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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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)

The cat continues to savage the bandit:

Bite: 1d20 + 4 ⇒ (15) + 4 = 19 for DMG: 1d6 + 2 ⇒ (3) + 2 = 5
Left Claw: 1d20 + 4 ⇒ (6) + 4 = 10 MISS
Right Claw: 1d20 + 4 ⇒ (10) + 4 = 14 Assumed MISS


AC: +13, T: +11, FF: +12 | Fort +2 / Reflex: 4 / Will: +6 (+2 vs. Ench.) | Max HP: 33 | Character Sheet | Tactical Map | TCELES B HSUP | Quests

    Round the First
  • Current HPs: 20/20

A small stone in the center of Zed’s palm rotates in fits and starts, with each rotation, it gains in bulk with a grinding sound as though from deep within the earth. Within a moment, the amalgamation of stones and dirt surges from his hand and grows into a stony representation of the essence of Earth itself, an elemental! This hulking, roughly humanoid creature of dirt and stone is faceless save for two glowing gemstone eyes.

Power Attack Slam!: 1d20 + 6 + 1 + 2 ⇒ (5) + 6 + 1 + 2 = 14 for 1d6 + 4 + 2 ⇒ (1) + 4 + 2 = 7 damage.

Link to Stats

Academae Graduate Fort DC 17 or Fatigued
Saving Throw!: 1d20 ⇒ 2 plus...
Fort: +1 | Ref: +3 | Will +5 / +7 vs. Enchantments

Zed is Fatigued

The earth elemental should be 2 squares east of Unrak, attacking Mr. Purple.


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

I will move into flanking and then attack. I will take the AoO

attack: 1d20 + 11 ⇒ (14) + 11 = 251d8 + 6 + 1d6 ⇒ (3) + 6 + (3) = 12

The 1d6 is from Precise Strike


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

Unrak guts the nearest bandit with ease, and Augrym matches him kill for kill. Zed conjures a being of stone incarnate and sets it against the would-be-robbers. A skull cracks and splinters. Toth sinks his teeth deep into bandit flesh, and finishes with a rake (1d4 + 3 ⇒ (3) + 3 = 6) across the man's throat. All but the leader are dead in seconds.

Out of initiative! Each Huntsman earns 150 XP.

"Besmara's t*ts!" the man curses, eyes widening in fear. "I, uhhh, don't know those 'uns... ummm, you can pass." He starts to back away slowly...


(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 immediately stares intently at the man. Without turning away he calls Toth to his side. The cat growls in harmony with the druid's expression. "Then speak truthfully now. Know that my half-orc friend next to me is an inquisitor of Dead-eye and can see your very heart. Are you with the Stag Lord?"

Taranis takes a moment to nod towards his brother and Zed as they check the fallen for not only valuables, but also identification.


M Human Bloodrager L10 HP 106/115(136/145) 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 L1:1/3 L2:0/2; L3 0/2 Destined Strike (+5) 1/3

Unrak nods back, the unspoken communication clear. He glares at the standing bandit, wiping his sword on the corpse of the man he felled, then looks for valuables & anything that might identify these bozos.


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

"Ummm.... no...." the man replies, trying to tear off an amulet and drop it quietly to the forest floor. He continues to back away.

The dead have mundane shortswords and shortbows, leather armor, and 62 gold between them.


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 turns his stern gaze towards the bandit.

Seems pretty obvious he’s lying but I’ll go ahead and roll anyway.

Sense Motive: 1d20 + 12 ⇒ (9) + 12 = 21

”He is clearly telling lies good leader friend Taranis. Every bandit in the area surely knows the Stag Lord filth.’’


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

Indeed, the silver stag's skull amulet that he dropped on the ground is easy to spot.


M Human Bloodrager L10 HP 106/115(136/145) 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 L1:1/3 L2:0/2; L3 0/2 Destined Strike (+5) 1/3

Unrak draws his great blade upon seeing the Stag amulet. He gives Taranis a surreptitious wink, then strides over toward the erstwhile bandit. Do I get to make him talk this time??


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

”My vote would be for yes crazy friend Unrak.”

Augrym will look around for tracks leading back to their camp. If possible, I will take 20 for a total of 31.

If this is not possible, here is the roll:

Track: 1d20 + 11 ⇒ (8) + 11 = 19


AC: +13, T: +11, FF: +12 | Fort +2 / Reflex: 4 / Will: +6 (+2 vs. Ench.) | Max HP: 33 | Character Sheet | Tactical Map | TCELES B HSUP | Quests

Zed orders his elemental to cut off the man's retreat. Behind him, 2 gemstones peer vacantly at the bandit leader's back.

