GMTrex's Kingmaker Campaign

Game Master Andrew Trexler

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


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

"What?" comes the shrill call from inside. The fur curtain that serves as a doorway is thrust aside and you are greeted by the shaggy, unshaven, wrinkled visage of an unwashed old man. His speech is quick and hurried, as if he must rush to get the words out before he forgets them. "News? No, I don't have any news, no news, what boar? Those boar? I don't eat boar. Fangberries, I eat, not boar, no."

He glances at the sky and sniffs at the clouds, tilts his head to the side quizzically, then ducks back inside. He leaves the fur-flap wide open, which, you suppose, is an invitation to come in.


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +20**, F: +11*, R: +6*, W: +12*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

"You sound like a man who knows what is what." Taranis enters,
looking around. "Fangberries?" Diplomacy: 1d20 + 6 ⇒ (16) + 6 = 22 Taranis lets the man lead. He seems to be a crazy old hermit.

Are fangberries something normal, strange, rare, potent? Knowledge (Nature): 1d20 + 6 ⇒ (6) + 6 = 12


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

Inside, Taranis finds the man puttering around a cauldron over a low fire in the center of the hut. To one side is a bed and to the other is a crude wooden table, adorned with an open book and several small vials of variously colored liquids. In the tight quarters of the single-room hut he can easily read the labels:

Cure light wounds
Cure light wounds
Endure elements
Endure elements
Cure moderate wounds

Taranis has actually never heard of fangberries. "Fangberries, fangberries," the man says hurriedly, "Bokken is out of fangberries. Say! Since you're here, why don't you bring Bokken some fangberries? They grow about fifty miles southwest of here, fields and fields of them. I don't like to go down there, too dangerous in the Greenbelt, it is. I could give you a discount if you bring me some fangberries, for fangberries, yes I could," he adds, gesturing at the potions on the table.


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

"Can you sketch a map of that area kind sir? It will certainly aid us in locating and securing Fangberries!"


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +20**, F: +11*, R: +6*, W: +12*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

"Indeed, those potions are definitely interesting. We'll be heading that way soon, so we'll gladly go on the look out. While you're sketching a map for Zed, might you also draw a picture of the berries?'

Order of Operations:

1. Finish mapping this hex
2. Return to Oleg's for restocking.
3. Head to hex SW of 2


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

If we get in a fight, some of us are still very low on HP.


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

"Map?" Bokken says, surprised. "No, no map. Me brother made maps, he did, he did yes." He thrusts his left hand in Zed's face for the wizard to see his severed pinky finger. "Bastard cut that offa me," he spits, "the last time he hit me mother, Desna rest her soul."

He stomps over to his workbench and rifles through soiled and stained pages of his book, muttering as he does so. "But he took off down south to live in a hollow tree right after that, rather than face the punishment, so I guess it worked itself out. Here it is." He jabs a grubby finger at the open page, which depicts a bushy plant with a pink-ish, raspberry-like fruit, though the bush is depicted with far more thorns than one would find on a raspberry bush. "Fangberry. I use 'em to make me potions. You want to buy any? I have a potion of stabilize brewing right now."

Any wish to buy any of the potions before being on your way? Watching Bokken thumb through his book is enough to know that he can make any potion on the Adept spell list (up to 2nd level), if requested.


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +20**, F: +11*, R: +6*, W: +12*, 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'm too poor.


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

Neglected to mention: the boar provide enough food for a total of 10 days' rations.

It takes the remainder of today and most of tomorrow to fully explore the area around Bokken's chosen scrap of nowhere, so you ride in to Oleg's Trading Post just in time for supper on the 15th of Pharast.

For fully mapping the area around Bokken's hut, each hero earns 20 XP!

Jhod is the first to great you by the gate. "Welcome, friends! What news? Have you found it?" Indeed, over the delicious meal of stew -- supplemented with some fresh boar meat -- served by Svetlana, the others too seem keenly interested in your journey over the past ten days.


