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

Reflex: 1d20 ⇒ 11 FAIL

At long last, the flaming orb catches its prey! The lizardfolk dies with an anguished scream.

Round VI
1. Marc (26/38 hp)
2. Stisshak (4 dmg)
3. Zed (-4/33 hp, prone, unconscious), Taranis (standard action, Toth @ 39/40 hp), Augrym (4/50 hp, prone), Unrak
4. Lizardfolk Fighters (Orange @ 15 dmg, Black @ 8 dmg, Brown)


(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

Exulting over the death of the lizardfolk, Taranis takes a short step South to bring more flame to the lizardfolk who threaten his tribe!

Eager to save his brother, the Baron swings his flame blade at the lizardfolk with the orange frills.

Touch: 1d20 + 3 + 1 ⇒ (18) + 3 + 1 = 22 THREAT
Confirm: 1d20 + 3 + 1 ⇒ (11) + 3 + 1 = 15 for FIRE: 2d8 + 4 ⇒ (8, 8) + 4 = 20


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

The Baron wields the might of flame with grace, laying waste to what few foes remain. Another lizardfolk falls.

Round VI
1. Marc (26/38 hp)
2. Stisshak (4 dmg)
3. Zed (-4/33 hp, prone, unconscious), Taranis (Toth @ 39/40 hp), Augrym (4/50 hp, prone), Unrak
4. Lizardfolk Fighters (Orange, Black @ 8 dmg, Brown)


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)

Toth obeys the whistled command, and goes after If Orange is up, orange. If orange is NOT up, black.

Bite: 1d20 + 6 + 1 ⇒ (19) + 6 + 1 = 26 for DMG: 1d6 + 3 ⇒ (4) + 3 = 7
Left Claw: 1d20 + 3 + 1 ⇒ (4) + 3 + 1 = 8
Right Claw: 1d20 + 3 + 1 ⇒ (6) + 3 + 1 = 10

But only finds purchase with his incisors!


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 swings at black

attack: 1d20 + 10 + 1 ⇒ (6) + 10 + 1 = 17
damage: 2d6 + 13 ⇒ (2, 2) + 13 = 17


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 that he cannot help from the ground. He gets up, moves over and strikes.

Attack from flanking: 1d20 + 16 ⇒ (5) + 16 = 211d8 + 9 + 2d6 + 2d6 ⇒ (3) + 9 + (4, 2) + (3, 6) = 27


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

Red AoO @ Augrym: 1d20 + 8 + 4 ⇒ (5) + 8 + 4 = 17 HIT Damage: 1d8 + 5 ⇒ (1) + 5 = 6

Augrym tries to regain his feet and only gets a morningstar for his trouble. The half-orc succumbs again to his wounds.

Unrak still struggles with his blade, but gets lucky! The pit's survivor clings to life by the barest of threads.

The two lizardfolk still standing fight furiously, hurling unkind epithets in shouted Draconic.

Red Morningstar @ Marc: 1d20 + 8 - 1 ⇒ (2) + 8 - 1 = 9 MISS
Red Bite @ Marc: 1d20 + 5 - 1 ⇒ (5) + 5 - 1 = 9 MISS

Black Morningstar @ Unrak: 1d20 + 8 - 1 ⇒ (1) + 8 - 1 = 8 MISS
Black Bite @ Unrak: 1d20 + 5 ⇒ (16) + 5 = 21 HIT Damage: 1d6 + 2 + 2 ⇒ (6) + 2 + 2 = 10

Round VII
1. Marc (26/38 hp)
2. Stisshak (4 dmg)
3. Zed (-4/33 hp, prone, unconscious), Taranis (Toth @ 39/40 hp), Augrym (-2/50 hp, prone, unsconscious, bleeding out), Unrak (55/65 hp)
4. Lizardfolk Fighters (Black @ 32 dmg)

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 sees the odds starting to get a bit more even, then sees Auggie go down again! He grips the shaft of his weapon and takes a step back to get more room to swing. 5ft step. He focuses on the lizard man near Taranis

attack: 1d20 + 14 ⇒ (17) + 14 = 31
attack with holy strike: 2d4 + 10 + 1d6 ⇒ (1, 4) + 10 + (3) = 18last 1d6 is holy damage and only affects evil

AoO:

1st
attack: 1d20 + 14 ⇒ (20) + 14 = 34
attack with holy strike: 2d4 + 10 + 1d6 ⇒ (4, 3) + 10 + (5) = 22
2nd
attack: 1d20 + 14 ⇒ (7) + 14 = 21
attack with holy strike: 2d4 + 10 + 1d6 ⇒ (1, 4) + 10 + (5) = 20
3rd
attack: 1d20 + 14 ⇒ (2) + 14 = 16
attack with holy strike: 2d4 + 10 + 1d6 ⇒ (3, 1) + 10 + (5) = 19


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

Marc cannot reach the lizardfolk nearest Taranis (black), so I assume you mean Red.

