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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M Human Bloodrager 10 HP 115/115(145/145) AC 25(23) Rage 21/21 F 12 R 8 W 7 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

I KNEW something would be here to eat my face!!! HEEEERE kitty kitty!!

The big man hunkers down a bit, and hefts his sword over his right shoulder, preparing for a swing when the furball drops.

Readied attack: 1d20 + 5 ⇒ (9) + 5 = 14
damage: 2d6 + 7 ⇒ (4, 5) + 7 = 16


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

Rolling from previous healing...

1d8 + 3 ⇒ (4) + 3 = 7


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

Unrak gets ready...

Round I
1. Marc, Unrak (32/40 hp)
2. Wolverine
3. Taranis (Toth 18/21 hp), Zed, Augrym (28/30 hp)

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

"What evil is this??"

Marc calls upon Erastil's blessing on the group and sets his spear to attack the creature if it gets in range.

AoO

Attacks of Opportunity:

1st
attack on green: 1d20 + 9 ⇒ (15) + 9 = 24
damage?: 2d4 + 6 ⇒ (1, 2) + 6 = 9
2nd
attack on green: 1d20 + 9 ⇒ (11) + 9 = 20
damage?: 2d4 + 6 ⇒ (3, 4) + 6 = 13
3rd
attack on green: 1d20 + 9 ⇒ (5) + 9 = 14
damage?: 2d4 + 6 ⇒ (1, 1) + 6 = 8


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

The creature looks pretty wolverine-ish. Why, and how, it is on the ceiling is a mystery.

The mystery deepens as it makes strange movements and sounds, still affixed to the ceiling.

A moment later, a giant ant warps into existence behind Augrym! It snaps and bites, but the half-orc's armor does its job.

Bite @ Augrym: 1d20 + 3 ⇒ (5) + 3 = 8 MISS
Sting @ Augrym: 1d20 + 3 ⇒ (13) + 3 = 16 MISS

Round I
1. Marc, Unrak (32/40 hp)
2. Wolverine
3. Taranis (Toth 18/21 hp), Zed, Augrym (28/30 hp)


(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

"Zed grease that ceiling! Get that thing down here! Toth! Get that ant!"

Taranis casts a spell of Magic Stone, just in case the grease doesn't work.


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)

Bite: 1d20 + 4 ⇒ (16) + 4 = 20 for DMG: 1d6 + 2 ⇒ (2) + 2 = 4


M Human Bloodrager 10 HP 115/115(145/145) AC 25(23) Rage 21/21 F 12 R 8 W 7 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

shapeshifting spellcaster!


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

”Damn you blasted ant! I was going to try out my new alchohol soaked magical helm on the spider-weasel!! Now it will be dead by the time I am finished with you you overgrown insect! I can’t even get into a flanking position to take you down. It’s as if you were designed just to irritate me!!”

Augrym clamly and coolly studies his new opponent and attacks.

attack: 1d20 + 11 ⇒ (20) + 11 = 311d8 + 5 ⇒ (1) + 5 = 6

Crit threat.

to confirm: 1d20 + 11 ⇒ (8) + 11 = 191d8 + 5 ⇒ (5) + 5 = 10


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

Augrym puts the ant down in a hurry, but not before Toth gets a taste of some delicious ant-carapace.

Round I
1. Marc, Unrak (32/40 hp)
2. Wolverine
3. Taranis (Toth 18/21 hp), Zed, Augrym (28/30 hp)


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: 25/25

Zed obeys the tactical instructions and casts Greece on the ceiling, attempting to summon a delicious gyro.

Zed cast Mage Armor during the last combat... any chance it is still active? Or did we spend too much time recovering before coming down here?


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

Hour/level buffs are still up, yes. If you can provide DCs for saves so I do not have to dig them out of your statblock, that would helpful. :)

Reflex: 1d20 ⇒ 3

The wolverine delivers a confused growl and falls! Falling Damage: 1d6 ⇒ 3 Ribs crunch as it plops down next to Unrak.

