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

Taranis keeps his eyes focused on the drake as it passes, summoning forth a sheet of lightning and centering it behind the drake! Drake takes 1 point of electricity damage and must make a FORT save DC or be DAZED for 1 round. If it passes, it's merely DAZZLED.


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)

REF (Evasaion): 1d20 + 10 ⇒ (15) + 10 = 25 Toth dodges the acid and with a command from his master, darts in to protect Zed, heedless of the danger.

Bite: 1d20 + 7 ⇒ (10) + 7 = 17 for DMG: 1d6 + 3 ⇒ (5) + 3 = 8


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

Fort: 1d20 ⇒ 18 PASS

Toth's teeth find the drake's hide too thick for purchase, and the lightning only dazzles the winged beast. It snaps at Toth, achieving just as little.

Bite AoO @ Toth: 1d20 + 10 - 2 ⇒ (9) + 10 - 2 = 17 MISS

Round I
1. Zed (25/33 hp)
2. Drake (16 damage, dazzled)
3. Unrak, Taranis, Augrym, Marc (30/38 hp, Reflex save)

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

reflex: 1d20 + 5 ⇒ (3) + 5 = 8

marc takes the full force of the acid...

marc moves out of the acid and draws his bow and calls on Erastil's prowess with a bow.

Move action, standard action, swift action to cast divine favor


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

Swiftly adding Bane to his weapon, Augrym studies this new foe and takes aim with his wrist launcher.

Attack: 1d20 + 12 ⇒ (7) + 12 = 191d4 + 5 + 2d6 ⇒ (1) + 5 + (2, 3) = 11


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 heaves out his sword as he closes with the monster, shouldering Zed out of harm's way. Let's get this thing Toth!!

screaming in his now-familiar primal rage, he swings with gusto.

Attack: 1d20 + 11 ⇒ (11) + 11 = 22
Damage: 2d6 + 14 ⇒ (5, 5) + 14 = 24


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

Augrym and Unrak inflict heavy wounds upon the drake!

Round II
1. Zed (25/33 hp)
2. Drake (51 damage, dazzled)
3. Unrak, Taranis, Augrym, Marc (39/47 hp, Reflex save)


Zed tries to blind the drake with a spell of Glitterdust! DC 18 Will. Dire bat double moves.


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

Will: 1d20 ⇒ 13

The now-gilded but otherwise unencumbered drake wings to the air again, fleeing from such formidable foes with incredible speed and diving back into the cover of the trees. Withdraw action + speed surge gets it 180 feet away with total cover; let me know if you have a way to counter.

For defeating the forest drake, each Huntsman earns 320 XP!


(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

If Pythagoras allows Zed to get a magic missile off in time, 3d4 + 3 ⇒ (4, 2, 2) + 3 = 11. "Quickly! We must follow. That's the drake we're after!"

Taranis immediately tries to deduce its flight back, hoping to find it at its lair. Survival: 1d20 + 10 ⇒ (9) + 10 = 19


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

Taranis diligently follows the trail of broken branches and occasional scratches on tree trunks to find the drake's lair about an hour later. A single spell from Zed is all that is needed to end the beast!

In its lair, a tangled thicket strewn with rotting meat and cracked bones, you find the gnawed remains of a few useful items that could be repaired.

Loot:

Masterwork chain shirt, broken condition (ripped)
Masterwork darkwood longbow (cosmetic damage only)
Cloak of elvenkind (bloodstained and tattered, but otherwise functional)


(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

"Well done! Literal huntsmen. It'll be a long time before we can bring the proof home. I'll work to prepare the skull and claws. If I'm lucky I might be able to get enough hide for some armor."

"Let us also tend to wounds and clean up that gear. That cloak is a tremendous find!"

Survival: 1d20 + 10 ⇒ (12) + 10 = 22

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 reaches for the longbow, "Erastil's weapon in such poor condition? this will NOT do."
He packs it away for cleaning and repair at a later date.

Marc tends to the injured with a bust of healing!
healing for all!: 2d6 ⇒ (6, 1) = 7


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

Hmm, yes good finds! Too bad we can't find a bow with a pull strong enough for a MAN to use.


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

Taranis harvests enough hide from the drake for an armorsmith to fashion a set of masterwork medium hide armor (an armorsmith in Solasgaard would charge 330 gp for this work, which will take 1 month to complete).

You make camp near the erstwhile drake's lair. The morning of [color=teal]12th Desnus[/color] is again rather hot. 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

”Perhaps a healer can check on the freshness of the blood on this cloak. Perhaps the owner is alive and the body should be returned to its family. Or buried.”

track if the blood is fresh ish: 1d20 + 17 ⇒ (17) + 17 = 34


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

The bloodstains are dried and brown, indicating that the blood was shed days if not weeks prior. What 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

Marc suggests we head west in search of the trolls.


