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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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 ⇒ (8) - 2 = 6 plus...

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


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

Augrym, Taranis, and Marc are able to reduce the grim feel to a dull discomfort, but Toth, Unrak, and Zed are shaken by the cold, quiet place and the swirling, unfriendly fog.

You approach the tower. Faint carvings are visible on the crumbled stones and collapsed walls. A more urgent matter attracts your attention, however. A faintly glowing ball of light appears as if from nowhere and bobs gently in the air some twenty feet above, the nebulous image of what might be a skull visible somewhere in its depths. The thing zooms towards you, crackling with hostile energy!

Initiative:

Augrym: 1d20 + 4 ⇒ (18) + 4 = 22 +2 if Surprise
Marc: 1d20 + 4 ⇒ (15) + 4 = 19
Taranis: 1d20 + 2 ⇒ (13) + 2 = 15
Unrak: 1d20 + 3 ⇒ (11) + 3 = 14
Zed: 1d20 + 8 ⇒ (10) + 8 = 18
Hostiles: 1d20 + 13 ⇒ (5) + 13 = 18

Round I
1. Augrym (sickened), Marc (sickened)
2. Ball-o-light
3. Zed (shaken, sickened), Taranis (Toth shaken, sickened), Unrak (shaken, sickened)


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

Out of order I know... but this isnt likely to make much difference.

    Round the First
  • Current HPs: 33/33
  • Sickened

Wand of Magic Missiles (CL: 3; Charges: 17: 2d4 + 2 ⇒ (2, 3) + 2 = 7


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 sees the creature and reacts with aggression. He activates his Bane ability and raises his wrist launcher to shoot.

attack: 1d20 + 10 ⇒ (3) + 10 = 131d4 + 5 + 2d6 ⇒ (4) + 5 + (6, 4) = 19

It’s a swift action to activate Bane. But, I’m not sure if I’m also allowed a free action. So, if I am, I will be activating the Stag Helm’s ability to add sneak attack

sneak damage: 2d6 ⇒ (5, 4) = 9


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

Yes, you get 1 swift action per round and any (reasonable) number of free actions.

Augrym misses by a mile. Zed prepares a more accurate form of missile.

Round I
1. Augrym (sickened), Marc (sickened)
2. Ball-o-light
3. Zed (shaken, sickened, MM Pending), Taranis (Toth shaken, sickened), Unrak (shaken, sickened)

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

fervor to cast divine favor(swift), casts bess (1 action) and moves forward (1 move action)

Marc see this object as a danger to the group and calls on Erastil's aid on himself at the group. He strides forward ready to attack if it get's in range (AoO).


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

The floating skull bobs forward muttering in an unintelligible tongue. It dives towards Augrym! Marc gets an AoO.

Touch Atk: 1d20 + 16 + 1 ⇒ (20) + 16 + 1 = 37 THREAT Confirm: 1d20 + 16 + 1 ⇒ (9) + 16 + 1 = 26 CONFIRMED Critical Electricity Damage: 4d8 ⇒ (6, 7, 7, 5) = 25

Augrym reels from the lightning blast! Zed returns fire with a volley of magic missiles, and the glowing orb dims ever so slightly.

Round I
1. Augrym (25/50 hp, sickened), Marc (AoO, sickened)
2. Ball-o-light (7 dmg)
3. Zed (shaken, sickened), Taranis (Toth shaken, sickened), Unrak (shaken, sickened)


(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

"What is it Zed?" Taranis doesn't wait, he casts a spell upon some of his sling stones Magic Stone.

He orders Toth to stand down. The tiger is in no shape to fight right now.

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

AoO: 1d20 + 13 - 2 + 2 + 1 ⇒ (18) + 13 - 2 + 2 + 1 = 32
damage?: 2d4 + 10 - 2 + 2 ⇒ (2, 1) + 10 - 2 + 2 = 13

Marc is ready for the things to come down and strikes it center mass!


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

The warrior is..definitely not himself, between the poison & the place's bad mojo. Seeing the ease with which the thing shocked Augrym, he foregoes the Shield spell he was going to cast, and instead casts Longarm ot increase his reach. Then he moves to position for a flank.


