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 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

Does Unrak have Raging Vitality or some other way to continue raging? He is otherwise at -15/76 hp by my count, and dead dead.

-sigh- no I do not


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 Third
  • Current HPs: 39/39

Zed fires additional energy bolts at the fearful creature!

Wand of Magic Missiles (CL: 3; Charges: 10: 2d4 + 2 ⇒ (2, 2) + 2 = 6


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 his fallen brother, adds Bane to his magical sword, salutes in Unrak's direction and steps forward to strike.

"You will be avenged, rage filled brother friend Unrak. I hope you find peace. I shall grow a mighty beard in your honor."

Attack: 1d20 + 19 ⇒ (4) + 19 = 231d8 + 13 + 2d6 ⇒ (1) + 13 + (1, 6) = 21


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

Augrym offers a brief eulogy and a biting strike. Zed, unperturbed or perhaps unaware, adds some paltry magic to the battle. Still, the enormous troll looks to soon be joining the fallen warrior into Pharasma's boneyard...

Round III
1. Zed, Taranis, Unrak (dead), Marc
2. Nagrundi (99 dmg)
3. Augrym (59/60 hp)


(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! NO!!!!" When his brother falls, Taranis flies into a rage. With a flick of his wrist he rolls the sphere over the troll: FIRE: 3d6 ⇒ (4, 2, 2) = 8 REF DC 16 neg.

He then steps in with his barely used scimitar and strikes! ATK: 1d20 + 4 ⇒ (3) + 4 = 7 but clearly his attack is all heart and no skill.


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 continues to press, avenging his uncle:

Bite: 1d20 + 7 ⇒ (18) + 7 = 25 for DMG: 1d6 + 3 ⇒ (2) + 3 = 5
Left claw: 1d20 + 6 ⇒ (11) + 6 = 17 for DMG if hit: 1d4 + 2 ⇒ (3) + 2 = 5
Right claw: 1d20 + 6 ⇒ (10) + 6 = 16 for DMG if hit: 1d4 + 2 ⇒ (4) + 2 = 6


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

Reflex: 1d20 ⇒ 20 SUCCESS

Though the great troll steps over the flames, Toth's first assault is enough to open so many wounds that the troll can no longer push enough blood to both heads. With a great thump, the mighty Nagrundi falls, where Toth keeps him down and the flames soon end him.

For slaying the mighty two-headed troll Nagrundi, each Huntsman -- living and dead -- earns 960 XP.

Status
Augrym: 59/60 hp
Unrak: dead


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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

"Unrak. Brother. This is not the end. As the water rises from ocean to cloud, it comes back down. I cannot tend to you right now. We need to see this through Unrak. We need to finish off this troll menace. Then I promise you, we will bring you back."

With tears in his eyes, The baron coldly stands up. His tone is imperial, "Search it. Prepare. We clear this place completely. Then we return straight home with Unrak to see him returned."

Taranis then takes his brother's sword and fastens it across his back.


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 feel this great loss of our brother as well. I know the wound is deeper with you though Taranis... And I agree. Let us finish off these trolls.”


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 tries to be all business, but his voice is a bit choked to be sure. "We should certainly hide his body for now, to avoid opportunistic predators or looters."


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 search the troll, the room and then cut an ear off of the troll.

"This will either be a gift for Unrak if we are able to help him return, or possibly turn into a troll itself one day. Either thought amuses me greatly."

Perception: 1d20 + 16 ⇒ (17) + 16 = 33


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

The troll ear is well-singed, and properly dead. On the troll, Augrym finds a more interesting treasure, which Zed identifies as a amulet of natural armor +2.

The search of the room proves even more fruitful. Augrym uncovers a hidden niche in the northwest of the cavern, beyond the severed heads, which contains a rough burlap sack containing 1,902 silvers, 888 gold crowns, and a curious bauble that Zed identifies as a dusty rose prism ioun stone.


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

"Hmmm... yes this is a Dusty Rose Ioun Stone."

Zed appears to be burying his grief in pedantic droning.

"These crystalline stones always float in the air and must be within 3 feet of their owner to be of any use. When a person first acquires a stone, he must hold it and then release it, whereupon it takes up a circling orbit 1 to 3 feet from her head. Thereafter, a stone must be grasped or netted to separate it from its owner. The owner may voluntarily seize and stow a stone (to keep it safe while he is sleeping, for example), but he loses the benefits of the stone during that time.

The powers of each stone vary depending on its color and shape.

Ioun stones only float when sent spinning around the head of an intelligent creature; otherwise they are as inert as common stone. They have no effect on animals, mindless constructs, and other non-sentient creatures; comatose intelligent creatures and those with significant Intelligence damage or drain cannot use ioun stones. An ioun stone has no particular affinity for the living—intelligent undead and the rare intelligent construct can make full use of them.