Round II
1. Marc, Unrak (32/40 hp)
2. Wolverine (3 dmg)
3. Taranis (Toth 18/21 hp), Zed, Augrym (28/30 hp)

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

The sight of a animal covered in tzatziki sauce confuse Marc for a moment. He's not sure if he's hungry or sick to his stomach.

He steps to the side to get a clear lane to attack the (prone?)creature:

attack with bless: 1d20 + 9 ⇒ (14) + 9 = 23
damage?: 2d4 + 6 ⇒ (4, 4) + 6 = 14


M Human Bloodrager 10 HP 115/115(145/145) AC 25(23) Rage 21/21 F 12 R 8 W 7 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

My readied action should have gone off...


M Human Bloodrager 10 HP 115/115(145/145) AC 25(23) Rage 21/21 F 12 R 8 W 7 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

But since it only hit a 14 it may have missed

Unrak stands above the now prone wolverine, and...
attack: 1d20 + 5 ⇒ (13) + 5 = 18
dam: 2d6 + 7 ⇒ (5, 2) + 7 = 14


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

Yes, although that changes your initiative. I will hold your current action for... reasons.

The wolverine gives two loud yelps as Unrak and Marc cut into it. It scrambles to its feet and retreats, yipping and shuddering in a strange fashion.

Round II
1. Marc
2. Wolverine (33 dmg)
3. Taranis (Toth 18/21 hp), Unrak (action pending, 32/40 hp), Zed, Augrym (28/30 hp)


(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 the player assume this is a shapeshifted caster due to being told to expect a man, and seeing a wolverine walk on the ceiling and cast a spell. If I have reason to suspect it's NOT, I'd hold off.

Taranis steps up and lets fly with a magical stone:

ATK: 1d20 + 4 + 1 ⇒ (1) + 4 + 1 = 6, but is way off target. He orders Toth in to fight animal-a-animal.


(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 with your uncle!"

The cat skitters across some of the wall by the wolverine.

Acrobatics through enemy: 1d20 + 7 ⇒ (18) + 7 = 25

Bite: 1d20 + 4 + 1 ⇒ (18) + 4 + 1 = 23 for DMG: 1d6 + 3 ⇒ (2) + 3 = 5


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

Toth latches on to the wolverine's foot, and Unrak decapitates it! Second later, Taranis' hypothesis proves true as the wolverine changes form back into an old, frail, grimy, dead man.

Out of combat! For slaying Nugrah the Decrepit, mad druid of Gozreh, each Huntsman earns 300 XP.

Longer post tonight.


(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 knows his own, and shakes his head before offering words to Gorzeh.

Assume taking 20 to search 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

"Akiros, who was that?"


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

Akiros answers when you rejoin him above. "Never knew. He was here before I joined up. No one talked to him. He healed wounds and the like when necessary, but to be honest most avoided him even then."

With the last hostile inhabitant of the Stag Lord's fort dealt with, you take the rest of the day to loot the place. Akiros finds a bottle of something strong and watches in silence.

The vast bulk of the bandit's stolen wealth lies in the cellar. A merchant's dream of pelts, furs, tobacco, iron, bronze, miscellaneous weapons and armors, and other gear are stockpiled in every corner. All told, Zed estimates this stockpile to be worth 6850 gold crowns. You also find a chest containing 21 platinum coins, 894 gold crowns, 2052 silvers, and 4500 coppers, as well as a bag containing approximately 2900 gold crowns' worth of stolen jewelry.

In the armory on the first floor, you find 10 longbows, 260 arrows, 5 short swords, 5 spears, 4 hemp ropes, and 4 suits of leather armor.

