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

It takes two days of careful maneuvering to escape the Glenebon Hills with Tamary and the other rescued women in tow---after all, hundreds of Armag's Tiger Lords are encamped in scattered hillsides about the small canyon where Gozrek lost his life. But once past that immediate danger, the journey to Wyverstone Bridge is swift across the empty plains.

Facing John is less easy.

Despite the heavy blow, the man is stoic as ever, and you are soon again on your way. You reach the now-fortified town of Tatzylford on 30th Desnus, just in time to hold council for Sarenith two days hence. In the meantime, the reunification of Tamary with her sister Kisandra and her father Terrion is a sorely needed source of joy. And also 4 Liberation Points!

We can RP as much or as little of the above as you like, or proceed straight to Kingdom phases.


(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 opts to meet with John in private. The conversation is heavy, not because the Duke feels guilt, but because the young boy's story may or may not be over. John, who has already lost so much, has lost yet again... This time though, the Duke is here with options. [i]Taranis can, given time, reincarnate Gozrek. Given a location with someone holy enough, we could raise him... Thoughts?

Taranis also spends some time connecting in order to give a complete update on Kisandra’s Plea


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

Jhod Khavken approaches Taranis in Tatzylford. "I offer my condolences, my Duke. To see so young a soul snuffed out! I have prayed for him. I may... I may be able to help, though I know not if I have the strength."

As you have grown in experience, so has your High Priest. With the proper resources and funds, he may be willing to attempt a Raise.

Taranis also conferences with the Numesti family. The defeat of Baron Drelev has done much to bring peace and stability to Fort Drelev, but the threat of the Tiger Lords---and the vengeful Armag in particular---still hangs over the city. Fort Drelev will not be truly liberated until that threat is removed. You have accumulated 16 Liberation Points, which is still short of what you need to win over the city. Slaying Armag would seal the deal.


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(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
Quote:
Slaying Armag would seal the deal.

It's a trap! We're not ready for this! Side quests and Kingdom first!


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(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 returns to the Huntsmen. "Gentlemen, Gozrek's fight is not yet over. We need him, and he deserves another go around. John has agreed to help as he can. The Fletcher family has suffered enough. Just as a tiger licks its wounds, so must we. We pushed too hard and too fast. Let's turn our attention inward."

Suggest we do a Kingdom phase, then do some side quests. I also STRONGLY suggest we also check our gear and spend some gold. We each need to donate 1125 to the cause. I'm going to assume no one objects, so I'll adjust the tracker now.


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

Indeed, the petitioners soon gather in Tatzylford's town hall for this month's courtly business.

Month of Sarenith, 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 ⇒ (3, 1, 1, 1) = 6.
Varnhold: 1d5 ⇒ 4 Fochlucan 1d2 ⇒ 2 Minor Wondrous 1d100 ⇒ 79 Ioun Stone, Dusty Rose Prism
Solasgaard: 1d5 ⇒ 2 Green Faith Temple 1d3 ⇒ 1 Minor Potion 1d100 ⇒ 71 Greater Minor 1d100 ⇒ 96 L2, CL3 1d100 ⇒ 20 Common 1d100 ⇒ 85 Potion of Resist Energy, Electricity
Solasgaard: 1d4 ⇒ 3 Luxury Store 1d3 ⇒ 3 Minor Wondrous 1d100 ⇒ 76 Slotless 1d100 ⇒ 94 Greater Minor 1d100 ⇒ 74 Singing Bell of Striking
Solasgaard: 1d3 ⇒ 3 Green Faith Temple 1d3 ⇒ 1 Minor Potion 1d100 ⇒ 39 Lesser Minor 1d100 ⇒ 63 L1, CL1 1d100 ⇒ 24 Common 1d100 ⇒ 77 Potion of Reduce Person
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.


(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 + 88 ⇒ (6) + 88 = 94
  • 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 115, 116, 35, 48
  • Step 3 - Abandon Hex: none
  • Step 4 - Build Terrain: In Hex 115 and 116 he builds sawmills. In Hex 48 a Fihery
  • Step 5 - Settlements: Commissions a Dance Hall in Reykalaston. It's called the 4718 club after the Founding of the Marchlands. In Solasgaard he commissions the upgrade of the Temple to a full Cathedral of Gozreh. It may be the first of it's kind, as the juxtaposition of the faith and the construction of a cathedral is... odd. The cathedral is a work of art. It eschews the angular methods of tradition and uses curving stone in the elven style to evoke an ocean. The ceilings are all covered in sky motifs.
  • 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.


