GMTrex's Kingmaker Campaign

Game Master Andrew Trexler

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


3,301 to 3,350 of 8,317 << first < prev | 62 | 63 | 64 | 65 | 66 | 67 | 68 | 69 | 70 | 71 | 72 | next > last >>

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

We should heal Taranis before we move on.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16
Augrym Ko'Charr wrote:

We should heal Taranis before we move on.

He did:

Taranis Redleaf wrote:

"Yes. Yes. Zed, you are correct." Taranis stops for a moment and retrieves his overworked wand and tends to his own wounds. [dice=CLW]5d8+5 HP full. 5 charges marked.

He then looks about the room properly.

The passage north forks almost immediately. The passage north slopes down, while a branch west stays level.


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

West!


(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

West.

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 the left folk...


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

The ceiling of this cavern arches thirty feet overhead. A wagon with its wheels removed sits against the eastern wall, heaped with smelly furs, and a single barrel stands in the northwest corner. Against the western wall, a crude throne carved from a giant tree stump sits atop a makeshift dais made of boulders, with a large bearskin spread on the floor before it.

Seated on the throne is a truly massive troll. A crude crown of iron rests on his heavy brow, and skulls of various humanoid creatures adorn his clothing and armor. Across his knees is a titanic club festooned with wicked spikes. He bellows at the Huntsmen in surprise and anger, muscles rippling in rage as he gets to his feet, intent to end your intrusion into his domain once and for all.

Giant:

"Hargulka smash you! Puny meat!"

Initiative!:

Augrym: 1d20 + 4 ⇒ (3) + 4 = 7 +2 if Surprise
Marc: 1d20 + 4 ⇒ (2) + 4 = 6
Taranis: 1d20 + 2 ⇒ (16) + 2 = 18
Zed: 1d20 + 8 ⇒ (14) + 8 = 22
Hostiles: 1d20 + 1 ⇒ (2) + 1 = 3

The Huntsmen manage to get the jump on him!

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


(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

"Bring out your heaviest magic! Toth to me!"

Taranis opens with a spell of Aqueous Orb! DMG: 2d6 ⇒ (2, 3) = 5 REF DC 18 neg.


1 person marked this as a favorite.
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

In your mind, the unmistakable rumble of Unrak's pre-battle growl reverberates. You can almost hear him spit through clenched teeth "We can TAKE 'im!!" And your memories, triggered by this apparition, make you relive his earth-shaking roar of rage before his mighty charge!!


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: Max

Zed casts Spuked Pit beneath Hargulka and hopes the creature is swallowed up by it.

DC19


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

Zed goes first, so I will resolve the pit first. Zed, if you have time to provide the spell details when you post, and put it on the map, that would be helpful to me. No worries if you are in a rush though.

Reflex Orb: 1d20 ⇒ 9 FAIL Falling: 3d6 ⇒ (3, 1, 1) = 5 Spikes: 2d6 ⇒ (2, 3) = 5

Hargulka plunges 30 feet into some spikes, but looks no worse for wear. Taranis approaches the pit (I have moved you where you have line of sight, but not too close as to risk falling) and casts another spell, turning the pit into something of an angry well.

Reflex Orb: 1d20 ⇒ 13 SUCCESS

But Hargulka avoids the buffeting waves for the present. Up above, Augrym and Marc...

Round I
1. Zed, Taranis, Augrym (59/60 hp), Marc
2. Hargulka (10 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

Augrym studies this new opponent and casts Anticipate Thoughts (DC15 Will).

knowledge: 1d20 + 12 ⇒ (1) + 12 = 13

"I do not speak Giant. Is he saying hello? If not, I am calling dibs on the bearskin rug. It shall be a mighty trophy for my home once we get the troll blood and smell washed out of it. The helmet though will be a gift to might Unrak if we are able to bring him back."


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

Will: 1d20 ⇒ 4 FAIL

Augrym readies for battle and counts his eggs before they are in his basket.

Round I
1. Zed, Taranis, Augrym (59/60 hp), Marc
2. Hargulka (10 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

swift cast divine favor. move, attack

Marc moves to support the Baron prepares to strike at th etroll if it climbs out.

