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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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 whispers a quick prayer to Erastil as a wave of healing energy flows from him to the rest of the party.

all the party get this much health back: 2d6 ⇒ (4, 3) = 7


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

Marc binds up his comrades wounds with the aid of Old Deadeye.

Round III
1. Fey @ 42 dmg, Vines @ 31 dmg
2. Unrak, Augrym (30/50 hp), Taranis, Zed, Marc (16/38 hp, diseased)


(HP: 82/82), Init: +2, AC: 20 T: 13, FF: 17, Perception +19**, F: +10*, R: +6*, W: +11*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1 Redleaf Grove, Kinging

The elemental takes a swing as the fey dashes off: AoO: 1d20 + 6 ⇒ (1) + 6 = 7, but is far too slow.


M Human Bloodrager 9 HP 49/110(75/136) AC 25(23) Rage 21/21 F 10 R 7 W 6 Init +7
Raging FA:
[dice=Attack]d20+15[/dice] [dice=Damage]2d6+19[/dice][dice=Attack]d20+10[/dice] [dice=Damage]2d6+19[/dice]
Spells L1:3/3 L2:2/2

the door has been broken in, correct? Assuming that's the case...

Unrak hustles into the tower (move action) and I need to know what I see before I take a standard, please


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

Knowledge... : 1d20 ⇒ 17 plus…

Mods:
Arcana: +13 | Dungeon: +9 | Eng: +9 | Geo: +10 | History: +9 | Local: +11 | Nature: +9 | Nobility: +10 | Planes: +12 | Religion: +10

What does Zed know about this thing? He ponders and ruminates as he hustles forward in Unrak's wake. (Holding standard as well)


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

Unrak rushes into the tower (yes, door is shattered) and spots the fey climbing the vines some 30 feet up, aiming for a hole in the broken roof.

Zed knows this creature to be a grimstalker, a skilled climber able to control the plant life of the forest. Its claws are the most dangerous part of the fey, as they carry poison. The sharp teeth are just for show.


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M Human Bloodrager 9 HP 49/110(75/136) AC 25(23) Rage 21/21 F 10 R 7 W 6 Init +7
Raging FA:
[dice=Attack]d20+15[/dice] [dice=Damage]2d6+19[/dice][dice=Attack]d20+10[/dice] [dice=Damage]2d6+19[/dice]
Spells L1:3/3 L2:2/2

He's going out the ROOOOOOOF!!

Having no other alternative, Unrak hurls his sword with a mighty double-overhand throw!!!

-4 for improvised weapon, -4 for 2 range increments out. +2 for Destined Strike

THROW!!: 1d20 + 7 - 8 + 2 ⇒ (15) + 7 - 8 + 2 = 16
damage: 2d6 + 7 ⇒ (6, 6) + 7 = 19


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

Furious at the fey's cowardly attempt at escape, an enraged Unrak hurls his mighty sword into the thicket of vines overhead. The blade slams into the small of the fey's back and sends a shower of blood below. The astonished, dying grimstalker releases its hold on the vines and crashes to the ground below, dead before hitting the floor.

Out of combat! For slaying the vile grimstalker and his assassin vine, each Huntsman earns 480 XP!


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

Looking about the interior of the tower, this one appears to have better withstood the ravages of time. The walls are nearly intact, and though the upper interior floors have collapsed, nearly the entire roof remains.

There is a locked chest nestled against the eastern wall.


M Human Bloodrager 9 HP 49/110(75/136) AC 25(23) Rage 21/21 F 10 R 7 W 6 Init +7
Raging FA:
[dice=Attack]d20+15[/dice] [dice=Damage]2d6+19[/dice][dice=Attack]d20+10[/dice] [dice=Damage]2d6+19[/dice]
Spells L1:3/3 L2:2/2

Heaving like a bellows and immensely satisfied, Unrak grunts as he retrieves his sword and wipes it on the fallen foe, then inspects it for damage. Clear--I got him. Come on in!

He approaches the chest, but waits for the others before making any moves.


