GMTrex's Kingmaker Campaign

Game Master Andrew Trexler

The Marchlands | Tactical Map | Strategic Map | Handouts | Quests | People Places Things | Campaign Tracking


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M Human Bloodrager 10 HP 115/115(145/145) AC 25(23) Rage 21/21 F 12 R 8 W 7 Init +7
Raging FA:
[dice=Attack]d20+15[/dice] [dice=Damage]2d6+18[/dice][dice=Attack]d20+10[/dice] [dice=Damage]2d6+18[/dice]
Spells L1:2/3 L2:1/2; L3 2/2

AOO ROUND 2

Unrak screams in rage at the retreating bug NOT TODAY!!!
Use Destibed Strike
Attack: 1d20 + 1 + 6 ⇒ (2) + 1 + 6 = 9
Damage: 2d6 + 7 ⇒ (1, 5) + 7 = 13

ROUND 3

The rager CHARGES!!! (Making AC 12)

Attack: 1d20 + 2 + 6 ⇒ (7) + 2 + 6 = 15
Damage: 2d6 + 7 ⇒ (4, 5) + 7 = 16


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 + 6 ⇒ (6) + 6 = 12
stabilize: 1d20 - 6 ⇒ (8) - 6 = 2
stabilize: 1d20 - 7 ⇒ (20) - 7 = 13
Was this right?


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

Yep! You stabilized, but failed the Fort save. You take 1d4 ⇒ 1 Dexterity damage and need to make another Fort save.

Mighty Unrak heaves heavily on his blade, and unfortunately this blow is not destined to land. Not one to let fate tell him what to do, the madman charges past Toth and leaps onto the back of the retreating monster, plunging the greatsword through the carapace and pinning it to the ground!

Augyrm's limp form flops to the dirt beside the curling corpse of the enormous crawlie. For slaying the giant whiptail centipede, each hero earns 200 XP!

Status:
Augrym (-7/16 hp, 1 Dex dmg, stable, poisoned, Fort save!)
Toth (3 nonlethal)


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 + 6 ⇒ (1) + 6 = 7


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +20**, F: +11*, R: +6*, W: +12*, 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 rushes over to Augrym. The druid immediately begins to treat the poison as best he can. Heal (treat poison): 1d20 + 4 ⇒ (14) + 4 = 18 If an 18 would heat the DC, you get a +4 on your next save.


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

"who has a potion?!"


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 + 6 ⇒ (14) + 6 = 20
fort: 1d20 + 6 ⇒ (19) + 6 = 25
fort: 1d20 + 6 ⇒ (11) + 6 = 17
fort: 1d20 + 6 ⇒ (4) + 6 = 10
fort: 1d20 + 6 ⇒ (17) + 6 = 23
fort: 1d20 + 6 ⇒ (12) + 6 = 18
fort: 1d20 + 6 ⇒ (20) + 6 = 26
fort: 1d20 + 6 ⇒ (2) + 6 = 8
fort: 1d20 + 6 ⇒ (19) + 6 = 25


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

Agrym's muscles stiffen and tighten, even as his bleeding slows, before the wounded man fights off the poison. You take 1d4 ⇒ 2 additional Dex damage before successfully fighting off the poison.

Status:
Augrym (-7/16 hp, 3 Dex dmg, stable)
Toth (3 nonlethal)


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 consults Aurora, and points back towards Oleg' s place with a flat expression.

Do I need to post somewhere that Aurora is circling overhead to help is avoid random monster centipedes? Is that a thing?


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
GMTrex wrote:
Not one to let fate tell him what to do, the madman charges past Toth and leaps onto the back of the retreating monster, plunging the greatsword through the carapace and pinning it to the ground!

Something very like this happened in the last book of the series this character is based on...heh

Unrak reaches into his clothing and retrieves the potion Oleg gave him, and wordlessly hands it to Taranis.


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +20**, F: +11*, R: +6*, W: +12*, 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 pours the potion into Augrym's mouth. CLW: 1d8 + 1 ⇒ (1) + 1 = 2. When he doesn't wake up, the druid sits down and puts his hand on the ground to help himself cogitate.

After a while, he opens his eyes, "There is a reason these lands have neither king nor flag. They are harsh lands that make men of boys and women of girls. We need to be better equipped for both wound and venom. We need more supplies."