  • (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

    Assuming nothing Untoward happens:

    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 ⇒ (5) + 94 = 99.
  • The Marchlands earned [color=Green]50 Bp[/color] this month.
  • 33 Bp in Taxes
  • 17 Bp in Basic Income

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

    Month of Sarenith, 4722 AR

    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 duchy's treasury, if desired.
    Step 3 - Sell Items: Sell up to 2 personal magical items to benefit the treasury.
    Step 4 - Roll an Economy check for tax collection. With modifications, roll increases to 100. Income 52 (33 economy revenue, 19 industry revenue).

    Event Phase
    1d100 ⇒ 32 No event


    (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

    The Duke convenes the Hunstmen.

    "Let's make haste with Gozrek. I also want you to each use some funds to shore up either your will power against magic, or swarms... or both. I'm going to see if I can commission an upgrade to my cloak. Then I suggest we look within for a bit. We can spends some time living up to our namesake hunting either manticore, giant flies, or giant slugs. What say you?"


    (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 me drop these quills off. Then we're headed to the swamps boys."


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

    Iosis is overjoyed by the quills. "Just what I need! Now this epic will practically write itself." As promised, he hands over a rare book of ancient halfling poetry, worth about 3,000 GP to the right buyer.

    Each Huntsman also earns 1200 XP.


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

    As Taranis passes through town, he notices that a new poster has gone up on the Wanted board.

    More curiously, what appears to be a boggard is standing in front of the board, staring intently at it and looking very out of place. Even more curious still, Taranis realizes that he has met this boggard before.


    (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

    "I remember you. It takes a tight cloaca to come into these lands my friend. Can I help you?"


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

    Taranis notices that the boggard is holding what appears to be a large piece of thin tree bark. He spits on the bark and slaps it onto the Wanted board.

    There is nothing written on the bark.

    "REE-venge!" the boggard croaks. "Sepoko! M'botuu! Head, for slurk. Have maa-gick BUG!"

    Sense Motive or language spells may be helpful here.


    (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

    I don't have any prepared. Do any of you? Sense Motive: 1d20 + 7 ⇒ (16) + 7 = 23

    Taranis returns to the same basic language and gestures (replete with the bit of food) that he used last time.


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

    It takes a bit of painful back and forth, but eventually Taranis is able to glean enough to understand that the agitated boggard wants revenge on (and the head of) someone or something named Sepoko, or perhaps M'botuu, and is offering a "magic bug" in return. He keeps pointing to the west.


    (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 does the best he can. He also, before retiring for the night, seeks out a scroll of Share Language.


    (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

    1d100 ⇒ 51


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

    With the Duchy on a war footing, you make efforts to wrap up your courtly duties quickly, and gather on 4th Sarenith to plan your next move. Where to?


    (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 are headed to the swamps my friends. I can make our travel easier then last time. Though you may want some vermin repellant. I picked some up while recharging my wand of curative magic."

    I can give us 400 minutes of Mass Featherstep. We're headed to 124 and 137


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

    You arrive at the edge of the swamps of the Hooktongue Slough in the evening of 5th Sarenith. The locale is, if anything, even worse in the heat of summer than it was in the cold wet of early spring. The mosquitos, midges, and gnats have multiplied almost beyond belief, and the rank smells and heat of the bog is nearly unbearable.

    None of you relish the idea of making camp here.

    Arrived at Hex 124. What now? Explore the hex?


    (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

    Time to explore!


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

    The Huntsmen make slow progress---the Duke's spell certainly helps, but the famous sinking bogs make any work beyond those hours nearly impossible. Still, after four days of effort, you feel the area has been thoroughly explored.

    Nothing here but swamp.

    You discuss your next plan over breakfast on 10th Sarenith.


    (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

    To 137, then 140.


