GMTrex's Kingmaker Campaign

Game Master Andrew Trexler

The Marchlands | Tactical Map | Strategic Map | Handouts | Quests | People Places Things | Campaign Tracking


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

"Your god won't save you either!" she replies, then gives a hunter's whoop and races around the stacked shelves the long way. Her speed is uncanny, and she catches Marc in the flank just as he is backpedaling towards the door. The lance's sharp point slides easily between exposed ribs, and Marc knows things are truly desperate.

Lance @ Marc: 1d20 + 12 ⇒ (10) + 12 = 22 HIT Damage: 1d8 + 6 ⇒ (4) + 6 = 10

Just then, there is a bang on the door and the rest of the Huntsmen pile in!

Round III
1. Marc (6/28 hp)
2. Assassin
3. Unrak, Zed, Taranis, Augrym

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 hopes his friends come soon. He takes a 5ft step and tries every trick he knows to block the next attacktotal defense


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

Marc turns in time to parry a killing stroke! The woman snarls as she notices the cavalry arriving...

Lance @ Marc: 1d20 + 12 ⇒ (3) + 12 = 15 MISS

Round III
1. Marc (6/28 hp)
2. Assassin
3. Unrak, Zed, Taranis, Augrym


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.

attack: 1d20 + 10 ⇒ (2) + 10 = 121d8 + 5 ⇒ (2) + 5 = 7


(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 rushes forward to Marc's side. With a quick string of words and gestures, he summons forth a rolling ball of flame! With a flick of his wrist, he aims it directly at the would-be assassin. FIRE: 3d6 ⇒ (2, 2, 6) = 10 REF DC 16 neg.


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)

With great alacrity, the great cat moves as quickly as he can to flank.


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 barrels into the library on his friends' heels. He can't see the foe, but CAN see where Aurgrym and Taranis are looking. Knowing the cramped quarters make their numbers far less effective, Unrak calls upon his newly manifested magical powers...

Muttering a quick chant, his hands and forearms glow slightly with a reddish light. The bloodrager then hustles into the building, drawing his beautiful new sword on the way.

TARANIS!! MOOOOVE!! As Unrak rushes to where his brother is standing, Taranis catches the sight of the fact that his brother's sword is actually floating slightly above his clenched hands...

this is the Longarm spell, but I prefer the visual of the weapon leaving the fighter's hands rather than his arms growing long, so I'm going with that, for no mechanical difference


(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 moved Unrak and Taranis on the map as Unrak technically went first and even if he didn't, he could yell to leave him some space.


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 Third
  • Current HPs: 27/27

Zed rushes into the library, quite annoyed that one of his favorite sanctuaries in Solasgaard is the locus of this kerfuffle. With an angry flick of his wrist, he dashes a pinch of ground up mica on the floor, and centers a glittering mass of sparkles just behind the assassin. Zed is careful to ensure his friends are outside the perimeter of his Glitterdust spell.

move forward 30' and center the spell behind stabby cathy.


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

Reflex: 1d20 ⇒ 13
Will: 1d20 ⇒ 3

The woman dodges the fire but not the glitter and curses in blind rage. She retreats a step and stabs blindly forward, smiling grimly as the lance finds flesh.

Miss Chance: 1d100 ⇒ 100 On Target Lance @ Augrym: 1d20 + 12 ⇒ (10) + 12 = 22 HIT Damage: 1d8 + 6 ⇒ (6) + 6 = 12

Will: 1d20 ⇒ 9 The last of the glitter clears from her eyes, and her smile widens at the blood flowing from Augrym's thigh.

Round IV
1. Marc (6/28 hp)
2. Assassin
3. Unrak, Zed, Taranis, Augrym (27/39 hp)

Round V
1. Marc (6/28 hp)
2. Assassin
3. Unrak, Zed, Taranis, Augrym (27/39 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

" Box her in! don't let her escape!"
Marc follows the cat around the corner."We need information, don't kill her, yet!"


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

Augrym, close or clear! Let’s take her DOWN!!


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

"We have ways of making her talk..."

Taranis redirects the fire to her legs again. Fire: 3d6 ⇒ (1, 6, 4) = 11 REF DC 16 Neg.

The the druid lifts his leg up as if a flamingo. Then he stomps the ground with an ancient word! Thunderstomp. Trip: 1d20 + 8 ⇒ (13) + 8 = 21

IF she goes down, Taranis will order Toth down. If she doesn't. He'll let the tiger maul her.


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 charges forth!

Bite: 1d20 + 5 ⇒ (15) + 5 = 20 for DMG: 1d6 + 2 ⇒ (1) + 2 = 3


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

Reflex: 1d20 ⇒ 5

The woman growls at the fire that sets her leg alight. She is not ready for the unexpected ground-shake, and though she nearly keeps her balance, tips over. Toth is immediately atop her to nip at her flailing limbs.

