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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male Halfling Ranger 10 (HPs 78/84 AC23 FF17 T18, Init +8, F+11, R+15, W+7, Percep+17)

Round 4

The halfling is still not feeling his best. He takes a 5' step forward and fires arrows at the baddie in the far corner of the room. He even impresses himself with his precise shooting around his comrades. Over the years he has surely improved his precise shooting.

Ranged attack 1d20 + 16 + 2 + 1 - 2 ⇒ (13) + 16 + 2 + 1 - 2 = 30
sh bow cold iron arrow 1d6 + 10 ⇒ (2) + 10 = 12
Many Shot 1d6 + 10 ⇒ (1) + 10 = 11

Rapid shot 1d20 + 16 + 2 + 1 - 2 ⇒ (14) + 16 + 2 + 1 - 2 = 31
sh bow cold iron arrow 1d6 + 10 ⇒ (2) + 10 = 12

2nd attack 1d20 + 11 + 2 + 1 - 2 ⇒ (13) + 11 + 2 + 1 - 2 = 25
sh bow cold iron arrow 1d6 + 10 ⇒ (1) + 10 = 11

Hasted attack 1d20 + 16 + 2 + 1 - 2 ⇒ (6) + 16 + 2 + 1 - 2 = 23
sh bow cold iron arrow 1d6 + 10 ⇒ (6) + 10 = 16


Bard Level 10 HP 93/93| BP: 31/31 | Spells: 1st: 7/7, 2nd: 5/5, 3rd: 3/4 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 Dispel Magic in an attempt to counterspell Tess's Confusion.

Caster Level Check vs. DC of the Spell: 1d20 + 10 ⇒ (13) + 10 = 23

I am unclear whether I can add my Charisma modifier to the result. Perhaps I am mixing up my systems, but I am also racing to be caught up at work and in the effort of time and getting this post up, here is the roll. Please add +5 Charisma Modifier if it is needed for the counteract check.


M Human Bloodrager L10 HP 79/115(109/145) AC 25(23) F 14 R 10 W 9 Init +7
Rage FA:
[dice=Attack]d20+15[/dice] [dice=Dam]2d6+18[/dice][dice=Attack]d20+10[/dice] [dice=Dam]2d6+18[/dice]
Magic L1:3/3 L2:1/2; L3 2/2 Destined Strike (+5) 2/3

Unrak, his head finally clear (sort of), now seeks to end the biggest threat by slaying the witch! (If either of the first 2 attacks bring her down, then 5' step north and use the remaining attack(s) on the devil) If all 3 attacks DON'T bring her down, I'll 5' step northwest, leaving the witch as Tess' closest foe.

Attack: 1d20 + 15 + 3 ⇒ (16) + 15 + 3 = 34
Damage: 2d6 + 18 + 2 ⇒ (2, 5) + 18 + 2 = 27

Attack, Destined Strike: 1d20 + 10 + 3 + 5 ⇒ (6) + 10 + 3 + 5 = 24 <--REROLLING THIS ATTACK with "Certain Strike" ability, reroll below
Damage: 2d6 + 18 + 2 ⇒ (3, 6) + 18 + 2 = 29

Attack, Haste: 1d20 + 15 + 3 ⇒ (9) + 15 + 3 = 27
Damage: 2d6 + 18 + 2 ⇒ (5, 2) + 18 + 2 = 27

Attack, Destined Strike, reroll: 1d20 + 10 + 3 + 5 ⇒ (14) + 10 + 3 + 5 = 32
Damage: 2d6 + 18 + 2 ⇒ (5, 5) + 18 + 2 = 30

Current conditions:
Raging, -2 AC, +2 Will
Ironskin, +5 AC
Haste, +1 AC/Ref
Hit/Dam +3/+2 (haste + bard)
Total AC: 25


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

Filled with righteous rage, Unrak cuts down the foe who so befuddled him in two mighty strokes. The third he dedicates to the demon. Reflex DC 18 or your weapon suffers 1d8 ⇒ 6 Acid damage. With the woman gone, Tess finds that her vision clears also.

Delnin then follows up Unrak's assault with a pretty volley of his own. His shots all land, though each arrow barely punches through the demon's taut red skin.

