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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(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

It has cover from attacks, but it's not able to fight back so long as it's wrapped up in the water.


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 L1:2/3 L2:1/2; L3 2/2

Unrak walks up and swings at the creature!

I forget the specific effects of cover, so please adjsut accordingly

Attack: 1d20 + 8 + 2 ⇒ (15) + 8 + 2 = 25
Damage: 2d6 + 11 ⇒ (4, 5) + 11 = 20


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 Second
  • Current HPs: 33/33

Zed produces a miniature shovel from somewhere amd weaves his fingers in an intricate dance of magic. A Spiked Pit suddenly opens up directly beneath the creature's feet.

20ft deep
2d6 spike damage
DC 20 Reflex negates

Zed then directs his earth elemental to ready an action in the event the creature somehow escapes the pit...

Improved Bull Rush!: 1d20 + 8 + 2 + 2 ⇒ (4) + 8 + 2 + 2 = 16 to send the beast back to the spiked pit's spikey spikes.

Hat tip to Trex! Fun spell!


(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

Interesting situation, as the creature is in the ball. I'll drop the ball in the pit, but we need proof of death. Let's see what the GM does with Zed's spell.


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

Risky choice. Remember that the area around the pit is sloped, so your comrades would also need to make a save.

Reflex: 1d20 ⇒ 6

Luckily, my dice are terrible.

Falling Damage: 2d6 ⇒ (3, 1) = 4
Spike Damage: 2d6 ⇒ (3, 5) = 8
Spike Damage: 2d6 ⇒ (2, 3) = 5

Zed's spell follows Unrak's heavy swing, and the hodag roars its way down the pit. Taranis then engulfs the creature while the others safely back away. Before the monster can do much else, the churning waters and its spike-filled confinement put an end to it.

A few seconds later, the pit vanishes and the corpse is raised back from the extradimensional hole.

For defeating the hodag, each hero earns 480 XP.

Searching the lair, you find:

- three handaxes
- one greataxe of masterwork quality
- one suit of magical armor, which Zed identifies as a +1 studded leather armor
- a magical spear, which Zed identifies as a +1 keen spear


(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

"Risky! Risky but effective Zed. I'm guessing by the gear in here that we're not the first to attempt to fell such a beast."

Taranis looks carefully at the spear, "Such craftsmanship I've never seen in person. This must be Stas's spear."

The baron suggests spending some time mapping near the lair, but returning with proof of the Hodag, "We've done a lot this month. Maybe after mapping we return home."

Depending on travel time. I wouldn't mind going east before home if there's time.


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 could use some healing, friends.”

CLW: 1d8 + 5 ⇒ (3) + 5 = 8


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

You spend the next two days thoroughly exploring the area and adding its features to your map-in-progress.

There is a bit of sun to greet you through the clouds at dawn on [color=teal]15th Kuthona[/color]. Taranis estimates that Solasgaard is a five days' ride, maybe six, if you go back the way you came.

Where to?


(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 go East, and then home. We'll get at least a basic idea of what is just West of Solasgaard."


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

The Huntsmen press eastward, exploring and mapping more of the Narlmarches. On the morning of [color=teal]18th Kuthona[/color], Baron Redleaf gathers the others to assess their progress.

You successfully explore and map Hex 41 without anything of major note. You estimate it to be a six days' ride back to Solasgaard, due to the need to circumnavigate the Murque River near Redwood Keep.


(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 return to Solasgaard. We've done good work here."


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 L1:2/3 L2:1/2; L3 2/2

and we're certainly all healed after 2 days...


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

The Huntsmen ride back in to Solasgaard a week later without meeting further incident on the road. Tired, muddy, and disheveled, they hang their cloaks in Castle Redleaf and meet with Akiros, Kesten, Jhod, and Oleg to learn of any happenings in town during their weeks away. Fortunately, Kuthona has proven to be a quiet month. Svetlana Leveton joins the meeting with her husband and warms you all with a bowl of her now-famous moon radish soup.

Anything you would like to do before we jump into 4720 AR?


(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

That's literally 1 week of downtime. I'm good for now. Eager to build something before we head out again.


(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 Slack: Augrym takes over the completion of the quests. He first brings a little bit of piece of mind to Stas. Assuming the man doesn't want the head, it'll make a good bit of taxidermic art in the castle. He also does whatever he'd like in giving Lily what she'd like.


(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... If I'm reading to much into the reward and it really is just carnal, stop me here. Taranis joins Augrym in going to Lily. He lets Brother Augrym make the trip as personal as he'd like, but the Baron suspects there's potential in the lass. He tries to get a read on her before making an offer of apprenticing at the castle with potential for more.