Even so, the wounds look light.

Round IV
1. Marc (6/28 hp)
2. Assassin (14 dmg)
3. Unrak, Zed, Taranis, Augrym (27/39 hp)

Round V
1. Marc (6/28 hp)
2. Assassin (14 dmg)
3. Unrak, Zed, Taranis, Augrym (27/39 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

Mark follows toth around the corner and strikes at the prone assassin.
attack: 1d20 + 13 ⇒ (7) + 13 = 20
damage: 2d4 + 10 ⇒ (1, 4) + 10 = 15

AoO if she tries to get up:
attack: 1d20 + 13 ⇒ (18) + 13 = 31
damage: 2d4 + 10 ⇒ (2, 4) + 10 = 16


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, hoping to take her alive, goes for her lance. His sword literally leaps from his hands as he makes his swing

5’ step, 10’ reach. This will draw

disarm: 1d20 + 7 + 4 ⇒ (3) + 7 + 4 = 14. <—meh


(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 keeps the fire on her, bouncing the flaming sphere on her prone form, FIRE: 3d6 ⇒ (1, 3, 4) = 8 REF DC 16 neg.. The druid himself casts yet another spell. Toth's canines begin to drip caustic acid.


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 continues to savage the would be assassin:

Bite: 1d20 + 5 ⇒ (15) + 5 = 20 for DMG: 1d6 + 3 + 1d4 ⇒ (6) + 3 + (2) = 11
Left Claw: 1d20 + 3 ⇒ (14) + 3 = 17 for DMG: 1d4 + 2 ⇒ (3) + 2 = 5
Right Claw: 1d20 + 3 ⇒ (11) + 3 = 14 for DMG: 1d4 + 2 ⇒ (3) + 2 = 5


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

Apologies @ Taranis, you already acted this round and I accidentally bolded your name again. You can save those rolls for next round.

Marc finally manages to put steel to flesh, drawing blood. Unrak's magical chicanery produces a disappointing result.

Round IV
1. Marc (6/28 hp)
2. Assassin (29 dmg)
3. Unrak, Zed, Taranis, Augrym (27/39 hp)

Round V
1. Marc (6/28 hp)
2. Assassin (29 dmg)
3. Unrak, Zed, Taranis, Augrym (27/39 hp)


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

5ft step, study target and attack in flanking.

attack: 1d20 + 13 ⇒ (8) + 13 = 211d8 + 6 + 2d6 ⇒ (8) + 6 + (1, 2) = 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 Fourth
  • Current HPs: 27/27

Immediately before Augrym shuffles in, Zed moves north and turns the corner around the bookshelf to his right.

He casts Color Spray at the assassin!

Since Augrym hasn't moved yet, the cone of color goes off before he steps into the line of effect thanks to the benevolence of DM Trex!

D20PSFRD wrote:

DC 16 Will Negates. A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. Each creature within the cone is affected according to its HD.

2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.)

3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round.

5 or more HD: The creature is stunned for 1 round.


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

Will: 1d20 ⇒ 4

Zed manages to stun the woman, though it does not look like it will last long! Augrym draws fresh blood a moment later.

Round V
1. Marc (6/28 hp)
2. Assassin (46 dmg)
3. Unrak, Zed, Taranis, Augrym (27/39 hp)

Round VI
1. Marc (6/28 hp)
2. Assassin (46 dmg)
3. Unrak, Zed, Taranis, Augrym (27/39 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

The fire continues to burn her FIRE: 3d6 ⇒ (4, 4, 5) = 13.

The druid, content to stay back, opts instead to begin summoning an animal to assist the fight.


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 has no reason to slow down his assault:

Bite: 1d20 + 5 ⇒ (5) + 5 = 10
Left Claw: 1d20 + 3 ⇒ (1) + 3 = 4
Right Claw: 1d20 + 3 ⇒ (15) + 3 = 18 for DMG: 1d4 + 2 ⇒ (3) + 2 = 5

The acid from before causes ACID: 1d4 ⇒ 1


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

POINT OF ORDER: stunned means she also drops her weapon, by definition.

because that's the case...

Unrak takes advantage of the situation. AUGRYM!! Kick her weapon away!!

He then strikes at her with the flat of his blade.

attack, non-lethal: 1d20 + 7 + 4 - 4 ⇒ (4) + 7 + 4 - 4 = 11 <-srsly????
NL damage: 2d6 + 9 ⇒ (2, 5) + 9 = 16


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

Reflex: 1d20 ⇒ 15

Even stunned, the woman's muscular reflex is enough to pull her away from the flames. Toth gets in a rake, but that does not seem to bother her much.