AoO:

attack (PA and DF): 1d20 + 11 ⇒ (17) + 11 = 28
damage?: 2d4 + 15 ⇒ (1, 4) + 15 = 20


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

Marc hangs back from the edge of the pit to avoid the risk of falling in. Hargulka, not much bothered by the spikes, starts an attempt at a climb.

Climb: 1d20 + 8 ⇒ (1) + 8 = 9 FAIL Damage: 1d6 ⇒ 6

But, finding the way up somewhat difficult, he opts instead for destroying the interlopers from below. Taranis and Marc can barely make out the troll pulling something from around his neck, well above the thrashing waves, and hurling it straight at the edge of pit.

That "something" glows bright and golden as it streaks upward. When it reaches the top of the pit, it explodes in an enormous conflagration of red hot flame.

Fireball: 8d6 ⇒ (5, 3, 2, 3, 6, 3, 6, 2) = 30 Fire damage to Taranis/Marc, DC 14 Reflex for half

Hargulka immediately begins reaching for his neck again...

Round II
1. Zed, Taranis (26/56 hp, Reflex save), Augrym (59/60 hp), Marc (17/47 hp, Reflex save)
2. Hargulka (11 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

REF: 1d20 + 4 ⇒ (8) + 4 = 12 Taranis reels from the fire. Still, it's nothing compared to the flame of vengeance. He will not be denied!

He immediately pulls back from the area and uses the wand CLW: 1d8 + 1 ⇒ (5) + 1 = 6


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

Taranis tends to his burns.

Round II
1. Zed, Taranis (32/56 hp), Augrym (59/60 hp), Marc (17/47 hp, Reflex save)
2. Hargulka (11 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

reflex: 1d20 + 5 ⇒ (17) + 5 = 22
Marc steps back as a healing flows through him to most of his companions.

channel energy: 2d6 ⇒ (6, 3) = 9


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

Marc does the same!

Round II
1. Zed, Taranis (41/56 hp), Augrym, Marc (41/47 hp)
2. Hargulka (11 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

Augrym moves over to get between the monster and his brother.


Zed prepares with some back up, withdrawing a single human skeleton from his robe of bones!


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

Zed reaches for his "dead-it" card and plucks one of the several patches from his robe. An undead skeleton begins to manifest nearby and the elf grins triumphantly at the utility of this new minion.

"OW!" The elf is suddenly writhing in agony. First one sharp bite on his inner thigh, the another on the elbow, then two across his ribs, then suddenly dozens from tiny insects that now pour violently from the threads of the robe to torment its occupant. Zed howls, drowning out the noisy waters churning below and the labored breathing of Hargulka. Deep in the recesses of his memory, the wizard has seen -- but never personally felt -- this phenomenon only once before: this is no robe of bones, but a cursed look-a-like!

Crunch: Zed can do nothing but scratch at the biting insects and writhe in pain for 1 round. After that, he regains some self-control, and can either attempt to remove the robe or attempt to fight. If he opts for the latter, he suffers a -2 penalty on attack rolls, saving throws, and skill checks until the robe is removed. Additionally, to cast any spell, he must make a Concentration check of DC 20 + spell level, losing the spell on a failed check.

Down below, Hargulka contends with the orb... Reflex: 1d20 ⇒ 9 FAIL / Reflex: 1d20 ⇒ 12 SUCCESS ...and takes the blow on the chin, avoiding being swept up by the waves. Nonlethal: 2d6 ⇒ (2, 1) = 3

He attempts to climb and gets a few spikes for his trouble.

Climb: 1d20 + 8 ⇒ (6) + 8 = 14 FAIL
Climb: 1d20 + 8 ⇒ (13) + 8 = 21 FAIL
Damage: 1d6 ⇒ 5

Though no one can see him at present, Hargulka is more irked than actually hurt by what you have thrown at him so far.

Round III
1. Zed (occupied), Taranis (41/56 hp), Augrym, Marc (41/47 hp)
2. Hargulka (11 dmg, 3 nonlethal)


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

Not enthusiastic about the idea of jumping into a watery spiked pit to do battle, the Huntsmen decide to wait out spells' durations from safety above. Below, Hargulka struggles with his temporary prison, grunting profusely in irritation. The orb expires on Round VI, the pit on Round VII. Let us see whether he gets out first.