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

Marc scores a lucky blow while the brothers Redleaf prepare to engage. Already, though, the orb is growing brighter again.

Round II
1. Augrym (25/50 hp, sickened), Marc (sickened)
2. Ball-o-light (15 dmg)
3. Zed (shaken, sickened), Taranis (Toth shaken, sickened), Unrak (shaken, sickened)


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: : 1d20 ⇒ 20 plus…

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


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

Will-o-wisp. Three questions.


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 takes a step back to retry what had been done before.

attack: 1d20 + 10 ⇒ (13) + 10 = 231d4 + 5 + 2d6 + 2d6 ⇒ (1) + 5 + (5, 5) + (1, 5) = 22


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 has a flash of memory, sparked by a similar experience from seemingly another life!

Standing beside his King, wielding mighty dweomers to compliment the mighty Kegerator's song of havoc...

Zed remembers all about Will-O-wisPs and tells his new comrades about their special attacks, defenses, and weaknesses!


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

Augrym takes another shot, again finding the floating skull a difficult target.

Zed knows that will-o-wisps can eliminate their glow at will, becoming naturally invisible. They are also immune to most spells that allow spell resistance, with the exception of magic missile and maze. They have no known special attacks or weaknesses.

Round II
1. Augrym (25/50 hp, sickened), Marc (sickened)
2. Ball-o-light (15 dmg)
3. Zed (shaken, sickened), Taranis (Toth shaken, sickened), Unrak (shaken, sickened)

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 strikes at the globe again!

attack!: 1d20 + 12 ⇒ (15) + 12 = 27
damage?: 2d4 + 8 ⇒ (2, 1) + 8 = 11

AoO:

attack!: 1d20 + 12 ⇒ (5) + 12 = 17
damage?: 2d4 + 8 ⇒ (2, 4) + 8 = 14
attack!: 1d20 + 12 ⇒ (13) + 12 = 25
damage?: 2d4 + 8 ⇒ (4, 4) + 8 = 16
attack!: 1d20 + 12 ⇒ (3) + 12 = 15
damage?: 2d4 + 8 ⇒ (1, 1) + 8 = 10


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

Marc strikes a glancing blow. The will-o-wisp bobs towards Augrym again, lashing out with pale lightning.

Touch @ Augrym: 1d20 + 16 + 1 ⇒ (20) + 16 + 1 = 37 THREAT Confirm: 1d20 + 16 + 1 ⇒ (3) + 16 + 1 = 20 CONFIRMED Damage: 4d8 ⇒ (4, 6, 8, 5) = 23

Round II
1. Augrym (2/50 hp, sickened), Marc (sickened)
2. Ball-o-light (21 dmg)
3. Zed (shaken, sickened), Taranis (Toth shaken, sickened), Unrak (shaken, sickened)

Round III
1. Augrym (2/50 hp, sickened), Marc (sickened)
2. Ball-o-light (21 dmg)
3. Zed (shaken, sickened), Taranis (Toth shaken, sickened), Unrak (shaken, sickened)


(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 prepares one of his stones and hurls it at the wisp: ATK: 1d20 + 5 + 1 ⇒ (2) + 5 + 1 = 8 lol, nope!


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 withdraws from battle.


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 struggles to keep himself together. Seeing Marc able to land a blow--even a small one--he decides to try to harry this thing. He knows that his rage will help him overcome the sickness & fear...

RAGE!!

Aid Another: To Hit for Marc: 1d20 + 10 - 2 - 2 + 1 ⇒ (4) + 10 - 2 - 2 + 1 = 11

wow. good thing I raged...Marc gets +2 on next hit


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 2
Wand of Magic Missiles (CL: 3; Charges: 16: 2d4 + 2 ⇒ (2, 1) + 2 = 5

Round 3
Wand of Magic Missiles (CL: 3; Charges: 15: 2d4 + 2 ⇒ (4, 3) + 2 = 9

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 swings his polearm wide hoping to connect again...
attack +2 for aide: 1d20 + 12 + 2 ⇒ (13) + 12 + 2 = 27
damage?: 2d4 + 8 ⇒ (4, 1) + 8 = 13


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

Unrak's fiery distraction is just enough to help Marc connect. Zed piles on the damage with another blast from his wand.

