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

Interesting..."you have no right to rule" is something this guy truly believes??


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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

Reason is not automatic. Those who deny it cannot be conquered by it. Leave them alone.

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
GMTrex wrote:

Slightly easier to frighten now that you are away from the public, Grigori gives terse half-answers.

1. Who sent you?

"Parties interested in seeing your project fail. And fail it will!"

2. What your purpose in coming?

"You have no right to rule."

3. What will you do with your potential freedom?

"Tell the truth to those who need to hear it! Tear down tyranny in lands far and wide." This is a lie.

As they trio gets to the edge of their lands, Marc stops the rotund man and looks him square in the eyes,"You have done a disservice to the people who call this land home. They are doing the best they can to provide a life and a good future for themselves and their children." Marc continues earnestly. [b]" You have made their job harder with what you have done. We are trying to build something good. Why are you trying to bring it down? It surely isn't for these people gain. Why would you want to gain from someone else's failure?" Marc sighs knowing his works have no effect. His tone darkens. " Do not let darkness find you in our lands again, or there will be sever consequences. As you walk in solitude back to those who sent you here. Ask yourself a question:'would they have treated you as fairly as we have if the shoe was on the other foot?' " He looks to see if his words have reached the man.

"Now, leave us in peace."


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

Grigori grins wide and lets out a great, rolling laugh as he walks away. "So long, toads!"

Back in Solasgaard a day later, you assess the damage. Though you have managed to discredit the bard through quick wit and careful words, the repeated use of intimidation and threats does not sit well with your citizens. Unrest increases by 1d4 - 2 ⇒ (4) - 2 = 2. However, Spymaster Zed keeps a careful eye on any hotbeds of dissent, and some community rebuilding work from the Huntsmen prevents further damage and avoids a permanent loss to Loyalty.

You now have two weeks of downtime, until the start of next month, or we can skip straight to Kingdom-building.


(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

GAH! I called it. You NEVER use Intimidate in a situation like that. The backfire is by rule. No matter, we'll get over it.

Downtime: I'm good with either.

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

"We should spend some time makings some personal connections and seeing what exactly our subjects need from us. Grigori May have done us a favor by pointing out the weak foundation our lands are built on. let us spend time strengthening our trees roots so it may grow that much taller."


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

*sigh* Need to remember to save rage for the battlefield. Not everyone appreciates my sophistication.


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've come to terms with being a blunt instrument. Not all of my characters are going to be good at diplomacy and sometimes even a hindrance. But, you can't rule at all stats.

For downtime, I agree with making personal connections. I will make it my goal to go door to door and meet as many citizens as I can. The purpose of these visits is to get to know them and introduce myself as well as explain what our goal is in the Marchlands. I know that there's 5250 people here, and I'd imagine I won't be able to meet them all, but I'll see what I can do. I would also want to know why they moved here and what they'd like to accomplish or what they'd like. us to accomplish.

For this, I will ask Taranis for what our goal is as my only goal is to have little to no bandits and for our community to prosper.

As for Grigori, if possible, I would have follow up questions to his responses:
1. I would like you to be more specific with who these parties are. Please give me names.
2. I will let this go as I agree with this statement directed towards me.
3. For this third option, you are clearly lying and my magic has proven this. Given your first answer and your lie here, I'm not comfortable letting you leave alive. Please try again and I would like you to answer truthfully for your life depends on this.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16
Augrym Ko’Charr wrote:

As for Grigori, if possible, I would have follow up questions to his responses:

1. I would like you to be more specific with who these parties are. Please give me names.
2. I will let this go as I agree with this statement directed towards me.
3. For this third option, you are clearly lying and my magic has proven this. Given your first answer and your lie here, I'm not comfortable letting you leave alive. Please try again and I would like you to answer truthfully for your life depends on this.

"I bet you would!" Grigori giggles at the first question. He does not stop until the third question, at which point his smile vanishes. "Oh, that's how it's to be, eh? No charge, no trial, just execution. Well, best get on with it then."


Male Inquisitor 10 (HP 106/106), Init: +9, AC 25 (T 14, FF 24), Perception +21, Fort +12, Ref +7, Will +12, CMB+14 / CMD+24

"You are a man with no honour. I have given you many chances to win your freedom, and you have done nothing to squash my fears that you will not work further against our cause here. If you do not wish to earn your freedom with words, then I would challenge you to earn it with blood. With the permission of the Baron Taranis, I would challenge you to a duel. Either here and now, or in public if he feels like it would be better received. But your insults and overall horrible way you conduct yourself are not things that I can abide."