Bytor gets a do-over.

Round IV
1. Gozrek (sickened, 21/52 hp), Augrym (63/106 hp), Unrak (Reflex, 89/115 hp), Delnin (sickened, 55/84 hp; Lobo sickened, 65/97 hp), Bytor (sickened, 62/93 hp)
2. Sisters, Babau (orange 64 dmg)
3. Taranis (81/91 hp; ant @ 10 dmg), Tess (45/80 hp)


M Human Bloodrager L10 HP 79/115(109/145) AC 25(23) F 14 R 10 W 9 Init +7
Rage FA:
[dice=Attack]d20+15[/dice] [dice=Dam]2d6+18[/dice][dice=Attack]d20+10[/dice] [dice=Dam]2d6+18[/dice]
Magic L1:3/3 L2:1/2; L3 2/2 Destined Strike (+5) 2/3

ref: 1d20 + 10 ⇒ (17) + 10 = 27

The warrior manages to pull his blade out of harm's way


Bard Level 10 HP 93/93| BP: 31/31 | Spells: 1st: 7/7, 2nd: 5/5, 3rd: 3/4 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 over and casts Cure Critical Wounds on Gozrek.

Cure Critical Wounds: 4d8 + 10 ⇒ (5, 6, 4, 6) + 10 = 31

"We need you strong, my friend."


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

Isolated and injured, the babau drops the spear and lashes out with tooth and claw, ripping the head of the summoned ant from its body.

Claw @ Augrym: 1d20 + 12 ⇒ (3) + 12 = 15 MISS

Claw @ Ant: 1d20 + 12 ⇒ (20) + 12 = 32 THREAT Confirm: 1d20 + 12 ⇒ (15) + 12 = 27 Critical Damage: 2d6 + 10 ⇒ (2, 3) + 10 = 15

Bite @ Unrak: 1d20 + 12 ⇒ (7) + 12 = 19 MISS

Round IV
3. Taranis (81/91 hp), Tess (45/80 hp)

Round V
1. Gozrek (sickened), Augrym (63/106 hp), Unrak (89/115 hp), Delnin (sickened, 55/84 hp; Lobo sickened, 65/97 hp), Bytor (sickened, 62/93 hp)
2. Babau (orange 64 dmg)


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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|

Taranis nods to Gozrek, delaying his own move in favor of those closer:

The lad takes an invisible bolestra towards the remaining fiend:

Rapier 1: 1d20 + 10 + 1 - 2 ⇒ (20) + 10 + 1 - 2 = 29 THREAT
Rapier 1 Confirm: 1d20 + 10 + 1 - 2 ⇒ (15) + 10 + 1 - 2 = 24 for DMG: 2d6 + 2 + 3d6 - 2 ⇒ (1, 4) + 2 + (5, 4, 4) - 2 = 18 and Bleed 3 and Bewildered for -2 on AC
Rapier Reflex: 1d20 + 11 - 2 ⇒ (7) + 11 - 2 = 16
Rapier Haste: 1d20 + 10 + 1 - 2 ⇒ (6) + 10 + 1 - 2 = 15


Female Half-Elf Eldritch Knight 10 | 44/80 HP | Init: +7 | AC: 20 (25) T: 11 (12), FF: 19 (23) | Perception +12 | F: +10, R: +5, W: +9 (+2 vs Enchantment) | CMB: +9 | CMD: 22 (21FF) | Effects: Shield, Haste, Inspire Courage

Senses returning, Tess hastily steps toward the remaining demon and lashes out with her blade. "Die, fiend!"

Greatsword +1 vs Babau: 1d20 + 16 ⇒ (6) + 16 = 22
Damage (S): 2d6 + 10 ⇒ (2, 4) + 10 = 16

Greatsword +1 vs Babau: 1d20 + 11 ⇒ (6) + 11 = 17
Damage (S): 2d6 + 10 ⇒ (6, 6) + 10 = 22

Greatsword +1 (Haste) vs Babau: 1d20 + 16 ⇒ (17) + 16 = 33
Damage (S): 2d6 + 10 ⇒ (3, 1) + 10 = 14


M Human Bloodrager L10 HP 79/115(109/145) AC 25(23) F 14 R 10 W 9 Init +7
Rage FA:
[dice=Attack]d20+15[/dice] [dice=Dam]2d6+18[/dice][dice=Attack]d20+10[/dice] [dice=Dam]2d6+18[/dice]
Magic L1:3/3 L2:1/2; L3 2/2 Destined Strike (+5) 2/3

Sensing the end, his blood up, Unrak roars in triumph as he hacks at the demon, trying to get the kill!!

