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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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

”That is a sick burn, brave brother of Erastil Marc. We should tend to your wounds before moving on.”


(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

Once Marc tends to his own wounds, "We must work as a team, and we must be ready for these challenges. Zed, would you be willing to turn our slayer invisible so that he might scout ahead?"

Once done, Taranis nods to the party to advance into the room. He'll dance some lights forward in front of invisible Augrym.


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

Go ahead and place your pogs as appropriate. Pressing deeper into the hill, four tunnels exit a circular chamber in the cardinal directions. Four large monstrous faces, carved from stone, leer and grimace from each of the walls between the tunnel entrances. A skeleton sprawls facedown in the middle of the room.

Knowledge (religion) DC 15:
You recognize the carved faces as representations of the four winds, incarnated as malevolent spirits.


(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

"Zed, what do you make of this?"


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

Know: Religion: 1d20 ⇒ 8 plus…

Mods:
Arcana: +17 | Dungeon: +10 | Eng: +10 | Geo: +11 | History: +10 | Local: +13 | Nature: +10 | Nobility: +11 | Planes: +15 | Religion: +12

Zed strokes his smooth chin thoughtfully and examines the carvings. [B]"Let me tell you of these carvings. As you can see here,, here,, and here... the carved faces as representations of the four winds, incarnated as malevolent spirits. Carvings such as these could be found in any number of locales throughout the Marchlands and often indicate... wait! There's a skeleton here too!"

Know: Dungeoneering: 1d20 ⇒ 7 plus…

Mods:
Arcana: +17 | Dungeon: +10 | Eng: +10 | Geo: +11 | History: +10 | Local: +13 | Nature: +10 | Nobility: +11 | Planes: +15 | Religion: +12
sup wit dat?

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 take a moment and calls on Erastil's healing

CMW: 2d8 + 7 ⇒ (8, 1) + 7 = 16


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 casts Invisibility as requested.


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

1d2 ⇒ 1

Zed takes a step forward to investigate the skeleton, but Augrym is already far ahead of him -- and the moment Augrym steps near the bones, the carved faces come to life. They inhale deeply, then blow a black wind at the four nearest intruders.

Touch @ Augrym: 1d20 + 5 ⇒ (8) + 5 = 13 HIT, Fort Save
Touch @ Marc: 1d20 + 5 ⇒ (3) + 5 = 8 MISS
Touch @ Unrak: 1d20 + 5 ⇒ (19) + 5 = 24 HIT Fort Save
Touch @ Zed: 1d20 + 5 ⇒ (20) + 5 = 25 HIT Fort Save

Augrym, Unrak, and Zed all feel their strength sapped from them...


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

Saving Throw!: 1d20 ⇒ 4 plus...

Modifiers:
  • Fortitude: +3
  • Reflex: +4
  • Will: +7 / +9 Vs. Enchantments


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

Fort: 1d20 + 8 ⇒ (8) + 8 = 16

I was going to say "Crom LAUGHS at your four winds!!" but I'm not at all confident this beats the DC...


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

Fort: 1d20 + 10 ⇒ (19) + 10 = 29


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

Even for Augrym, the icy chill leaves him fatigued. Zed and Unrak feel the wind more intensely and feel EXHAUSTED.

A refresher on the effects of Fatigue and Exhausted conditions can be found here.

Perception DC 20:
You hear a faint metallic clinking coming from one of the adjoining chambers, though the acoustics of the room make it difficult to discern which one. It is getting louder.


(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

"Storm and salt! Are you okay?"" Taranis looks about the room. Perception searching: 1d20 + 13 ⇒ (17) + 13 = 30 "We are about to have company. Zed, can you conjure forth something... good?" I had intended to search the room, but it seems not yet... Instead:

Taranis summons Toth to his side while he casts a summoning spell for back up [ooc]And trying out his new feat: SNA IV: 1d3 + 1 ⇒ (3) + 1 = 4[/ooc]

A quartet of very cantankerous wolverines appear!


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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 corrects his usually grammatically precise leader, "I can summon something WELL since I've trained in the arts of summoning extensively, first at the Academae, and later under the tutelage of Morkeleb the Mighty." Zed seems miffed that his summoning prowess was brought into question, and in such a clunky way.