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

Following Marc's suggestion, the Huntsmen head west. A half dozen miles deeper into the Narlmarches, in the early afternoon, the Hunstmen stumbles upon a promising sign.

A single, large, clear footprint in the mud by a stream.

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 gets off his horse to take a closer look
survival to track: 1d20 + 10 ⇒ (16) + 10 = 26


(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:

1. Normal hide, or dragon skin?
2. I also wanted to harvest the skull for proof of its death.

"Let us follow. For those who can, it's time for fire and acid!"

Taranis helps Marc, as does Toth Can't fail Aid Another.


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)

Survival: 1d20 + 2 ⇒ (1) + 2 = 3 But Toth certainly can!


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

Can anyone use a heavy crossbow? I’ve got one & done flame bolts but I do much more damage in melee!


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

@ Taranis: dragon skin. Must be masterwork medium hide armor, though, as you have insufficient material for anything else.

Marc leads the way, following the scrapes and half-prints through the forest, with the Baron offering some help along the way. Eventually, in the late afternoon, you come to a rocky hillside cliff jutting out from the forest. At the top, a huge thrust of rock stretches into the sky far above you. A narrow path clings to the cliff face, ascending and turning out of sight.

The tracks lead up the path.

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 grunts,"I think we have found what we are looking for."
He points at the path. "We will be seen and heard if we are not careful."


(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

"Aye. Make sure you have fire and acid ready to go at a moment's notice."

We follow the path. If the path turns to a cave, Taranis will cast Acid Maw before entering.


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

1d100 ⇒ 65

As you begin the approach, from somewhere far above you a loud shout goes up in a rough language.

Giantish:
"ALARM!!! ALARM!!!"

3d20 ⇒ (19, 2, 5) = 26

You hurry faster up the cliff face. The narrow path winds its way up the hill, a steep cliff face on one side and a sheer drop-off on the other. At the top, the path follows a wide ledge, where you find yourself facing worked stone, cunningly hidden from below, carved into the cliff wall -- and several arrow slits.

The ledge continues around the corner of the weathered stone building.

Map updated.


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 loads a flaming bolt in his crossbow before proceeding.


(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 casts Acid Maw on Toth and Barkskin on himself.


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 casts Bloodhound on himself and turns to the group.

”Please give me a bit of a lead and I will scout ahead. Wait about 20 seconds (3 rounds) after I go invisible and then proceed. I will throw a rock in your direction to indicate that there are enemies ahead.”

And, unless someone has an issue, Augrym disappears.


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

Augrym:
From your current position on the map, you see a smashed wooden door that has been forced open and widened, leading into a darkened room within the stone structure. Two more arrow slits flank the doorway, looking out over the cliff ledge.


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

Approach the door sniffing for anyone who could be around.

Perception: 1d20 + 16 ⇒ (15) + 16 = 31 +8 for smells


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

1d20 ⇒ 19

The heavy scent emanating from the aperture is unmistakable.

TROLLS.

Unfortunately... trolls have good noses, too. As Augrym steps to the doorway, he immediately becomes aware that a troll stands just on the other side, within immediate reach!

Initiative!:

Augrym: 1d20 + 4 ⇒ (5) + 4 = 9 +2 if Surprise
Marc: 1d20 + 4 ⇒ (6) + 4 = 10
Taranis: 1d20 + 2 ⇒ (5) + 2 = 7
Unrak: 1d20 + 3 ⇒ (15) + 3 = 18
Zed: 1d20 + 8 ⇒ (6) + 8 = 14
Hostiles: 1d20 + 2 ⇒ (15) + 2 = 17

The troll, pinpointing Augrym's location by smell, swipes confusedly at the visually empty doorway...

Claw @ Augrym: 1d20 + 8 ⇒ (16) + 8 = 24 HIT Miss Chance: 1d100 ⇒ 81 HIT Damage: 1d6 + 5 ⇒ (1) + 5 = 6

...and roars angrily when its claw comes away red with blood!

Round Surprise

1. Trolls
2. Augrym (54/60 hp)

Round I
1. Unrak
2. Trolls
3. Zed, Marc, Augrym (54/60 hp), Taranis


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: 1d20 + 12 ⇒ (3) + 12 = 15
Attack while invisible: 1d20 + 14 ⇒ (13) + 14 = 271d8 + 8 + 2d6 ⇒ (4) + 8 + (5, 6) = 23

”Battle is upon us Huntsmen!!”


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

Augrym knows a troll when he sees one: an large humanoid creature with wickedly sharp claws and immense strength, if not particularly bright.

Augrym's blade finds easy purchase, delivering a telling blow. Yet, now visible, his ears ring with the roars of both trolls...

