +2, AC: 20 T: 13, FF: 17, Perception +19**, F: +10*, R: +6*, W: +11*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1 Redleaf Grove, Kinging

"Your Grace! I think that's Trask's brother. Can we use that?"


M Human Bloodrager 9 HP 49/110(75/136) AC 25(23) Rage 21/21 F 10 R 7 W 6 Init +7
Raging FA:
[dice=Attack]d20+15[/dice] [dice=Damage]2d6+19[/dice][dice=Attack]d20+10[/dice] [dice=Damage]2d6+19[/dice]
Spells L1:2/3 L2:2/2

Unrak casts a spell (Longarm), then steps toward the door by Augrym.

AUGRYM!! Let's bar this door!!

I've got a move action left. It depends on what Augrym does in response...if he's amenable to my suggestion Unrak will make to grab the bar to help Augrym bar it when he backs out & closes it


Male Inquisitor 9 (HP 95/95), Init: +9, AC 25 (T 13, FF 23), Perception +19, Fort +11, Ref +7, Will +11, CMB+12 / CMD+25

Augrym 5ft steps back and closes the door. And then braces the two doors with all of his might from the middle.

"Anyone Huntsmen happen to have an immovable rod?"

Hero point to Mike because he just responded to that question with "In his pants."


M Human Bloodrager 9 HP 49/110(75/136) AC 25(23) Rage 21/21 F 10 R 7 W 6 Init +7
Raging FA:
[dice=Attack]d20+15[/dice] [dice=Damage]2d6+19[/dice][dice=Attack]d20+10[/dice] [dice=Damage]2d6+19[/dice]
Spells L1:2/3 L2:2/2
Augrym Ko’Charr wrote:

Augrym 5ft steps back and closes the door. And then braces the two doors with all of his might from the middle.

"Anyone Huntsmen happen to have an immovable rod?"

Hero point to Mike because he just responded to that question with "In his pants."

1) thanks for the credit...but you did, in fact, beat me to that

2) I searched the thread for "immovable" and nope, we don't have one blarg cuz that's a good idea


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

Augrym slams the doors in the elemental's face and holds them shut, while Unrak goes for the heavy oakwood bar to barricade it. If John helps Unrak, we can consider the door barricaded.

Round I
1. Captain (anyone can spend a move action to make a Perception check on him specifically)
2. Gozrek, John, Augrym, Unrak, Taranis
3. Guards (white/green @ 14 dmg, black/yellow/grey/purple @ 29 dmg)
4. Bytor
5. Giants


Character Sheet | Human Fighter 8 | Init: +6 | AC: +23, T: +15, FF: +19 | Percep: +8 | Fort: +7 | Reflex: +7 | Will +4 | Max HP: 60 |

John's lends a hand in barricading the door!

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