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

Not me


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +20**, F: +11*, R: +6*, W: +12*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

Knowing that ESPECIALLY over PbP it's easy to get bogged down in RP minutia, I'll switch to narration mode for much of it.

Taranis spends much of the time talking and catching up with as many people as he can. When he takes time with Jhod at dinner, he breaks the lack of news with care, "Not yet my friend, but Gozreh provides and we abide. Soon. We'll find it soon."

When Taranis finally picks up the wand of curative magic, he gives Oleg a solid handshake, "You'd be surprised how badly we need this sliver of wood my friend. This alone will help up us in our cause. I wish that I had the coin to buy that darkwood shield. It is beautiful my friend. Please, do not sell it, I hope to have the means for barter soon!"

----------
Once people are ready, I've restocked our food and feed. We now have a Wand of CLW. I'm going to pass that to Marc for now, though a few of us can use it. Taranis and Toth are ready to explore!


M Human Bloodrager 10 HP 115/115(145/145) AC 25(23) Rage 21/21 F 12 R 8 W 7 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 L1:2/3 L2:1/2; L3 2/2

Unrak rumbles Huh, right, brother! Let's hope we can use that little twig to make us stay out there for more than a day at a time!

ready


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

Jhod immediately looks crestfallen, but nods his glum understanding. "Soon! Yes, I must hope for soon. Would that my old legs could let me search on my own!" He affixes Taranis with wan smile. "And I know you have other business to attend to."

Oleg is somewhat surly in the businesslike transaction regarding the wand, and he gives a gruff reply. "Just be makin' sure your 'cause' doesn't tame the wilds too much." He jabs a finger at Taranis' chest. "Svetlana and I moved out here to get away from the politics up north, and I'd hate to get swallowed up in that again." Still, he agrees to hold on to the darkwood shield for the druid.

Later, Svetlana catches up with you. "Pay no mind to my husband," she smiles, "he's just fussy and grumpy. We're both glad to see a little taming here and there, like you did with those bandits! Bandits aren't the only ones around here to cause trouble, you know -- there's a tribe of kobolds and tribe of mites out in the hills of the Kamelands that have been known to waylay a traveler or two! Not as much trouble as the bandits, of course, but there's a reason you don't see much settlement down that way..."

Will move us onward tomorrow, hopefully a few more people check-in. I would also like to know who, if anyone, is wearing the second stag-skull amulet you found.


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +20**, F: +11*, R: +6*, W: +12*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

"Worry not friend Oleg. Gozreh blows the winds at my back, not Abadar."

Unclaimed Loot:

  • Silver Stag Necklace (worth 20)
  • Silver Ring, wrought in the shape of entwined branches
  • Alchemist's Fire

  • M Human Bloodrager 10 HP 115/115(145/145) AC 25(23) Rage 21/21 F 12 R 8 W 7 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 L1:2/3 L2:1/2; L3 2/2

    Unrak eschews the amulet. No decoration for me. I'm holding off for that bear pelt!!

    What would be the rules on creating a masterwork cloak from the bear pelt? I might want to make THAT my eventual Cloak of Resistance...


    Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16
    Unrak "Dreadful Bear" Redleaf wrote:

    Unrak eschews the amulet. No decoration for me. I'm holding off for that bear pelt!!

    What would be the rules on creating a masterwork cloak from the bear pelt? I might want to make THAT my eventual Cloak of Resistance...

    Survival to successfully take the pelt. Craft to successfully make it into a cloak. A friendly NPC might be willing to work it for a fee, if you ask nicely. But you need a bear first.

    2d100 ⇒ (69, 93) = 162

    16th Pharast

    The Huntsmen get a late start in the morning -- it is a true comfort to have a real bed after two weeks of muddy ground for a bedroll. Heading southwest, the adventurers soon return to the dense foliage of the Narlmarches, slowing their progress somewhat. As the sun gets low in the sky, you decide to set camp before setting out into new territory tomorrow.

    DC 27 Survival:
    You recognize tracks of six horses that passed toward Oleg's some two weeks ago. The come from southwest of your camp, deeper in the forest.