Round I
1. Unrak
2. Trolls (blue @ 23 dmg)
3. Zed, Marc, Augrym (54/60 hp), Taranis


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 rushes forward on hearing the call, heavy crossbow at the ready. As he rounds the corner, he sees Augrym bleeding already, and can hear the 2 trolls--one immediately on the other side of teh wall he's at!

Thinking quickly, he plants the weapon at the arrow slit and lets loose on Blue!

attack: 1d20 + 8 ⇒ (10) + 8 = 18
damage: 1d10 + 1d6 ⇒ (4) + (6) = 10 <--6 fire


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

Great thinking, just not quite enough.

Unrak's bolt ricochets off the arrow slit wall and narrowly misses its target. TWO trolls by the door tear into Augrym with tooth and claw.

Blue Bite @ Augrym: 1d20 + 8 ⇒ (4) + 8 = 12 MISS
Blue Claw @ Augrym: 1d20 + 8 ⇒ (3) + 8 = 11 MISS
Blue Claw @ Augrym: 1d20 + 8 ⇒ (17) + 8 = 25 HIT Damage: 1d6 + 5 ⇒ (2) + 5 = 7

Orange Bite @ Augrym: 1d20 + 8 ⇒ (18) + 8 = 26 HIT Damage: 1d8 + 5 ⇒ (4) + 5 = 9
Orange Claw @ Augrym: 1d20 + 8 ⇒ (14) + 8 = 22 HIT Damage: 1d6 + 5 ⇒ (3) + 5 = 8
Orange Claw @ Augrym: 1d20 + 8 ⇒ (13) + 8 = 21 MISS

To make matters worse, a third troll comes into the room.

Round I
1. Unrak
2. Trolls (blue @ 18 dmg)
3. Zed, Marc, Augrym (30/60 hp), Taranis

Round II
1. Unrak


(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 curses and runs after the others, ordering Toth ahead. Double move for both. "Augrym! Out of the way!"


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 the bottleneck, Unrak holds his instinct of "charge in and make carnage" and instead decides to "hold back and make carnage."

AUGRYM!! BACK OUT so we can support you!!

The Bloodrager then casts Shield on himself, drops his crossbow, and draws his huge sword. He shifts directly behind Augrym, ready to cover his retreat.

Current AC: 25


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

The brothers Redleaf get into better positioning.

Round I
1. Unrak
2. Trolls (blue @ 18 dmg)
3. Zed, Marc, Augrym (30/60 hp), Taranis

Round II
1. Unrak


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: 39/39

Zed hurries uphill, and rounds on the group engaged in combat. He utters some words of magic...

Zed smirks and as he gazes intently at the tip of his raised index finger, a small spark ignites, then rapidly grows as a fire elemental is summoned forth from beyond. The flame quickly takes shape, shifting rapidly from a vaguely humanoid shape, to… other… shapes. This creature looks like a living, mobile bonfire, tongues of flame reaching out in search of things to burn.

Link to Stats

Academae Graduate DC 17 (Fort) or Zed is Fatigued.

Saving Throw!: 1d20 + 3 ⇒ (18) + 3 = 21

The Summoned Monster should be 1 square east of Toth

Paizo wrote:


Small Fire Elemental
Alignment & Size: N Small (4 ft. long, 2 lbs.)
Init +5; Senses darkvision 60 ft.; Perception +4

DEFENSE
AC 16, touch 13, flat-footed 14
hp 13
Fort +5, Ref +4, Will +0
Defensive Abilities Immune elemental traits:
[list]

  • Immunity to bleed, paralysis, poison, sleep effects, and stunning.
  • Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack.
  • Proficient with natural weapons only, unless generally humanoid in form, in which case proficient with all simple weapons and any weapons mentioned in its entry.
  • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Elementals not indicated as wearing armor are not proficient with armor. Elementals are proficient with shields if they are proficient with any form of armor.
  • Elementals do not breathe, eat, or sleep.
    Weaknesses vulnerability to cold

    OFFENSE
    Speed 50 ft.
    Melee slam +6 (1d6+2) plus burn (1d4, DC 11)
    Special Attacks Burn: Reflex or take 1d4 damage on your turn

    STATISTICS
    Str 14, Dex 13, Con 14, Int 4, Wis 11, Cha 11
    Base Atk +2; CMB +1; CMD 13
    Feats Dodge, Improved Initiative, Weapon Finesse
    Skills Acrobatics +5, Climb +6, Escape Artist+5, Intimidate +4, Knowledge (planes) +1, Perception +4
    Languages Ignan

    SPECIAL ABILITIES
    Burn: On a melee hit, opponent catches fire (DC11 Reflex negates) for 1d4 rounds, taking 1d4 damage per round. Can attempt a new save as a full-round action. Stop, drop, and roll adds +4 to the save.