Augrym turns too Taranis.

"What say you, good leader brother friend Taranis? Duel here. Duel in town. Or let him go."


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

Wait. Wait. I'm posting as early as I can. I'd have objected to this from the get go. Intimidation should ONLY be used in combat or after Diplomacy fails. We've suffered a bunch of unrest due to our tactics, and narrowly avoided a permanent reduction to our Loyalty score. At no point would Taranis have gone along with any of this.

STOP! I was crystal clear from the get go. We do not stoop to this level. We aren't dueling. We aren't tossing him in a dungeon. We let him go back to his masters."


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

"As you wish."

Augrym bows and sheaths his weapons and ushers him to leave.

"One more thing... the toad is a proud, majestic and delicious animal. I have been called worse. I hope you bring better insults next time I see you. For they will be your last."

And with a low, guttural snarl, Augrym walks away.


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

"Hmm, you're right!" Grigori chirps in reply, turning himself towards the open road. He calls over his shoulder, "You're not a toad. You're a chicken!" The man's great plump rump disappears down the over the next hill, and you turn for home.

And thus the Marchlands narrowly avoided 1d4 + 1 ⇒ (2) + 1 = 3 Unrest and a permanent -2 penalty to Loyalty.

* * *

Downtime: you have two weeks. You can adventure. You can build goodwill with the people, as proposed above. If you so desire, you can employ the Downtime rules to accumulate capital, retrain, etc.. Either decide (collectively) to adventure, or let me know what each of you is doing.


(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 spends time over the next two weeks trying to wrap up the affairs of state before lunch. The afternoons and early evenings are spent visiting local stops; courtyards, The Witch Hex, cul-de-sacs, etc. While there he talks to the locals to hear their concerns, dreams, and immediate needs.

He also makes guarded arrangements to put the city planning maps on display (within the castle walls, but out and open.)


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 Councilor spends the next days/weeks also hanging about the populace. He welcomes discussions on his actions...when violence & the threat of violence is justified, things like that. I don't mind RPing some of that out...


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

Alright, so here is how I propose that this function:

Any Huntsman who spends one week of Downtime performing "Community Engagement" may make a Diplomacy, Knowledge (Local), or Sense Motive check. The DC for this check is 20 plus the current Unrest level. A natural 20 is an automatic success; a natural 1 is an automatic failure. Spells, potions, abilities, and other aids do not enhance these skills unless they have a duration of 24 hours or more.

A successful check grants a +2 bonus to the Justicar's Loyalty check to reduce Unrest during the next Upkeep Phase. There is no penalty for failure. A Huntsman can spend multiple weeks of Downtime performing "Community Engagement" in a month; each week grants a new check, and each success grants a new +2 bonus to the Justicar's Loyalty check during the next Upkeep Phase.

Sound fair?


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 dig...but that gives me a very low chance of success.

Community Engagement, diplomacy: 1d20 + 2 ⇒ (5) + 2 = 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

Quite fair, and matches what I'd like to do. I'd argue that Enhanced Diplomacy is designed for this, just constantly casting it. If not, work

The Baron spends time over the next two weeks trying to wrap up the affairs of state before lunch. The afternoons and early evenings are spent visiting local stops; courtyards, The Witch Hex, cul-de-sacs, etc. While there he talks to the locals to hear their concerns, dreams, and immediate needs.

He also makes guarded arrangements to put the city planning maps on display (within the castle walls, but out and open.)

Not wanting to spoil Zed and Marc's Decision
[dice=Diplomacy:
d20+12[/dice]
Diplomacy: 1d20 + 12 ⇒ (11) + 12 = 23

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 spends the day in the outskirt farms, those of the edge of the town that are farther removed both physically and politically. He asks the basic questions of: "how are things going?" "what is your biggest concern?" "How can We help you?"

diplomacy: 1d20 + 4 ⇒ (5) + 4 = 9


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 am currently reading the rules on retaining. Sorry for taking extra time, I will looking into this option and, if it doesn't pan out, then I will say that I am spending these two weeks on organizing my maps and personal development.


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 never got a clear picture of what (if any) magic items Grogori was using or wearing... anything?


