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

1d10 ⇒ 6

"Er... right," the trapper says uncomfortably, turning back to his friend. "Oh, oi! Did I tell ya about the hill giant I saw? Down in the Kamelands, south of the Gudrin. Big beast he was. I left a tot of rum on a rock and high-tailed it outta there. Didn't see 'im again."


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

Month of Kuthona, 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 incurs permanent Loyalty penalty.

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

Upkeep Phase Summary:

  • Step 0 - Ruler: Baron Redleaf decides to focus on The Economy this month
  • Step 1 - Stability: Akiros, Warden of the Marchlands Stability: 1d20 + 26 ⇒ (6) + 26 = 32
  • Step 2 - Consumption: GM subtracted our Consumption value. See "Ledger" tab.
  • Step 3 - Magic Items:
  • Shrine: 1 minor potion, scroll, or wondrous item
  • Exotic Artisan: 1 minor ring, wand, or wondrous item
  • Step 4 - Modify Unrest: Augrym, Justicar of the Marchlands, decided (I think we're good for now, no need to risk it as we have a 50% chance of doing damage to our cause)
  • Edict Phase Summary:

  • Step 0 - Spymaster: Zed the Unbroken, Spymaster of the Realm decides to focus on the 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: None
  • Step 5 - Settlements: None
  • Step 6 - Army: None
  • 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 makes no changes.

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

    Month of Kuthona, 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

    No event this month.


    (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

    Botting for Zed as he's deployed and busy ATM Economy: 1d20 + 26 ⇒ (20) + 26 = 46


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

    Snowdrifts whirl through town on [color=teal]4th Kuthona[/color]. You have four weeks. Adventure or Downtime?


    (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

    Adventure! Let us brave the snow and head WSW to the abandoned keep!


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

    After a fairly light few days at court, the Huntsmen strike west for the "Abandoned Keep" marked on Jubilost's map, reaching the location in the early afternoon of [color=teal]7th Kuthona[/color].

    Ahead, a ruined, circular keep looms out of the forest, surrounded by towering, ancient trees draped with hanging moss. Four circular towers sprout from the cracked walls like the trunks of great trees, at least one crumbled into rubble. Twisting vines and thick moss cover the walls in a coat of verdant green, even at the onset of winter, blending the ruins almost seamlessly into the surrounding woods. The overgrown remains of a path lead to an open, arched gateway gaping in the keep’s eastern wall, its doors long since rotted away.


    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 usual, I will lead the way. Please allow me to scout ahead and spot any possible dangers in advance, to protect all of my friends.”


    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

    set tokens. Onward, hoe!!

    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 group moves forward:
    botting a bit. I'm driving :-)
    Auggie takes point and looks around for hidden dangers:
    perception: 1d20 + 7 ⇒ (12) + 7 = 19
    perception: 1d20 + 7 ⇒ (15) + 7 = 22
    perception: 1d20 + 7 ⇒ (1) + 7 = 8


    (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 whispers to Toth, "Sneak my friend."


    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)

    Stealth: 1d20 + 8 ⇒ (6) + 8 = 14


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

    Augrym cautiously approaches the aperture where a gate once stood. Seeing no danger, he steps furtively into the castle itself.

    *click*

    In an instant, the trap springs.

    *CLANG!*

    The gate's ancient, rusted portcullis slams down on the poor half-orc: Damage: 6d6 ⇒ (2, 1, 6, 3, 6, 1) = 19, DC 20 Reflex avoids.

    Worse, the portcullis is now shut fast, with Augrym on one side, and his companions on the other. Worse still, something stirs within the castle!

    Initiative!:

    Augrym: 1d20 + 4 ⇒ (6) + 4 = 10 +2 if Surprise
    Marc: 1d20 + 4 ⇒ (5) + 4 = 9
    Taranis: 1d20 + 2 ⇒ (6) + 2 = 8
    Unrak: 1d20 + 3 ⇒ (13) + 3 = 16
    Zed: 1d20 + 8 ⇒ (9) + 8 = 17
    Hostiles: 1d20 + 13 ⇒ (5) + 13 = 18

    Quick as lightning, the door to the northeast tower bursts open. An instant later, a small grey fey creature appears next to Augrym and stabs him in the back with an oversized needle. DC 16 Knowledge (Nature) to identify.

    Stab @ Augrym: 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15 HIT Damage: 1d4 + 2d6 ⇒ (1) + (2, 6) = 9 plus 2 Bleed damage, and I need a Fort save vs. poison

    In the blink of an eye, he is gone again, disappearing behind the central spire of the castle. Meanwhile, two enormous waves of rats come swarming out of the southeast tower!