(HP: 82/82), Init: +2, AC: 20 T: 13, FF: 17, Perception +19**, F: +10*, R: +6*, W: +11*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1 Redleaf Grove, Kinging

"Brother! You hurled it like Papa Storm himself! Outstanding!" Taranis pats his brother on his back.


M Human Bloodrager 9 HP 49/110(75/136) AC 25(23) Rage 21/21 F 10 R 7 W 6 Init +7
Raging FA:
[dice=Attack]d20+15[/dice] [dice=Damage]2d6+19[/dice][dice=Attack]d20+10[/dice] [dice=Damage]2d6+19[/dice]
Spells L1:3/3 L2:2/2

Unrak grunts in a seemingly self-disparaging way, but throws his brother a wink.

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

" Aye! That was a throw worthy of Old Deadeye! He truly has blessed us this day."

After the groups collects themselves:
"The central tower is left? This place could be useful to us if we have the resources to rebuild it."


(HP: 82/82), Init: +2, AC: 20 T: 13, FF: 17, Perception +19**, F: +10*, R: +6*, W: +11*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1 Redleaf Grove, Kinging

"No one opens any chests, or enters any towers, without getting cleared first. Augrym and Marc how are you?"


Male Inquisitor 9 (HP 95/95), Init: +9, AC 25 (T 13, FF 23), Perception +19, Fort +11, Ref +7, Will +11, CMB+12 / CMD+25

"I could use some healing good leader brother friend Taranis. Otherwise I am a beacon of health."

Augrym goes to search the chest for traps.
Perception: 1d20 + 15 ⇒ (7) + 15 = 22

Depending on if the way is clear, I will attempt to disable this lock. If there's a trap that I've spotted, I will attempt to disable that first and put a new role in. All of this will be done after we are healed. up though.

DD: 1d20 + 14 ⇒ (1) + 14 = 15 Clearly not going to work.
DD: 1d20 + 14 ⇒ (15) + 14 = 29 Hopefully this one worked.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

Augrym gets the lock on his second try. Inside is a trove of treasure!

- Fine velvet cloak (worth 10 gp)
- Gold necklace (worth 100 gp)
- Silver ring set with an emerald (worth 300 gp)
- Bejeweled masterwork shortsword (worth 510 gp)
- Moonstone (worth 50 gp)
- 76 silvers
- 31 gold crowns

Taranis (who is sitting next to the GM) casts detect magic, and nothing in the chest is magical.

Where to?


(HP: 82/82), Init: +2, AC: 20 T: 13, FF: 17, Perception +19**, F: +10*, R: +6*, W: +11*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1 Redleaf Grove, Kinging

"Excellent! Come hither brother." Taranis uses the wand on Augrym. He gestures to his brother to distribute the party the booty.

CLW on Augrym: 3d8 + 3 ⇒ (7, 5, 1) + 3 = 16
CLW on Marc: 4d8 + 4 ⇒ (4, 2, 4, 4) + 4 = 18

7 Charges used.

"Gentlemen, let us take the center tower." Map updated.


M Human Bloodrager 9 HP 49/110(75/136) AC 25(23) Rage 21/21 F 10 R 7 W 6 Init +7
Raging FA:
[dice=Attack]d20+15[/dice] [dice=Damage]2d6+19[/dice][dice=Attack]d20+10[/dice] [dice=Damage]2d6+19[/dice]
Spells L1:3/3 L2:2/2

Nice haul! I’m ready, let’s hit that tower. Unrak draws his sword again, ready to take point into the center tower


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

The Huntsmen approach the central tower from both sides. This wide chamber has an impressive vaulted ceiling. Though obscured in places by earth and undergrowth, the hall’s floor is crafted of smooth stone tiles in multicolored pastel hues. The walls of the chamber are decorated with faded frescoes of sylvan life, showing scenes of beautiful elves engaged in hunting, feasting, dancing, singing, and a bewildering variety of other idyllic pursuits. To the west, a graceful, filigreed stone staircase, garlanded with flowering vines, climbs to the level above.