In the Stag Lord's reeking chamber, you find two chests holding bedding and other miscellaneous items including a bolt of burlap cloth, old clothing, an iron ring, and three crudely stitched leather masks. In a third chest, you find 141 gold crowns, a polished azurite crystal worth 9 gold, a carnelian worth 80 gold, a piece of hematite worth 13 gold, a shard of obsidian worth 14 gold, a red garnet worth 100 gold, a pewter belt buckle depicting a pair of entwined succubi worth 30 gold, and a silver charm bracelet worth 60 gold.

On the as-yet-unlooted dead, you find three silver stag skull amulets (worth 20 gold each if melted down), two potions of cure moderate wounds, a potion of lesser restoration, a suit of masterwork studded leather armor, a +1 rapier, 58 gold and 2 platinum coins.

You find a pair of horses tied up by the front gate.

One of you notices some markings on the stone walls in various places.

Linguistics DC 20:
Fake out! Make a Knowledge Religion check.


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

knowledge religion: 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

Channel, there is a LOT there. I'm making "stolen jewelry" its own line item though. I don't mind coin as conquest, but taking someone's wedding band.... who knows. No owner means it's ours.

Linquistics: 1d20 + 1 ⇒ (4) + 1 = 5


(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

Operations Logistics:

Tracker is up to date. Arrows are a bit tricky. I currently have them as one line item. It might be easiest to just tell me how many you want and I'll split the line.

We have a LOT of mundane gear to sell. I'm tracking it properly, which means your liquid cash on hand might not look as amazing as Trex's loot post. It will once we get someplace to sell it, but likely Oleg's doesn't have that much cash on hand. Hopefully we can trade.

Finally, go through the tracker. Anything unclaimed (don't forget things like rope, arrows, etc.) or listed as "to sell" I'll liquidate when we can.

As Taranis tallies the find, he asks his brother to load the horses. The druid eventually addresses the Stag Lord's erstwhile lieutenant.
"Akiros, you have a chance to change your fate. The weather shifts rapidly, but climate is the long term. I'm willing to take a gamble on you. Ride with us. We have a stop to make, but we return to proper civilization soon."

Once packed, Taranis suggests that the party forgo additional exploration until we can unload everything, first stopping at the river crossing to lay a spirit to rest.


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

”Yes new rage filled friend Akiros, ride with us! I am not sure why good leader friend Taranis is talking of weather, and I am pretty sure that he is making up alternate facts about climate as druids are known to do, but gambling on new friends is always fun and exciting. The Stag Lord caused much havoc in the region and we are going to be laying his body to rest at a spot where his wreaked havoc caused a ghost. This donation of his body should put that issue and ghost to rest.”

I’ve taken care of the tracking sheet for my part.

”I agree with your other point as well good leader friend Taranis. We should make haste back to Oleg’s in order to sell and trade these wares as well as celebrate this victory. We should be quite proud of ourselves Huntsmen. Now, let us get back to Oleg’s as quickly as possible in order to get as much ale in us as will fit and make inappropriate advances at the people in the tavern!”


(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 gets an idea. Are there any horses here?

I'm otherwise prepared to advance to the crossing with the ghost.


M Human Bloodrager 10 HP 115/115(145/145) AC 25(23) Rage 21/21 F 12 R 8 W 7 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

we found 2 horses (besides our own)

I hope there's enough ale. I can fit...a lot.


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

Take 10 linguistics (+10) = 20

Zed translates... (spoiler above)


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

Hardy har har... Know: Religion: 1d20 + 9 ⇒ (12) + 9 = 21


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

You needed both! And I get to wink at people who check spoilers before they make the DC. *wink* *wink*

Zed reports that the graffiti on the wall are symbols of an esoteric cult: the followers of Gyronna, the Angry Hag, Goddess of Spite.

"Civilization," Akiros repeats stonily. "I'll ride with you, but I go my own way when I go my own way."

Unrak and Marc manage to repair and fill a wagon by the front gate, and you load up all seven horses at your disposal.

Ready to depart?