But despite his exhaustion and his robust ego slowing his usually lightning quick intellect for a moment, Zed quickly realizes what Taranis intended and begins to summon something Good.

In short order, a well-muscled humanoid with a canine head appears, weilding a greatsword and exuding a menacing ferocity.

Summon Monster IV: Hound Archon

Zed strains with the effort of even standing, and slumps against the wall nearest him.

Perception: 1d20 + 16 ⇒ (8) + 16 = 24


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

Just don’t slump to the ground motionless!. Unrak tries for levity, but the supernatural chill steals his breath so that he can’t even laugh properly. Seeing the archon and fauna appear, he grunts, sheathing his sword and drawing his bow instead, looking where his brother indicated the sound...


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

You look at your comrade standing by you. Your brother. You have been through so much together, in life and even in death. You conquered new lands. You rose to lead the tribe, your brother at your side. A sworn oath bonds you, as does blood and kinship.

And yet he would break all that to steal from you?! Such treachery cannot go unpunished. Yes... yes, your brother must pay for this betrayal. You will take back what is yours, by force if necessary!

EVERYONE must make a Will save, including all those monsters you just summoned.

And I suppose I should roll initiative now.

Initiative!:

Augrym: 1d20 + 4 ⇒ (8) + 4 = 12 +2 if Surprise
Marc: 1d20 + 4 ⇒ (11) + 4 = 15
Taranis: 1d20 + 2 ⇒ (16) + 2 = 18
Unrak: 1d20 + 3 ⇒ (19) + 3 = 22
Zed: 1d20 + 8 ⇒ (4) + 8 = 12
Haunt: 10 = 10
???: 1d20 + 6 ⇒ (8) + 6 = 14
2d20 ⇒ (18, 8) = 26

Round Surprise
1. Taranis, Zed
2. Haunt

Round I (Will saves!)
1. Unrak, Taranis, Marc, Augrym
2. ???
3. Zed
4. Haunt


(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

Will: 1d20 + 9 ⇒ (4) + 9 = 13 Great. Hopefully the haunt doesn't have full effect on animals...

White: 1d20 + 2 ⇒ (9) + 2 = 11
Red: 1d20 + 2 ⇒ (10) + 2 = 12
Black: 1d20 + 2 ⇒ (2) + 2 = 4
Blue: 1d20 + 2 ⇒ (11) + 2 = 13


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)

Will: 1d20 + 4 + 4 ⇒ (13) + 4 + 4 = 21


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

Will: 1d20 + 10 ⇒ (20) + 10 = 30

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

wiil: 1d20 + 9 ⇒ (6) + 9 = 15

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

will save: 1d20 + 9 ⇒ (10) + 9 = 19


(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

The perennial problem with haunts in PF1. The only people who can affect them are the ones with the worst initiatives.


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

being exhausted I can’t even rage for the will bonus...

will: 1d20 + 6 ⇒ (5) + 6 = 11


Character Sheet

Zed Will: 1d20 + 6 ⇒ (3) + 6 = 9
Archon Will: 1d20 + 5 ⇒ (14) + 5 = 19 Other bonuses and resistances may apply


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

Taranis, all four wolverines, Marc, Unrak, and Zed are all struck by an overwhelming sensation of envy: you will take back what your brother wrongfully stole from you! Each immediately turns to their nearest neighbor and attempts to steal their weapon (if held) or another item of value on their person. Each of you must try to steal anything held in hand first, but after that I will let you all be the judge of what you try to steal from your neighbor's personage. Roll randomly to determine which neighbor. You can make another Will save at the end of your turn to shake off the feelings of envy (DC 16).

Toth, Augrym, and the archon manage to resist such urges!

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


(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 turns towards Toth and tries to grab the cat's amulet, Steal CM: 1d20 + 3 ⇒ (4) + 3 = 7

He then fights the urge with all his heart Will: 1d20 + 9 ⇒ (18) + 9 = 27 and quickly regains control!

The wolverines each go after Taranis grabbing at his shield and scimitar Not sure they can even make a steal combat maneuver.
Black Will: 1d20 + 2 ⇒ (18) + 2 = 20 FREE
Blue Will: 1d20 + 2 ⇒ (8) + 2 = 10
Red Will: 1d20 + 2 ⇒ (3) + 2 = 5
White Will: 1d20 + 2 ⇒ (12) + 2 = 14


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16
Taranis Redleaf wrote:
The wolverines each go after Taranis grabbing at his shield and scimitar Not sure they can even make a steal combat maneuver.