    Movement Over Water: A fire elemental cannot enter water or any other nonflammable liquid. A body of water is an impassible barrier unless the fire elemental can step or jump over it or the water is covered with a flammable material (such as a layer of oil).


  • 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 study the two trolls who were there at the beginning, take a step back and cast Anticipate Thoughts on the troll he hit last round. DC 15 Will save please.


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

    Will: 1d20 ⇒ 12 SUCCESS

    The troll resists much of Augrym's spell. Zed brings yet another fighter to bear on the small aperture that has become the battlefield.

    1 square east of Toth is down the cliff, so I put it 1 square north of Taranis (which is as close as Zed can actually see with a 30' move anyway).

    Round I
    1. Unrak
    2. Trolls (blue @ 18 dmg)
    3. Zed, Marc, Augrym (30/60 hp), Taranis

    Round II
    1. Unrak

    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 hears the call to battle. He prepares for a fight and moves forward.
    swift action to cast divine furor, double move to prep for AoO

    Attacks of Opportunity:

    1st
    attack on green: 1d20 + 12 ⇒ (6) + 12 = 18
    damage?: 2d4 + 16 ⇒ (1, 2) + 16 = 19
    2nd
    attack on green: 1d20 + 12 ⇒ (6) + 12 = 18
    damage?: 2d4 + 16 ⇒ (3, 1) + 16 = 20
    3rd
    attack on green: 1d20 + 12 ⇒ (12) + 12 = 24
    damage?: 2d4 + 16 ⇒ (1, 2) + 16 = 19


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

    Giant:

    "Geddout the way!"
    "No!"
    "My turn!"
    "Shut up!"

    One of the trolls steps to the door and lunges awkwardly through to tear at Toth. The others hang back.

    Bite @ Toth: 1d20 + 8 ⇒ (4) + 8 = 12 MISS
    Claw @ Toth: 1d20 + 8 ⇒ (2) + 8 = 10 MISS
    Claw @ Toth: 1d20 + 8 ⇒ (10) + 8 = 18 MISS

    Round II
    3. Zed, Marc, Augrym (30/60 hp), Taranis

    Round III
    1. Unrak
    2. Trolls (blue @ 13 dmg)
    3. Zed, Marc, Augrym (30/60 hp), Taranis


    (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, they're blocking the door. Toth! take one down"

    Taranis has precious few Alchemist's Fires, but now seems as good a time as any: ATk v. Orange back corner: 1d20 + 6 ⇒ (15) + 6 = 21 for Fire: 1d6 ⇒ 5 And splash 1


    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 steps in and tries to pull one down Orange

    Bite: 1d20 + 7 ⇒ (13) + 7 = 20 for DMG: 1d6 + 3 ⇒ (4) + 3 = 7 and ACID: 1d4 ⇒ 1
    Left Claw: 1d20 + 6 ⇒ (17) + 6 = 23 for DMG: 1d4 + 3 ⇒ (3) + 3 = 6
    Right Claw: 1d20 + 6 ⇒ (5) + 6 = 11 for DMG: 1d4 + 3 ⇒ (1) + 3 = 4


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

    Toth lands a bite and a claw, Taranis the fire.

    Round II
    3. Zed, Marc, Augrym (30/60 hp), Taranis

    Round III
    1. Unrak
    2. Trolls (blue @ 14 dmg, orange @ 19 dmg)
    3. Zed, Marc, Augrym (30/60 hp), Taranis

    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 slides into position and calls on Erastil's power as his blade is engulfed in flame. He threads the needle between Toth and the wall to strike at orange.

    attack on orange: 1d20 + 12 ⇒ (14) + 12 = 26
    damage? last dice is fire damage: 2d4 + 16 + 1d6 ⇒ (2, 3) + 16 + (1) = 22

    Attacks of Opportunity:

    1st
    attack on orange: 1d20 + 12 ⇒ (7) + 12 = 19
    damage? last dice is fire damage: 2d4 + 16 + 1d6 ⇒ (2, 1) + 16 + (5) = 24
    2nd
    attack on orange: 1d20 + 12 ⇒ (6) + 12 = 18
    damage? last dice is fire damage: 2d4 + 16 + 1d6 ⇒ (2, 2) + 16 + (6) = 26
    3rd
    attack on green: 1d20 + 8 ⇒ (20) + 8 = 28
    damage?: 2d4 + 6 ⇒ (4, 1) + 6 = 11


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

    Even with the awkward angle, Marc manages to cut deep into the troll!

    Round II
    3. Zed, Marc, Augrym (30/60 hp), Taranis

    Round III
    1. Unrak
    2. Trolls (blue @ 14 dmg, orange @ 41 dmg)
    3. Zed, Marc, Augrym (30/60 hp), Taranis

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