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 will copy down some of the key phrases of the graffiti, and any pictures as well.

While the more sturdy fellows repair the wagon and load up their loot, Zed makes another careful examination of the fort, looking to uncover any of its secrets.

He wanders the building and grounds for a few hours with Aurora on his shoulder looking for any secret doors or caches of treasure the group might have overlooked.

Perception take 20+15=35


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

5d100 ⇒ (100, 16, 9, 69, 41) = 235

By the southernmost stair, Aurora pecks Zed painfully in the ear. He looks at his feet and notices thin, unnaturally straight lines in the dirt.

A trap door!

The frail elf calls for help in prying it open, for which Augrym and Unrak are happy to oblige. On the other side is a narrow tunnel that leads outside the fort's walls to another trap door. The tunnel appears old enough that the bandits probably did not realize its existence.

You depart early on the morning of 14th Desnus. With loaded horses and forced to walk under your own power, you gain a newfound appreciation for the beasts that labor so hard on your behalf. It takes nearly a week of hugging the Shrike river to cross the unending hills and reach Nettles' Crossing, but nothing troubles you along the way and you arrive at high noon on 19th Desnus.

The broken bridge and burnt cottage are much the same as you remember, and the river flows swollen by recent rains. There is no sign of the erstwhile Davik.


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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 ALWAYS respects Gozreh's beats.

Upon arriving at the river, Taranis takes the body unceremoniously off the pack horse. He tosses it with Unrak into the water.

"Davik! Like the breath of Gozreh, we have crashed through the former bandit lord. Now his body is all that remains. Go. Go and join the river of souls to Pharasma's embrace."


M Human Bloodrager 10 HP 115/115(145/145) AC 25(23) Rage 21/21 F 12 R 8 W 7 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

After a brief pause, Unrak adds quietly be at peace


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

Why are you throwing Unrak in the river?! :P

Davik's corpse rises from the river, ranseur in hand. Like a great spearfisher, the undead impales the Stag Lord's body and drags it beneath the current into the icy black waters of the river.

A short while later, Davik's ranseur washes up on the riverbank. Zed confirms its magical qualities. +1 Ranseur.

For completing Davik's quest, each hero earns 100 XP.

Back to Oleg's?


(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 genuinely laughed out loud.

Taranis spends a bit of time in the water, feeling the power of Gozreh literally flow by. He beseeches The green to see Davik to Pharasma's embrace.

Any takers on the ranseur?


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

I hope I wasnt the only one who had to look it up...

"Ah! This weapon is a Ranseur" Zed explains pedantically. He continues, "Note that it is similar in appearance to a trident, but a ranseur has a single spear at its tip, flanked by a pair of short, curving blades."

Zed shows the weapon to his compatriots and begins droning on about its magical enchantment and the intricacies of what he refers to as hydromancy. Ironically, it gets dry quickly.


(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've spent WAY too much time with the original Unearthed Arcana...


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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

I’d play the original UA Cavalier right now if that was an option. Love that book.


M Human Bloodrager 10 HP 115/115(145/145) AC 25(23) Rage 21/21 F 12 R 8 W 7 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 the weapon and gives it a few practice swings, grunting with satisfaction at the balance. Zed! Let me try something...hold this!. He sticks a fair-sized twig bereeen the mage’s lips, making it stick out several inches. The warrior takes a couple quick steps back, winds up mightily, and hauls off a gargantuan swing directly at the twig...maybe. He stops the swing before taking Zeds head off, then gives him a gentle slap on the cheePerfect!


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

With the incidental benefit of the twig forcing the wizard to shut up for a moment, the group gets a break from Zed's discussion of the finer 'points' of the trident/ranseur dichotomy.


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 stars at the spectacle and cocks his head to the side in confusion.

”Weird friends Huntsmen, perhaps we should return to Oleg’s as it seems the wilderness and fighting is giving a need to a long overdue vacation.”