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

Yes, he did. In any case, Grigori is gone. I need to know what you are doing with your two weeks.


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

D'hoh! Thx and sorry.

Zed makes a concerted effort to reach out to two populations: Anyone with magical or mystical inclinations, and anyone who has shown themselves to be rogue-y (in his role as Spymaster people he might have interacted with). His objective is to help build networks of people with common skills or interests, to help firm up those bonds that build a collection of people into a true community.

Know: Local: 1d20 + 11 ⇒ (7) + 11 = 18


Male Inquisitor 10 (HP 106/106), Init: +9, AC 25 (T 14, FF 24), Perception +21, Fort +12, Ref +7, Will +12, CMB+14 / CMD+24

I will go door to door for two weeks and then retrain for the month after. I will also roll to help with the city planning maps as I’m a fan of mapmaking and would have volunteered to help for that.

Mapmaking: 1d20 + 11 ⇒ (6) + 11 = 17


Male Inquisitor 10 (HP 106/106), Init: +9, AC 25 (T 14, FF 24), Perception +21, Fort +12, Ref +7, Will +12, CMB+14 / CMD+24

”I will start on the first street built and work my way in chronological order. Unless someone wants to direct me.”

Sense Motive: 1d20 + 13 ⇒ (16) + 13 = 29


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

The first week is slow progress in dispelling the discontent. Augrym takes careful notes in his journal, allowing the Huntsmen to triage particular grievances with a great deal of precision. Augrym gains a +2 bonus to Loyalty checks to reduce Unrest next month.

The second is upon you.

New posts for week 2! You can do something different if you want, including teaming up for Community Engagement.


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

Know: Local: 1d20 + 11 ⇒ (17) + 11 = 28

Zed does the same thing this week that he did last week, but better.


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

Zed's efforts indeed improve! Augrym gains a +2 bonus to Loyalty checks to reduce Unrest next month (total bonus +4 so far).

Augrym: TBD
Marc: TBD
Taranis: TBD
Unrak: TBD
Zed: Community Engagement (success)


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

Week 2 post.

Sense Motive: 1d20 + 13 ⇒ (16) + 13 = 29

I’m nothing if not consistent.


(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

Dang it. I had no idea that my syntax was messed up! Dang it
My bad.

The Baron continues to spend time over the next week trying to wrap up the affairs of state before lunch. The afternoons and early evenings are spent visiting local stops; courtyards, The Witch Hex, cul-de-sacs, etc. While there he talks to the locals to hear their concerns, dreams, and immediate needs.

Diplomacy: 1d20 + 12 ⇒ (14) + 12 = 26


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

The Huntsmen continue to make strong headway! Augrym now has a total bonus of +8 to his Loyalty check next month to reduce Unrest.

Augrym: Community Engagement (success)
Marc: TBD
Taranis: Community Engagement (success)
Unrak: TBD
Zed: Community Engagement (success)


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 only good skills are climb, perception, survival, & intimidate...

Unrak struggles to mend fences. He’reflects that he’d be better off mending literal fences...

diplomacy: 1d20 + 2 ⇒ (10) + 2 = 12

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 continues to collection information on what the outer farms need from their new country:

gather info (diplo): 1d20 + 4 ⇒ (2) + 4 = 6


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

While Augrym and Zed make good listeners and deftly direct the Baron's attention, Unrak and Marc find their gruff demeanor goes over less well than hoped. Total bonus for Augrym +8.

At the end of the week, Rova arrives.

Month of Rova, 4719 AR

Upkeep Phase

Declare Baron's modifier (Economy, Loyalty, or Stability).
Roll Stability Check.
Consumption has been deducted from the treasury.
Roll Loyalty check to reduce Unrest, if desired. Failure reduces Loyalty. Gain a one-time +8 bonus to this check due to successful Community Engagement last month.

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

  • Step 0 - Ruler: Baron Redleaf decides to focus on the Stability this month
  • Step 1 - Stability: Akiros, Warden of the Marchlands Stability: 1d20 + 26 ⇒ (3) + 26 = 29 Oh crap that was close.
  • Step 2 - Consumption: GM subtracted our Consumption value. See "Ledger" tab.
  • Step 3 - Magic Items:
  • Step 4 - Modify Unrest: Augrym, Justicar of the Marchlands...