Round III
Reflex: 1d20 ⇒ 4 FAIL Nonlethal: 2d6 ⇒ (3, 2) = 5 and Reflex: 1d20 ⇒ 11 FAIL, engulfed, Reflex: 1d20 ⇒ 7 FAIL
Status: 6 dmg, 3 nonlethal

Round IV
Nonlethal: 2d6 ⇒ (4, 3) = 7 Reflex: 1d20 ⇒ 8 FAIL
Status: 1 dmg, 5 nonlethal

Round V
Nonlethal: 2d6 ⇒ (4, 5) = 9 Reflex: 1d20 ⇒ 20 SUCCESS
Climb: 1d20 + 8 ⇒ (6) + 8 = 14 FAIL
Climb: 1d20 + 8 ⇒ (1) + 8 = 9 FAIL
Spikes: 1d6 ⇒ 5
Status: 1 dmg, 9 nonlethal

Round VI
Reflex: 1d20 ⇒ 16 SUCCESS
Climb: 1d20 + 8 ⇒ (16) + 8 = 24 SUCCESS
Climb: 1d20 + 8 ⇒ (8) + 8 = 16 No progress
Spikes: 1d6 ⇒ 6
Orb expires
Status: 2 dmg, 4 nonlethal

Round VII
Climb: 1d20 + 8 ⇒ (1) + 8 = 9 FALL
Spikes: 1d6 ⇒ 1
Fall: 1d6 ⇒ 3
Pit expires
Status: 4 dmg

Round VIII
Pit floor slowly rises over 1 round
Status: uninjured

Finally, at great length, the Huntsmen find themselves facing off with an unscathed and FURIOUS troll! I will assume Zed managed to remove his robe during this time. Anything else, include in your next post.

Round IX
1. Zed, Taranis (41/56 hp), Augrym, Marc (41/47 hp)
2. Hargulka


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 cast Divine Favour as the angry troll rises surprisingly unscathed. He's moved on the other side of the pit and ushered for his companions to join him in the flank.

"Beast, you have my respect for facing our two casters' amazing trap and coming through unscathed. Now you face all of the Huntsmen. We will honour you in death when this is over." And with a salute, Augrym adds Bane to his weapon and attacks.

Attack: 1d20 + 19 ⇒ (19) + 19 = 381d8 + 13 + 2d6 ⇒ (7) + 13 + (2, 5) = 27
Crit Confirm: 1d20 + 19 ⇒ (4) + 19 = 231d8 + 13 + 2d6 ⇒ (4) + 13 + (6, 5) = 28

I'm unsure if Bane is multiplied in the critical damage. But I included it there in case it does. Man I hope this confirms.


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

Hargulka grins as Augrym engages. The great troll gives a roar of triumph as he brings his mighty morning crashing down on the half-orc's skull. Battered but unbowed, Augrym gives even better than he gets, plunging his blade into troll guts.

Hargulka Morningstar AoO: 1d20 + 14 ⇒ (14) + 14 = 28 HIT
Damage: 2d6 + 19 ⇒ (4, 6) + 19 = 29

Round IX
1. Zed, Taranis (41/56 hp), Augrym (31/60 hp), Marc (41/47 hp)
2. Hargulka (44 dmg)


1 person marked this as a favorite.
(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 would have shouted his plan, asking the party to stay more than 20' away and to go in on MY MARK. He would be readying an action for when he is in view directly. Order of operations is critical here, and it may result in a LOT of lost treasure, but UNRAK!

Taranis, counting down the seconds, waits until just after he feels his orb spell dissipate. He then casts a spell of Flashfire on the troll! FIRE: 2d6 ⇒ (1, 4) = 5 AND he catches fire. A DC 17 REF negates the damage and catching fire. If he fails the save that necklace needs to make a DC 17 REF save (at +7) or they ALL GO OFF AT THE SAME TIME. Did I mention timing was critical?


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

If you blow the troll's head off, you will hear Unrak's laughing cheer from beyond the Veil


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

Taranis still needs line of sight, so this will go off on his turn of Round IX.

Taranis enacts a desperate gambit in the hope of ending the battle outright. The spark catches, eliciting a confused grunt from Hargulka, and an instant later the beast is covered in explosions.

