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 +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

"Brother! Back up! Make the owlbear come to us! Make it close with 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

Cast Litany of Sloth on the Owlbear. Will save DC 14. I’m not sure if I’m allowed to know if it’s gone through but, I will act according to it having worked. This spell is a swift action that cause the creature to not be able to take AoO or cast defensively for 1 round.

Move and attack.

Current to hit is +15 vs Owlbear. (+2, Str +4, Flank +2, DF +2 luck, Bless +1 morale, Possessed Hand +1 insight, Studied Foe, +1, Masterwork +1, and Sword Scion +1 trait.

attack: 1d20 + 15 ⇒ (4) + 15 = 191d8 + 8 + 1d6 ⇒ (2) + 8 + (2) = 12

Augrym shouts as he strikes at the Owlbear.
’Surrender now and only the Stag Lord needs to die. There is room in this land for hard working men and opportunities for those who want to want to contribute. Erastil will forgive and watch over you if you choose the path of Old Deadeye.”


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 hears his brother--normally he'd do what was suggested without hesitating, but with the owlbear able to hit both Grym & Toth from where it stands--and with Grym in pretty crazy danger even without taking the owlbear into account--Unrak decides on striking the monster instead. Maybe he'll be at a harder angle for the Stag Lord to take another shot--that mofo hurt!!

Destined Strike!

attack: 1d20 + 7 + 1 ⇒ (1) + 7 + 1 = 9 FAAAAK YOUUUUU DICEBOT!!! that frickin' crit from before that didn't go off can be used here, can't it?!?!?!

damage: 2d6 + 10 ⇒ (1, 2) + 10 = 13


(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

Spellcasters know when their spells fail. Augrym can yell out!

IF the owlbear passes, he'll give Toth different orders.

Taranis closes with the owlbear and swings with his flame blade:

Touch: 1d20 + 2 + 1 ⇒ (18) + 2 + 1 = 21 THREAT
Confirm: 1d20 + 2 + 1 ⇒ (14) + 2 + 1 = 17 DMG if confirmed: 2d8 + 2 ⇒ (3, 8) + 2 = 13


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)

Actually it doesn't matter, I can't send Toth in first. He's still injured.

"Attack!" Toth lays into the owlbear with tooth and claw.

Bite: 1d20 + 4 + 1 ⇒ (19) + 4 + 1 = 24 for DMG: 1d6 + 2 ⇒ (4) + 2 = 6 and Acid: 1d4 ⇒ 1
Left Claw: 1d20 + 2 + 1 ⇒ (5) + 2 + 1 = 8 MISS
Right Claw: 1d20 + 2 + 1 ⇒ (5) + 2 + 1 = 8 MISS


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

As per Slack, Litany of Sloth is language-dependent so Augrym is saving his spell.

Augrym tries to sneak past the beast for a better strike, and takes a claw to the face for his trouble.

Claw AoO @ Augrym: 1d20 + 8 ⇒ (18) + 8 = 26 HIT Damage: 1d6 + 5 ⇒ (4) + 5 = 9

He returns the favor, and Marc does the same. The great animal finds itself prey instead of predator today, and will trouble you no more.

The Stag Lord and his men, however...

Taranis can do something else with his turn, if desired.

Round XXI
1. Zed, Unrak (24/40 hp), Augrym (15/30 hp), Marc, Taranis (Toth 15/21hp)
2. The Stag Lord, Stag Lord's Creatures (Jex, Davon, Auchs, Jeb, Ayles, Owlbear)


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 Twenty First
  • Current HPs: 25/25
  • Mage Armored

Zed considers the battlefield and decides to add a new piece to the board. He steps forward into the room with an enlarged Marc and casts a spell.