  • Step 0 - Spymaster: Zed the Unbroken, Spymaster of the Realm decides to focus on Economy
  • Step 1 - Assign Leadership: No change
  • Step 2 - Claim Hex: Baron Redleaf recommends No change
  • Step 3 - Abandon Hex: No
  • Step 4 - Build Terrain: No change
  • Step 5 - Settlements: Commission a Noble Villa in Solasgaard (Upper Center Block)
  • Step 6 - Army: Not yet
  • Step 7a - Festival (Holiday) Edicts: Jhod Kavken High Priest of the Marchlands, declares No change
  • Step 7b - Promotion Edicts: Baron Redleaf declares No change
  • Step 7c - Taxation Edicts: Oleg Leveston, Treasurer of the Realm sets the Taxation to No change


  • 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

    Loyalty check. Loyalty: 1d20 + 22 ⇒ (10) + 22 = 32


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

    Augrym succeeds in reducing Unrest!

    Month of Rova, 4719 AR

    Income Phase

    Withdraw resources from the treasury for personal use, if desired.
    Deposit personal resources into the barony's treasury.
    Roll an Economy check for tax collection.

    Event Phase
    1d100 ⇒ 64 No Event


    (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 is on a plane ATM, then driving up from DC. I may need to bot for a few days.

    Economy: 1d20 + 20 ⇒ (15) + 20 = 35


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

    The Marchlands' coffers grow incrementally this month!

    You wrap up this month's affairs fairly quickly, leaving you three weeks left to the month of Rova. How would you like to spend it? Downtime or Adventure?

    Augrym: TBD
    Marc: TBD
    Taranis: TBD
    Unrak: TBD
    Zed: TBD


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

    Per Slack, adventuring southeast.

    On your way out of town, you stop by the public notice post-board and note a few new quests available. You also stop for a quick ale at the Witch Hex, and one customer seems particularly friendly...

    The ride southeast is rather pleasant in the crisp autumn air. However, following the banks of the Tuskwater into the afternoon of [color=Teal]8th Rova[/color], you encounter the narrow delta of the Gudrin River, with no way to cross.

    You recall from your look at Jubilost Narthropple's notes that there may be a crossing further east.


    Male Inquisitor 10 (HP 106/106), Init: +9, AC 25 (T 14, FF 24), Perception +21, Fort +12, Ref +7, Will +12, CMB+14 / CMD+24

    Before leaving the Witch Hex...

    "I shall find this statue for you new beautiful lady friend Lily. Not for the kiss, which I will not oblige of you nor refuse, but to make you happy."

    While on the road...

    "We should head east, to the crossing. So says our. weird gnome friend Narthropple."


    (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

    "Let us head east then. We'll get you back as soon as possible Augrym. I know how much you want to train."


    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 agrees.


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

    The Huntsmen turn east, following the Gudrin, and soon make camp on its banks.

    4d100 ⇒ (27, 78, 86, 36) = 227

    The next morning, you continue, and eventually reach a shallow ford, exactly where Mr. Narthropple said it would be. You decide to take the time to map the area around the ford while you are here, and you encounter no trouble in the surrounding hills.

    On [color=teal]11th Rova[/color], you consider your next move...

    Return west on the southern bank?


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

    After taking in the nature and sights. Taranis indicates a westward trip before turning west. "We should get some ships on the lake. Nothing large, but a ferry may be in order."


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

    You proceed west along Gudrin, hugging the southern bank, until you again encounter the Tuskwater. A 3-mile stretch of the lake shoreline rises up above the water below here, presenting a swath of 40-foot- high cliffs and limiting access to the water below. The clifftops are thick with stinging nettles, slowing your progress to explore inland.

    DC 20 Survival:
    While exploring, you spot a steep, narrow trail down the cliff face towards a secluded cove.


    (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

    Survival: 1d20 + 9 ⇒ (3) + 9 = 12


    (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

    GM, something Toth can try?


    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

    survival: 1d20 + 7 ⇒ (3) + 7 = 10


    Male Inquisitor 10 (HP 106/106), Init: +9, AC 25 (T 14, FF 24), Perception +21, Fort +12, Ref +7, Will +12, CMB+14 / CMD+24

    Survival check: 1d20 + 11 ⇒ (17) + 11 = 28

    ”There seems to be a path here heading towards that secluded cave down there. With your permission good leader brother friend Taranis, I will lead us down.”

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