Grand Lodge

Male Human Male Warpriest 8 (HP: 62/62), Init: +4, AC: 22 T: 12, FF: 20, Perception +6, F: +8, R: +5, W: +11, CMB: +8, CMD: 23

Marc slow moves around the bandit.
"Erastil, does not condone torture and you know it, Unrak." Marc adds,"expecailly what you did to the last bandit that didn't spill his guts..." Marc shrugs and sighs." It took all evening to clean up the mess."


M Human Bloodrager L10 HP 106/115(136/145) 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 L1:1/3 L2:0/2; L3 0/2 Destined Strike (+5) 1/3

Iyou said “spill his guts...


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

The man freezes in place and keeps checking over his shoulder at the elemental. Which disappears! Marc is there to take its place. "I swear! I never met the Stag Lord! I don't owe him nothin'!"

Asking a bandit about his loyalties may be less fruitful than about what he knows.


(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

"Tell us everything you know. Everything. How many in his retinue, where his base is. Everything."


M Human Bloodrager L10 HP 106/115(136/145) 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 L1:1/3 L2:0/2; L3 0/2 Destined Strike (+5) 1/3

Unrak steps up to Taranis and whispers Maybe you should offer his freedom, point him toward Oleg's place for some good work, if he gives up the goods...and swears off banditry


(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

"After he answers brother."


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

"I never met 'im, I swear!" Gone is the confident highwayman you met moments ago. "I only went to his 'castle' every month to pay dues so I wouldn't get gutted! Like you'll be if he catches you out here..." The man swallows. "He lives down south by the Tuskwater... though 'lives' might be generous. Heard he's drunk all the time, I have, from his mates themselves! An' always mutterin' about some 'lady' no one's ever seen. Beats 'is men when they ask questions. I don't go there unless I have 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

"I want you to swear off banditry, as my brother suggested. There is honest work coming to these lands. You'll find a full belly and steady purpose beats out this life. Go. Go North to Oleg's and ask for a job. It might start small and smelly, but if you have skills." Taranis looks the man over, "Do you have skills you can hone? Regardless, you'll find something. Go."

Taranis snatches up the stag necklace and lets the man go if no one else stops him.

-------------------------

I don't mean to assume, just looking to keep some momentum. I still think we should go to the Tatzylwyrms SW of here.


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

Before he leaves, Augrym will Detect Evil. If he is evil, I will interject and tell everyone he should die and we definitely shouldn’t send him to Oleg’s.


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

Augrym does, in fact, sense evil in his heart.

Make a decision on what to do with him, then where to go (one vote for tatzylwyrm den so far).


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AC: +13, T: +11, FF: +12 | Fort +2 / Reflex: 4 / Will: +6 (+2 vs. Ench.) | Max HP: 33 | Character Sheet | Tactical Map | TCELES B HSUP | Quests

Zed appears lost in his thoughts. He is waging an in-depth philosophical debate with himself over the moral ramifications involved. If he KNOWS a man is evil, does that change the calculus of life or death? Is his nature coupled with his crimes of banditry sufficient to pass a sentence of death? Practical matters, such as the likelihood the man will continue the pattern of his past behavior and return to a life of crime, weight heavily on Zed's mind.

Ultimately the party's charter would argue in favor of taking affirmative steps to explore and to "Strive against banditry" but the charter also qualifies the capital crime as "unrepentant" banditry.

Zed seems willing to continue his internal interlocutory indefinitely. But he needs one more bit of data... is the man unrepentant, or can we believe his intent to straighten his crooked path?

Sense Motive: 1d20 + 2 ⇒ (9) + 2 = 11

Never having been as socially intuitive as his King, (lol, if you know Odric that is hilarious) Zed is a little unsure of just how far from the threat of "sword or rope" the man can be trusted...

"If we are to believe this man, I support allowing him to seek gainful employment and a life of meaningful toil. However, I leave it to you if we as a group judge him to be truly repentant. I either think so or not, depending on how well I can Sense his Motives, pending adjudication..."

Zed looks up at the sky expectantly, while his companions and the bandit share a series of confused glances with one another.

"If we do judge him unrepentant, I'd like to see his execution bear the trappings of a lawful procedure, if only to abide with the spirit of our charter to bring a semblance of order to this wilderness."