    Round I
    1. Fey, Rat Swarms
    2. Zed, Unrak, Augrym (22/50 hp, 2 bleed, Reflex save, Fort save), Marc, Taranis


    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

    Reflex: 1d20 + 5 ⇒ (1) + 5 = 6
    Fortitude: 1d20 + 8 ⇒ (16) + 8 = 24

    knowledge nature: 1d20 + 12 ⇒ (1) + 12 = 13

    Augrym readies himself to strike when the creature, whatever it is, reveals itself again.

    Matt readies himself to roll a new character... one that has no scouting skills whatsoever...


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

    Augrym steadies himself from the sudden assault and grits his teeth against the poison. Blood flows steadily from the wound in his back. On the other side of the bars, his companions...

    Round I
    1. Fey, Rat Swarms
    2. Zed, Unrak, Augrym (20/50 hp, 2 bleed, readied attack), Marc, Taranis

    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

    "Help me get this gate up!" as he walks toward the gate, he asks for Eastil's strength and prepares to force that gate up. casts bull strength


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

    Marc strides up to the portcullis and flexes his muscles.

    Round I
    1. Fey, Rat Swarms
    2. Zed, Unrak, Augrym (20/50 hp, 2 bleed, readied attack), Marc, Taranis


    (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 wastes no time. He runs up to the gate, but before helping, he conjures forth a massive Aqueous Orb and rolls over the rats.

    Nonlethal: 2d6 ⇒ (2, 1) = 3 REF DC 17 to negate. If the swarm fails, it needs a second REF save or it gets caught up.

    He then pulls Toth our of the way.


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

    Black Reflex: 1d20 ⇒ 14 SUCCESS
    Red Reflex: 1d20 ⇒ 3 FAIL
    Red Reflex: 1d20 ⇒ 18 SUCCESS

    The churning sphere rolls over both waves of rats. Both waves manage to cling to the ground (and each other), though a few dead rats from the closer wave get flung about the castle.

    Round I
    1. Fey, Rat Swarms (red @ 4 nonlethal)
    2. Zed, Unrak, Augrym (20/50 hp, 2 bleed, readied attack), Marc, Taranis


    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 strides up to the portcullis, plants his feet, and roars in rage as he attempts to Lift Gates!!

    Rage...

    assuming a +2 Aid from Marc

    Str check: 1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 8 futhermucker


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

    Huffing and buffing, Unrak manages only to break a nail. The portcullis stays firmly shut.

    Round I
    1. Fey, Rat Swarms (red @ 4 nonlethal)
    2. Zed, Unrak, Augrym (20/50 hp, 2 bleed, readied attack), Marc, Taranis


    Zed quickly pieces together a complex spell, summoning forth a leopard! He quickly speaks the words of angels, telling it to guard Augrym!

    FORT: 1d20 ⇒ 15 Not fatigued.


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

    The rats circumvent the churning orb and flow towards Augrym! Nothing stirs in the darkness deeper in the castle.

    Round II
    1. Fey, Rat Swarms (red @ 4 nonlethal)
    2. Zed, Unrak, Augrym (20/50 hp, 2 bleed, readied attack), Marc, Taranis


    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 ends his readied attack, prays for guidance and for help to get out of this trouble.

    Casting invisibility. Do I need to cast it defensively with the swarms?

    Moved away after. stealth: 1d20 + 22 ⇒ (4) + 22 = 26


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

    Nope!

    Augrym disappears from the view of his companions and stumbles deeper into the castle. A thin trail of blood droplets marks his path.

    Round II
    1. Fey, Rat Swarms (red @ 4 nonlethal)
    2. Zed, Unrak, Augrym (18/50 hp, 2 bleed, invisible), Marc, Taranis

    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 gets a grip on the bars and lifts!
    strength check: 1d20 + 6 ⇒ (6) + 6 = 12 add all the aids!
    strength check: 1d20 + 6 ⇒ (8) + 6 = 14
    strength check: 1d20 + 6 ⇒ (10) + 6 = 16


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

    Making a Str check is a standard action, so you only get one here.

    Not to be outdone by Unrak, Marc too manages to break a nail on the gate. The portcullis does not budge.

    Round II
    1. Fey, Rat Swarms (red @ 4 nonlethal)
    2. Zed, Unrak, Augrym (18/50 hp, 2 bleed, invisible), Marc, Taranis


    (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 directs Toth with a hand motion indicating that he should seek an opening on the side, casting a spell of Acid Maw on the way. Meanwhile Taranis directs the orb over the swarms again. 3d6 ⇒ (2, 6, 4) = 12 DC is 17


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

    Red Reflex: 1d20 ⇒ 7 FAIL
    Red Reflex: 1d20 ⇒ 14 SUCCESS
    Black Reflex: 1d20 ⇒ 8 FAIL
    Black Reflex: 1d20 ⇒ 6 FAIL

    I believe the damage is 2d6, so that would be 8 nonlethal.