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 ⇒ (15) + 6 + 1 = 22 for 1d6 + 4 + 2 ⇒ (1) + 4 + 2 = 7 damage. (Attacking Yellow)

Link to Stats

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

Saving Throw!: 1d20 ⇒ 20 plus...
Fort: +1 | Ref: +3 | Will +5 / +7 vs. Enchantments

    Zed is not Fatigued

The Summoned Monster should be 3 squares west and 1 square south of Toth.

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:

  • 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

    Three squares west and one south of Toth is in another room where you have not been and cannot see. I have put the elemental next to the yellow bandit.

    Zed's summoned elemental smacks into a tubby-looking bandit who, though ready for a fight, was getting in his first breakfast of the day (a leg of fowl). A spew of surprised duckmeat splatters into the elemental's eyes.

    With a roar, the bandits fall to combat! Steel strikes against stone as the new arrival is battered by all the might they can muster!

    Shortsword @ Elemental: 1d20 + 2 ⇒ (15) + 2 = 17 HIT Damage: 1d6 + 1 ⇒ (1) + 1 = 2
    Shortsword @ Elemental: 1d20 + 2 ⇒ (12) + 2 = 14 MISS
    Shortsword @ Elemental: 1d20 + 2 ⇒ (14) + 2 = 16 MISS
    Shortsword @ Elemental: 1d20 + 2 ⇒ (18) + 2 = 20 HIT Damage: 1d6 + 1 ⇒ (1) + 1 = 2

    The Stag Lord continues his grim work. His first arrow undoes the elemental, sending it home to the Plane of Earth. The second sears past Taranis' ear and embeds itself in what is left of the roof.

    Stag Arrow @ Elemental: 1d20 + 8 + 1 - 2 ⇒ (16) + 8 + 1 - 2 = 23 HIT Damage: 1d8 + 5 + 1 + 4 ⇒ (3) + 5 + 1 + 4 = 13

    Stag Arrow @ Taranis: 1d20 + 3 + 1 - 2 + 2 ⇒ (8) + 3 + 1 - 2 + 2 = 12 MISS

    Behind the gaggle of bandits, though, the armored man stays put. He looks at Augrym, then at the Stag Lord, then at his men...

    Round XXII
    1. Zed, Unrak (24/40 hp), Augrym (15/30 hp), Marc, Taranis (Toth 15/21hp)
    2. The Stag Lord, Stag Lord's Creatures (Jex, Davon, Auchs, Jeb, Ayles, Owlbear, Fat Norry (yellow) @ 7 dmg)


    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

    Move and hit.

    Did not study target so -1/-1

    attack: 1d20 + 11 ⇒ (8) + 11 = 191d8 + 7 ⇒ (4) + 7 = 11

    ”I grow closer Stag Lord. I will claim you helm as my own as a tribute to Erastil.”

    There’s always one guy who isn’t happy at work. Hopefully the guy in back joins our side. We could use the help.


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

    Augrym cuts a wide swath along Fat Norry's waistband, and a voluminous set of intestines spill out. He hits the ground a moment later.

    Round XXII
    1. Zed, Unrak (24/40 hp), Augrym (15/30 hp), Marc, Taranis (Toth 15/21hp)
    2. The Stag Lord, Stag Lord's Creatures (Jex, Davon, Auchs, Jeb, Ayles, Owlbear, Fat Norry)


    (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 shouts to Toth to attack! The druid, eager to use his flame blade, knows that his brother is the better warrior, and holds back.


    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, on command, closes and attacks the man with the green shirt:

    Bite: 1d20 + 4 + 1 ⇒ (6) + 4 + 1 = 11 for DMG: 1d6 + 2 ⇒ (6) + 2 = 8 and Acid: 1d4 ⇒ 1
    Left Claw: 1d20 + 2 + 1 ⇒ (17) + 2 + 1 = 20 1d4 + 3 ⇒ (1) + 3 = 4
    Right Claw: 1d20 + 2 + 1 ⇒ (20) + 2 + 1 = 23
    Confirm Right Claw: 1d20 + 2 + 1 ⇒ (3) + 2 + 1 = 6 Threat 1d4 + 3 ⇒ (3) + 3 = 6


    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 closes, taking a shot at the unwounded red-shirt, hoping to take him out & clear the way to the Stag Lord before he can cause too much more mayhem on the group, and trusting Toth & Taranis to finish Green.