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 towards the limp body of Augrym to see Taranis shove a potion in his mouth. When he sees little to know effect, The priest lays a hand on the orc as he says a whispers as small pray," I show respect to my peers, for they carry the load. And I shall carry it with them. Old Deadeye, help me carry Your friend's load."

convert 1st level spell to CLW: 1d8 + 1 ⇒ (7) + 1 = 8

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

"Easy, my Brother. You have been through much today. Hold still, while I complete your healing."
Marc spends the last of his holy energy to heal the Orc.
convert level 1 spell to CLW: 1d8 + 1 ⇒ (5) + 1 = 6

Marc looks at the group,"I cannot do this again until I rest and restore my connection to nature and my community. I suggest we make camp for the night and continue on tomorrow."


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

The Huntsmen hunker down and hide from the horrors of the wild for the rest of the afternoon. Nothing bothers them save for a few circling vultures and the occasional crow. The night, too, passes without incident.

7th Pharast

Rising refreshed the next morning, the group sets out to document the immediate surroundings. In the late afternoon, you come upon an area with an unusual, then prodigious quantity of skeletons, mostly deer and boar but a few humans and even bear, piled in odd heaps. In the center of it all is a trap door, set into the earth and slightly ajar. A supply cache, maybe, or even a well -- though why one would dig a well all the way out here is uncertain.


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

Anyone tell how these creatures died? Could this be our bear we’re looking for?


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +20**, F: +11*, R: +6*, W: +12*, 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 shrugs at his brother's thought.
And looks about to see if he can answer the question.
Heal: 1d20 + 4 ⇒ (5) + 4 = 9
Nature: 1d20 + 6 ⇒ (18) + 6 = 24
Perception: 1d20 + 8 ⇒ (19) + 8 = 27

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 takes a look around as well:
healing: 1d20 + 2 ⇒ (11) + 2 = 13
perception: 1d20 + 3 ⇒ (7) + 3 = 10
survival: 1d20 + 6 ⇒ (20) + 6 = 26 might be useful??


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 asks Aurora to survey the surrounding area too, anything with 3 miles of the group that looks interesting or threatening.

Perception: 1d20 + 12 ⇒ (8) + 12 = 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
Zed the Unbroken wrote:

Zed asks Aurora to survey the surrounding area too, anything with 3 miles of the group that looks interesting or threatening.

[Dice=Perception]1d20+12

oops - perception is +14, so the check is 22. And to clarify, I want Aurora to stay within a mile of Zed, but see what she can see within about a 3 mile radius.


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

Food taken care of. Let's hope it's a treasure trove and not an antlion den...


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

@Zed: Aurora is not going to be needed in most circumstances. I will roll for you when she would be useful, if you want to default to this pattern. Note that Perception takes a penalty based on distance.

Taranis notes that the bones have been picked clean, and may have been exposed to the elements for months or even years. No obvious wounds or other traumas are evident among the skeletons.

1d20 ⇒ 4

Taranis:
In the slight opening in the trap door, you spot the tiny glint of sunlight reflect in eyes. Eight eyes.


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

Initiative!:

Augrym: 1d20 + 2 ⇒ (20) + 2 = 22
Marc: 1d20 + 4 ⇒ (8) + 4 = 12
Taranis: 1d20 + 2 ⇒ (14) + 2 = 16
Unrak: 1d20 + 3 ⇒ (20) + 3 = 23
Zed: 1d20 + 8 ⇒ (5) + 8 = 13
Hostiles: 1d20 + 3 ⇒ (9) + 3 = 12

The trapdoor creaks slightly in an absent wind...

Surprise
1. Taranis
2. ??? Knowledge (nature) to identify

Round I
1. Unrak, Augrym, Taranis, Zed, Marc
2. ???


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

"Spider!" Knowledge (Nature): 1d20 + 6 ⇒ (9) + 6 = 15

Taranis steps aside and weaves a spell to turn Toth's teeth to venomous fangs. "Guard me!"

The druid and tiger prepare for whatever comes our way.


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

Taranis:
A giant spider! The size of a horse, or nearly so, this arachnid trades fly carcasses for larger prey. One question.
You see the eyes retreat slightly...

The trap door creaks a little further, the open gap narrowing an inch or two...

Round I
1. Unrak, Augrym, Taranis, Zed, Marc
2. Giant spider


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

special attacks?

Taranis casts Produce Flame.


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 takes advantage of the creature’s hesitance, and moves in, immediately entering his primal rage!!

attack: 1d20 + 6 ⇒ (2) + 6 = 8 <—ewps
damage: 2d6 + 7 ⇒ (3, 4) + 7 = 14


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

Taranis:
A giant spider can fling entangling webs at range. Its bite is also poisonous.