    1d20 ⇒ 2

    17th Pharast

    When you awake, you set about preparing breakfast. Only when you look in your packs, you find hay instead of rations.

    In the horses' forage nets, you find your missing food.


    (HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +20**, F: +11*, R: +6*, W: +12*, 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 and Toth revel in the wilds, stopping to touch the grass, smell the air, and commune with Gozreh himself.

    Survival: 1d20 + 7 ⇒ (13) + 7 = 20

    Is Taranis's food missing too? Who else gifted the fey?


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

    Indeed, Taranis and Zed both find their foodstuffs undisturbed.

    Taranis munches cheerfully on a hunk of bread while Unrak, Marc, and Augrym grumble and re-sort their meals from the animals'. Zed, aloof as ever, quietly breaks his own fast with his book.


    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 did not feed the fey.
    Augrym was close to full HP after the night’s sleep and a CLW to finish it off.
    CLW: 1d8 + 1 ⇒ (7) + 1 = 8
    ”Erastil has blessed my life once more. I am ready for the road once again. We should sell off these remaining trinkets and refresh any supplies we need. Is everyone else ready to hit the road?”


    M Human Bloodrager 10 HP 115/115(145/145) AC 25(23) Rage 21/21 F 12 R 8 W 7 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 L1:2/3 L2:1/2; L3 2/2

    Unrak grumbles quietly at the stupid prank. He stomps over to Taranis, hand outstretched.

    Gimme that silver medallion.

    He grabs it, grumbling all the while, and walks out a short bit away from the camp. He makes a show of this next...

    Ha ha ha. That was a great joke! Here, my fey friends, is a token of my appreciation! Look kindly upon me, OK? He leaves the stag medalion hanging on a branch, somewhere knee-high.

    He walks back to camp, shaking his head. He mutters under his breath hope that's enough...

    if y'all don't mind...want me to pay for that??


    M Human Bloodrager 10 HP 115/115(145/145) AC 25(23) Rage 21/21 F 12 R 8 W 7 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 L1:2/3 L2:1/2; L3 2/2

    Diplomaticize!!: 1d20 + 2 + 3 ⇒ (8) + 2 + 3 = 13 <--crap


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

    Unrak grumbles his way through breaking fast and breaking camp. Once everyone is saddled and about to depart, he glaces back at the stump where he left the amulet. The silver stag's skull is gone, and in its place is a fresh turd.

    The Huntsmen plunge deeper into the Narlmarches, riding in some places and leading the horses in others. Two hours after departing, the myriad game trails begin to narrow and the sound of flowing water can be heard through the trees and hillocks due south.

    DC 20 Survival:
    Where the trails narrow, seemingly to a single track, is a great deal of foot traffic. If you make a DC 15 Knowledge (Nature) check, read the spoiler below.

    Spoiler:
    You surmise that there is a river or stream ahead, and you have located a highly-trafficked ford.


    (HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +20**, F: +11*, R: +6*, W: +12*, 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 Survival: 1d20 + 7 ⇒ (11) + 7 = 18
    Tot Survival: 1d20 + 6 ⇒ (9) + 6 = 15 +2
    Knowledge (Nature): 1d20 + 6 ⇒ (2) + 6 = 8

    "We're in a place with many directed feet. Drink deep and think fast."

    We're mapping this hex, yes?


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

    Taranis leads the way as the trail steadily widens, soon crossing over a swiftly flowing brook. As Toth stretches a paw to step across the stream, a thrown stone smashes into the water-worn rocks.

    There is a deafening bang. You are under attack!

    Tothfangen and the brothers Redleaf, please make a DC 15 Fortitude save or be deafened for 1 hour.