2 votes for Hardword Den


M Human Bloodrager L10 HP 106/115(136/145) 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 L1:1/3 L2:0/2; L3 0/2 Destined Strike (+5) 1/3

Unrak waits for Marc to make his intentions known.

3 for HWD


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

4 for HWD

”I believe him to be unrepentant based on what I sense in him. There are those who do evil deeds because they are evil and those who do evil deeds out of necessity. This one wreaks of evil. Some bandits will not though, and those should seek gainful employment.”

Augrym aims his sword at the bandit.

”Say the word and I shall execute the decision of the group.”


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

The bandit decides not to wait. Still armed, he slashes at Marc in an attempt to escape and gets a guisarm for his trouble. The man makes it a few dozen yards before Toth catches up to him and puts an end to the struggle.

2d100 ⇒ (61, 84) = 145

The team follows the Skunk river southwest. Coming around a bend, you spot several sandy islets that have formed a makeshift dam across the slow-flowing river. Basking in the sun on one islet is a great tatzylwyrm!

Instantly aware of your presence, the wyrm rears up and hisses angrily at your intrusion!

Initiative!:

Augrym: 1d20 + 4 ⇒ (20) + 4 = 24 +2 if Surprise
Marc: 1d20 + 4 ⇒ (1) + 4 = 5
Taranis: 1d20 + 2 ⇒ (15) + 2 = 17
Unrak: 1d20 + 3 ⇒ (5) + 3 = 8
Zed: 1d20 + 8 ⇒ (19) + 8 = 27
Hostiles: 1d20 + 2 ⇒ (9) + 2 = 11

The detritus across the islands is considered difficult terrain, but is otherwise traversible.

Round 1
1. Zed, Augrym, Taranis
2. Tatzylwrym
3. Unrak, Marc


AC: +13, T: +11, FF: +12 | Fort +2 / Reflex: 4 / Will: +6 (+2 vs. Ench.) | Max HP: 33 | Character Sheet | Tactical Map | TCELES B HSUP | Quests

OOC- I don't see us on the map. is it possible to maybe back away and avoid a fight? Pending ruling before I post my action...


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

Scroll down on the map. : )

As for backing away, you can try. No guarantee though. You do know that tatzylwyrms are territorial.


AC: +13, T: +11, FF: +12 | Fort +2 / Reflex: 4 / Will: +6 (+2 vs. Ench.) | Max HP: 33 | Character Sheet | Tactical Map | TCELES B HSUP | Quests

Hmmm.... what else do I know about TrexlerWorms?

Know: Nature: 1d20 + 9 ⇒ (5) + 9 = 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

For starters, I don't think they're (Nature). I think we already rolled... Anyway, is this the same day? It affects my spellcasting.


AC: +19, T: +14, FF: +15 (+1 vs. Traps) | Fort +3 / Reflex: +9 (+1 vs. Traps) / Will: +2 | Max HP: 45 | Character Sheet | Piranha | Tactical Map |TCELES B HSUP!

Knowledge (Arcana)*: +11
Knowledge (Nature)*: +9
Knowledge (Planes)*: +10


(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 keep it moving. If it's a new day, I'll cast Barkskin. If it's not a new day, I'll cast Flame Blade.


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 with a command from Taranis, moves up to guard his master.


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

What Zed knows can be found here.

New day. Today is now 3rd Gozran.

Taranis hardens his skin with druid magic. Zed and Augrym get ready to...

Round 1
1. Zed, Augrym, Taranis
2. Tatzylwrym
3. Unrak, Marc


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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

”Look at this beautiful creature. Dragons are such majestic creatures that it seems a shame to kill them. Luckily, shame is not something that guides my sword.”

Move forward, study target and knowledge Arcana.

Knowledge: 1d20 + 9 ⇒ (13) + 9 = 22


AC: +13, T: +11, FF: +12 | Fort +2 / Reflex: 4 / Will: +6 (+2 vs. Ench.) | Max HP: 33 | Character Sheet | Tactical Map | TCELES B HSUP | Quests
GMTrex wrote:
What Zed knows can be found here.

Sorry... Zed suddely remembers back about 2 weeks ago when he knew about these things... ;-)

    Round the First
  • Current HPs: 20/20

Zed prepares for combat by summoning his inner magical reserves. A small stone in the center of Zed’s palm rotates in fits and starts, with each rotation, it gains in bulk with a grinding sound as though from deep within the earth. Within a moment, the amalgamation of stones and dirt surges from his hand and grows into a stony representation of the essence of Earth itself, an elemental! This hulking, roughly humanoid creature of dirt and stone is faceless save for two glowing gemstone eyes.