Anyone who has had a dog steal a slice of pizza right out of your hand will say yes, definitely yes. Roll 'em!

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


(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

Black Steal: 1d20 + 4 ⇒ (7) + 4 = 11
Blue Steal: 1d20 + 4 ⇒ (10) + 4 = 14
Red Steal: 1d20 + 4 ⇒ (2) + 4 = 6
White Steal: 1d20 + 4 ⇒ (5) + 4 = 9


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

Taranis shakes off his pack as well as the haunt's grip!

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


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 makes what appears to be a drunken grab for Marc’s weapon

CMB: 1d20 + 21 - 3 ⇒ (18) + 21 - 3 = 36

Then shakes his head in frustrated defiance

will: 1d20 + 6 ⇒ (2) + 6 = 8

Oh that effing figgers dunnit???


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

"I am unsure how to deal with haunts. If there is something I can hit, please point it out to me."


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

Unrak seizes Marc's glaive for himself, thrusting it aloft in triumph!

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


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

Move out of the room.


Marc casts Protection from Evil on Unrak before moving away to a safer distance.

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 at Unrak with contempt. "That is MINE!" he screams as he triers to take his weapon back...

CMB: 1d20 + 7 ⇒ (1) + 7 = 8

will save: 1d20 + 9 ⇒ (16) + 9 = 25


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

Unrak thumbs his nose at Marc and holds the glaive aloft, out of Marc's reach. A moment later Marc comes to his senses, but finds he is without a weapon. Meanwhile, Augrym beats a hasty retreat.

The chambers to the north and south now echo with the rattle of bones! A horde of skeletons come stumbling in from either side. Their weapons long since rusted away, they tear at the Huntsmen with razor sharp finger bones.

Claw @ Black Wolverine: 1d20 + 2 ⇒ (12) + 2 = 14 stats? Damage: 1d4 + 2 ⇒ (3) + 2 = 5

Claw @ Toth: 1d20 + 2 ⇒ (20) + 2 = 22 THREAT Confirm: 1d20 + 2 ⇒ (3) + 2 = 5 nope Damage: 1d4 + 2 ⇒ (1) + 2 = 3

Claw @ Marc: 1d20 + 2 ⇒ (9) + 2 = 11 MISS
Claw @ Marc: 1d20 + 2 ⇒ (3) + 2 = 5 MISS

Round I
1. Unrak (jealous, must steal), Taranis (3/4 wolverines jealous, Toth @ 51/54 hp), Marc, Augrym
2. Skeletons!
3. Zed (jealous, must steal)
4. Haunt


(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

Wolverine Stats:

N Medium animal
Init +2; Senses low-light vision, scent; Perception +10

DEFENSE
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 28 (3d8+9)
Fort +7, Ref +5, Will +2

OFFENSE
Speed 30 ft., burrow 10 ft., climb 10 ft.
Melee 2 claws +6 (1d6+4), bite +4 (1d4+5)
Special Attacks rage

STATISTICS
Str 19, Dex 15, Con 19, Int 2, Wis 12, Cha 10
Base Atk +2; CMB +6; CMD 18 (22 vs. trip)
Feats Skill Focus (Perception), Toughness
Skills Climb +12, Perception +10

SPECIAL ABILITIES
Rage (Ex)
A wolverine that takes damage in combat flies into a rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and –2 to AC. The creature cannot end its rage voluntarily.


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

Zed, seeing Unrak holding Marc's weapon aloft, goes for it!

CMB: 1d20 + 4 ⇒ (8) + 4 = 12

but the big man barely notices.

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

Zeb bot will save: will for Zeb: 1d20 + 6 ⇒ (13) + 6 = 19


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

Like Marc, Zed cannot get anything off of Unrak, but manages to shake the haunt!

Meanwhile, a dozen skeletons have swarmed into the room.

Round I
1. Unrak (jealous, must steal), Taranis (3/4 wolverines jealous, Toth @ 51/54 hp), Marc, Augrym
2. Skeletons!
3. Zed
4. Haunt

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

know things about skellies: 1d20 + 9 ⇒ (16) + 9 = 25


(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

"To arms! To Arms!"