Reflex: 1d20 ⇒ 7 FAIL
Reflex: 1d20 + 7 ⇒ (7) + 7 = 14 FAIL

Fireball: 4d6 ⇒ (1, 5, 4, 3) = 13 Reflex: 1d20 ⇒ 17 SUCCESS
Fireball: 4d6 ⇒ (3, 5, 6, 3) = 17 Reflex: 1d20 ⇒ 11 SUCCESS
Fireball: 2d6 ⇒ (2, 6) = 8 Reflex: 1d20 ⇒ 13 SUCCESS
Fireball: 2d6 ⇒ (1, 2) = 3 Reflex: 1d20 ⇒ 7 FAIL
Fireball: 2d6 ⇒ (6, 4) = 10 Reflex: 1d20 ⇒ 8 FAIL

Badly burnt, the troll presses on with fresh rage.

I moved Marc back a step (during the interim) as per the Baron's order to avoid the conflagration. I am assuming Augrym did the same and moved in after Taranis' turn.

Round IX
1. Zed, Taranis (41/56 hp), Augrym (31/60 hp), Marc (41/47 hp)
2. Hargulka (80 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 Ninth
  • Current HPs: Max

Zed casts Summon Monster II and suddenly a small stone in the center of Zed’s palm rotates in fits and starts, with each rotation, it gains in bulk with a grinding sound as though from deep within the earth. Within a moment, the amalgamation of stones and dirt surges from his hand and grows into a stony representation of the essence of Earth itself, an elemental! This hulking, roughly humanoid creature of dirt and stone is faceless save for two glowing gemstone eyes.

Power Attack Slam!: 1d20 + 8 + 1 ⇒ (13) + 8 + 1 = 22 for 1d6 + 6 + 2 ⇒ (2) + 6 + 2 = 10 damage.

Link to Stats

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

Saving Throw!: 1d20 + 3 ⇒ (8) + 3 = 11 <- Fail

The Summoned Monster should be right next to Hargulka

Paizo wrote:


Small Earth Elemental
Alignment & Size: N Small (4 ft. long, 80 lbs.)
Init -1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4

DEFENSE
AC 17, touch 10, flat-footed 17
hp 15
Fort +6, Ref -1, Will +3
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.

    OFFENSE
    Speed 20 ft., burrow 20 ft., earth glide
    Melee slam +8 (1d6+6)
    Special Attacks earth mastery

    STATISTICS
    Str 20, Dex 8, Con 17, Int 4, Wis 11, Cha 11
    Base Atk +2; CMB +4; CMD 13
    Feats Improved Bull Rush, Power Attack
    Skills Appraise +1, Climb +7, Knowledge (dungeoneering) +1, Knowledge (planes) +1, Perception +4, Stealth +7
    Languages Terran

    SPECIAL ABILITIES
    Earth Glide (ex): A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round (DC 15 Fort Negates).
    Earth Mastery: +1 attack and damage if both the opponent and the elemental are touching the ground. If opponent is airborne or waterborne,, take a -4 penalty on attack and damage. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. (These modifiers are not included in the statistics block.)


  • 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)

    I had to look it up, but it is a free action, so sending Toth in.

    Bite: 1d20 + 7 ⇒ (12) + 7 = 19 for DMG: 1d6 + 3 ⇒ (6) + 3 = 9


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

    Zed saps much of his energy to bring forth a replacement for Unrak, albeit a fleeting one, which surprises the troll enough to land a blow. Toth's teeth scrabble on bone armor.

    Round IX
    1. Zed, Taranis (41/56 hp), Augrym (31/60 hp), Marc (41/47 hp)
    2. Hargulka (90 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 shields his eye from the explosion. To his dismay, the troll is still alive. He moves forward the troll to end it's life. He thrust his pole arm right past Toth's right ear.

    move and power attack

    attack!: 1d20 + 11 ⇒ (10) + 11 = 21
    damage?: 2d4 + 15 ⇒ (1, 1) + 15 = 17


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

    Marc adds another wound, yet still the mighty troll does not fall. He focuses his attention on Augrym first, hoping to knock him out of the way before parrying a counterattack from the reinforcements.

    Giant:
    "FOR MY QUEEN!!!"

    Morningstar @ Augrym: 1d20 + 16 ⇒ (9) + 16 = 25 HIT Damage: 2d6 + 9 ⇒ (5, 5) + 9 = 19
    Morningstar @ Augrym: 1d20 + 11 ⇒ (12) + 11 = 23 HIT Damage: 2d6 + 9 ⇒ (1, 1) + 9 = 11
    Claw @ Augrym: 1d20 + 12 ⇒ (11) + 12 = 23 HIT Damage: 1d6 + 4 ⇒ (4) + 4 = 8

    Roaring in satisfaction as the half-orc falls, Hargulka turns to the next foe, even as blood pours from his own grievous wounds.