Despite their ability to float, ioun stones cannot support more than their own weight. They cannot be used to anchor ropes or support creatures. An ioun stone must be able to orbit freely around a creature’s head (or placed in a specialized matrix like a wayfinder) for its power to be active. Creatures without heads usually cannot use ioun stones. The orbit of an ioun stone reflects the thoughts and emotions of its owner; particularly intense emotions have been known to reverse a stone’s orbit or even momentarily stop it in its path.

Ioun stones in orbit never collide with other stones or creatures by chance, and automatically change course to avoid any obstacles in their path. This in large part explains the difficulty of striking an ioun stone in battle. An ioun stone in orbit counts as an attended object, and benefits from any magical protections possessed by its owner.

Classification by Shape
The shape of an ioun stone can help classify it and thus its powers; the first step is recognizing what each of the shapes means. Cabochon and spherical stones are usually smooth and the others are usually faceted.

Cabochon: A convex top with a flat bottom. Most are elliptical or tear-shaped.
Disk: A flat circle, typically convex on both sides but sometimes in a lens-like shape.
Ellipsoid: An elongated sphere, sometimes tapering at one end to a tear-like shape.
Nodule: Asymmetrical but generally rounded.
Pentacle: A type of disk, but with five sides rather than being round. The sides are usually straight rather than curved.
Prism: A long stone where the top and bottom ends have the same number of sides (such as a hexagram). The width and angle of each side is usually the same as all other sides.
Pyramid: A cone-like shape with a point at one end, a flat base, and long facets connecting the two. Typical pyramids have three or four-sided bases, but some have a dozen or more.
Rhomboid: A type of prism with sides of unequal widths or angles, giving it a flattened cross section.
Sphere: Essentially round in all dimensions.
Spindle: A kind of prism with 10 or more sides, giving it a nearly round cross section.
Trillian: A type of disk, but with three sides (either straight or curved outward) rather than being round."


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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 slides his brother into a defensive corner, draws his back up weapon and places it in his hand. He keeps his brother's eyes open.

"Come. I would see these trolls slaughtered to the last, and quickly. I long to get Unrak to a cleric."

Would you guys allow Toth to take the amulet and Augrym to take the stone?

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 quickly moves to the fallen Unrak, but quickly realizes he has moved to Pharasma's care.
"We should be done with this place quickly. The longer he is separated from his soul, the harder it will be for it to find its way back."

He is taken aback when Taranis moves his brother's body. He finds the open eyes of the dead...unnerving. He does not stop him. They are family and he will not interfere.


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 was going to suggest the same thing for these items. We need as much AC as possible.


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
Augrym Ko’Charr wrote:
I was going to suggest the same thing for these items. We need as much AC as possible.

one battle too late!!!


(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'll take my brother's alchemist fire for now. He's got a flaming bolt left. Augrym, take it and load it. You can always fire it and drop the crossbow before closing."

Now ready and full of grim purpose, Taranis pushes the party onward. Map updated.


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

This floor of this wide cavern is littered with half a dozen pallets
made of branches, leaves, and smelly, uncured hides. Two trolls lounging here and looking anxiously in your direction jump up at the Hunstmen's approach!

Initiative!:
Augrym: 1d20 + 4 ⇒ (19) + 4 = 23 +2 if Surprise
Marc: 1d20 + 4 ⇒ (15) + 4 = 19
Taranis: 1d20 + 2 ⇒ (15) + 2 = 17
Zed: 1d20 + 8 ⇒ (15) + 8 = 23
Hostiles: 1d20 + 2 ⇒ (14) + 2 = 16

Round I
1. Zed, Augrym (59/60 hp), Marc, Taranis
2. Trolls


(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

"FOR UNRAK!" Taranis casts Acid Maw on Toth and sends the cat into the room.


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 charges towards the troll on the right!

Bite: 1d20 + 7 + 2 ⇒ (5) + 7 + 2 = 14 for DMG: 1d6 + 3 ⇒ (1) + 3 = 4 and Acid: 1d4 ⇒ 4


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

Catching the troll flat on its feet, Toth's jaw is just powerful enough to pierce acid-tipped teeth through its hide!

Round I
1. Zed, Augrym (59/60 hp), Marc, Taranis
2. Trolls (black @ 8 dmg)


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
Taranis Redleaf wrote:
"I'll take my brother's alchemist fire for now. He's got a flaming bolt left. Augrym, take it and load it. You can always fire it and drop the crossbow before closing."