Marc's glaive flashes down in a slash of steaming red blood. The Spirit of Stisshak follows and zaps him again to minor effect.

Melee Touch @ Marc: 1d20 + 18 ⇒ (18) + 18 = 36 HIT Electricity: 2d8 ⇒ (5, 7) = 12

Round VII
1. Marc (24/38 hp)
2. Stisshak
3. Zed (-4/33 hp, prone, unconscious), Taranis (Toth @ 39/40 hp), Augrym (-2/50 hp, prone, unsconscious, bleeding out), Unrak (55/65 hp)
4. Lizardfolk Fighters (Red @ 15 dmg, Black @ 32 dmg)


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

Stabilize: 1d20 + 2 ⇒ (15) + 2 = 17


(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 moves the sphere over the lizardfolk fighting his brother: Fire: 3d6 ⇒ (1, 4, 1) = 6 REF DC 16 neg.

Taranis then slashes with his flame blade! 5' Step to black if alive, direct on the wisp if Black falls from the fire.
touch ATK: 1d20 + 3 + 1 ⇒ (12) + 3 + 1 = 16 for DMG: 1d8 + 2 ⇒ (7) + 2 = 9


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)

On command Toth goes after the lizardfolk who dropped Augrym!

Bite: 1d20 + 6 + 1 ⇒ (7) + 6 + 1 = 14
Left Claw: 1d20 + 3 + 1 ⇒ (5) + 3 + 1 = 9
Right Claw: 1d20 + 3 + 1 ⇒ (2) + 3 + 1 = 6

But the big cat struggles a bit.


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

Reflex: 1d20 ⇒ 15 SUCCESS

The Baron's mastery of flame closes in on the wounded lizardfolk; what the orb fails, the blade achieves. The lizardfolk falls in charred heap. Toth fares less well against the other.

Round VII
1. Marc (24/38 hp)
2. Stisshak
3. Zed (-4/33 hp, prone, unconscious), Taranis (Toth @ 39/40 hp), Augrym (-2/50 hp, prone, unsconscious), Unrak (55/65 hp)
4. Lizardfolk Fighters (Red @ 15 dmg, Black)


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

With the only target he can reasonably reach being the floating skull, Unrak inhales deeply, and prays to Desna to stop being such a hardass.

Destined Strike

attack: 1d20 + 10 + 1 + 2 ⇒ (15) + 10 + 1 + 2 = 28
damage: 2d6 + 13 ⇒ (3, 6) + 13 = 22


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

28 IS the number.

Desna finally smiles on Unrak! Stisshak's green glow flickers and fades a bit.

Desna smiles again, as the last remaining lizardfolk warrior suddenly seems... fatigued. The morningstar is slow and easily dodged, and the tooth more so.

Red Morningstar @ Marc: 1d20 + 6 - 2 ⇒ (4) + 6 - 2 = 8 MISS
Red Bite @ Marc: 1d20 + 3 - 2 ⇒ (5) + 3 - 2 = 6 MISS

Round VIII
1. Marc (24/38 hp)
2. Stisshak (22 dmg)
3. Zed (-4/33 hp, prone, unconscious), Taranis (Toth @ 39/40 hp), Augrym (-2/50 hp, prone, unsconscious), Unrak (55/65 hp)
4. Lizardfolk Fighter (Red @ 15 dmg, fatigued)

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 ignores the wisp and move to attack the last standing lizards man. +4 to AC for an AoO

IF he survives...
attack on red: 1d20 + 14 ⇒ (2) + 14 = 16
damage?: 2d4 + 10 ⇒ (1, 2) + 10 = 13


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

Red AoO @ Marc: 1d20 + 6 - 2 ⇒ (15) + 6 - 2 = 19 MISS
Stisshak Touch AoO @ Marc: 1d20 + 18 ⇒ (9) + 18 = 27 HIT Electricity: 2d8 ⇒ (7, 5) = 12

Marc gets zapped on the way by. His glaive finds only air, then Stisshak zaps him once more. Already, color is returning to Stisshak's glow...