    Perception:

    Augrym: 1d20 + 7 ⇒ (10) + 7 = 17 DV60
    Marc: 1d20 + 3 ⇒ (7) + 3 = 10
    Taranis: 1d20 + 8 ⇒ (17) + 8 = 25 and Tothfangen: 1d20 + 6 ⇒ (17) + 6 = 23 LLV Scent
    Unrak: 1d20 + 4 ⇒ (12) + 4 = 16
    Zed: 1d20 + 9 ⇒ (13) + 9 = 22 LLV
    Stealth: 1d20 + 4 ⇒ (16) + 4 = 20
    Throw: 1d20 + 2 - 6 ⇒ (5) + 2 - 6 = 1 1d8 ⇒ 8

    Initiative!:

    Augrym: 1d20 + 2 ⇒ (18) + 2 = 20
    Marc: 1d20 + 4 ⇒ (12) + 4 = 16
    Taranis: 1d20 + 2 ⇒ (11) + 2 = 13
    Unrak: 1d20 + 3 ⇒ (1) + 3 = 4
    Zed: 1d20 + 8 ⇒ (14) + 8 = 22
    Thrower: 1d20 + 5 ⇒ (15) + 5 = 20
    Hostiles: 1d20 + 5 ⇒ (12) + 5 = 17
    Kressle: 1d20 + 1 ⇒ (6) + 1 = 7

    There!

    Taranis & Zed:
    There! In a tree some fifty feet ahead is a platform raised 20 feet off the ground. A hooded man in it is reaching for a bow.

    Surprise!
    1. Attacker
    2. Taranis (Fort save!), Zed

    Round I
    1. Zed, Augrym
    2. Attacker, ???
    3. Marc, Taranis, Unrak (Fort save!)
    4. ???


    (HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +20**, F: +11*, R: +6*, W: +12*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

    FORT: 1d20 + 4 ⇒ (12) + 4 = 16

    There! In a tree a stone's throw ahead theres is a platform 20 feet off the ground. A hooded man in it is reaching for a bow. Toth!

    Cast Produce Flame


    Large Animal Companion (HP: 83/83), Init: PC, AC: 32 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 FORT: 1d20 + 4 ⇒ (10) + 4 = 14


    (HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +20**, F: +11*, R: +6*, W: +12*, 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 sees Toth reel from the clap of thunder. The druid points, holding an expression of intensity that only comes during combat: Handle Toth: 1d20 + 9 ⇒ (9) + 9 = 18


    M Human Bloodrager 10 HP 115/115(145/145) AC 25(23) Rage 21/21 F 12 R 8 W 7 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 L1:2/3 L2:1/2; L3 2/2

    fort: 1d20 + 4 ⇒ (1) + 4 = 5

    AAAARRRRGGGHHHH!!

    Unrak grabs the sides of his head, reeling from the concussion and bleeding from one ear.


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

    Taranis girds himself for battle and points Toth at the fortified tree. The disoriented tiger bounds ahead, although there is no clear way to ascend to the raised platform...

    Unrak bellows a shout of pain that he cannot hear.

    Surprise!
    1. Attacker
    2. Taranis (Toth deafened), Zed

    Round I
    1. Zed, Augrym
    2. Attacker, ???
    3. Marc, Taranis, Unrak (deafened)
    4. ???


    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 have double moved.


    (HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +20**, F: +11*, R: +6*, W: +12*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

    Botting Zed, as he's on a mission from Rod.

    Surprise:
    Spying the attacker Zed immediately calculates a slew of odds in his mind. With practiced hands he draws forth a bit of fleece from his pouch and weave a confounding spell about the platform in the tree. Instantly the branches twist and grow. The very leaves expand to comical size. The platform, in the span of a heartbeat, is completely cased in an opaque wooden box.

    Quietly to the party he spits out his plan, "It's merely illusion, focus on it and you'll see through."

    Opaque cover surrounding the man in the tree. Will DC 16 once interacted with. Should slow him for at least a round.

    Round 1:
    Zed moves into a better position, summoning forth the magical armor so common for mages.


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

    The man on the platform slashes at the new-grown foliage with his hand Will: 1d20 ⇒ 17 and realizes the illusion. He nocks an arrow at the tiger...

    The sudden twang of a bowstring flicks through the clearing, and an arrow shaft thuds into Toth's flank. The arrow came not from the platform ahead -- but another to the east!