Sense Motive: 1d20 + 4 ⇒ (9) + 4 = 13 I would imagine Augrym is there to either take the lead on this or Aid Another.
Diplomacy: 1d20 + 13 ⇒ (20) + 13 = 33


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 is accepts the aid for his sense motive check and attempts aid for diplomacy.

aid on diplomacy: 1d20 + 0 ⇒ (6) + 0 = 6 fails miserably
Sense Motive: 1d20 + 15 + 2 ⇒ (17) + 15 + 2 = 34 much better


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

Augrym and Taranis find both Stas and Lily at the Witch Hex, the former at the bar and the latter waiting tables.

"You found it!" Stas cries, slamming down his flagon and staring at the spear. He picks up the flagon and rams it into the man next to him. "See, I told you. Fought off that hodag myself, I did. Keep it lad, keep it."

Lily is likewise joyful at your find. "Ooooh, how pretty! For me? You're so sweet. Hold on, let me fetch your reward from the back." She takes the statuette and eyes it lovingly as she heads the back room. A moment later she returns and proudly hands you an old, worn but functional cloak of resistance +1. "And I believe there was something else listed as a reward..." she giggles, stepping up to the half-orc and kissing him full on the lips. "Come see me again, alright?"

She gets back to work. You get the sense that Lily is a woman who knows how to get men to do what she wants...

For completing both quests, each Huntsman earns 640 XP.


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

You spend the last few days of the year preparing the festival for the Night of the Pale. The mood in Solasgaard is cheerful, and the citizens are eager for what the new year might bring.

In the morning, 4720 AR is upon you.

Month of Abadius, 4720 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.

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 rolled Stability and got a 27 v. DC Stability: 1d20 + 26 ⇒ (2) + 26 = 28.
  • Step 2 - Consumption: GM subtracted our Consumption value. See "Ledger" tab.
  • Step 3 - Magic Items:
  • Shrine: Nothing new
  • Exotic Artisan: Nothing new
  • Step 4 - Modify Unrest: Augrym, Justicar of the Marchlands, decided not to test the people.
  • Edict Phase Summary:

  • Step 0 - Spymaster: Zed the Unbroken, Spymaster of the Realm decides to focus on the Economy
  • Step 1 - Assign Leadership: Nothing new this month
  • Step 2 - Claim Hex: Baron Redleaf recommends nothing new
  • Step 3 - Abandon Hex: No
  • Step 4 - Build Terrain: None
  • Step 5 - Settlements: Commission an upgrade to a Guildhall in the NW of Solasgaard for the discounted price of 24 BPs
  • Step 6 - Army: No
  • 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 the same

  • 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 accepts the gift embarrassingly and awkwardly giggles as well.

    "Yes, m'lady. I shall visit as soon as my duties to the realm and to great leader brother friend Taranis allow it."


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

    Month of Abadius, 4720 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 ⇒ 40 No event


    Zed is travelling for work. Botting:

    Zed oversees 1d20 + 27 ⇒ (19) + 27 = 46 a booming month.


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

    Per Slack: After attending to the business of state, the Huntsmen take the roads east, then south across the Gudrin River Ford on [color=teal]10th Abadius[/color]. Here, the craggy hills appear to go on for miles, dotted here and there by thin copses of trees.

    Move on, or split up to map the hex?


    (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 map the area."


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

    1d5 ⇒ 3

    You spread out to signalling distance to explore and map the local area. After a quarter of an hour...

    Taranis:
    In the quiet of the hills, you hear a sudden cry from beyond the crag to your east. "Taranis! Help! Hurry! Help!" the cry is that of a woman, but you cannot quite place who.


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

    Taranis:
    You cast your spells and take the form of a falcon. Flying over the crag, you spot a cave on the other side. The woman's cries emanate from the cave, growing in their urgency and punctuated by screams. You head inside.

    Inside is no woman. Instead, a strange creature with the body of a lion, the hooves of a stag, and the head of a badger leers at you with a jackal's grin. It moves to pounce!

    Initiative!
    Taranis: 1d20 + 2 ⇒ (17) + 2 = 19
    Hostile: 1d20 + 5 ⇒ (8) + 5 = 13

    Round I
    1. Taranis
    2. Creature


    (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

    DM:

    Taranis is going to stay a bird and withdraw (upwards) From a safe spot he'll fly towards the party, fifteen minutes isn't that far. Once there, he'll alert the party and lead them to the cave in human form.


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

    Even while beating a cautious retreat, Taranis cannot avoid giving the creature a chance to sink teeth into bird flesh. Fortunately, the Baron's armor gets in the way.

    Bite @ Taranis: 1d20 + 10 ⇒ (8) + 10 = 18 MISS

    Taranis circles the skies to find the others and returns to the cave, Huntsmen in hand, an hour later. The cave is empty.

    What now?


    (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

    "Huntsmen. A strange beast befell me here. It was a strange creature with the body of a lion, the hooves of a stag, and the head of a badger. It leered at me with a jackal's grin! Zed, does that sound familiar?" Knowledge (Arcana)

    "Come brothers, let us search its lair and then hunt it so that it cannot lure another."