    CURRENT HP (RAGING): 30/46

    Attack: 1d20 + 7 ⇒ (20) + 7 = 27 <--THREAT!!
    Damage: 2d6 + 10 ⇒ (2, 6) + 10 = 18

    confirm: 1d20 + 7 ⇒ (11) + 7 = 18
    Damage: 2d6 + 10 ⇒ (2, 3) + 10 = 15


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

    I see that Marc moved but did not post, is that all he is doing for his turn?

    Unrak brutally decapitates Sneeg in a single swing. Toth takes a bit more time, but manages to scratch up Cragger enough that his legs give way.

    Round XXII
    1. Zed, Unrak (30/46 hp), Augrym (15/30 hp), Marc, Taranis (Toth 15/21hp)
    2. The Stag Lord, Stag Lord's Creatures (Jex, Davon, Auchs, Jeb, Ayles, Owlbear, Fat Norry, Sneeg, Cragger)


    (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
    GMTrex wrote:

    I see that Marc moved but did not post, is that all he is doing for his turn?

    He was waiting to see the damage results before attacking if I'm not mistaken.


    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 Twenty Second
    • Current HPs: 20/20
    • Mage Armored

    Zed summons a second Earth Elemental! He directs it to appear directly behind the Stag Lord.

    Power Attack Slam!: 1d20 + 6 + 1 ⇒ (20) + 6 + 1 = 27 for 1d6 + 4 + 2 ⇒ (2) + 4 + 2 = 8 damage.

    Link to Stats

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

    Saving Throw!: 1d20 ⇒ 6 plus...
    Fort: +1 | Ref: +3 | Will +5 / +7 vs. Enchantments

        Zed is Fatigued

    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.)

  • Confirm: 1d20 + 7 ⇒ (18) + 7 = 25


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

    Zed does not have line of sight to see what, if anything, is behind the Stag Lord, so I have put the elemental to his right. The elemental still scores a crit though! Crit Damage: 1d6 + 6 ⇒ (2) + 6 = 8

    Zed expends his last high-level spell for the day to conjure another rocky humanoid to hurl into the fray. Amid all the scars on the Stag Lord's body, it is difficult to tell how effective the creature is.

    Round XXII
    1. Zed, Unrak (30/46 hp), Augrym (15/30 hp), Marc (standard only), Taranis (Toth 15/21hp)
    2. The Stag Lord (16 dmg), Stag Lord's Creatures (Jex, Davon, Auchs, Jeb, Ayles, Owlbear, Fat Norry)

    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 moves around the corner just in time to see The Stag Lord's guard melt away. He takes the opportunity to introduce the Lord to the business end of his polearm.

    attack: 1d20 + 12 ⇒ (2) + 12 = 14
    damage: 2d6 + 10 ⇒ (5, 5) + 10 = 20

    AoO
    1st
    attack: 1d20 + 12 ⇒ (3) + 12 = 15
    damage: 2d6 + 10 ⇒ (4, 6) + 10 = 20
    2nd
    attack: 1d20 + 12 ⇒ (18) + 12 = 30
    damage: 2d6 + 10 ⇒ (1, 2) + 10 = 13


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

    Marc has to crouch to see inside where the fighting is taking place, and has trouble maneuvering his oversized weapon in such cramped quarters.

    The lone bandit underling, Topper, makes a half-hearted counterattack, unwilling to flee with his Lord so close by.

    Shortsword @ Unrak: 1d20 + 2 ⇒ (4) + 2 = 6 MISS

    The Stag Lord retreats another step and draws back on his heavy bow. From with the pitch black eyeholes of his stag skull helmet, Unrak feels a heavy gaze upon him. The bowstring snaps taught, and the arrow lodges in the Redleaf brother's throat to pin him upright against the door jamb.