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

    GM:
    3d100 ⇒ (74, 37, 47) = 158

    The company climbs back out of the swamp to map the narrow stretch of plains wedged between the Narlmarches and the Slough. The firmer terrain is welcome and speeds your progress; you have the work completed by the end of 11th Sarenith.

    From there you plunge back into the swamp a little further south. While still wet, hot, and miserable, the marshy terrain is fortunately a bit better than it was to the north---at least, there are far fewer sucking bogs that threaten to swallow you whole.

    Explore this hex (140)? If so, keeping the Mass Featherstep spells or replacing? Area is still difficult terrain but not deadly terrain, per se.


    (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

    Yes explore. I'll keep the Featherstep as needed here to keep up the pace.


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

    As you explore the region, you stumble into a wide glade surrounding a deep pool. The glade teems with dragonflies of all sizes that buzz and flit through the air, making a remarkably beautiful scene in an otherwise dreary swamp.

    While most dragonflies are probably harmless---with wingspans as small as a few inches to as large as a couple feet---several true giants seem to identify you as a potential meal.

    Initiative!:

    Augrym: 1d20 + 8 ⇒ (19) + 8 = 27 +2 if Surprise
    Augrym: 1d20 + 8 ⇒ (14) + 8 = 22 +2 if Surprise
    Bytor: 1d20 + 2 ⇒ (14) + 2 = 16
    Taranis: 1d20 + 2 ⇒ (1) + 2 = 3
    Unrak: 1d20 + 7 ⇒ (5) + 7 = 12
    Hostiles: 1d20 + 5 ⇒ (17) + 5 = 22

    Round I
    1. Augrym
    2. Dragonflies
    3. Bytor, 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 sword and casts Heroism on himself. He then studies his closest two targets.

    Knowledge Nature: 1d20 + 14 + 3 ⇒ (12) + 14 + 3 = 29
    If a successful roll, please surprise me on what Augrym knows.


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

    Augrym:
    These giant bugs are much like any other---squish 'em and they die. They have no particular vulnerabilities or resistances, though as more-or-less mindless insects, they are immune to mind-affecting spells.

    Eager for a meal, eight giant dragonflies descend on the Huntsmen. Four home in on Augrym at the front, while four others each picking another target.

    Bite @ Augrym: 1d20 + 11 ⇒ (9) + 11 = 20 MISS
    Bite @ Augrym: 1d20 + 11 ⇒ (12) + 11 = 23 MISS
    Bite @ Augrym: 1d20 + 11 ⇒ (17) + 11 = 28 HIT Damage: 1d10 + 9 ⇒ (6) + 9 = 15
    Bite @ Augrym: 1d20 + 11 ⇒ (12) + 11 = 23 MISS

    Bite @ Unrak: 1d20 + 11 ⇒ (9) + 11 = 20 MISS

    Bite @ Toth: 1d20 + 11 ⇒ (5) + 11 = 16 MISS

    Bite @ Taranis: 1d20 + 11 ⇒ (5) + 11 = 16 MISS

    Bite @ Bytor: 1d20 + 11 ⇒ (16) + 11 = 27 HIT Damage: 1d10 + 9 ⇒ (2) + 9 = 11

    Round I
    1. Augrym (91/106 hp)
    2. Dragonflies
    3. Bytor (82/93 hp), Unrak, Taranis


    (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

    With a series of sharp words, Taranis summons a fire snake! It catches all but the dragonfly south of Bytor: Fire DMG: 10d6 ⇒ (1, 2, 5, 5, 5, 1, 2, 4, 3, 5) = 33. REF DC 19 for half.


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

    The closest dragonfly tries to gnaw on Taranis as he casts Bite @ Taranis AoO: 1d20 + 11 ⇒ (5) + 11 = 16 but misses.

    Reflex: 7d20 ⇒ (8, 5, 14, 12, 15, 15, 2) = 71

    Round I
    1. Augrym (91/106 hp)
    2. Dragonflies (red @ 33 dmg, orange @ 16 dmg)
    3. Bytor (82/93 hp), Unrak, Taranis (Toth)


    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 a move action, Bytor uses his bardic performance to inspire courage in his companions.