No Ranseur for me, thanks.


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 looks around for any reason NOT to proceed back to Oleg's, and seeing none prompts the group onward, "Onward!"


M Human Bloodrager 10 HP 115/115(145/145) AC 25(23) Rage 21/21 F 12 R 8 W 7 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

in case it wasn’t clear, I’ll use the ranseur—at least until I get an enchanted sword!


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

4d100 ⇒ (25, 68, 38, 85) = 216

Another four days' travel finds you back, finally, at Oleg's Trading Post near midday on 23rd Desnus. Kesten, Jhod, and both Levetons are overjoyed to hear the news of your success in the south, and express hope for a new era in the Stolen Lands.

Kesten immediately dispatches two of his soldiers back to Restov with news. He also takes one look at the head of Falgrim Sneeg and replies, "Yes, that's him. Two weapons is what I promised, yes? What will it be?"

Oleg, usually sour, is downright mirthful. So mirthful, in fact, that he offers to buy your entire haul, writing a writ of debt and promising to provide hard coin as soon as he is able. (Considering anything you want sold as sold.)

You take a few days to relax at Oleg's after two hard months of criss-crossing the Stolen Lands, and enjoy Svetlana's excellent home-cooked meals.

A week later (31st Desnus), Kesten's men return from Restov -- but not alone. Accompanying them is a member of the Swordlords and a contingent of Restov lancers. The Swordlord, a stylish, confidant woman in full battle dress, dismounts from her horse to introduce herself. "Greetings from Restov! I am Jamandi Aldori, one of Restov's swordlords. And you are the Greenbelt expedition that we have been hearing so much about!"

She signals to one of her men, who joins another in bringing an iron-bound chest over to you and plopping it in the dirt. "We understand from Mr. Leveton here that the Stag Lord has been slain, and you are to thank. You brought no body as proof, but fortunately word has reached us from several sources that bandit activity has all but ceased for the moment. And so!" She flips open the lid, revealing 5000 gold crowns in a nice, glittery mass inside. "Please accept this as your due reward!"

For fulfilling Kesten's quest for Sneeg, fulfilling the Swordlords' quest to slay the Stag Lord, and making the northern Greenbelt relatively safe and peacable, each Huntsman earns 300 XP! (Ding!)


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

Jamandi clears her throat. "And another matter. Given your success, we Swordlords have decided to make a more committed investment in you. Tomorrow, a large wagon train with building supplies, livestock, and settlers will arrive here in the Greenbelt." Oleg, listening in, groans audibly, but Svetlana tells him to hush. Jamandi continues. "We put these resources at your disposal and these Rostlanders under your charge, and invite you to establish a permanent settlement here in the Greenbelt."

She flashes a knowing, daring smile. "May it be the first such settlement to withstand the test of time in the Stolen Lands."

Your minds race to consider the possibilities!

Congratulations! You are being invited to establish a permanent settlement in the Greenbelt, subject to your rule -- with the advice and consent of Rostland to your north. You have many important and immediate decisions to make, including firstly:

Who among you shall be your ruler?
What shall your lands be called?
What shall be the alignment of your community?
Where shall your capital be established?*
What shall your capital be called?

* Thinking over your travels, there are several places where you might establish your settlement. Oleg's Trading Post is an attractive crossroads with an established place of business, though Oleg himself might not like it. There is the Temple of the Elk in the Narlmarches, which might be remade into a functioning shrine to Old Deadeye. And then there is the Stag Lord's old fort on the bank of the Tuskwater to the south, centrally located in the surrounding region. And, of course, there may be other locations that come to mind.


M Human Bloodrager 10 HP 115/115(145/145) AC 25(23) Rage 21/21 F 12 R 8 W 7 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 week's time has given Unrak a chance to unwind, and he's been downright calm, comparatively. The big man has taken (after about a day & a half of revelry that was perhaps a bit too strong to be good for him) to tending his appearance a bit--most notably combing out his normally unruly red hair & beard. He's been taking time to be alone, communing with nature and picking up various apparently worthless things (certain pebbles, roots, berries, etc) and stowing them in various pouches.