M Human Bloodrager 9 HP 49/110(75/136) AC 25(23) Rage 21/21 F 10 R 7 W 6 Init +7
Raging FA:
[dice=Attack]d20+15[/dice] [dice=Damage]2d6+19[/dice][dice=Attack]d20+10[/dice] [dice=Damage]2d6+19[/dice]
Spells L1:3/3 L2:2/2

By “garlanded,” do you mean “grew prettily,” or “seem to have been pruned/gardened?


(HP: 82/82), Init: +2, AC: 20 T: 13, FF: 17, Perception +19**, F: +10*, R: +6*, W: +11*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1 Redleaf Grove, Kinging

Taranis looks over the artwork, doing his best to suss out if there is a specific story being told. "Zed, what is depicted here?" Trex says it's nobility or history

"Toth, seek, and quietly." Taranis direct his faithful friend.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

The stone of the staircase is carved to mimic flowering vines.


Large Animal Companion (HP: 74/74), Init: PC, AC: 32 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 ⇒ (4) + 8 = 12
Perception: 1d20 + 7 ⇒ (20) + 7 = 27


M Human Bloodrager 9 HP 49/110(75/136) AC 25(23) Rage 21/21 F 10 R 7 W 6 Init +7
Raging FA:
[dice=Attack]d20+15[/dice] [dice=Damage]2d6+19[/dice][dice=Attack]d20+10[/dice] [dice=Damage]2d6+19[/dice]
Spells L1:3/3 L2:2/2

Unrak S’s eyes narrow warily...he casts Shield before they head up the stairs


Zed looks over the walls:

Knowledge (History): 1d20 + 9 ⇒ (4) + 9 = 13
Knowledge (Local): 1d20 + 10 ⇒ (1) + 10 = 11
Knowledge (Nobility): 1d20 + 9 ⇒ (1) + 9 = 10


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

As the party inspects the frescoes and Toth heads for the stairs, a light fog begins to fill the room.

You begin to feel woozy...

Augrym Will: 1d20 + 8 ⇒ (10) + 8 = 18 SUCCESS
Marc: 1d20 + 5 ⇒ (8) + 5 = 13 FAIL Wisdom Damage: 1d3 ⇒ 2
Taranis Will: 1d20 + 7 ⇒ (19) + 7 = 26 SUCCESS
Toth Will: 1d20 + 6 ⇒ (13) + 6 = 19 SUCCESS
Unrak Will: 1d20 + 7 ⇒ (17) + 7 = 24 SUCCESS
Zed Will: 1d20 + 2 ⇒ (7) + 2 = 9 FAIL Wisdom Damage: 1d3 ⇒ 1

Shortly thereafter, the mists dissipate. For surviving this trap, each Huntsman 320 XP.

2d20 ⇒ (19, 17) = 36

Toth hears nothing from above. Zed knows nothing of the stories depicted on the walls.

Heading up?


(HP: 82/82), Init: +2, AC: 20 T: 13, FF: 17, Perception +19**, F: +10*, R: +6*, W: +11*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1 Redleaf Grove, Kinging

Yes, going upstairs.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

The Huntsmen ascend the stairs. The go up, and up, and up, and up...

The stairs end in a circular room featuring wide windows draped with hanging vines that offer panoramic views of the keep’s overgrown courtyard and the forest beyond. An open circular skylight in the ceiling provides glimpses of the forest canopy overhead. The walls between the windows are carved with exquisite, delicate nature motifs highlighted in gold and silver leaf. A riot of flowers, plants, and bushes sprout from the thick loam that carpets the hall’s floor, as if one were walking in a fantastic glade elevated high above the forest floor.

Opposite the stairs stands a graceful, alluring elven woman with alabaster skin, golden hair, and emerald green eyes and wears a flowing white gown of archaic elven style, tied at the waist with a blood-red scarf.

Toth, leading the way, offers a low growl. The woman smiles and begins to dance...

Stairs are Difficult Terrain due to being steep.