I've got FIVE +1 flaming bolts, 2 +1 animal bane arrows. Use those puppies up. I've got a heavy crossbow too

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 is a flurry of activity: a quick prayer and a Guisarme(or random weapon because I don't think It can be a longbow...) appears behind Toth's target. With a swift motion he calls upon Erastil's favor on him (fervor to cast divine favor) and moves up behind toth and strikes the troll!

attack on black: 1d20 + 11 ⇒ (2) + 11 = 13
damage?: 2d4 + 15 ⇒ (1, 3) + 15 = 19

Spiritual weapon attack on black: 1d20 + 4 + 2 ⇒ (12) + 4 + 2 = 18
damage?: 1d8 + 2 ⇒ (1) + 2 = 3


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 trickles a small amount of his power into the wand, and smiles as the arcane bolts streak toward Toth's target.

Wand of Magic Missiles (CL: 3; Charges: 9: 2d4 + 2 ⇒ (4, 4) + 2 = 10


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16
Marc Jorstad wrote:
Marc is a flurry of activity: a quick prayer and a Guisarme(or random weapon because I don't think It can be a longbow...) appears behind Toth's target. With a swift motion he calls upon Erastil's favor on him (fervor to cast divine favor) and moves up behind toth and strikes the troll!

It is a Longbow, but strikes with the haft of the bow itself rather than with arrows. Still x3 crit multiplier.

Additionally, per the spell: "The weapon always strikes from your direction. It does not get a flanking bonus or help a combatant get one." In other words, it does not appear behind the troll and neither benefits from nor grants a flanking bonus.

Marc calls forth a spiritual longbow to strike meagerly at the troll. Zed's force bolts strike for better effect.

Round I
1. Zed, Augrym (59/60 hp), Marc, Taranis
2. Trolls (black @ 23 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

Seeing his opponents as flat footed, Augrym stalks forward to gang up on the one troll to hopefully overwhelm one at a time with his fellow Huntsmen.

attack: 1d20 + 12 ⇒ (14) + 12 = 261d8 + 6 + 2d6 ⇒ (8) + 6 + (6, 1) = 21


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

Augrym cuts deep into the troll, but that does not stop it from replying. The other steps forward to ravage Toth.

Black Bite @ Augrym: 1d20 + 8 ⇒ (5) + 8 = 13 MISS
Black Claw @ Augrym: 1d20 + 8 ⇒ (5) + 8 = 13 MISS
Black Claw @ Augrym: 1d20 + 8 ⇒ (14) + 8 = 22 MISS

Red Bite @ Augrym: 1d20 + 8 ⇒ (5) + 8 = 13 MISS
Red Claw @ Augrym: 1d20 + 8 ⇒ (7) + 8 = 15 MISS
Red Claw @ Augrym: 1d20 + 8 ⇒ (2) + 8 = 10 MISS

But Desna is with the Huntsmen! Both trolls fail to penetrate your defenses.

Round II
1. Zed, Augrym (59/60 hp), Marc, Taranis
2. Trolls (black @ 44 dmg)


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 Deuce
  • Current HPs: 39/39

Zed step forward and casts Glitterdust in the room! He positions the dust so that it effects both trolls if possible. If not, just the undamaged one.

DC18


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

Will Black: 1d20 ⇒ 12 FAIL
Will Red: 1d20 ⇒ 11 FAIL

Both trolls are blinded!

Round II
1. Zed, Augrym (59/60 hp), Marc, Taranis
2. Trolls (black @ 44 dmg)


(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, take it down! Everyone, save your spells, get them as the beasts"

Taranis doesn't follow his own advice though. Enraged at his brother's death, he brings for a blade of pure fire and closes in.

Flame Blade


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)

Residual Acid: 1d4 ⇒ 1

Toth obeys!
Bite: 1d20 + 7 ⇒ (12) + 7 = 19 for DMG: 1d6 + 3 ⇒ (5) + 3 = 8 and ACID: 1d4 ⇒ 3
Left Claw: 1d20 + 6 ⇒ (4) + 6 = 10 MISS
Right Claw: 1d20 + 6 ⇒ (18) + 6 = 24 for DMG: 1d4 + 2 ⇒ (4) + 2 = 6


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

Toth's assault brings the troll within an inch of its life!

Round II
1. Zed, Augrym (59/60 hp), Marc, Taranis
2. Trolls (black @ 62 dmg)


(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

"Get the other! The acid will finish this one!"


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 moment to study his two opponents in the room and strikes again at the newly blinded troll in front of him.

1d20 + 14 ⇒ (11) + 14 = 251d8 + 8 + 2d6 ⇒ (3) + 8 + (1, 3) = 15

I believe blinded makes them lose their dex which adds on Sneak damage. If not, remove the 2d6.


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

Augrym downs one of the trolls!

Round II
1. Zed, Augrym (59/60 hp), Marc, Taranis
2. Troll

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 steps up and attacks the troll.
attack: 1d20 + 8 ⇒ (4) + 8 = 12
damage?: 2d4 + 12 ⇒ (4, 3) + 12 = 19

he then directs his holy weapon to attack!
attack: 1d20 + 4 + 2 ⇒ (18) + 4 + 2 = 24
damage?: 1d8 + 7 ⇒ (8) + 7 = 15


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

Aided by the troll's temporary lack of eyesight, Marc just gets through its defenses. The ephemeral longbow follows up with another hit.