Unrak struggles with his new spell.

Round V
1. Marc (6/28 hp)
2. Assassin (52 dmg)
3. Unrak, Zed, Taranis, Augrym (27/39 hp)

Round VI
1. Marc (6/28 hp)
2. Assassin (52 dmg)
3. Unrak, Zed, Taranis, Augrym (27/39 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

Marc tries to knock the assassin out:
He calls on Erastil to guild his strike swift action to get sacred weapon +1

nonlethal: 1d20 + 10 + 1 - 4 ⇒ (18) + 10 + 1 - 4 = 25
damage?: 2d4 + 10 + 1 ⇒ (1, 1) + 10 + 1 = 13


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 not sure what the action is to take the weapon but, if I could put my weapon away and pick up her weapon, then I will do that. If it is something that draws an attack of opportunity, then I’ll cast Litany of Sloth first (Will DC14) as a swift action.

”Erastil and the Hunstmen will show you that you have chosen the wrong path new enemy assassin lady. As much as I do not appreciate the tone of Counselor friend Unrak, who am I to refuse his counsel.”


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 Fifth
  • Current HPs: 27/27

Zed reaches into a pocket and pulls something small out in a closed fist. He opens his hand, palm up and utters some words of magic.

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.

Zed summons the creature directly beneath the assassin, hoping to unbalance her as it materializes.

Power Attack Slam!: 1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 11 for 1d6 + 4 + 2 ⇒ (3) + 4 + 2 = 9 damage.

Link to Stats

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

Saving Throw!: 1d20 ⇒ 6 plus...
Fort: +2 | Ref: +4 | Will +6 / +8 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.)


  • 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
    Augrym Ko’Charr wrote:
    I’m not sure what the action is to take the weapon but, if I could put my weapon away and pick up her weapon, then I will do that. If it is something that draws an attack of opportunity, then I’ll cast Litany of Sloth first (Will DC14) as a swift action.

    should be a move to stow yours, and a move to pick up hers. Normally would draw...but she's stunned and can't take AoO's so yer safe. :-)


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

    @ Zed: the elemental cannot occupy the same space as an enemy, and I doubt you built your library with a dirt floor.

    Will: 1d20 ⇒ 5

    Augrym succeeds in preventing her from taking an AoO?, and Marc slaps her with the flat of his blade. STILL, the woman growls to her feet provoking a bunch of AoOs from folks who can reach her. Bloodied and surrounded, she launches herself into a crushing bear-hug of Augrym... with her spiked armor.

    Armor Spikes @ Augrym: 1d20 + 11 ⇒ (1) + 11 = 12

    But she misses!

    Going to call this. For surviving an assassination attempt, each Huntsman earns 300 XP! You have an unconscious woman on your library floor. What are you doing with her?

    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 takes a ragged breath and steadies himself with a bookshelf.

    "Tie her up and then tie her up again. She is a assassin of some skill to get into this library without being noticed. From what she told me before she attacked she had been stalking me for some time. We must find out who she is and who sent here." Marc looks at the group with set eyes,"we have powerful enemies now. We must prepare for more attacks."


    (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

    "Indeed and agreed." The Baron actually leaves after helping prepare. "Our spymaster and Counselor are likely the best options here."


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

    The Huntsmen tie the woman up and make like a tree. There are other urgent matters that require your attention, and the 1st of Rova is soon upon you.

    Month of Rova, 4718 AR
    Upkeep Phase

    Declare Baron's modifier (Economy, Loyalty, or Stability).
    Roll Stability Check.
    Consumption has been deducted from the treasury.
    Decide whether the Justicar will attempt a Loyalty check to suppress Unrest, and roll if so.


    (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

    Per previous post, the Spymaster and Councilor will have interrogated her. Will wait to resolve before handling upkeep.


    (HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

    The baron looks over the transcript from the investigation, and makes sure that Marc divested the erstwhile assassin of her gear for the Barony's coffers.

    Given the events of the past month, he opts for keeping the fledgling barony stable. Modifier for the month is updated.

    Akiros does what he can to follow through Stability DC 22: 1d20 + 14 ⇒ (10) + 14 = 24


    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

    Sorry all, I got distracted with RL stuff

    After the battle, the assassin is suitably tied & brought out of the library. She is currently blindfolded. Unrak carries her, and Zed accompanies them to a secluded space outside.

    Once they're ready & alone, Unrak gives her a not-too-gentle cuff on the head, trying to wake her.

    Wakey-wakey, b1tch. Time to spill it.

    S, if you've got specific questions Zed might want to ask, we can trade off...