Initiative:

Augrym: 1d20 + 4 ⇒ (15) + 4 = 19 +2 if Surprise
Marc: 1d20 + 4 ⇒ (7) + 4 = 11
Taranis: 1d20 + 2 ⇒ (7) + 2 = 9
Unrak: 1d20 + 3 ⇒ (19) + 3 = 22
Zed: 1d20 + 8 ⇒ (10) + 8 = 18
Hostiles: 1d20 + 4 ⇒ (6) + 4 = 10

Round I
1. Unrak, Augrym (46/50 hp), Zed, Marc (34/38 hp)
2. Elf (Knowledge Nature to identify)
3. Taranis


M Human Bloodrager 9 HP 49/110(75/136) AC 25(23) Rage 21/21 F 10 R 7 W 6 Init +7
Raging FA:
[dice=Attack]d20+15[/dice] [dice=Damage]2d6+19[/dice][dice=Attack]d20+10[/dice] [dice=Damage]2d6+19[/dice]
Spells L1:3/3 L2:2/2

For an instant, Unrak is content to simply let this play out, and watch the beauty dance. Toth's growl, however, alerts him to danger (he trusts the beast more than most people!)...the warrior thinks about the fact that two other nasty fey inhabited this castle. This once must be in cahoots.

Nodding in satisfaction that his calculus is correct, he hefts his sword and charges into battle, trying to take her out before she can complete whatever ensorclement she is attempting.

not strictly charging, just running in

attack: 1d20 + 8 ⇒ (6) + 8 = 14
damage: 2d6 + 10 ⇒ (2, 2) + 10 = 14


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

Unrak's swing is mighty, but whooshes by the woman's pointed ear.

Round I
1. Unrak, Augrym (46/50 hp), Zed, Marc (34/38 hp)
2. Elf (Knowledge Nature to identify)
3. 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

Knowledge... : 1d20 ⇒ 18 plus…

Mods:
Arcana: +13 | Dungeon: +9 | Eng: +9 | Geo: +10 | History: +9 | Local: +11 | Nature: +9 | Nobility: +10 | Planes: +12 | Religion: +10
= 27

Weaknesses? Defenses? Other useful questions?

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 rushes into the room and finds the stairs difficult to manage. but he makes it to the bottom...


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4
Zed the Unbroken wrote:


Weaknesses? Defenses? Other useful questions?

Zed gasps. This is no elf! This is a baobhan sith! Such creatures have no known weaknesses. They are able to resist all but cold iron weapons, and are resistant to spells, too. Baobhan siths are extremely deadly, able to suck the lifeblood from their prey, captivate their foes with a rhythmic dance, and when a baobhan sith is slain, they can inflict a terrible curse on their killer.

Round I
1. Unrak, Augrym (46/50 hp), Zed, Marc (34/38 hp)
2. Sith
3. Taranis


M Human Bloodrager 9 HP 49/110(75/136) AC 25(23) Rage 21/21 F 10 R 7 W 6 Init +7
Raging FA:
[dice=Attack]d20+15[/dice] [dice=Damage]2d6+19[/dice][dice=Attack]d20+10[/dice] [dice=Damage]2d6+19[/dice]
Spells L1:3/3 L2:2/2

I have GOT to get me a cold iron backup weapon...


Male Inquisitor 9 (HP 95/95), Init: +9, AC 25 (T 13, FF 23), Perception +19, Fort +11, Ref +7, Will +11, CMB+12 / CMD+25

Augrym hears that his cold iron sword will do fine against this creature but is nervous about this killing curse. He moves forward, studies his new opponent and bangs his sword against his shield as he strides towards her.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

Augrym strides forward to stand alongside Unrak, ready for battle.

I moved Zed up the stairs so that he can identify. He has a Standard action remaining.

Round I
1. Unrak, Augrym (46/50 hp), Zed (standard action remaining), Marc (34/38 hp)
2. Sith
3. 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 First
  • Current HPs: 27/27
 

Wand of Magic Missiles (CL: 3; Charges: 18: 2d4 + 2 ⇒ (2, 4) + 2 = 8


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

Zed draws first blood with his trusty wand!

The sith smiles gently and looks you each in the eye, sidling closer to Augrym and beginning to sway rhythmically back and forth... and entering a nimble dance! The elfin woman's clothes whirl about her as if clinging over her naked body by only the narrowest threads, as her pale toes spring lightly on the wooden floor and her slender fingers wreathe intricate patterns in the air...