The spider, waiting for its moment, springs at the oncoming madman from inside its lair! Fortunately for Unrak, its position is awkward and the attempt is even flimsier than his own assault.

Bite @ Unrak: 1d20 + 2 ⇒ (1) + 2 = 3 MISS

1. Unrak, Augrym, Taranis, Zed, Marc
2. Giant spider


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +20**, F: +11*, R: +6*, W: +12*, 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 already went.


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

Study target. Move action.
Move. Double move.

Monster Lore: 1d20 + 8 ⇒ (4) + 8 = 12
Looking for (in this order): special attacks, defences, weakensses. Not that I think I’ll get that for.


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: 8/8

Cast Daze before his player succumbs to passing out from exhaustion

Spells Remaining: | 0 | 0 | 0 | 1 | 1 |

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

"That's one big spider...
Marc steps towards the eight-legged monsters and stabs at it with his blade.

attack: 1d20 + 5 ⇒ (15) + 5 = 20
damage: 2d4 + 6 ⇒ (3, 1) + 6 = 10


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +20**, F: +11*, R: +6*, W: +12*, 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 steps around, flame in one hand, and scimitar in the other and slashes at the spider

ATK: 1d20 + 0 + 1 ⇒ (3) + 0 + 1 = 4, but the attack is weak and poor.

Frustrated, he changes Toth's order to "ATTACK!"


Large Animal Companion (HP: 83/83), 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)

The cat hustles over to the top of the trap door and snaps with acidic fangs:

Bite: 1d20 + 2 + 1 ⇒ (9) + 2 + 1 = 12 for DMG if hit: 1d6 + 1 + 1d4 ⇒ (1) + 1 + (1) = 3


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

Will: 1d20 ⇒ 5

Augrym:
A giant spider can fling sticky webs at range.

The spider stops thrashing an instant before Marc slashes it. Then its legs start to wiggle again... hurry!

Round II
1. Unrak, Augrym, Taranis, Zed, Marc
2. Giant spider (10 dmg, dazed)


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

Not wasting time, and while it's in reach, Taranis slashes with his scimitar! 1d20 + 0 + 1 ⇒ (13) + 0 + 1 = 14 for DMG if hit: 1d6 ⇒ 3


Large Animal Companion (HP: 83/83), 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)

Bite: 1d20 + 2 + 1 ⇒ (5) + 2 + 1 = 8
Left Claw: 1d20 - 3 + 1 ⇒ (5) - 3 + 1 = 3
Right Claw: 1d20 - 3 + 1 ⇒ (6) - 3 + 1 = 4

But the cat seems to be off his game.


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

”You will die this day.”
Augrym takes advantage of the spider being distracted by the barrage and jams his sword home!
Attack: 1d20 + 7 ⇒ (19) + 7 = 261d8 + 6 ⇒ (3) + 6 = 9 Crit threat
To confirm: 1d20 + 7 ⇒ (18) + 7 = 251d8 + 6 ⇒ (6) + 6 = 12


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

Augrym's sword bites through the rotting wood of the trap door and buries itself in the spider's exoskeleton. The beast slides off the blade, slowly, falling an unknown distance straight downward. For slaying the giant trapdoor spider, each hero earns 100 XP!

Tossing open the doors reveals a shaft extending some 25 feet downward, covered on all sides in sticky webs.

DC 10 Climb Check:
Clambering down via the webs, you find a small collection of bodies underneath the curled carapace of the dead spider, apparently the ones that the arachnid has not recently cleaned out of its lair. Among them is a scruffy looking fellow, probably a bandit, who still bears his clothing, armor, and shortsword. Around his neck is another silver amulet in the shape of a stag's skull.

Loot:
Leather armor
Short sword
Silver stag skull amulet (worth 20 gp if melted down)
10 gp in loose coin.

If you make a DC 20 Perception check:

Spoiler:
You find a scrap of paper tucked into the man's sole remaining boot. It bears a drawing of a claw-like tree atop an otherwise barren hill. Among the tree's roots is an "X" marked in what looks like dried blood.

You find a suitable camp site for the night and...

8th Pharast

...finish documenting the surrounding area by mid-morning the next day. For fully exploring and mapping this hex, each hero earns 80 XP!

Where to?


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

Is this amulet the same as the last one? I mean the very same one we left as a gift?