Attack: 1d20 + 15 + 2 + 1 ⇒ (12) + 15 + 2 + 1 = 30
Dam: 2d6 + 18 + 3 ⇒ (6, 3) + 18 + 3 = 30

Attack, Destined Strike: 1d20 + 10 + 2 + 1 + 5 ⇒ (7) + 10 + 2 + 1 + 5 = 25
Dam: 2d6 + 18 ⇒ (6, 4) + 18 = 28

Haste Attack: 1d20 + 15 + 2 + 1 ⇒ (15) + 15 + 2 + 1 = 33
Dam: 2d6 + 18 + 3 ⇒ (4, 3) + 18 + 3 = 28

weapon reflex: 1d20 + 10 + 1 ⇒ (18) + 10 + 1 = 29

weapon reflex: 1d20 + 10 + 1 ⇒ (15) + 10 + 1 = 26

weapon reflex: 1d20 + 10 + 1 ⇒ (5) + 10 + 1 = 16


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

Tess is quickest with her blade, putting a final end to the threat! Though 2 Reflex saves are needed for your sword.

For this hard-fought victory, each Huntsman earns 2,135 XP.

After a few moments to catch your breath, you notice that there are no visible exits from the room---save the passageway where you came in.


male Halfling Ranger 10 (HPs 78/84 AC23 FF17 T18, Init +8, F+11, R+15, W+7, Percep+17)

Delnin first takes stock of injuries on Lobo and himself.

The ranger then takes a moment to move forward and collect arrows. He also studies the downed body of the demon, looking for weak points in the physiology of the accursed form.


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 a little sad that he didn't get the final blow of revenge in the room. He spits on the corpse before taking everything of value.


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

The demon disappears when the final blow is struck. On each of the black-robed women, Gozrek finds little except bloodshot glass eyes, pouches with spell components, and daggers that feel unnaturally sharp. Two +2 Keen daggers in total.


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 affixes one of the daggers to his belt and raises his eyebrows to the others to see who wants the other one.

There's an unclaimed Ring of Evasion?! I think Delnin should take it.


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male Halfling Ranger 10 (HPs 78/84 AC23 FF17 T18, Init +8, F+11, R+15, W+7, Percep+17)
Gozrek Fletcher wrote:

Gozrek affixes one of the daggers to his belt and raises his eyebrows to the others to see who wants the other one.

There's an unclaimed Ring of Evasion?! I think Delnin should take it.

If people are passing out magic rings, Delnin will accept. Its the polite thing to do.


(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

"Come, let us tend to our wounds and press on. I am eager to be done here."

He begins administering quick help with a wand:

CLW on Taranis: 2d8 + 2 ⇒ (3, 2) + 2 = 7


M Human Bloodrager L10 HP 79/115(109/145) AC 25(23) F 14 R 10 W 9 Init +7
Rage FA:
[dice=Attack]d20+15[/dice] [dice=Dam]2d6+18[/dice][dice=Attack]d20+10[/dice] [dice=Dam]2d6+18[/dice]
Magic L1:3/3 L2:1/2; L3 2/2 Destined Strike (+5) 2/3

I'll take some of that healing if anyone's doling it out...but hang on. I'm not satisfied that there's nothing else here.

Unrak takes his time to look around for the secret door he's sure is there.

I'm willing to take 20 on a search, for a 33. Anyone want to join me to reduce the time?


Female Half-Elf Eldritch Knight 10 | 44/80 HP | Init: +7 | AC: 20 (25) T: 11 (12), FF: 19 (23) | Perception +12 | F: +10, R: +5, W: +9 (+2 vs Enchantment) | CMB: +9 | CMD: 22 (21FF) | Effects: Shield, Haste, Inspire Courage

Reflex save for Weapon: 1d20 + 5 ⇒ (7) + 5 = 12
Reflex save for Weapon: 1d20 + 5 ⇒ (7) + 5 = 12


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

Bytor joins Unrak in searching.