    ”Rise, huntsmen, and let these dragonflies know that we are not food to be eaten, but a mighty dangerous foe!”

    +2 Attack and Damage Rolls to all allies!

    Bytor follows up by striking the Dragonfly to his south with his longsword.

    Longsword Attack: 1d20 + 8 + 2 ⇒ (15) + 8 + 2 = 25
    Damage: 1d8 + 1 + 2 ⇒ (8) + 1 + 2 = 11


    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 roars out as he rips his sword from its sheath You don't eat me...I EAT YOU!!

    attacks v RED

    Attack: 1d20 + 15 + 2 ⇒ (17) + 15 + 2 = 34 <--THREAT!!
    Damage: 2d6 + 18 + 2 ⇒ (4, 4) + 18 + 2 = 28

    Attack: 1d20 + 15 + 2 ⇒ (18) + 15 + 2 = 35
    Damage: 2d6 + 18 + 2 ⇒ (4, 6) + 18 + 2 = 30


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

    Normally something of an effete swordsman, Bytor strikes a telling blow! Not to be outdone, Unrak summarily chops a dragonfly in half.

    Round I
    1. Augrym (91/106 hp)
    2. Dragonflies (red @ 33 dmg, orange @ 16 dmg, grey @ 11 dmg)
    3. Bytor (82/93 hp), Unrak, Taranis (Toth)


    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 snaps at the giant dragonflies, almost like a normal house cat and normal insects. Starting with the red one next to Taranis, then moving clockwise.

    Bite: 1d20 + 17 + 2 ⇒ (13) + 17 + 2 = 32 for DMG if hit: 2d6 + 13 + 2 ⇒ (1, 2) + 13 + 2 = 18
    Bite: 1d20 + 12 + 2 ⇒ (14) + 12 + 2 = 28 for DMG if hit: 2d6 + 13 + 2 ⇒ (5, 3) + 13 + 2 = 23
    Claw: 1d20 + 16 + 2 ⇒ (9) + 16 + 2 = 27 for DMG if hit: 1d6 + 10 + 2 ⇒ (6) + 10 + 2 = 18
    Claw: 1d20 + 16 + 2 ⇒ (1) + 16 + 2 = 19 for DMG if hit: 1d6 + 10 + 2 ⇒ (4) + 10 + 2 = 16
    Rake if Applicable: 1d6 + 9 ⇒ (1) + 9 = 10


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

    Proving himself quite the effective hunter, Toth swats down three giant dragonflies in quick succession.

    Round II
    1. Augrym (91/106 hp)
    2. Dragonflies (orange @ 16 dmg)
    3. Bytor (82/93 hp), 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 5ft steps and takes aim at the dragonfly in front of him.

    Attack 1: 1d20 + 22 ⇒ (18) + 22 = 401d8 + 11 ⇒ (5) + 11 = 16
    Attack 2: 1d20 + 17 ⇒ (11) + 17 = 281d8 + 11 ⇒ (2) + 11 = 13

    ”We are surrounded, but we are TOGETHER!! Today is not the day we day, my friends. Today is for glory!”


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

    Augrym pounds the dragonfly within an inch of its life. It has only the energy to retaliate before it succumbs.

    Dragonfly @ Augrym: 1d20 + 11 ⇒ (19) + 11 = 30 HIT Damage: 1d10 + 9 ⇒ (8) + 9 = 17

    The three survivors flit forward to nip at Augrym, Unrak, and Toth.

    Bite @ Augrym: 1d20 + 11 ⇒ (14) + 11 = 25 HIT Damage: 1d10 + 9 ⇒ (1) + 9 = 10
    Bite @ Unrak: 1d20 + 11 ⇒ (4) + 11 = 15 MISS
    Bite @ Toth: 1d20 + 11 ⇒ (12) + 11 = 23 MISS

    Round II
    1. Augrym (64/106 hp)
    2. Dragonflies (orange @ 16 dmg)
    3. Bytor (82/93 hp), Unrak, 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

    While maintaining his inspiring courage, Bytor moves back behind Augrym and casts a Cure Serious Wounds on him.