    Arrow @ Toth: 1d20 + 2 ⇒ (16) + 2 = 18 HIT Damage: 1d8 ⇒ 2

    Shouting from the woods further off the path and the quickened rustling of leaves heralds the arrival of ground forces. Though Unrak cannot hear a thing, he also cannot miss the sight of three armed men bursting from the trees on his left. A fourth man springs from between two large logs near Toth, and locks on to the tiger. "Here, kitty kitty!"

    Round I
    1. Zed, Augrym
    2. Bandits (6)
    3. Marc, Taranis (Toth @ 12/14 hp, deafened), Unrak (deafened)
    4. ???


    (HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +20**, F: +11*, R: +6*, W: +12*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

    "Salt! On our flank!"

    Taranis changes targets and hurls his flame at the bandit with the deep yellow bandana:

    ATK: 1d20 + 2 ⇒ (20) + 2 = 22 THREAT
    Confirm: 1d20 + 2 ⇒ (12) + 2 = 14 for Fire!: 2d6 + 2 ⇒ (6, 5) + 2 = 13

    He then grabs a flask of Alchemist's fire!


    Large Animal Companion (HP: 83/83), Init: PC, AC: 32 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, not sure hot to get up the tree, knows to attack the enemy, and engages Green

    Bite: 1d20 + 2 ⇒ (16) + 2 = 18 for DMG: 1d6 + 1 ⇒ (6) + 1 = 7


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

    The man opens his mouth to issue a challenge, and Taranis fills it with fire instead. The man's throat is burned from the inside out, and he dies a cold death moments later. Crit and Kill to Taranis.

    Toth sinks his teeth deep into thigh-flesh, and the man screams. "AGGHH!! BAD KITTY!!"

    Round I
    1. Zed, Augrym
    2. Bandits (Green @ 7 dmg)
    3. Marc, Taranis (Toth @ 12/14 hp, deafened), Unrak (deafened)
    4. ???


    M Human Bloodrager 10 HP 115/115(145/145) AC 25(23) Rage 21/21 F 12 R 8 W 7 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 L1:2/3 L2:1/2; L3 2/2

    ROUND 1

    Seeing the ambush unfold, Unrak first wants to go aid Toth--but that would leave their rear a little weak. He decides to take on the two coming from the east.

    His deafness makes him yell far too loud I'LL TAKE THESE TWO!! as he points into the small clearing they're coming from.

    He bellows his rage (enter bloodrage here) and moves closer, drawing his new dagger on the way--and he hurls it at the blue-clad bandit, trying to rearrange his guts.

    Attack: 1d20 + 3 + 1 ⇒ (12) + 3 + 1 = 16
    damage: 1d4 + 5 ⇒ (3) + 5 = 8

    [ooc]Current AC: 16[/dice]


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

    Unrak's thrown dagger buries itself in the man's belly -- not so much re-arranging his guts as disconnecting them. The man croaks a weak reply that Unrak does not hear anyway. "Bastard, you'll pay for that..."

    Round I
    1. Zed, Augrym
    2. Bandits (Green @ 7 dmg, Blue @ 8 dmg)
    3. Marc, Taranis (Toth @ 12/14 hp, deafened), Unrak (deafened)
    4. ???

    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 hustles to support Unrak. as he nears his companion, he swings his pole arm in a large arc. "Erastil have mercy on your souls!"

    He plants his feet and prepares to gut anyone who gets near.

    Attacks of Opportunity:

    1st
    attack on green: 1d20 + 5 ⇒ (1) + 5 = 6
    damage?: 2d4 + 6 ⇒ (1, 4) + 6 = 11
    2nd
    attack on green: 1d20 + 5 ⇒ (16) + 5 = 21
    damage?: 2d4 + 6 ⇒ (1, 4) + 6 = 11
    3rd
    attack on green: 1d20 + 5 ⇒ (12) + 5 = 17
    damage?: 2d4 + 6 ⇒ (1, 2) + 6 = 9


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

    "Ooooh!" calls a confident, rough female voice. "Someone is just dying for Kressle to rob 'em!" Stepping into the clearing is a lanky woman with a hungry smile. She rests a heavy handaxe on her shoulder, and another is fitted at her hip along with a half dozen daggers. She flings one at Unrak, where it punches through the flesh and muscle of his thigh. "Damn!" she adds, almost playfully, "I was aiming for his nads!" She is already reaching for another...