Perception: 1d20 + 12 ⇒ (14) + 12 = 26


male Halfling Ranger 10 (HPs 78/84 AC23 FF17 T18, Init +8, F+11, R+15, W+7, Percep+17)

The ranger whips out his CLWs wand and starts sending healing magic into Lobo and himself.

Lobo CLWs 4d8 + 4 ⇒ (2, 7, 7, 7) + 4 = 27 4 charges 92 out of 97 hps

Delnin 4d8 + 4 ⇒ (8, 2, 3, 6) + 4 = 23 4 more charges for 8 total, 78 hps for Delnin


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

The demon's slimy exterior does a number on Tess's weapon. Acid: 2d8 ⇒ (5, 2) = 7 if each is less than the weapon's hardness, ignore the damage

While other's tend to their wounds, Unrak and Bytor begin a methodical search of the large room's walls. I will take a Will save from each of you.


M Human Bloodrager L10 HP 79/115(109/145) AC 25(23) F 14 R 10 W 9 Init +7
Rage FA:
[dice=Attack]d20+15[/dice] [dice=Dam]2d6+18[/dice][dice=Attack]d20+10[/dice] [dice=Dam]2d6+18[/dice]
Magic L1:3/3 L2:1/2; L3 2/2 Destined Strike (+5) 2/3

Will: 1d20 + 9 ⇒ (6) + 9 = 15

i swear to Odin this effing dicebot...


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

Will Save: 1d20 + 8 ⇒ (18) + 8 = 26


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

Running his hand along the southern wall, Bytor discovers that part of the rock is illusory---after a moment's concentration, his vision clears to see cold, iron double doors.

They do not budge when pushed.

GM:
1d2 ⇒ 1


male Halfling Ranger 10 (HPs 78/84 AC23 FF17 T18, Init +8, F+11, R+15, W+7, Percep+17)

The halfling moves over to the stonedoors. While waiting for the rogue to also come lend a hand, he gives it an inspection.

Perception 1d20 + 17 ⇒ (8) + 17 = 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|

Gozrek steps up and examines the doors for traps before working through how to open them:
Perception v. Traps: 1d20 + 20 ⇒ (7) + 20 = 27
Disable Device: 1d20 + 20 ⇒ (9) + 20 = 29
Disable Device: 1d20 + 20 ⇒ (6) + 20 = 26
Disable Device: 1d20 + 20 ⇒ (17) + 20 = 37


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

The doors do not appear to be trapped, so Gozrek sets to work. He breaks two picks before finding success with a third.

Beyond the doors is a long chamber with four boulders of varying size lying haphazardly near the door. At the far end, progressively larger steps rise toward another set of iron doors. Each step bears a round depression of the same size as one of the boulders at the bottom.

The boulders are of such a size and shape that up to 2 people can work together (with one using Aid Another) to move a stone to the correct position. The Strength check DCs get progressively harder the larger the boulder, and it takes ~1 minute to move any single boulder on a successful check.


M Human Bloodrager L10 HP 79/115(109/145) AC 25(23) F 14 R 10 W 9 Init +7
Rage FA:
[dice=Attack]d20+15[/dice] [dice=Dam]2d6+18[/dice][dice=Attack]d20+10[/dice] [dice=Dam]2d6+18[/dice]
Magic L1:3/3 L2:1/2; L3 2/2 Destined Strike (+5) 2/3

Unrak moves to the first boulder, and nods wordlessly to Augrym to join him. The big warrior then tilts his head, giving Augrym the choice of whether to take the lead, or to assist Unrak's attempt.

We're equal Str mods, so you can pick if you want to lead or aid, Matt


male Halfling Ranger 10 (HPs 78/84 AC23 FF17 T18, Init +8, F+11, R+15, W+7, Percep+17)
Unrak "Dreadful Bear" Redleaf wrote:

Unrak moves to the first boulder, and nods wordlessly to Augrym to join him. The big warrior then tilts his head, giving Augrym the choice of whether to take the lead, or to assist Unrak's attempt.