Replying to Kesten, Unrak speaks up I need a greatsword. Not sure what else we're going to pick...what do you say, boys? Who needs a weapon?

maybe just selling the ranseur is the best bet; might have enough to enchant me greatsword!!

Upon the arrival of the Swordlord & her contingent, Unrak greets her with with a big grin and as courtly a bow as his big frame can manage. Greetings. We are who you've heard about--we call ourselves the Huntsmen! And hunting has been good.

will digest the rest as others have said they're doing...


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 got a decent long sword along the way here. So the second masterwork should go to someone else.

Having grown up with the Swordlords, Augrym greets her in a respectful Swordlord greeting.

”Greetings, m’lady.

Augrym shows her the Stag Lord’s helm.

”Behold the previous Stag Lord’s previous helmet. I have claimed his helmet and his title in the name of the great huntsman Erastil. Look at me. I am the Stag Lord now. I will continue to help this group known as the huntsmen build on these stolen lands and bring honour to Erastil and to the name of the Aldori Swordlords. You show us much respect for entrusting us with this task.”

Something about the way he’s talking and doing his absolute best to stand as upright as possible makes all of you think that Augrym is doing his very best to show respect but clearly needed many lessons to do so.


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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

On the first night back, after completing these long two months, Augrym takes off his armor and allows himself to relax. He kneels down to pray...

”God friend Erastil, thank you for watching over us. We have named ourselves the huntsman, to honour you. We have put one of your priests at a fallen shrine to you to fix it up. We have taken down the Stag Lord who dishonoured you with his name, and I have taken on the mantle to take back the phrase and rebuild the name of Stag. I wear this crown now as it is clearly attuned to you. All of this because of the path you showed us and have helped us survive on. And, as a gift, you put in front of us a new challenge in our new rage filled friend Akiros. He has not told us much about himself but he seemed to pause in his fight next to the Stag Lord after I mentioned your name. Maybe he really likes you and was confused when he signed up for the Stag Lord thinking he was a follower. I may never know. But I feel like he could be an ally on the road ahead and I feel like I could, with your guidance, bring him back on the path of the hunt. Please help me in this quest.”

And then Augrym gets up, cleans off the dirt of the road for the first time in a while, and sleeps a deep sleep dreaming of his greatest hunts. If you could see into his room, you could see his arms motioning like a dog is dreaming of running.

In the middle of the night, Akiros is woken up by a wet feeling on his face as something is clearly licking it. He opens his eyes to see a large elk (Megaleceros) licking his face. He screams. It screams and runs away. It busts through his door and straight through Aurgym’s door and jumps into bed with the Orc and is clearly frightened. Augrym gets the beast settled and brings him outside for feeding and to take care of it. He falls asleep in the stables with the beast. In the morning...

”Good morning new elk friend. You must be the answer to my prayers to Erastil. I feel like this friendship is a gift from him, and I will protect you with my life. I shall name you Grimstagg, after the herald of Erastil known as the Grim White Stag. We will need to get you some armor if you are to come with us on our journey.”

Animal Companion after we hit 4th level. Trex, if you have an issue with how I introduced him, I can change it. In the meantime, with this downtime, I’d like to order some mundane supplies for Grimstagg like masterwork chain shirt armor a set of +1 Tusk Blades. There should be enough time in the months we’re resting to get this done, I’m guessing, but let me know.

Over the months of rest, Augrym and Grimstagg become close friends and do their best to become friends with Akiros. No matter how much he asks though, Grimstagg won’t tell Augrym how he got into Akiros’ room that night, nor how he closed the door behind him. Augrym spent some time fixing these doors as well, but he never moved back into his room and sleeps each night, outside with Grimstagg.

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