Melee Touch @ Marc: 1d20 + 18 ⇒ (15) + 18 = 33 HIT Electricity: 2d8 ⇒ (6, 6) = 12

Round VIII
1. Marc (20/38 hp)
2. Stisshak (17 dmg)
3. Zed (-4/33 hp, prone, unconscious), Taranis (Toth @ 39/40 hp), Augrym (-2/50 hp, prone, unsconscious), Unrak (55/65 hp)
4. Lizardfolk Fighter (Red @ 15 dmg, fatigued)


(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

Toth help pull down that lizardfolk!" Taranis moves the sphere into position: Fire: 3d6 ⇒ (2, 2, 4) = 8 REF DC 16 neg.

He then turns his flaming blade towards the same, knowing that the wisp is far too agile for him:

Touch: 1d20 + 3 + 1 ⇒ (13) + 3 + 1 = 17 for DMG: 1d8 + 2 ⇒ (6) + 2 = 8


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)

Toth tries to end the final lizard threat:

Bite: 1d20 + 6 + 1 ⇒ (3) + 6 + 1 = 10 MISS
Left Claw: 1d20 + 3 + 1 ⇒ (7) + 3 + 1 = 11 MISS
Right Claw: 1d20 + 3 + 1 ⇒ (17) + 3 + 1 = 21 for DMG: 1d4 + 2 ⇒ (3) + 2 = 5


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 trusts the others to bring down the last lizard. The wisp seems to lazily avoid his strikes, but he knows he *can* actually hit this thing...

he shifts over so the great cat can provide him a flank. He also bellows out SOMEONE DISTRACT THIS THING SO I CAN SMASH IT!!

attack: 1d20 + 10 + 1 + 2 ⇒ (20) + 10 + 1 + 2 = 33 <---THANK YOU DESNA!!!
damage: 2d6 + 13 ⇒ (4, 5) + 13 = 22

CRIT CONFIRM: 1d20 + 10 + 1 + 2 ⇒ (14) + 10 + 1 + 2 = 27
damage: 2d6 + 13 ⇒ (6, 6) + 13 = 25


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

Reflex: 1d20 ⇒ 13 FAIL

It takes both the flame and the claw, but the final member of the lizardfolk tribe falls at last. Unrak deals a heavy blow to the Spirit, and comes within an inch of ending it.

Round IX
1. Marc (20/38 hp)
2. Stisshak (39 dmg)
3. Zed (-4/33 hp, prone, unconscious), Taranis (Toth @ 39/40 hp), Augrym (-2/50 hp, prone, unsconscious), Unrak (55/65 hp)

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 moves to stand over Auggie's unconscious body5' step
to make more room to attack.
attack!+2 flanking: 1d20 + 14 + 2 ⇒ (13) + 14 + 2 = 29
damage?: 2d4 + 10 ⇒ (4, 2) + 10 = 16


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

Marc deals another blow to the Spirit! The wisp's glow is now weak indeed, and it decides to flee into the swamp!

Last chance to kill this thing!

Taranis AoO:
Toth AoO:
Unrak AoO:
Marc AoO:


(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

Touch: 1d20 + 3 + 1 ⇒ (16) + 3 + 1 = 20 for Fire if hit: 1d8 + 2 ⇒ (5) + 2 = 7


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)

Bite: 1d20 + 6 + 1 + 2 ⇒ (10) + 6 + 1 + 2 = 19 for DMG if hit: 1d6 + 3 ⇒ (6) + 3 = 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

atttack!!: 1d20 + 14 ⇒ (7) + 14 = 21
damage?: 2d4 + 10 + 1d6 ⇒ (4, 4) + 10 + (6) = 24

holy damage from last round: 1d6 ⇒ 1


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 how hard this enemy is to hit, Unrak decides to hold back some of his typical power turn off Power Attack

AoO: 1d20 + 12 + 1 + 2 ⇒ (14) + 12 + 1 + 2 = 29


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

Unrak's sharpened steel narrowly catches the wisp on its way past! The mixed sounds of shattering glass, cracking bone, and a dying scream punctuate the sudden quiet of the swamp as the wisp's light finally goes out.

For defeating King Vesket of the Lizardfolk, his blood caimans, loyal fighters, and the Spirit of Great Lizard King Warrior Stisshak, each Huntsman earns 1,840 XP.

Additionally, for making significant progress in mapping parts of the Northern and Southern Greenbelt, each Huntsman is hereby awarded 500 XP. This accounts for the 25 hexes you have fully explored since the last exploration award. You have now fully explored 45 hexes of territory in total.


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

A deep quiet settles over the village, now suddenly empty. Only your labored breathing and the renewed whimpers of a frighted child disturb the still air.