We're equal Str mods, so you can pick if you want to lead or aid, Matt

The halfling pulls a rope from his pack and starts making some loops and knots. He begins tying one end to a boulder and another to Lobo. He looks to Unrack. The pup is pretty strong…


male Canis Lupus Wolf 10 (Hps 92/97, AC24 FF20 T14, Fort+10 Ref+9 Will+4, Percep+6)

Does Lobo get any bonuses for having 4 legs?

The large wolf doesnt seem to fuss over being called to pulling duty.

Strength 1d20 + 7 ⇒ (4) + 7 = 11

1d20 + 7 ⇒ (17) + 7 = 24

1d20 + 7 ⇒ (3) + 7 = 10


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 attempts to aid the dog.

Strength check: 1d20 + 4 ⇒ (10) + 4 = 14
Strength check: 1d20 + 4 ⇒ (10) + 4 = 14
Strength check: 1d20 + 4 ⇒ (5) + 4 = 9


M Human Bloodrager L10 HP 79/115(109/145) AC 25(23) F 14 R 10 W 9 Init +7
Rage FA:
[dice=Attack]d20+15[/dice] [dice=Dam]2d6+18[/dice][dice=Attack]d20+10[/dice] [dice=Dam]2d6+18[/dice]
Magic L1:3/3 L2:1/2; L3 2/2 Destined Strike (+5) 2/3
Delnin SureShot wrote:
The pup is pretty strong…

*blink* *blink* Holy sh1t, indeed!!


Female Half-Elf Eldritch Knight 10 | 44/80 HP | Init: +7 | AC: 20 (25) T: 11 (12), FF: 19 (23) | Perception +12 | F: +10, R: +5, W: +9 (+2 vs Enchantment) | CMB: +9 | CMD: 22 (21FF) | Effects: Shield, Haste, Inspire Courage

Tess retrieves a wand with some curative magic on it. She looks to Taranis for assistance while the others busy themselves with illusions, locked gates, and large boulders.
"A few charges should suffice for the collection of wounds I've earned."
Cure Light Wounds (Wand): 1d8 + 1 ⇒ (2) + 1 = 3
Cure Light Wounds (Wand): 1d8 + 1 ⇒ (6) + 1 = 7
Cure Light Wounds (Wand): 1d8 + 1 ⇒ (6) + 1 = 7
Cure Light Wounds (Wand): 1d8 + 1 ⇒ (6) + 1 = 7
Cure Light Wounds (Wand): 1d8 + 1 ⇒ (5) + 1 = 6
Cure Light Wounds (Wand): 1d8 + 1 ⇒ (8) + 1 = 9

She smiles, thanks the bearded druid, and takes her wand back.

As the group works on clearing the way, Tess casts a spell to detect the presence of magic, looking about the area.
Cast Detect Magic

"I think you will want to start with the largest stone first."


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

Unless I am really failing my Engineering check, I am very unclear on how a rope is going to allow the wolf to roll a spherical stone? (And the DC for dragging one is much much higher than rolling...) Willing to hear you out here.

Augrym gives the smallest stone a few pushes. It rocks a couple of times, but settles back after a moment's strain before Tess speaks up.

Going to need to do better than 14.


(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 shakes his head a little bit. "Not all my muscle changes, but I can try. Follow along and lend me your Aid"

A moment later the Duke turns into a huge elephant and begins pushing...

STR: 1d20 + 6 ⇒ (15) + 6 = 21
STR: 1d20 + 6 ⇒ (20) + 6 = 26
STR: 1d20 + 6 ⇒ (7) + 6 = 13
STR: 1d20 + 6 ⇒ (1) + 6 = 7
STR: 1d20 + 6 ⇒ (3) + 6 = 9


male Canis Lupus Wolf 10 (Hps 92/97, AC24 FF20 T14, Fort+10 Ref+9 Will+4, Percep+6)
GMTrex wrote:

Unless I am really failing my Engineering check, I am very unclear on how a rope is going to allow the wolf to roll a spherical stone? (And the DC for dragging one is much much higher than rolling...) Willing to hear you out here.