@ Marc, unless I am missing something odd, your spiritual weapon damage should be d8+2, not d8+7.

The blinded troll fights back as best as he is able, swinging wildly at the only body close enough to smell with pinpoint accuracy -- Taranis. The baron's entire upper torso disappears inside the troll's distended maw, and he gets raked for his trouble too.

Bite @ Taranis: 1d20 + 8 ⇒ (20) + 8 = 28 THREAT Confirm: 1d20 + 8 ⇒ (14) + 8 = 22 CONFIRMED Damage: 2d8 + 10 ⇒ (6, 1) + 10 = 17
Claw @ Taranis: 1d20 + 8 ⇒ (14) + 8 = 22 HIT Damage: 1d6 + 5 ⇒ (2) + 5 = 7
Claw @ Taranis: 1d20 + 8 ⇒ (7) + 8 = 15 MISS

Round II
1. Zed, Augrym (59/60 hp), Marc, Taranis (32/56 hp)
2. Troll (29 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

acrobatics: 1d20 + 14 ⇒ (9) + 14 = 23
Litany of Sloth, just in case this acrobatics doesn’t get me around the AoO.

attack: 1d20 + 16 ⇒ (5) + 16 = 211d8 + 8 + 2d6 ⇒ (5) + 8 + (1, 6) = 20

Grand Lodge

Venture-Lieutenant - NH | Proprietor of Castamir's Station

still needs to roll v. Concealment. It just automatically knows which square.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16
Chris Marsh wrote:
still needs to roll v. Concealment. It just automatically knows which square.

Not by my definition of "pinpoint," but after some googling it appears that I am superseded by SKR.

Miss Chance: 1d100 ⇒ 68 HIT
Miss Chance: 1d100 ⇒ 66 HIT

Also: Will vs Glitterdust: 1d20 ⇒ 6 FAIL

Augrym tumbles (unnecessarily but flashily) around the blinded troll, stabbing upwards with his sword on the bounce.

Round II
1. Zed, Augrym (59/60 hp), Marc, Taranis (32/56 hp)
2. Troll (49 dmg)


(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

Gritting his teeth in agony, Taranis's thirst for vengeance continues unslaked.

ATK v. Flame Blade: 1d20 + 4 + 2 ⇒ (4) + 4 + 2 = 10, but the wound throws off the aim of his flame blade. Just in case... ATK: 1d8 + 3 ⇒ (1) + 3 = 4


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 closes on the final troll!

Bite: 1d20 + 7 + 2 ⇒ (10) + 7 + 2 = 19 for DMG: 1d6 + 3 ⇒ (3) + 3 = 6 and Acid: 1d4 ⇒ 1
Left Claw: 1d20 + 6 ⇒ (1) + 6 = 7 MISS
Left Claw: 1d20 + 6 ⇒ (2) + 6 = 8 MISS


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

Toth strikes with ease at first, scoring a quick hit. He and his master struggle thereafter. Still, the troll is tottering...

Round II
1. Zed, Augrym (59/60 hp), Marc, Taranis (32/56 hp)
2. Troll (56 dmg)


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

Pew pew pew!

    Round the First
  • Current HPs: 39/39

Zed fires off a few arcane bolts of energy harry the unlucky troll!

Wand of Magic Missiles (CL: 3; Charges: 7: 2d4 + 2 ⇒ (3, 4) + 2 = 9


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

Zed's bolts are enough to help Toth take down the troll!

For defeating the two rank and file trolls, each Huntsman earns 640 XP.

Status
Augrym: 59/60 hp
Taranis: 32/56 hp
Unrak: dead


(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 ignores his wounds for the moment. "Search them. Heal up. There is vengeance still to be had." He kicks around the room looking for gear.


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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

Zed grasps his leader and friend by the shoulder and holds him firmly for a moment until the man calms down a fraction.

He advises him, "It is not simply tenacity and vigorous, violent action that will avenge your brother and our friend. A dose of prudence will ensure you live to see him risen and restored. I used to advise another man, a leader like yourself who would often neglect his own needs in seeking justice, vengeance, or fortune. It is smarter to be well-prepared and to give yourself every tactical advantage in order to see your plans to fruition. Heal yourself now, or risk rejoining your brother on the wrong side of the veil..."


(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. Yes. Zed, you are correct." Taranis stops for a moment and retrieves his overworked wand and tends to his own wounds. CLW: 5d8 + 5 ⇒ (3, 4, 5, 5, 8) + 5 = 30 HP full. 5 charges marked.

He then looks about the room properly.


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

There is nothing of value here, only a half-dozen sleeping pallets and a horrible smell.

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