Status:

Augrym: -2/50 hp, unconscious
Marc: 20/38 hp
Taranis: unharmed
Toth: 39/40 hp
Unrak: 55/65 hp
Zed: -4/33 hp, unconscious


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 lets his rage drain away, keeping a keen eye out for more trouble as the others see to the bleeding friends.


(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

"Brother. I've got the fallen. Find that child. Remember any lizardfolk you find likely are potential allies, not enemies."

For Augrym: Wand of CLW: 1d8 + 3 ⇒ (4) + 3 = 7

For Zed: Wand of CLW: 1d8 + 3 ⇒ (3) + 3 = 6


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

Status:

Augrym: 5/50 hp
Marc: 20/38 hp
Taranis: unharmed
Toth: 39/40 hp
Unrak: 55/65 hp
Zed: 2/33 hp

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 brings the group together, away from the battle field and let's the blessings of Erastil wash over them.

channel: 2d6 ⇒ (5, 5) = 10

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 moves back to where he saw the kids in the mud looks for any lizardfolk around. FI the coast is clear, he pulls him out of the mud.


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

It takes some wet digging but, working together with Unrak, Marc manages to extricate the child from the earth. The child continues to whimper fearfully for a while, eventually becoming catatonic instead.

Status:

Augrym: 15/50 hp
Marc: 30/38 hp
Taranis: unharmed
Toth: healed
Unrak: healed
Zed: 12/33 hp

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

Once the kid is with Taranis, Marc calls upon Erastil's blessing one more time.

channel: 2d6 ⇒ (3, 6) = 9

"That's all I think I should expend right now." Marc taps Unrak on the shoulder. "let us go check the northern hut first, shall we?"


(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

Before doing anything, Taranis tries to comfort the catatonic child, "It's all right. It's alll right. We're here. You're safe, and your parents are too. We'll get you home soon." T10 Diplomacy for a 23


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

The child stares timidly, silently at Taranis, but does not start crying again.

Meanwhile, Marc and Unrak enter the northernmost hut. The deserted appearance of the exterior is reflected within; however, they do find a small pile of offerings.

Loot:

Masterwork cold iron longspear
Feather token (tree)
Ring of Swimming
Animal skins (appraised at 100 gp)
Citrines x3 (appraised at 50 gp each)
119 gold coins of assorted make

Status:

Augrym: 24/50 hp
Marc: heald
Taranis: unharmed
Toth: healed
Unrak: healed
Zed: 31/33 hp


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

Keep a keen eye out for lizard folk. I think we'd like to figure out wtf just happened, and see if we can salvage any diplomatic stuff, no?

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

opps...


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

More than a dozen lizardfolk bodies litter the ground, most where you slew Vesket but also scattered throughout the village. You killed only five; the rest fell fighting amongst themselves.

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

"This is truly a tragedy. We could have had some strong allies were it not for the wisp. Let us bury the bodies, then get young Tig back to his family." Knowledge (Local) Untrained: 1d20 + 0 ⇒ (14) + 0 = 14


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

Taranis is able to recall little of lizardfolk rites, but fortunately the better-read Zed is able to provide some information. Lizardfolk tend to inhabit scarce ecologies, and as such have developed a penchant for cannibalism -- the intent being that food should not be wasted, even if that food is your own kin. Lizardfolk are not so much buried or burned as they are... eaten.


(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

"I recommend that we make a pyre then. Come, let us do this so that we can return our charge."


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

The Huntsmen gather the bodies into a pyre and set it alight. Are you going in to any of the huts? You have searched one (1) so far.


(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. In my mental image searching for survivors meant each hut. I've updated the map to reflect the plan.


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

The first hut is simple in its interior, equipped only with a campfire (by now burned down to embers) and a few bowls of what looks like paint.

The door is now open to the second hut, outside of which you rescued the child. Inside is a mass of gnawed bones, but not much more. Several crude whips hang outside. The hut itself is now empty.

There are four more huts still unsearched, only three of which have doors. Also, you really should search the bodies before burning them (and tell me so):

Spoils:

Vesket:

Potion of cure serious wounds
+1 Keen Trident
+1 Leather Armor
Javelin x5
Gold armbands x2 (100 gp each)

Others:
Masterwork morningstar x4


(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

I'd argue that it would be so far out of character to look at a lizardfolk holding an amulet and say, "nah, burn it," That handling the bodies would count, but yeah, I've got you."

"Let us keep moving through these. This one next. Take care for traps and spoils."


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

Uhhh you still didn't tell him lol

We search the bodies.

Perception: 1d20 + 17 ⇒ (15) + 17 = 32


(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

Post #3000! I did actually tell them to look for spoils in the post. :-)

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