    Insight Arrow vs Unrak FF AC: 1d20 + 8 + 1 + 2 - 2 ⇒ (8) + 8 + 1 + 2 - 2 = 17 HIT Damage: 1d8 + 5 + 1 + 2 + 4 + 3d6 ⇒ (7) + 5 + 1 + 2 + 4 + (3, 5, 4) = 31

    The grim Lord directs his second shot at the next threat, the pesky elemental.

    Stag Arrow @ Elemental: 1d20 + 3 + 1 - 2 ⇒ (6) + 3 + 1 - 2 = 8 MISS

    The old man in heavier armor again looks from Augrym to the Stag Lord and back again, fingering the silver stag skull amulet around his neck. After a long moment, he tears it off and throws it to the ground. "Time to die, you drunken fool," he spits at his former lord, "I will be your pet no longer!"

    With that, he rips his blade free, steps into a flanking position with Tothfangen, and slashes at his former underling's knees! Only by sheer luck does Topper keep his feet...

    Akiros Longsword @ Blue: 1d20 + 10 + 2 ⇒ (1) + 10 + 2 = 13 MISS

    Round XXIII
    1. Zed, Unrak (-7/40 hp, bleeding out), Augrym (15/30 hp), Marc, Taranis (Toth 15/21hp)
    2. The Stag Lord (16 dmg), Stag Lord's Creatures (Jex, Davon, Auchs, Jeb, Ayles, Owlbear, Fat Norry)
    3. Akiros Ismort


    (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

    "SALT ANDSPRAY UNRAK!" Taranis immediately steps over the body of his brother and swings his flame blade:
    Touch: 1d20 + 2 + 1 ⇒ (12) + 2 + 1 = 15 for DMG: 1d8 + 1 ⇒ (4) + 1 = 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)

    "Tothfagen!"

    The cat's dripping jaws move in a blur:

    Bite: 1d20 + 4 + 1 ⇒ (13) + 4 + 1 = 18 for DMG: 1d6 + 3 ⇒ (5) + 3 = 8 and Acid: 1d4 ⇒ 3
    Left Claw: 1d20 + 2 + 1 ⇒ (3) + 2 + 1 = 6
    Right Claw: 1d20 + 2 + 1 ⇒ (1) + 2 + 1 = 4

    "Kill the Stag Lord!"


    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’m going to Cast Cure mod (standard), cast Litany of Sloth on the Stag Lord, and move.

    DC 14 Will save for LoS.

    Cure: 2d8 + 3 ⇒ (6, 2) + 3 = 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

    stabilize: 1d20 + 2 - 7 ⇒ (15) + 2 - 7 = 10 <--HA!!!!

    Unrak's feet manage to somehow stay in a position that prevents him from hanging by the arrow in the neck. Pathetic chocking "glurk" sounds can be heard, like a fish out of water, through the din of battle...but the bloodrager hangs on to life tenaciously.

    Worst. Combat. EVARRRR. (at least for Unrak personally)


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

    EDIT PER SLACK:

    Augrym casts his spell on Topper, who...

    Will: 1d20 ⇒ 16

    ...resists the spell and takes a feeble swipe as Augrym hurries past.

    Shortsword @ Augyrm: 1d20 + 2 ⇒ (11) + 2 = 13 MISS

    Taranis and Toth put Topper down a moment later.

    Round XXIII
    1. Zed, Unrak (-7/40 hp, stable), Augrym (26/30 hp), Marc, Taranis (Toth 15/21hp)
    2. The Stag Lord (16 dmg), Stag Lord's Creatures (Jex, Davon, Auchs, Jeb, Ayles, Owlbear, Fat Norry, Cragger, Sneeg, Topper)
    3. Akiros Ismort


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

    Getting up-close and personal, Augrym can smell the heavy stench of liquor emanating from the Stag Lord, and spots dozens of discarded bottles in the room beyond.