    Thrown Dagger @ Unrak: 1d20 + 3 + 2 ⇒ (17) + 3 + 2 = 22 HIT Damage: 1d4 + 3 + 2 ⇒ (2) + 3 + 2 = 7

    Off in the distance, somewhere to the south, the faint sound of whistling can be heard over the din of battle.

    Round II
    1. Zed, Augrym
    2. Bandits (Green @ 7 dmg, Blue @ 8 dmg)
    3. Marc, Taranis (Toth @ 12/14 hp, deafened), Unrak (9/16 hp, deafened)
    4. Kressle


    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

    ”Erastil, you have taught me to be more cautious. I choose patience and resolve as my weapons to defeat our enemies.”
    I move and cast Shield of Faith.


    (HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +20**, F: +11*, R: +6*, W: +12*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

    Botting for Zed

    The conjurer hustles to the new foe, but can only get so far. Pushing the limit of his current magic, he readies a spell by grabbing a pat of butter from his pouch.

    Readied action to grease bandits who close with Unrak and Marc


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

    1d2 ⇒ 2

    The first assailant sees Augrym headed for his tree, and tries to slow the half-orc with an arrow. The other bowman sends another shot at Toth. Both shots land in the dirt.

    Arrow @ Augrym: 1d20 + 2 ⇒ (11) + 2 = 13 MISS
    Arrow @ Toth: 1d20 + 2 - 4 ⇒ (8) + 2 - 4 = 6 MISS

    Down below the treetops, another bandit struggles with the tiger. "GER'OFF ya stupid cat!" His weapon fails to find purchase.

    Sword @ Toth: 1d20 + 2 ⇒ (11) + 2 = 13 MISS

    Further upstream, a bandit sporting a two week beard, several missing teeth, and a heavily stained blue shirt closes in on the Hunstmen pair. Zed employs a trick to send him sprawling, but the manages to keep his feet and even ducks Marc's clumsy swing.

    Reflex: 1d20 ⇒ 16

    He slashes forward with a longblade at the wounded beserker, cutting a deep gash across Unrak's ribcage.

    Sword @ Unrak: 1d20 + 2 ⇒ (18) + 2 = 20 HIT Damage: 1d6 + 1 ⇒ (5) + 1 = 6

    His partner ducks through the trees. "I gotcha, magician!" He emphasizes the point by running Zed straight through.

    Sword @ Zed: 1d20 + 2 ⇒ (17) + 2 = 19 HIT Damage: 1d6 + 1 ⇒ (6) + 1 = 7

    The whistling to the south gets steadily louder.

    Round II
    1. Zed (1/8 hp), Augrym
    2. Bandits (Green @ 7 dmg, Blue @ 8 dmg)
    3. Marc, Taranis (Toth @ 12/14 hp, deafened), Unrak (3/16 hp, deafened)
    4. Kressle

    Grand Lodge

    Male Human Male Warpriest 8 (HP: 62/62), Init: +4, AC: 22 T: 12, FF: 20, Perception +6, F: +8, R: +5, W: +11, CMB: +8, CMD: 23

    Marc moves closer to Zed and calls for the healing strength of Erastil.
    healing unrak: 1d8 + 1 ⇒ (2) + 1 = 3


    M Human Bloodrager 10 HP 115/115(145/145) AC 25(23) Rage 21/21 F 12 R 8 W 7 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 L1:2/3 L2:1/2; L3 2/2

    current HP: 5/18 (due to +4 con with rage)
    Current AC: 16

    Unrak rips his sword out of its sheath and slashes with gusto. He is bleeding profusely from the 2 nasty wounds...

    attack: 1d20 + 6 ⇒ (19) + 6 = 25 <--THREAT!!
    damage: 2d6 + 7 ⇒ (5, 3) + 7 = 15

    confirm: 1d20 + 6 ⇒ (7) + 6 = 13
    damage: 2d6 + 7 ⇒ (6, 2) + 7 = 15


    (HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +20**, F: +11*, R: +6*, W: +12*, 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, not wanting to let the bandit focus on Zed. "For battle come to me!" Taranis draws steel and steps in.