Augrym gives the smallest stone a few pushes. It rocks a couple of times, but settles back after a moment's strain before Tess speaks up.

Going to need to do better than 14.

I can't think of a better way pulling w/ a rope. Can the wolf push w/ his shoulder?


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16
Lobo LongStep wrote:
I can't think of a better way pulling w/ a rope. Can the wolf push w/ his shoulder?

I suppose, but then again it hard to see a wolf knowing what exactly you want him to do. A wildshaped druid has no such issue, however!

The druidephant swells to occupy most of the narrow chamber. He ably guides the first stone into the smallest aperture, where it descends with a satifying *click*. The second stone he likewise pushes into its proper place (perhaps with a little guiding help from his brother), and there is a second satisfying *click*.

The next three minutes he spends struggling to get his grey-skinned shoulder in the right spot to move the third stone. Two down, two to go.


(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

3 Minutes?! Using his trunk, he pushes others to help.

STR: 1d20 + 7 ⇒ (10) + 7 = 17
STR: 1d20 + 7 ⇒ (19) + 7 = 26
STR: 1d20 + 7 ⇒ (20) + 7 = 27


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16
Taranis Redleaf wrote:
3 Minutes?!

It takes 1 minute per attempt (the text is just flavor).

GM wrote:
The boulders are of such a size and shape that up to 2 people can work together (with one using Aid Another) to move a stone to the correct position. The Strength check DCs get progressively harder the larger the boulder, and it takes ~1 minute to move any single boulder on a successful check.

Taraniphant struggles for another minute, getting the third boulder partway up the steps before losing control of it; it settles back near the bottom step. His next attempt is more successful, however, and the third stone settles into place with another satisfying *click*.

He turns back for the fourth and final stone. After a few steps down the terraced steps, there is a much louder, much more ominous *CLICK*. All of the steps suddenly shift, sloping together to form a single long slide from the top of the room to the bottom... and releasing the three stones already settled further uphill.

They rapidly crash into the party assembled below! Rolling Boulder Trap (Bludgeoning Damage): 9d6 ⇒ (1, 6, 3, 6, 5, 1, 5, 5, 4) = 36 hits everyone, DC 25 Reflex for half (or none with Evasion!)


M Human Bloodrager L10 HP 79/115(109/145) AC 25(23) F 14 R 10 W 9 Init +7
Rage FA:
[dice=Attack]d20+15[/dice] [dice=Dam]2d6+18[/dice][dice=Attack]d20+10[/dice] [dice=Dam]2d6+18[/dice]
Magic L1:3/3 L2:1/2; L3 2/2 Destined Strike (+5) 2/3

Ref: 1d20 + 10 ⇒ (10) + 10 = 20

Unrak is caught with his hands on his knees, catching his breath...


Female Half-Elf Eldritch Knight 10 | 44/80 HP | Init: +7 | AC: 20 (25) T: 11 (12), FF: 19 (23) | Perception +12 | F: +10, R: +5, W: +9 (+2 vs Enchantment) | CMB: +9 | CMD: 22 (21FF) | Effects: Shield, Haste, Inspire Courage

Reflex save: 1d20 + 5 ⇒ (7) + 5 = 12
Tess simply cannot move fast enough to avoid the boulders.


(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

REF: 1d20 + 6 ⇒ (20) + 6 = 26


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 + 11 + 3 ⇒ (11) + 11 + 3 = 25


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 + 10 ⇒ (19) + 10 = 29


male Canis Lupus Wolf 10 (Hps 92/97, AC24 FF20 T14, Fort+10 Ref+9 Will+4, Percep+6)

Reflex 1d20 + 9 ⇒ (9) + 9 = 18


male Halfling Ranger 10 (HPs 78/84 AC23 FF17 T18, Init +8, F+11, R+15, W+7, Percep+17)

Reflex 1d20 + 15 ⇒ (9) + 15 = 24


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

Reflex Saving Throw: 1d20 + 10 ⇒ (12) + 10 = 22


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

The badly battered heroes stagger to their feet with bruised muscles and more than a few cracked bones.

The doors at the far end of the room have swung open, at least.

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