    The orb rolls over the first wave of rats and manages to scoop up the second swarm!

    Round II
    1. Fey, Rat Swarms (red @ 12 nonlethal, black @ 8 nonlethal)
    2. Zed, Unrak, Augrym (18/50 hp, 2 bleed, invisible), Marc, Taranis


    (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

    Yes. My brain loaded Flaming Sphere, not Aqueous Orb.


    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 produces a tiny shovel and mimics digging with it with a deft hand motion. His Expeditious Excavation spell is a personal favorite, and he uses it to remove a 5 foot cube of dirt from directly below the portcullis. He adds another flourish to the spell that he just learned when reviewing it this morning, and causes the discarded dirt to form a cloud offering concealment to Augrym while he makes his escape, or to the party while they charge to the rescue!

    spell is a standard... cant read the map, so Zed has a move if he needs it.


    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

    I think I need to know what happens with this spell--whether we can now fit through the hole Zed created & GTF in there...?


    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--VERY agrilly!!--throws an alchemist's fire at the closest swarm (red)

    ranged touch: 1d20 + 7 ⇒ (1) + 7 = 8 <--are. you. KIDDING?!??!


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

    1d8 ⇒ 1

    Unrak tosses the vial furiously at the rats. Unfortunately, it bounces off the portcullis bars and explodes at his own feet. Unrak and Marc each take 1 fire damage from the splash.

    Orb: 2d6 ⇒ (2, 4) = 6
    Reflex: 1d20 ⇒ 8 FAIL

    The churning currents of the watery orb fling half-drowned rats in all directions, but still the rats squirm and squeal. The nearer wave of rats, however, find the portcullis bars and excavated tunnel to be no impediment. They swarm over the heroes heaving on the gate!

    Swarm Damage @ Unrak, Marc: 1d6 ⇒ 2 plus TWO Fort saves (vs disease, vs distraction)

    Perception: 1d20 ⇒ 7

    Inside the castle, a grey blur comes flashing out of the darkness, stopping suddenly by the inner tower wall. A sharp needle is stabbed upward but, apparently hitting nothing, the creature gives a grunt of frustration and zooms away into the northeast tower.

    Stab @ Invisible Augrym: 1d20 + 6 + 2 ⇒ (3) + 6 + 2 = 11 Miss Chance, High is Hit: 1d100 ⇒ 30 MISS

    Round III
    1. Fey, Rat Swarms (red @ 12 nonlethal, black @ 14 nonlethal)
    2. Zed, Unrak (62/65 hp, 2 Fort saves), Augrym (18/50 hp, 2 bleed, invisible), Marc (35/38 hp, 2 Fort saves), Taranis


    (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 directs the trapped swarm away. Toth comes tearing through the courtyard now, trying to get in to obey his master.

    The druid adds yet another elemental sphere to the mix, bringing forth a Flaming Sphere FIRE: 3d6 ⇒ (6, 4, 2) = 12 REF DC 16


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

    Reflex: 1d20 ⇒ 16

    The rats flee deftly around the fire, and the swarm stays!

    Round III
    1. Fey, Rat Swarms (red @ 12 nonlethal, black @ 14 nonlethal)
    2. Zed, Unrak (62/65 hp, 2 Fort saves), Augrym (18/50 hp, 2 bleed, invisible), Marc (35/38 hp, 2 Fort saves), Taranis


    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

    Fort vs. disease: 1d20 + 7 ⇒ (7) + 7 = 14
    Fort vs. distraction: 1d20 + 7 ⇒ (1) + 7 = 8

    Unrak fumbles backwards as far as his nauseated legs can carry him

    That's THREE NAT 1'S OUT OF 4 ROLLS


    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 moves towards the gate and heals himself.

    cure: 1d8 + 5 ⇒ (2) + 5 = 7

    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

    fort save disease: 1d20 + 5 ⇒ (3) + 5 = 8
    fort save distraction: 1d20 + 5 ⇒ (17) + 5 = 22


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

    Augrym puts a stop to the bleeding while Unrak vomits copiously outside. Marc manages to keep his stomach.

    Round III
    1. Fey, Rat Swarms (red @ 12 nonlethal, black @ 14 nonlethal)
    2. Zed, Unrak (62/65 hp, nauseated), Augrym (23/50 hp, invisible), Marc (35/38 hp, diseased), Taranis


    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: 33/33

    Zed commands the leopard to guard the north tower's door, pinning in the shadowy attacker and his needle.