    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 struggles with his new size. He tries to get a better angle on is target but he can't get through his friends and still hit his target. He does his best attacking over Taranis' head.

    attack: 1d20 + 12 ⇒ (12) + 12 = 24
    damage: 2d4 + 10 ⇒ (4, 3) + 10 = 17

    He then makes ready to attack the lord if the opportunity arises.
    AoO 1: 1d20 + 12 ⇒ (19) + 12 = 31
    damage: 2d4 + 10 ⇒ (3, 1) + 10 = 14

    AoO 2: 1d20 + 12 ⇒ (2) + 12 = 14
    damage: 2d4 + 10 ⇒ (3, 4) + 10 = 17


    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 Twenty Third
    • Current HPs:20/20
    • Mage Armored

    Zed shouts instructions at his summoned earth elemental in Terran, directing it to flank while the wizard moves to the wall to get line of sight on the Stag Lord. He levels his wand at the man and launches a pair of sizzling Magic Missiles!

    Wand of Magic Missiles (CL: 3; Charges: 22: 2d4 + 2 ⇒ (4, 3) + 2 = 9


    Adam went to bed, so he asked me to handle the elemental:

    The elemental hears his rocky language and tunnels under the staglord, and comes up the other side. From there he forms an arm and swings it for the drunken brute:

    Slam: 1d20 + 6 + 1 + 1 ⇒ (19) + 6 + 1 + 1 = 27 for DMG: 1d6 + 4 + 1 ⇒ (6) + 4 + 1 = 11


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

    Marc struggles to spear his weapon through the narrow gap in the hallways--or, at least, what looks narrow to him. The Stag Lord just manages to duck out of the way. The several hard corners give him cover.

    Zed's missiles and his summoned servant, however, succeed in wounding the lonely Lord.

    Growling, the wounded Stag Lord puts himself in a corner and puts two arrows deep in Augrym's chest. The half-orc drops to one knee after the first, and collapses after the second.

    Stag Arrow @ Augrym: 1d20 + 8 + 1 + 2 - 2 ⇒ (11) + 8 + 1 + 2 - 2 = 20 HIT Damage: 1d8 + 5 + 1 + 2 + 4 ⇒ (5) + 5 + 1 + 2 + 4 = 17
    Stag Arrow @ Augrym: 1d20 + 3 + 1 + 2 - 2 ⇒ (16) + 3 + 1 + 2 - 2 = 20 HIT Damage: 1d8 + 5 + 1 + 2 + 4 ⇒ (8) + 5 + 1 + 2 + 4 = 20

    The elemental gets an AoO.

    Akiros, seeing the half-orc fall, charges in to finish the job. Howling with a terrible rage, he draws a thick line of fresh blood through the burns and scars. "DIE YOU BASTARD!!!"

    Akiros Bow @ Stag Lord: 1d20 + 10 ⇒ (20) + 10 = 30 CRIT THREAT Confirm: 1d20 + 10 ⇒ (5) + 10 = 15 not confirmed Damage: 1d8 + 5 ⇒ (8) + 5 = 13

    The Stag Lord still stands... but the writing is on the wall.

    Round XXIV
    1. Zed (Elemental: AoO), Unrak (-7/40 hp, stable), Augrym (-11/30 hp, bleeding out), Marc, Taranis (Toth 15/21hp)
    2. The Stag Lord (59 dmg), Stag Lord's Creatures (Jex, Davon, Auchs, Jeb, Ayles, Owlbear, Fat Norry, Cragger, Sneeg, Topper)
    3. Akiros Ismort


    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

    BOTTING FOR EARTH ELEMENTAL

    the creature of stone goes to rabbit-punch the Stag Lord, but it's a glancing blow that his helmet catches.