    Bite @ Toth: 1d20 + 12 ⇒ (20) + 12 = 32 THREAT Confirm: 1d20 + 12 ⇒ (19) + 12 = 31 CONFIRMED Damage: 2d8 + 8 ⇒ (6, 8) + 8 = 22

    Round X
    1. Zed, Taranis (41/56 hp, Toth 20/42 hp), Augrym (-6/60 hp, prone, unconscious, bleeding out), Marc (41/47 hp)
    2. Hargulka (107 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

    On going fire damage: 1d6 ⇒ 4

    Taranis opts for a simple stone: Sling: 1d20 + 6 ⇒ (4) + 6 = 10, but is blinded by rage.


    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 is a bit better off

    Bite: 1d20 + 7 ⇒ (17) + 7 = 24 for DMG: 1d6 + 3 ⇒ (6) + 3 = 9
    Left Claw: 1d20 + 6 ⇒ (12) + 6 = 18 for DMG if hit: 1d4 + 2 ⇒ (2) + 2 = 4
    Right Claw: 1d20 + 6 ⇒ (4) + 6 = 10 MISS


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

    Toth's reply brings the great troll down... though not dead yet.

    Round X
    1. Zed, Taranis (41/56 hp, Toth 20/42 hp), Augrym (-6/60 hp, prone, unconscious, bleeding out), Marc (41/47 hp)
    2. Hargulka (124 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 whispers a silence prayer and his blade erupts in flame.swift action to make weapon flaming He takes special care to try and make contact. He takes a bit of power out of his swing...
    attack!: 1d20 + 13 ⇒ (10) + 13 = 23
    damage? with fire damage: 2d4 + 9 + 1d6 ⇒ (4, 1) + 9 + (1) = 15


    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

    COUP DE GRACE! COUP DE GRACE!!!!


    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'm not sure why he's so pleased with himself. I did more damage in one hit than he did in 3. That's something, right? Right?

    1d20 + 2 ⇒ (4) + 2 = 6

    Augrym continues to bleed...


    (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

    Since he's on fire already, can we coup de grace whilst Taranis taps Augrym with the wand? CLW: 1d8 + 1 ⇒ (5) + 1 = 6


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

    Marc's swing decapitates the great Hargulka, putting an end to his resistance. Taranis hurries over to Augrym a moment later to stem the bleeding.

    For slaying Hargulka, and vastly diminishing the troll threat to the region, each Huntsman (living and dead) earns 960 XP.

    Status
    Augrym: -1/60 hp
    Marc: 41/47 hp
    Taranis: 41/56 hp
    Toth: 20/42 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

    He uses the wand again, then kicks the dead troll in the head, repeatedly. He channels the Papa Storm aspect of Gozreh for a full minute.

    CLW: 1d8 + 1 ⇒ (7) + 1 = 8

    Then, and only then does he search the monster and the lair.


    (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

    Perception: 1d20 + 12 ⇒ (18) + 12 = 30


    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 ensures Hargulka is properly cauterized with acid splashes. He also helps in the search with his eyes, ears, and spells.

    Perception: 1d20 + 15 ⇒ (15) + 15 = 30
    And detect magic


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

    Hargulka himself is carrying several items of note:

    - +1 thundering darkwood morningstar
    - +1 hide armor

    Additionally, Taranis and Zed both spot a rusty key hidden inside one of the skulls that form a bracelet on his right hand.

    What the key goes to is a mystery until you find a large chest under the wagon that makes Hargulka's bed. Inside the chest are:

    - a small statue of a dragon carved from exotic wood worth 200 gp
    - a gold necklace with a jade pendant worth 500 gp
    - several pieces of minor jewelry worth a total of 750 gp
    - 5 medium quality gemstones worth 100 gp each
    - three bottles of fine wine worth 15 gp each
    - an engraved silver tankard worth 50 gp
    - 652 gold crowns
    - 3,550 silvers
    - 1,484 coppers

    Of further interest is a crude but surprisingly complex map tacked to the western wall of the cavern, drawn on the back of a thylacine hide. Several locations including the troll's lair and Solasgaard are marked on the map. Some locations are marked with large X marks, along with several arrows and other marks showing planned raids and routes of attack. Zed studies the map for a few minutes and determines that the trolls have been carrying out a series of organized, planned attacks in the region against locations where civilization has intruded on the Stolen Lands. Areas where fey creatures live, however, have been carefully marked to avoid.