    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 day after the attack, Marc goes to visit his attacker. He brings the attack her lunch.
    1. He takes inventory of the woman's things

    2. list of questions he asks during the meeting:
    a.What is your name?
    b.Why did you attack me?
    c.who hired you?
    d.Are there more attacks coming?

    sense motion take 10: 10 + 9 = 19
    diplomacy: 1d20 + 3 ⇒ (7) + 3 = 10


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

    The woman spits in Unrak's face in response.

    A day later she spits in Marc's face. The only other response he gets is a knowing grin.

    She is wearing +1 breastplate and has a masterwork lance and a fine fur cloak. She has no other equipment of note.

    Despite an alarming attack on the barony's leadership, no further unrest has been reported.

    Month of Rova, 4718 AR

    Edict Phase

    Declare Spymaster's modifier (Economy, Loyalty, or Stability).
    Assign new leadership or fill vacancies, if desired.
    Claim up to one new hex of territory, if desired. This hex must be fully explored to be claimed.
    Abandon any number of hexes of existing territory, if desired.
    Pay for up to two terrain improvements to existing territory, if desired.
    Pay for construction of up to one new building in your existing settlements. The construction of a single house, tenement, noble villa, or mansion does not count against this limit, but must still be paid for.
    Raise new military units, or upgrade existing ones, if desired. Pay any recruitment costs.
    Issue any new edicts as desired.

    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 takes the breastplate and admires its quality. "I could put this to good use. But should the Baron be the one who looks the best?"


    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
    Marc Jorstad wrote:
    Marc takes the breastplate and admires its quality. "I could put this to good use. But should the Baron be the one who looks the best?"

    Unrak rolls his eyes in an exaggerated fashion. "The Baron" can kiss my hairy ass if he thinks he needs to look better than anyone!! We'll decide who uses this gear like we always do--who will get the best use out of it. He grumbles a bit about "swollen heads" and "grundle punch" but makes no other real statement.

    PRISONER:

    Unrak takes Bad Cop to Marc's Good Cop.

    You live only on our good graces. Believe me, I desperately want to stick you like a pig and bleed you slow for drawing a weapon on my friend, like some seedy coward. So, let's hear it. Who the hell are you, and who the hell hired you? Tell me something that makes me want to keep you alive.

    Intimidate: 1d20 + 10 ⇒ (1) + 10 = 11 <--wow, Unrak is laughing at himself...


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

    The woman hucks another glob into Unrak's beard.


    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

    ”Hello confusing enemy assassin lady. I am here to get answers and leader friend Taranis has commanded it. Whatever questions he asks, you will answer them. If not, it looks like Unrak is going to cuddle with you. Believe me when I say this is not something that you want.”

    intimidate: 1d20 + 12 ⇒ (12) + 12 = 24 Not bad.


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

    1d6 ⇒ 1

    The woman refrains from spitting in Augrym's face, but does not respond either.

    Edicts must be issued!

    Month of Rova, 4718 AR

    Edict Phase

    Declare Spymaster's modifier (Economy, Loyalty, or Stability).
    Assign new leadership or fill vacancies, if desired.
    Claim up to one new hex of territory, if desired. This hex must be fully explored to be claimed.
    Abandon any number of hexes of existing territory, if desired.
    Pay for up to two terrain improvements to existing territory, if desired.
    Pay for construction of up to one new building in your existing settlements. The construction of a single house, tenement, noble villa, or mansion does not count against this limit, but must still be paid for.
    Raise new military units, or upgrade existing ones, if desired. Pay any recruitment costs.
    Issue any new edicts as desired.


    (HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

    The Baron issues a decree to build a mill in the south east corner. We're going to need it, as the Baron also issues a decree to annex the Northwest Hex 16.

    Seriously, someone else should become the expert on the military here.


    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

    Is Zed going for Economy again?

    Econony (unless Taranis says otherwise): 1d20 + 13 ⇒ (10) + 13 = 23


    (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

    Aye we need to get our income up!


    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
    Taranis Redleaf wrote:

    The Baron issues a decree to build a mill in the south east corner. We're going to need it, as the Baron also issues a decree to annex the Northwest Hex 16.

    Seriously, someone else should become the expert on the military here.

    Yes, I should


    Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16
    Zed the Unbroken wrote:
    Is Zed going for Economy again?

    I can use this as the Taxation roll for the Income Phase, but again you do not need to roll when selecting where to apply your bonus.

    The Huntsmen elect to build a mill along the edge of the Tuskwater, as well as claiming additional lands to the northwest that have already been explored.

    Month of , 4718 AR

    Income Phase

    Withdraw resources from the treasury for personal use, if desired.
    Deposit personal resources into the barony's treasury.
    Taxes have been deposited in the treasury.

    Event Phase
    1d100 ⇒ 40

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