    AoO: 1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14
    damage: 1d6 + 4 ⇒ (2) + 4 = 6


    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

    stabilize: 1d20 + 2 ⇒ (7) + 2 = 9

    Failed


    Adam is asleep and asked me to bot.

    "Marc, it'd behoove you to see to Augrym. I have enough of my magic, a shadow of its grandeur it may be, to handle this."

    MM: 2d4 + 2 ⇒ (1, 4) + 2 = 7

    Elemental Slam: 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24 for DMG: 1d6 + 5 ⇒ (5) + 5 = 10


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

    Zed's magic missile knocks the Stag Lord off balance, and the elemental -- in its final seconds on this plane -- lands a rocky uppercut across the jaw! The Stag helmet flies off and the man underneath crumples. Akiros, in his rage, slashes and hacks at the soon life-less body.

    Out of combat, finally! (Assuming someone attends to Augrym.)

    Status:
    Unrak at -7/40 hp, stable
    Augrym at -11/30 hp, bleeding out
    Toth at 15/21hp

    For SLAYING THE STAG LORD, his two lieutenants, his owlbear, seven of his men, a dozen zombies, and gaining the alliance of his second-in-command Akiros, each Huntsman earns 1800 XP!!!

    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 kneels to touch his fallen comrade. He whisper a quick prayer to Erastil to heal his friend

    fervor to heal Augrym: 1d6 ⇒ 2

    He is delighted to see the bleeding stop almost immediately.


    (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

    Brother! The sounds of Akiros hacking at the body don't even register with Taranis. He tears the other wand from his bandoleer and immediately uses it on his brother: CLW: 7d8 + 7 ⇒ (3, 5, 8, 1, 6, 4, 5) + 7 = 39 Unrak should be at 32 HP now.

    He helps his brother to his feet. Then the druid turns on the man, Akiros. "You turned like a summer storm in the end. You must understand that we don't yet trust you. When our friend Augrym is ready he'll look into your soul. Before that, tell us now if there are more bandits and their ilk here!" Diplomacy: 1d20 + 9 + 2 ⇒ (10) + 9 + 2 = 21


    Zed, completely indifferent to the viscera, removes the gear from the Stag Lord and his cronies. He then scans it all for magic.


    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 splutters and coughs on his own blood as he awakens from the injured torpor. Opening his eyes to see his brother healing him, he breathes a deep sigh of relief. Upon gaining his feet, he grabs Taranis in a rough, quick embrace. Close one he rumbles, in a voicebox still rough from having taken a freaking arrow. He gives Toth a vigorous headscratching, avoiding the scabs & contusions. Each of the other Huntsmen gets a hearty wrist-clasp and a sincere Thanks!

    he then helps Zed collect any booty available--including Sneeg's head, which he stuffs into a sack he filches from the fort's stores. Sorry about this, everyone. Guess, in the heat of battle, I lost my head... he says with a twinkle in his eye.


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

    Akiros stands over the body of the Stag Lord in solemn contemplation. "Of course I understand. You don't trust me, I don't trust you." He pauses. "There is a man in the cellar. Don't know whether to call him a prisoner or a pet. No one likes going down there, no one talks to him, 'cept the Stag Lord. Only ever heard screaming when he did."

    Zed finds a number of magical items, including the stag skull helmet... will deal with loot when I get home. I will take an identify roll for the helmet now though.

    Status:
    Unrak at 32/40 hp
    Augrym at -9/30 hp, stable
    Toth at 15/21hp


    Zed fondles the helmet with arcane fascination, whispering stuff about the old days: Spellcraft: 1d20 + 12 ⇒ (20) + 12 = 32


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

    Zed pontificates at length on the helm's arcane qualities.