WILL save from EVERYBODY. In addition, "creatures that are sexually attracted to females suffer a –2 penalty on their saving throw." Please include this in your roll if this applies to you.

Round I
1. Unrak, Augrym (46/50 hp), Zed (standard action remaining), Marc (34/38 hp)
2. Sith
3. WILL SAVE (Everybody)
4. Taranis


(HP: 82/82), Init: +2, AC: 20 T: 13, FF: 17, Perception +19**, F: +10*, R: +6*, W: +11*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1 Redleaf Grove, Kinging

Will: 1d20 + 8 + 4 - 2 ⇒ (14) + 8 + 4 - 2 = 24 "You'll not use your wiles on me!"


Large Animal Companion (HP: 74/74), Init: PC, AC: 32 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)

Will: 1d20 + 3 ⇒ (6) + 3 = 9 The cat starts panting.


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

Saving Throw!: 1d20 - 2 ⇒ (7) - 2 = 5 plus...

Modifiers:
  • Fortitude: +2
  • Reflex: +4
  • Will: +6 / +8 Vs. Enchantments

Uh-oh. Zed's other trusty wand stirs ominously...


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

Zed becomes totally enthralled by the sith's fluid motions effectively becoming "dazed" until she stops dancing (cannot take ordinary actions, but no penalty to AC). Toth likewise follows the flow of her loose skirts, ignoring his master's instructions.

Taranis is not so easily entranced!

Round I
1. Unrak (WILL), Augrym (WILL, 46/50 hp), Zed (dazed), Marc (WILL, 34/38 hp)
2. Sith
3. Taranis (Toth dazed)


Male Inquisitor 9 (HP 95/95), Init: +9, AC 25 (T 13, FF 23), Perception +19, Fort +11, Ref +7, Will +11, CMB+12 / CMD+25

Will save: 1d20 + 9 ⇒ (12) + 9 = 21


M Human Bloodrager 9 HP 49/110(75/136) AC 25(23) Rage 21/21 F 10 R 7 W 6 Init +7
Raging FA:
[dice=Attack]d20+15[/dice] [dice=Damage]2d6+19[/dice][dice=Attack]d20+10[/dice] [dice=Damage]2d6+19[/dice]
Spells L1:3/3 L2:2/2

Will: 1d20 + 3 - 2 ⇒ (20) + 3 - 2 = 21 <--BOOOM!!!

Unrak's eyes widen at the delightful spectacle, but he keeps his head, snarls defiantly, and readies his sword for a REAL strike...


(HP: 82/82), Init: +2, AC: 20 T: 13, FF: 17, Perception +19**, F: +10*, R: +6*, W: +11*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1 Redleaf Grove, Kinging

Taranis, low on magic, uses one of the old magic spells passed down through the generations as a scimitar of pure flame. Flame Blade and move.

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

will save: 1d20 + 6 ⇒ (17) + 6 = 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 Jorstad wrote:
[dice=will save]1d20+6-2

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

please take a -2 TO THIS ROLL. Marc is cis-heterosexual-male


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

Unrak, Augrym, and Marc all barely manage to tear their eyes away from the woman's lithe, twirling body.

Taranis prepares to enter battle alongside his brother.

Round II
1. Unrak, Augrym (46/50 hp), Zed (dazed), Marc (34/38 hp)
2. Sith
3. Taranis (Toth dazed)


M Human Bloodrager 9 HP 49/110(75/136) AC 25(23) Rage 21/21 F 10 R 7 W 6 Init +7
Raging FA:
[dice=Attack]d20+15[/dice] [dice=Damage]2d6+19[/dice][dice=Attack]d20+10[/dice] [dice=Damage]2d6+19[/dice]
Spells L1:3/3 L2:2/2

Unrak roars with great power, blanking his mind against this siren's wiles with his primal rage. He takes a crow step and makes a huge upward swing...

Use Destined Strike

attack: 1d20 + 10 + 2 ⇒ (14) + 10 + 2 = 26
damage: 2d6 + 13 ⇒ (4, 6) + 13 = 23

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