Power Attack Slam!: 1d20 + 6 + 1 + 1 ⇒ (19) + 6 + 1 + 1 = 27 for 1d6 + 4 + 2 + 1 ⇒ (4) + 4 + 2 + 1 = 11 damage.

Link to Stats

Academae Graduate DC 17 (Fort) or Zed is Fatigued.

Saving Throw!: 1d20 ⇒ 12 plus...
Fort: +1 | Ref: +3 | Will +5 / +7 vs. Enchantments

Zed is Fatigued

The Summoned Monster should be 10 squares west and 6 squares north of Zed.

Paizo wrote:


Small Earth Elemental
Alignment & Size: N Small (4 ft. long, 80 lbs.)
Init -1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4

DEFENSE
AC 17, touch 10, flat-footed 17
hp 13
Fort +4, Ref -1, Will +3
Defensive Abilities Immune elemental traits:
[list]

  • Immunity to bleed, paralysis, poison, sleep effects, and stunning.
  • Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack.
  • Proficient with natural weapons only, unless generally humanoid in form, in which case proficient with all simple weapons and any weapons mentioned in its entry.
  • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Elementals not indicated as wearing armor are not proficient with armor. Elementals are proficient with shields if they are proficient with any form of armor.
  • Elementals do not breathe, eat, or sleep.

    OFFENSE
    Speed 20 ft., burrow 20 ft., earth glide
    Melee slam +6 (1d6+4)
    Special Attacks earth mastery

    STATISTICS
    Str 16, Dex 8, Con 13, Int 4, Wis 11, Cha 11
    Base Atk +2; CMB +4; CMD 13
    Feats Improved Bull Rush, Power Attack
    Skills Appraise +1, Climb +7, Knowledge (dungeoneering) +1, Knowledge (planes) +1, Perception +4, Stealth +7
    Languages Terran

    SPECIAL ABILITIES
    Earth Glide (ex): A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round (DC 15 Fort Negates).
    Earth Mastery: +1 attack and damage if both the opponent and the elemental are touching the ground. If opponent is airborne or waterborne,, take a -4 penalty on attack and damage. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. (These modifiers are not included in the statistics block.)


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

    Zed's mighty elemental strikes a wicked blow! Augrym, too, recalls that tatzylwyrms have a poisonous breath.

    The sun-bathing tatzylwyrm strikes back at the elemental.

    Bite @ Elemental: 1d20 + 5 ⇒ (2) + 5 = 7 MISS

    Another wyrm, the sun-bather's mate, erupts from the detritus and engages Augrym!

    Bite @ Elemental: 1d20 + 5 ⇒ (2) + 5 = 7 MISS

    This should be quick, lol.

    Round 1
    1. Zed, Augrym, Taranis
    2. Tatzylwryms (pink @ 11 dmg)
    3. Unrak, Marc

    Round 2
    1. Zed, Augrym, Taranis
    2. Tatzylwryms (pink @ 11 dmg)
    3. Unrak, Marc


    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 does an end around to flank. Double move, no AoO unless I miscounted which squares were difficult.


    (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

    "Toth! Flank!" Taranis knows he shouldn't take up a valuable tactical position over his brother, so he tries to aid with a sling stone:

    Sling: 1d20 + 4 - 4 ⇒ (3) + 4 - 4 = 3 When the sling misses, he repositions for back up.


    AC: +13, T: +11, FF: +12 | Fort +2 / Reflex: 4 / Will: +6 (+2 vs. Ench.) | Max HP: 33 | Character Sheet | Tactical Map | TCELES B HSUP | Quests

      Round the Second
    • Current HPs: 20/20
    • Rocky's HPs: 13/13

    Zed aims his Wand of Magic Missiles at the TaterTotWyrm and allows a bit of magic to flow from his band to the smoothly polished wand...

    Wand of Magic Missiles (CL: 3; Charges: 28: 2d4 + 2 ⇒ (1, 4) + 2 = 7

    The arcane bolts streak unerringly past his elemental and sink into the creature's scaly hide!

    Meanwhile, the stones and mud bound together as a creature of mayhem from the elemental plane of Earth slam into the dragon-kin again! (Or not lol)

    Slam!: 1d20 + 6 + 1 + 2 ⇒ (2) + 6 + 1 + 2 = 11 for 1d6 + 4 + 2 + 1 ⇒ (4) + 4 + 2 + 1 = 11 damage!