    ATK: 1d20 + 0 + 2 ⇒ (8) + 0 + 2 = 10


    Large Animal Companion (HP: 83/83), Init: PC, AC: 32 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 savage the foe before him.

    Bite: 1d20 + 2 ⇒ (1) + 2 = 3
    Left Claw: 1d20 - 3 ⇒ (1) - 3 = -2
    Right Claw: 1d20 - 3 ⇒ (17) - 3 = 14 for DMG: 1d4 + 1 ⇒ (4) + 1 = 5


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

    Marc keeps Zed on his feet while Taranis moves to protect the wizard. Redleaf's swing is clumsy, but carries enough force to draw the bandit's attention.

    The other Redleaf's fury inspires him to take a head in one, swift stroke. Not a crit, but a kill nonetheless.

    Downstream, Toth wrestles with the man before him. Deadly claws rake red rivers in the man's face, and he dies with a scream on his tongue. Kill to Toth.

    The woman laughs at the blood drenching the forest floor. "Ha! More o' the take for me then! Let's see about them pockets, now." She draws her second axe and saunters over to Unrak, maneuvering around the grease. When Unrak winds up for another swing, she adroitly ducks to her right and swings her axe underhand, catching the big man in the armpit. The crunch of sinew and bone is sickening, and the bloodflow is swift. Unrak crumples.

    Handaxe @ Unrak: 1d20 + 7 + 2 ⇒ (17) + 7 + 2 = 26 HIT Damage: 1d6 + 3 + 2 ⇒ (5) + 3 + 2 = 10

    The whistling is jaunty, pleasant, and very loud.

    FYI, it is a DC 15 Climb check to climb the tree to the platform, which is 20 feet up.

    Round III
    1. Zed (4/8 hp), Augrym
    2. Bandits
    3. Marc, Taranis (Toth @ 12/14 hp, deafened), Unrak (-5/16 hp, unconscious, bleeding out, deafened)
    4. Kressle


    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 wish to climb to the platform although I have no idea how high up I will get as I do not know how movement works. Can I role here and you let me know? Assuming I am successful.
    Climb: 1d20 + 7 ⇒ (19) + 7 = 26

    I had to move 10 feet to get to the tree.


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

    Sure, climbing rules are pretty simple. In short, as a move action, you can climb 1/4 your base speed if you make the DC. If you fail by less than 5, you make no progress. If you fail by 5 or more, you risk falling. You can climb twice as fast by taking a -5 penalty.

    Augrym 2nd Climb Check: 1d20 + 7 ⇒ (16) + 7 = 23

    I am a big softy so I will say a double move puts you on the platform.

    Augrym, grunting and growling, clambers up the branches into the platform, eliciting a surprised "Oi!" from its current occupant. On the floor of the platform, Augrym sees a rope ladder that has been hauled up.

    Round III
    1. Zed (4/8 hp), Augrym
    2. Bandits
    3. Marc, Taranis (Toth @ 12/14 hp, deafened), Unrak (-5/16 hp, unconscious, bleeding out, deafened)
    4. Kressle


    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: 4/8

    The wizard steps back until his heels are at the very edge of the water. Muck is soiling his robes, but he is unconcerned with such mundane matters as life or death hangs in the balance. Zed thinks back to his training in the storied Academae and rapidly summons a snake to harry his foes. The brightly colored serpent springs forth violently from another plane of existence at the red bandit's feet!

    Fort: 1d20 + 1 ⇒ (11) + 1 = 12 <- cr@p fatigued :(

    Spells Remaining: | 0 | 0 | 0 | 0 | 0 | 1 |

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