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

Climb: 1d20 - 2 ⇒ (15) - 2 = 13
Perception: 1d20 + 8 ⇒ (15) + 8 = 23

Taranis climbs down without any revulsion at the webs. He brings everything back and shows the amulet to Augrym and the others...

------------------------

Southwest?


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

I am fine with SW.


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

5d100 ⇒ (42, 86, 46, 44, 22) = 240

@Augrym: similar in make, but not identical.

Turning southwest after a short luncheon, the Huntsmen enter the rugged hillscape known as the Kamelands. Rocky escarpments jut from huge sloping hills, like endless waves of earth and stone far from any beach.

Spoiler:

Augrym: 1d20 + 7 ⇒ (11) + 7 = 18 DV60
Marc: 1d20 + 3 ⇒ (20) + 3 = 23
Taranis: 1d20 + 8 ⇒ (7) + 8 = 15 and Tothfangen: 1d20 + 6 ⇒ (15) + 6 = 21 LLV Scent
Unrak: 1d20 + 4 ⇒ (2) + 4 = 6
Zed: 1d20 + 11 ⇒ (4) + 11 = 15 LLV and Aurora: 1d20 + 14 ⇒ (13) + 14 = 27

It takes two days to explore nearest expanse of hills. On the second day, Marc notes an overgrown crack at the base of a particularly stony outcropping. Investigating further, he finds that the crack leads down into a wider cave. The wall opposite the entrance glitters against the afternoon sun.

DC 20 Appraise or Knowledge (Dungeoneering):

You recognize the glint as a vein of gold. This site could likely be mined, with the right equipment and labor.

For fully exploring and mapping this hex, each hero earns 80 XP!

11th Pharast

The next morning is cold, damp, and portends rain. Where to?


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

Appraise: 1d20 + 0 ⇒ (12) + 0 = 12 meh. I can guess the spoiler, and we'll mark it on the map if no one gets it.

Survival: 1d20 + 7 ⇒ (10) + 7 = 17 Predicting the weather for 24 hours. Normal rain?

Taranis and Toth spends some time in the morning looking at Gozreh's canvas. "We have 5 days of supplies on hand. I do not worry about our ability to get along in the wild, but rations make it easier. Given the rain, and the thickness of the wood to our West, I suggest East."

He looks east and north before continuing, "If we survey our way back, we should arrive at Oleg's to find a wand of healing, which will drastically increase our chances."

Vote east.


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

Taranis:
You predict a steady rain for today, though nothing catastrophic.

Will move us east if I do not hear otherwise by tomorrow morning.


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 agree with you friend Taranis. Could you please make a note about this location though as we should probably either mine it ourselves or hire some people to do it.”
Could we put this on the quest tracker? I know it’s not a quest but it would be good to also keep track of the things we need to do in the future.


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +20**, F: +11*, R: +6*, W: +12*, 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 on the quest tracker.


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

Nobody has made the check yet. =)

3d100 ⇒ (53, 75, 35) = 163

11th Pharast

The Huntsmen turn east. The land here is more barren than to the west, but no less hilly. Aurora draws the group's attention to a lone tree standing atop a particularly tall hill -- the only tree for miles in any direction. The Huntsmen approach from the north, up a gentle rising slope, and Unrak comments on the tree's resemblance to a claw reaching for the sky. The tree's bone-white limbs are long dead, its trunk marred by the scars of repeated lightning strikes.


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

Appraise: 1d20 + 9 ⇒ (15) + 9 = 24
Zed points out a gold vein. He suggests hiring miners to excavate it.


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

Trex is that the link you intended to make?

Taranis will give it a good look and see if there's a story behind this lonesome tree:

Knowledge (Nature): 1d20 + 6 ⇒ (1) + 6 = 7
Perception: 1d20 + 8 ⇒ (13) + 8 = 21


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

Though the tree itself is barren, visiting the lonely boughs bears fruit. Taranis notes a section of disturbed earth in a hollow among the tree's weathered roots. Digging deep, he finds a small cache wrapped in a soiled leather cloak.

Loot:

Masterwork Dagger
Wand (detects as magical)
Silver ring, wrought in the shape of entwined branches (worth 75 gp)
A wizard's book: wet and worms have ruined much of this spellbook, but some discernible spells remain. These are: identify, mage armor, reduce person, silent image, and unseen servant.

The remainder of the day is spent traversing the surrounding highlands, as is the next. By the morn of 13th Pharast, you feel that all the necessary heights have been documented. For fully exploring and mapping this hex, each member of the Huntsmen earns 20 XP.

13th Pharast. Where to?

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