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

    Zed also finds the following on the Stag Lord:

    Loot:

    Potion of Cure Moderate Wounds (x2)
    +1 Leather Armor (covers shoulders and arms, but leaves the chest bare; still functions the same way as regular +1 leather armor)
    +1 composite longbow (rated +2 Str)
    amulet of natural armor +1
    masterwork longsword

    The four bandits that joined the Stag Lord in his final stand have only mundane gear, but you do find 40 gold between them.

    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 taps Taranis on the arm and gently takes the wand from his grasp. "Augrym still needs healing."

    CLW: 6d8 + 6 ⇒ (4, 2, 1, 3, 6, 8) + 6 = 30


    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

    Let's go see to this guy in the cellar.


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

    Akiros takes you to the pig-roast room, off the armory, and shows you the trap door hidden under the rubble. "Be careful. I wouldn't describe the freak down there as sane. And he's the servant to some foul god, though what I don't know..."

    A narrow set of stairs leads down into the dark. Light source? At the bottom is a room that feels miserably damp; greasy swaths of mold cake the carved stone walls and floor. The ceiling fifteen feet overhead is thick with cobwebs. Three archways in the walls open into other rooms, all of which are filled with mounds of crates, furs, sacks, weapons, and other obviously stolen loot.

    The room appears to be empty.


    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 will use his spells to heal himself back to full.
    He will also use Detect Alignment one by one to narrow down what alignment Akiros is.

    If there are no torches available, I will say:
    ”Good wizard friend Zed, please shed some light on the precedings.”

    While walking...
    ”Hello, new rage filled friend Akiros. Perhaps while you bring us downstairs you can tell us about yourself and how you came to be a lieutenant in the Stag Lord’s army. Also, to be clear, I wear this helm as a tribute to the Great Huntsman, Erastil, and not to your fallen comrade the so called Stag Lord. Perhaps I can take on the mantle of Stag Lord and take the phrase back for Old Deadeye. It is a mighty name and one that should be portrayed by someone who is following the tenants of Erastil. But I digress. Please share us something about yourself.”


    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

    Looking around the cellar, Augrym puts the helm on and draws his sword and shield.

    ”Only a creature who worships a foul god could live in a decrepit place like this. All of you be on the alert and cast defensive spells if you have them left. Our fight is clearly not yet finished.”

    Survival check to see if I can track whatever is down here: 1d20 + 12 ⇒ (13) + 12 = 25


    (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

    CLW: 1d8 + 1 ⇒ (2) + 1 = 3 Taranis taps the wand a final time on Toth. He keeps a keen ear to the conversation between Akiros and Augrym.

    "Ware my friends, dark gods can bestow dark gifts." He then follows down behind his brother.


    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 casts Detect Magic and starts scanning the accumulated spoils, any other areas of the cellar he can, and Akiros' gear for magical emanations.


    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

    The big man heads down the stairs, sword drawn, ready for something to jump out and try to eat his face


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

    Augrym detects a strain of chaos in Akiros' heart, but no evil. He has a tough time navigating his surroundings amidst the overpowering stench of stale alcohol that persists on his new helm.

    In response, the older man affixes Augrym with a piercing stare. "It's a long story. What's past is past."

    Per Slack, Marc has a light spell prepared, so that is your light source.

    Before Zed can start identifying anything down here, a growl from the ceiling attracts your attention. A wolverine clings to it, upside down like a spider!

    Initiative!:

    Augrym: 1d20 + 4 ⇒ (8) + 4 = 12 +2 if Surprise
    Marc: 1d20 + 4 ⇒ (17) + 4 = 21
    Taranis: 1d20 + 2 ⇒ (16) + 2 = 18
    Unrak: 1d20 + 3 ⇒ (17) + 3 = 20
    Zed: 1d20 + 8 ⇒ (9) + 8 = 17
    Hostiles: 1d20 - 1 ⇒ (20) - 1 = 19

    Round I
    1. Marc, Unrak (32/40 hp)
    2. Wolverine
    3. Taranis (Toth 18/21 hp), Zed, Augrym (21/30 hp)

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