    (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

    Map updated Taranis pushes the party into the cave to search it, then moves to find the beast's tracks.

    Perception: 1d20 + 11 ⇒ (8) + 11 = 19
    Survival: 1d20 + 9 ⇒ (16) + 9 = 25
    Survival Aid from Toth: 1d20 + 2 ⇒ (8) + 2 = 10 Scent


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

    knowledge arcana: 1d20 + 12 ⇒ (13) + 12 = 25

    "I know this creature quite well good leader brother friend Taranis.

    I do not know this creature at all. Surprise me with whatever my knowledge check gets.


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

    Augrym identifies the creature as a leucrotta, a consummate hunter with a penchant for mimicry. A leucrotta will often stalk its prey at length to learn their names and habits.

    Searching the cave does not take long -- more a crevice than a cave, really. Identifying the leucrotta's tracks on the hard, hilly terrain takes all of Taranis' considerable skill, but to his dismay, a light snow begins to fall an hour into the chase. He continues for as long as he is able, enlisting the help of the others and of Toth, but by mid-afternoon the trail is impossible to follow.

    What now?


    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 L1:2/3 L2:1/2; L3 2/2

    Unrak rumbles This will be a problem. We don't want this thing around, picking off innocents. We have to figure out how to find it and bring it down. Think we could set up a trap, using some of the party as bait?


    (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

    Dammit guys. I'm sorry I think I might have shot us in the foot. We map the hex and move on I guess. I figured at least having the lair would net something.


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

    Frustrated by the snow, the Huntsmen split out to signalling distance again to map the area. The winter days are short, however, and you already lost much to the chase, so it is not long until you regroup to camp for the night.

    Sometime in the dogwatch, your faithful watchman Augrym hears a call from the darkness. "Augrym, come here," the voice of Taranis instructs.

    Augrym, make a Will save.


    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

    Will save: 1d20 + 9 ⇒ (11) + 9 = 20 fingers crossed


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

    You rolled exactly what you needed.

    Augrym feels a strong urge to follow the voice... but he has not succumbed to it. Yet.

    What do you do?


    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

    ”HUNSTMEN!!!”

    Pauses for a moment to wait for Taranis’ attention.

    ”I think I had a bad dream...”


    (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 answers in a whisper. He speaks as he wakes his companions.
    "Was it a maiden calling for aid? Come everyone, wake up. The Huntsmen ride. Augrym. This is the ... what was it? A Leucrotta? Aye. Let us find it."


    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 L1:2/3 L2:1/2; L3 2/2

    After quickly waking, Unrak says in a low rumble this thing is a hunter; it's trying to pick us off one by one. If we all go after it, it'll fade. We need to lure it somehow. Maybe somethign like this...

    He then makes a show of stretching & laying back down, while grumbling loudly Dammit Augrym...quit with the belly-aching!! Finish yer watch and let me sleep ya great baby!!

    Unrak then lays back down, staying awake (a la Thirteenth Warrior in the attack on the hall scene)


    (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

    [ob]"No brother, the creature doesn't hunt with fang and claw, else I would agree. It hunts with magic, magic that nearly got Augrym. The creature is the size of a horse! We can follow it. I'm not sure how it evaded me last time, but it should be easy to follow."[/b]

    It snowed yesterday, so base DC is 5. Even if it's snowed since it called to Augrym, that's only a +10. It's night, and could be overcast or a new moon. It may not be, but that's +6 in a worst case scenario. It's large so that's a -1. So I'm going with in a WORST case scenario the DC can't be higher than 20 (and that's the +10 for fresh snow.) I'm not sure how Taranis failed the previous night, but we should have this. It's why we have the skill :-)[/ooc]


    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 L1:2/3 L2:1/2; L3 2/2

    The big warrior stops partway down. OK, let's do it your way. I've got something of a new trick that should help me close with it if it starts to run away...

    Unrak gets up hefts his sword, and makes ready to follow the hunting Huntsmen.


    (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, send Aurora up to get a head start. Grab your valuable gear, and let's go. We'll come back." Actual tactics require answers on Slack.


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

    Questions have been answered. Still need: 1. Are you breaking down the camp? 2. Are you tracking at half or full speed? 3. A survival check.

    Note that Aurora will not be of much use in the dark.


    (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

    How long are you going to rule that it takes to break camp?


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

    No one has a tent as far as I am aware, so... hastily? Ten minutes.


    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 L1:2/3 L2:1/2; L3 2/2

    we'll come back. Leave it.


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

    Still need tracking speed and a survival check.


    (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

    "Agreed. Leave it! Come, before we lose any more time! I think it covered its tracks last time, perhaps we can catch it quickly." If it's all of us, we should be okay. Track at full speed (not double), but EVERYBODY helps!

    Survival: 1d20 + 9 ⇒ (19) + 9 = 28

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