Taranis casts Magic Stone, preparing to pepper the skeletons. The lone obedient wolverine attacks, as does Toth after a quick command.

Black Wolverine Left Claw v. Orange Skeleton: 1d20 + 6 + 2 ⇒ (11) + 6 + 2 = 19 for P DMG if hit: 1d6 + 4 + 2 ⇒ (4) + 4 + 2 = 10
Black Wolverine Left Claw v. Orange Skeleton: 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23 for P DMG if hit: 1d6 + 4 + 2 ⇒ (1) + 4 + 2 = 7
Black Wolverine Bite v. Orange Skeleton: 1d20 + 4 + 2 ⇒ (7) + 4 + 2 = 13 for P DMG if hit: 1d4 + 5 + 2 ⇒ (2) + 5 + 2 = 9

If the skeleton drops before the final attack, the wolverine can 5' step into thge northern green skeleton.

Two of the wolverines goes after Taranis's Sling:
Blue Steal: 1d20 + 4 ⇒ (19) + 4 = 23 Stolen dang it
White Steal: 1d20 + 4 ⇒ (7) + 4 = 11

Red 1d3 ⇒ 3 tries to pull off Toth's necklace, White Steal: 1d20 + 4 ⇒ (7) + 4 = 11, but fails.


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 goes after the nearest skeleton, biting and clawing his way through them:

Blue, then purple if possible
Bite: 1d20 + 11 ⇒ (10) + 11 = 21 for DMG: 1d8 + 9 ⇒ (4) + 9 = 13
Left claw: 1d20 + 10 ⇒ (16) + 10 = 26 for DMG: 1d6 + 2 ⇒ (3) + 2 = 5
Right claw: 1d20 + 10 ⇒ (16) + 10 = 26 for DMG: 1d6 + 2 ⇒ (1) + 2 = 3


(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

Blue Will: 1d20 + 2 ⇒ (12) + 2 = 14
White Will: 1d20 + 2 ⇒ (18) + 2 = 20
Red Will: 1d20 + 2 ⇒ (3) + 2 = 5


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

Know: Skelliebones: 1d20 ⇒ 5 plus…

Mods:
Arcana: +17 | Dungeon: +10 | Eng: +10 | Geo: +11 | History: +10 | Local: +13 | Nature: +10 | Nobility: +11 | Planes: +15 | Religion: +12


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

Marc/Zed: these are basic-ass CR 1/3 skeletons. Feel free to look up their stats.

Taranis's companions tear through skeletons left and right, taking down three with speed. The other wolverines fight over prizes, with one snatching away the baron's sling.

Aura of Menace:

9d20 ⇒ (1, 12, 14, 2, 16, 7, 15, 7, 16) = 90

Round I
1. Unrak (jealous, must steal), Taranis (2/4 wolverines jealous, Toth @ 51/54 hp), Marc, Augrym
2. Skeletons! (NP, NY, SG, SR, SP menaced)
3. Zed
4. Haunt


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

odd from Zed, even from Marc: 1d2 ⇒ 2

Unrak now looks at Marc's bow, and, still overcome with jealous need, drops the guisarme and makes a lunge for the other weapon.

cmb: 1d20 + 21 - 3 ⇒ (8) + 21 - 3 = 26

He grasps it, then once again tries desperately to resume control of his own mind

Will: 1d20 + 6 ⇒ (6) + 6 = 12

muck fee.


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

Move in and attack.

Charge attack: 1d20 + 15 ⇒ (9) + 15 = 241d8 + 6 ⇒ (4) + 6 = 10


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

Augrym appears suddenly to shred a skeleton! Unrak continues his quest to disarm Marc of every possible treacherous, traitorous implement of war.

Round I
1. Unrak (jealous, must steal), Taranis (2/4 wolverines jealous, Toth @ 51/54 hp), Marc, Augrym
2. Skeletons! (NY, SG, SR, SP menaced)
3. Zed
4. Haunt

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

stripped of his weapon, Marc feels at a loss, then he hears the undead and he instinctively knows what to do. Holding the symbol of Erastil with one hand, he whispers a pray for Him to remove this evil from around him.

His friends feel a slight warmth wash over them, but the undead I think I can get all of them from where I am now feel something very different...
channel positive to harm undead: 2d6 ⇒ (6, 1) = 7

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