Weakened but not undone, the glowing orb lances lightning at Unrak.

Touch @ Unrak: 1d20 + 16 + 1 ⇒ (7) + 16 + 1 = 24 HIT Damage: 2d8 ⇒ (4, 8) = 12

Shortly thereafter, Zed fires another blast from the wand and the will-o-wisp disintegrates!

For defeating the will-o-wisp in this foreboding place, each hero earns 480 XP!

Status
Augrym: 2/50 hp, sickened
Marc: sickened
Taranis: (Toth shaken, sickened)
Unrak: 53/65 hp, shaken, sickened
Zed: shaken, sickened


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

After the battle, you take a moment to look over the ruins. The stones are OLD. There are faint carvings barely visible on the weathered walls.

DC 25 Knowledge (Engineering or History:
These ruins are FAR older than any you have encountered in the area and could date as far back as the Age of Destiny.

DC 25 Linguistics:
You identify the carvings as written in the Aklo language. Tell me if you speak Aklo and give me a Knowledge (religion) 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

"Augrym, how are you? Are you okay?" Taranis focuses on Toth until the ill effects wear off while searching about Take 20 = 31


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

BOTTING FOR ZED

Zed lets out a short huff of satisfaction through his nostrils, then starts examining the tower & carvings carefully.

Know, History: 1d20 + 9 - 4 ⇒ (16) + 9 - 4 = 21

Linguistics: 1d20 + 11 - 4 ⇒ (1) + 11 - 4 = 8


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

Taranis's thorough search bears fruit. He spots a wickedly curved dagger half-buried in the rubble. The blade is etched with decidedly sinister runes.


Zed calls forth his spell of magic detection Spellcraft to ID: 1d20 + 13 + 2 ⇒ (5) + 13 + 2 = 20


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 much healing my friends. Does anyone have any help?"

CLW: 1d8 + 5 ⇒ (6) + 5 = 11


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

"Indeed Augrym, hold tight." CLW: 5d8 + 5 ⇒ (2, 8, 7, 5, 7) + 5 = 34

Once the Inquisitor is healed up. The party sets about mapping the area while it's safe to use the ice.


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

”Thank you, great one.”


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

Zed identifies the weapon as a +1 dagger, but as soon as he takes it into his hands, he feels his life essence ebb away. Zed gains 1 negative level so long as the weapon is carried. Upon further inspection, the elf reports that the knife may gain additional powers if used to take a human life as a ritual sacrifice.

2d100 ⇒ (89, 81) = 170

The team explores the remainder of the island over the next two days. The nettles are a constant irritation, and the sense of unease never quite leaves. Still, you awaken on [color=teal]18th Abadius[/color] without further incident and with a complete map of the island and nearby shorelines.

What now?


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

2d100 ⇒ (96, 28) = 124

The Huntsmen turn east, clambering off the ice at the Candlemere's edge and continuing into the hills beyond. Early on the [color=teal]19th Abadius[/color], you encounter a narrow defile between several low hills that absolutely reeks. Braving the stench, you descend towards a strange pool of bubbling mud. Huge mounds of strange mushrooms and other fungi thrive on the mud bowl's banks, growing to heights well taller than a man.

The stink is absolutely nauseating. I need a Fort save from EVERYBODY.


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, Unrak: 1d20 + 7 ⇒ (16) + 7 = 23
Fort, Taranis: 1d20 + 7 ⇒ (2) + 7 = 9
Fort, Toth: 1d20 + 6 ⇒ (18) + 6 = 24


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

fort: 1d20 + 8 ⇒ (4) + 8 = 12


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, Zed: 1d20 + 2 ⇒ (17) + 2 = 19

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 does his best to ignore the smell...
1d20 + 5 ⇒ (1) + 5 = 6


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

Half the heroes manage to bite back the bile forming in their throats... the others, not so much.

Nauseated (Augrym): 2d6 ⇒ (6, 6) = 12 rounds
Nauseated (Marc): 2d6 ⇒ (6, 3) = 9 rounds
Nauseated (Taranis): 2d6 ⇒ (6, 4) = 10 rounds

Eek.