    Zed smirks and as he gazes intently at the tip of his raised index finger, a small spark ignites, then rapidly grows as a fire elemental is summoned forth from beyond.  The flame quickly takes shape, shifting rapidly from a vaguely humanoid shape, to… other… shapes. This creature looks like a living, mobile bonfire, tongues of flame reaching out in search of things to burn. It needn't look far, as Zed summoned it immediately on top of the swarm of rats!

    Slam!: 1d20 + 6 ⇒ (15) + 6 = 21 for 1d4 + 2 ⇒ (4) + 2 = 6 damage, plus BURN! for 1d4 ⇒ 3 rounds (DC11 Reflex Save negates).  Enemy takes 1d4 damage at the start of its turn.

    Link to Stats

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

    Saving Throw!: 1d20 + 2 ⇒ (12) + 2 = 14

    Zed's energy levels are low, and his almond shaped elven eyes droop a bit.
     

    Paizo wrote:

    Small Fire Elemental

    Alignment & Size: N Small (4 ft. long, 2 lbs.)

    Init +5; Senses darkvision 60 ft.; Perception +4

    DEFENSE

    AC 16, touch 13, flat-footed 14

    hp 13

    Fort +5, Ref +4, Will +0

    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.

    Weaknesses vulnerability to cold

    OFFENSE

    Speed 50 ft.

    Melee slam +6 (1d6+2) plus burn (1d4, DC 11)

    Special Attacks Burn: Reflex or take 1d4 damage on your turn 

    STATISTICS

    Str 14, Dex 13, Con 14, Int 4, Wis 11, Cha 11

    Base Atk +2; CMB +1; CMD 13

    Feats Dodge, Improved Initiative, Weapon Finesse

    Skills Acrobatics +5, Climb +6, Escape Artist+5, Intimidate +4, Knowledge (planes) +1, Perception +4

    Languages Ignan

    SPECIAL ABILITIES

    Burn: On a melee hit, opponent catches fire (DC11 Reflex negates) for 1d4 rounds, taking 1d4 damage per round. Can attempt a new save as a full-round action.  Stop, drop, and roll adds +4 to the save.

    Movement Over Water: A fire elemental cannot enter water or any other nonflammable liquid. A body of water is an impassible barrier unless the fire elemental can step or jump over it or the water is covered with a flammable material (such as a layer of oil).


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

    The rats disperse under the elemental onslaught. The celestial leopard moves to the doorway and growls.

    Round III
    1. Fey, Rat Swarms (black @ 14 nonlethal)
    2. Zed, Unrak (62/65 hp, nauseated), Augrym (23/50 hp, invisible), Marc (35/38 hp, diseased), Taranis

    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

    "let's stick together and get this gate up..." He's asked for Erastil's blessing, he going to try and use it.

    str check: 1d20 + 6 ⇒ (17) + 6 = 23


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

    Marc heaves on the portcullis. The rusted iron shudders and groans... but does not give way. Marc thinks he could get it up with just a little more oomph.

    Reflex: 1d20 ⇒ 6
    Orb: 2d6 ⇒ (2, 5) = 7

    The soggy, drowned rats die in droves inside the spinning orb to the south. Technically nonlethal, but they drown to death soon thereafter.

    All that the heroes see and hear otherwise is that the celestial leopard stops growling, then looks confusedly in your direction.

    Realizing now that this was not clear from the castle description: the outer wall is only 20' high, and rough enough that a good climber could scale it.

    Round III
    1. Fey
    2. Zed, Unrak (62/65 hp), Augrym (23/50 hp, invisible), Marc (35/38 hp, diseased), Taranis


    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 aid you in your next attempt blessed of Erastil friend Marc.”

    Augrym takes out his crowbar to help lift the portcullis.

    Srength: 1d20 + 6 ⇒ (15) + 6 = 21


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

    I guess I will treat that as a readied action. Augrym places an invisible crowbar against the portcullis bracing and waits for Marc to give another shove.

    Round IV
    1. Fey
    2. Zed, Unrak (62/65 hp), Augrym (23/50 hp, invisible, readied action), Marc (35/38 hp, diseased), Taranis

    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 one last time...
    1d20 + 6 ⇒ (8) + 6 = 14


    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, recovered from the rat-induced heebie jeebies, goes up to the portcullis and heaves (this time, the heaving is voluntary and does not involve shouting groceries)

    LIFT GATES: 1d20 + 6 ⇒ (4) + 6 = 10 frak you dice bot. Frak. You.


    (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

    "JUST GET IN THERE!" Taranis spends the time directing his spells towards the tower and ordering Toth to go in and attack!

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