    CSW: 3d8 + 7 ⇒ (8, 7, 6) + 7 = 28

    Inspire Courage in Effect (+2 Attack and +2 Damage) for all allies


    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 takes out the dragonfly trying to nibble him. (if the first one drops, take Augrym's next

    Attack: 1d20 + 15 + 2 ⇒ (8) + 15 + 2 = 25
    Damage: 2d6 + 18 + 2 ⇒ (2, 2) + 18 + 2 = 24

    Attack, Destined Strike: 1d20 + 10 + 2 + 5 ⇒ (20) + 10 + 2 + 5 = 37 <-threat!!
    Damage: 2d6 + 18 + 2 ⇒ (6, 3) + 18 + 2 = 29

    crit conf: 1d20 + 10 + 2 + 5 ⇒ (10) + 10 + 2 + 5 = 27
    Damage: 2d6 + 18 + 2 ⇒ (6, 2) + 18 + 2 = 28


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

    Bytor stitches Augrym back together as Unrak rips another dragonfly apart in two quick strokes.

    Round II
    1. Augrym (92/106 hp)
    2. Dragonflies (orange @ 16 dmg)
    3. Bytor (82/93 hp), Unrak, Taranis


    (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 opts for a mundane attack while hoping Toth continues to eviscerate the insects:

    Sling: 1d20 + 9 + 2 ⇒ (7) + 9 + 2 = 18 for DMG if hit: 1d4 + 2 ⇒ (3) + 2 = 5


    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)

    ROAR!

    Bite 1: 1d20 + 17 + 2 ⇒ (18) + 17 + 2 = 37 for DMG if hit: 2d6 + 13 + 2 ⇒ (4, 2) + 13 + 2 = 21
    Bite 2: 1d20 + 12 + 2 ⇒ (5) + 12 + 2 = 19 for DMG if hit: 2d6 + 13 + 2 ⇒ (2, 6) + 13 + 2 = 23
    Claw 1: 1d20 + 16 + 2 ⇒ (15) + 16 + 2 = 33 for DMG if hit: 1d6 + 10 + 2 ⇒ (5) + 10 + 2 = 17
    Claw 2: 1d20 + 16 + 2 ⇒ (12) + 16 + 2 = 30 for DMG if hit: 1d6 + 10 + 2 ⇒ (5) + 10 + 2 = 17

    Toth moves to the final one if he drops the first.


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

    Taranis struggles to get an angle without hitting Toth. The tiger makes up for it, crushing the dragonfly twice between his jaws.

    Round III
    1. Augrym (92/106 hp)
    2. Dragonfly (orange @ 16 dmg)
    3. Bytor (82/93 hp), 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 tumbles around the bug to get in flanking position and strike.

    Attack: 1d20 + 26 ⇒ (17) + 26 = 431d8 + 11 + 5d6 ⇒ (1) + 11 + (2, 2, 2, 2, 4) = 24
    Acrobatics: 1d20 + 15 ⇒ (3) + 15 = 18


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

    The dragonfly is much quicker than Augrym expects, and tries to nip at him on the way by.

    AoO @ Augrym: 1d20 + 11 ⇒ (1) + 11 = 12 MISS

    It then offers blow for blow.

    Bite @ Augrym: 1d20 + 11 ⇒ (10) + 11 = 21 MISS

    The half-orc's armor proves sufficient.

    Round III
    1. Augrym (92/106 hp)
    2. Dragonfly (orange @ 40 dmg)
    3. Bytor (82/93 hp), Unrak, Taranis

    Grand Lodge

    Venture-Lieutenant - NH | Proprietor of Castamir's Station

    sling: 1d20 + 13 ⇒ (18) + 13 = 31 for if hit: 1d4 + 2 ⇒ (2) + 2 = 4


    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 unloads on the last dragonfly!!

    Attack: 1d20 + 15 + 2 ⇒ (11) + 15 + 2 = 28
    Damage: 2d6 + 18 + 2 ⇒ (1, 4) + 18 + 2 = 25

    Attack: 1d20 + 10 + 2 ⇒ (2) + 10 + 2 = 14
    Damage: 2d6 + 18 + 2 ⇒ (3, 6) + 18 + 2 = 29


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

    With Unrak, the insect never stood a chance. For your victory, each Huntsman earns 2400 XP.

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