    M Human Bloodrager L10 HP 106/115(136/145) 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 L1:1/3 L2:0/2; L3 0/2 Destined Strike (+5) 1/3

    Unrak hustles over, blade drawn on the way double move


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

    Zed puts his new wand to good use! His elemental fumbles a bit, while Toth and Unrak get into position. Taranis sends a stone whistling through the trees.

    Round 1
    1. Zed, Augrym, Taranis
    2. Tatzylwryms (pink @ 18 dmg)
    3. Unrak, Marc

    Round 2
    1. Zed, Augrym, Taranis
    2. Tatzylwryms (pink @ 18 dmg)
    3. Unrak, Marc


    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

    ”You did not need to die today. But now you will. Life is all the choices we make.”

    attack: 1d20 + 12 ⇒ (3) + 12 = 151d8 + 6 ⇒ (6) + 6 = 12


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

    Augrym cuts deep on the surprise wyrm!

    Round 1
    1. Zed, Augrym, Taranis
    2. Tatzylwryms (pink @ 18 dmg, green @ 12 dmg)
    3. Unrak, Marc

    Round 2
    1. Zed, Augrym, Taranis
    2. Tatzylwryms (pink @ 18 dmg, green @ 12 dmg)
    3. Unrak, Marc

    Grand Lodge

    Male Human Male Warpriest 8 (HP: 62/62), Init: +4, AC: 22 T: 12, FF: 20, Perception +6, F: +8, R: +5, W: +11, CMB: +8, CMD: 23

    Marc hears the words "dragon" and get excited. He moves toward the group and asks for Erastil's blessing on all of them. They then readies to strike anything in range.

    Attacks of Opportunity:

    1st
    attack on green: 1d20 + 8 ⇒ (9) + 8 = 17
    damage?: 2d4 + 6 ⇒ (2, 4) + 6 = 12
    2nd
    attack on green: 1d20 + 8 ⇒ (12) + 8 = 20
    damage?: 2d4 + 6 ⇒ (3, 1) + 6 = 10
    3rd
    attack on green: 1d20 + 8 ⇒ (7) + 8 = 15
    damage?: 2d4 + 6 ⇒ (1, 4) + 6 = 11


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

    The tatzylwyrms continue to defend their turf!

    Bite @ Augrym: 1d20 + 5 ⇒ (10) + 5 = 15 MISS

    Bite @ Elemental: 1d20 + 5 ⇒ (10) + 5 = 15 MISS

    Fortunately, leather and stone are enough to prevent their teeth from finding purchase.

    Round 2
    1. Zed, Augrym, Taranis
    2. Tatzylwryms (pink @ 18 dmg, green @ 12 dmg)
    3. Unrak, Marc

    Round 3
    1. Zed, Augrym, Taranis
    2. Tatzylwryms (pink @ 18 dmg, green @ 12 dmg)
    3. Unrak, Marc


    (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 steps aside a bit and hurls an inanimate stone at the wyrm facing Zed's elemental. ATK: 1d20 + 4 - 4 ⇒ (7) + 4 - 4 = 7 but succeeds only in skipping the stone off the water.


    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 keeps up his attack of tooth and claw:

    Bite: 1d20 + 4 + 2 ⇒ (4) + 4 + 2 = 10 MISS
    Left Claw: 1d20 + 2 + 2 ⇒ (15) + 2 + 2 = 19 ? for DMG: 1d4 + 2 ⇒ (4) + 2 = 6
    Right Claw: 1d20 + 2 + 2 ⇒ (5) + 2 + 2 = 9 MISS


    M Human Bloodrager L10 HP 106/115(136/145) 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 L1:1/3 L2:0/2; L3 0/2 Destined Strike (+5) 1/3

    Unrak enters his battle rage & tries to take off the beastie's head in a clean blow.

    attack: 1d20 + 7 ⇒ (8) + 7 = 15
    damage: 2d6 + 7 ⇒ (3, 6) + 7 = 16


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

    Toth opens a narrow wound in the tatzylwyrm. Unrak drives his sword straight through it, putting one to rest!

    Round 2
    1. Zed, Augrym, Taranis
    2. Tatzylwryms (pink @ 18 dmg)
    3. Unrak, Marc

    Round 3
    1. Zed, Augrym, Taranis
    2. Tatzylwryms (pink @ 18 dmg)
    3. Unrak, Marc

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