    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 looks over the loot and nods. "This will more than cover, bringing back our fallen bother." He looks at the group. "We must hurry him home. The sooner we get him home the easier it is to put is soul and body back together. We must also improve our strength so this doesn't happen again."

    as the group stands together he allows the last bit of holy power to flow through him.
    channel energy: 2d6 ⇒ (3, 4) = 7

    The next morning, Marc will prepare and cast 'gentle repose' on the body.


    (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

    Ha! Another weapon that is PERFECT for a druid. The Thundering and the Darkwood make it key.... but druids aren't proficient. Taranis puts in for the hide armor until the drake skin is ready.

    "Aye. We're not clear of this place yet. We need to debride the wound on the landscape before it can heal. I'm taking that troll's head with me, as well as its right arm. I need something to hang on the doorway to Redleaf Castle. Unrak would... and will approve."

    Heal yourselves. Let's do this.


    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 Taranis kicking the head and puts a hand on his shoulder.

    "This creature was mighty and evil, good leader brother friend Taranis. But kicking his ball-like head now that he has fallen, while understandable, is disrespectful of this great foe. It dishonours other brother friend Unrak when we disrespect the foe that fell him. Let us heal and finish this cleansing this place. If weird casting friend Zed is correct, we have done much good this day. Unrak will be proud once he has returned."

    CLW: 1d8 + 1 ⇒ (4) + 1 = 5
    CLW: 1d8 + 1 ⇒ (7) + 1 = 8
    CLW: 1d8 + 1 ⇒ (6) + 1 = 7
    CLW: 1d8 + 1 ⇒ (7) + 1 = 8
    CLW: 1d8 + 1 ⇒ (3) + 1 = 4
    CLW: 1d8 + 1 ⇒ (3) + 1 = 4
    CLW: 1d8 + 1 ⇒ (8) + 1 = 9
    CLW: 1d8 + 1 ⇒ (6) + 1 = 7

    8 charges later, Augrym is back to full.


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

    Status
    Augrym: 58/60 hp
    Taranis: 48/56 hp
    Toth: 27/42 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 takes another tap from his wand, and then sends Toth to Seek to the north CLW: 1d8 + 1 ⇒ (6) + 1 = 7


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

    Status
    Augrym: 58/60 hp
    Taranis: 55/56 hp
    Toth: 27/42 hp
    Unrak: dead

    The air in this cavern seems somewhat cooler than that of the rest of complex, but the stench of decaying flesh hangs heavy in the air. Along the walls are stacked the carcasses of dozens of beasts, from foxes and wolves to deer and elk, as well as a couple of horses and what appears to be a skinned bear. The southern portion of the room holds a grislier collection of corpses: the bodies of several humanoids, from gnomes and halflings to humans and elves. Most of the cadavers seem to have been decapitated.

    Feasting on one of the hanging corpses is another troll, but this one is paler than the rest and seems to have stones and crystals embedded in his skin. He turns a bloody maw to peer at the sound of your arrival...

    Initiative!:

    Augrym: 1d20 + 4 ⇒ (16) + 4 = 20 +2 if Surprise
    Marc: 1d20 + 4 ⇒ (6) + 4 = 10
    Taranis: 1d20 + 2 ⇒ (13) + 2 = 15
    Zed: 1d20 + 8 ⇒ (19) + 8 = 27
    Hostiles: 1d20 + 1 ⇒ (2) + 1 = 3

    Round I
    1. Zed, Augrym (58/60 hp), Taranis (55/56 hp, Toth 27/42 hp), Marc
    2. Kargadd

    3,301 to 3,350 of 8,317 << first < prev | 62 | 63 | 64 | 65 | 66 | 67 | 68 | 69 | 70 | 71 | 72 | next > last >>
    Community / Forums / Online Campaigns / Play-by-Post / GMTrex's Kingmaker Campaign All Messageboards

    Want to post a reply? Sign in.