To make matters much, much worse, the largest pile of mushrooms unfurls itself into a towering, 25-foot tall shape covered in hungry, hungry mouths!

Initiative!:

Augrym: 1d20 + 4 ⇒ (13) + 4 = 17 +2 if Surprise
Marc: 1d20 + 4 ⇒ (11) + 4 = 15
Taranis: 1d20 + 2 ⇒ (20) + 2 = 22
Unrak: 1d20 + 3 ⇒ (3) + 3 = 6
Zed: 1d20 + 8 ⇒ (11) + 8 = 19
Hostiles: 1d20 + 3 ⇒ (15) + 3 = 18

Round I
1. Taranis (nauseated 8 rounds), Zed (1 negative level)
2. ???
3. Augrym (nauseated 10 rounds), Marc (nauseated 7 rounds), Unrak


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

Seeing more than half their number hopelessly overcome by the fumes, and a giant fun guy animating, Unrak calls out RUN!! GET AWAY!!!


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

BOTTING FOR TARANIS & ZED

Taranis & Zed flee south as fast as their rubbery legs can take them. Taranis also orders Toth to flee.


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

EWPS RETCON

Zed quickly casts a summoning spell to distract the MushMan.

fort: 1d20 + 2 ⇒ (12) + 2 = 14 <--I don't know the DC to avoid fatigue

His favorite earth elemental pops up in front of the big beastie...


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

Zed strains himself to summon a meatshield, allowing the rest of the Huntsmen to flee. The elemental puts up a good fight before being overwhelmed; by that time, though, the Hunstmen have put enough distance between themselves and the slow-moving mound. Eventually, everyone runs out of groceries to shout.

Out of initiative. What now?


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

”It is time to go home and rest, Hunstmen. What say 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

"Home brother."


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

Deciding to leave the threatening fungi behind for another day, the Huntsmen follow Augrym's suggestion to abandon the hinterlands for the remainder of the winter. Proceeding across the frozen Tuskwater, the company enter Solasgaard via the docks and quickly make their way to Castle Redleaf for a warm meal and a soft bed.

You have one week of downtime left for the month of Abadius. Let me know what you are doing with it (earning capital, community engagement, fishing for rumors, relaxing, etc.).

Augrym, Justicar of the Realm:
Marc, Chief Marshal:
Taranis, Baron of the Marchlands:
Unrak, Councilor to the Baron:
Zed, Master of Spies:


(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, Baron of the Marchlands engages with the community, trying to see and be seen, so the people know he is in tune with their needs. Diplomacy: 1d20 + 13 ⇒ (16) + 13 = 29


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 tries to put his ear to the proverbial ground, for rumors.

Diplomacy (GI): 1d20 + 2 ⇒ (20) + 2 = 22


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

Taranis spends his days among the people, hearing petitions and sharing good will. +2 to Loyalty checks to reduce Unrest next month.

Unrak spends much of his time at the Witch Hex, sharing many a flagon and many a cheer with the travelers passing through. He learns a few things in the process! First, I want to remind you all of the results of your last rumor-fishing attempt, which you are welcome to follow up on. Secondly, I will treat Unrak's natural 20 as a "critical hit" on the rumor mill, and give you two:

A old driver from Mivon tells Unrak that he encountered a brutish hill giant wandering the southern Kamelands. The driver advises that you give him a wide berth (or a stiff drink), and he will leave you alone.

A grizzled fisherman on his way to Restov to bury his late sister warns you that a tribe of violent lizardfolk dwells deep in the southern swamps. Their "lizard king" talks to the spirits of his dead ancestors.

Augrym, Justicar of the Realm:
Marc, Chief Marshal:

Taranis, Baron of the Marchlands: Community Engagement (success!)
Unrak, Councilor to the Baron: Rumors (success!)
Zed, Master of Spies:


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 will be spending his time off checking in with any legal issues that have been coming up and resting. During resting, he will be attempting to learn more about Lily while visiting with her. The goal would be to see if she’s interested in dinner.

The rest of the time will be reviewing maps, especially the one we copied from the gnome to look for other things to do.

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