GMTrex's Kingmaker Campaign

Game Master Andrew Trexler

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


3,951 to 4,000 of 7,604 << first < prev | 75 | 76 | 77 | 78 | 79 | 80 | 81 | 82 | 83 | 84 | 85 | next > last >>

Character Sheet

Knowledge (Nature): 1d20 + 10 ⇒ (8) + 10 = 18


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

Zed concurs with Augrym's observation, but has no further insight.


(HP: 82/82), Init: +2, AC: 20 T: 13, FF: 17, Perception +19**, F: +10*, R: +6*, W: +11*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1 Redleaf Grove, Kinging

Concerned that the story here is going to be complicated, The Baron recommends moving the party back a bit for a building by building exploration.

Map updated. Will T10 on Perception here.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

This cottage, sized for a small family, is fairly well kept and modestly furnished with simple accoutrements. Food long rotten and thick with flies still sits on half-empty plates in the kitchen. There is no sign of a struggle.

Two other cottages across the main road are in similar condition.


(HP: 82/82), Init: +2, AC: 20 T: 13, FF: 17, Perception +19**, F: +10*, R: +6*, W: +11*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1 Redleaf Grove, Kinging

With each home, Taranis's countenance grows darker. Gorzeh's storm brews in his eyes, the winds blowing out hope. Moved to the next building.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

This structure, though fairly new, is poorly built. The clapboard walls have large gaps and its roof sags alarmingly. Behind the cottage sprawl a mud-filled enclosure and a covered shed. The smell of decay and filth emanating from the dwelling is horrendous.

1d100 ⇒ 27

Around the muddy pigpen behind the cottage are scattered the rotten, half-eaten corpses of a number of feral hogs, now covered in clouds of fat black flies. One wall of the pen has collapsed, and a particularly massive feral hog has broken in and currently feeds on the bodies of his starved kin. Upon noticing you, however, the hog squeals and bolts off into the hills.


(HP: 82/82), Init: +2, AC: 20 T: 13, FF: 17, Perception +19**, F: +10*, R: +6*, W: +11*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1 Redleaf Grove, Kinging

Putting the smell out of consciousness, Taranis and the others give the building a search before continuing on. Anything of note here?


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

The smell inside is far, far worse, but you find nothing but very dirty clothes, a bed with even dirtier sheets, some rotten food, and not a single bar of soap. Apparently the missing resident was not fond of bathing.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

This large, two-story building partially overhangs the river bank. A wagon sits at the loading dock with a pair of barrels on its bed and another waiting atop the loading dock itself. A sign above the front entrance shows a barrel and a smiling dwarf.

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 around the building for a moment. He's wondering if the sign means this is a cooper or a brewery/distillery.

perception: 1d20 + 5 ⇒ (17) + 5 = 22


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

Marc's question remains unanswered by a circuit of the building's exterior. Aside from the loading dock, there is a single door into the structure (also from the west), which is made of stout timbers built atop a foundation of fieldstones. Marc does not see any damage to the building, nor any evidence of forced entry.

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

"Nothing odd on the outside, gents. Shall we go in?"

If no objection, Marc tries the front door.


(HP: 82/82), Init: +2, AC: 20 T: 13, FF: 17, Perception +19**, F: +10*, R: +6*, W: +11*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1 Redleaf Grove, Kinging

"What's in the barrels?"

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

"hmm, I didn't check."
Marc walks over to the barrels and tries to see what's inside them.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

The barrels are sealed tight. Marc stabs a hole in the lid of one and is rewarded with a rich, malty smell of ale.

The interior of the structure confirms this to be the home of Varnhold's Lucky Delver Stout. Another dozen barrels of sealed and finished product are inside, along with much, much more in various stages of fermentation, held in brewing vats.

Perception:

Augrym: 1d20 + 15 ⇒ (17) + 15 = 32 DV60, Scent
Marc: 1d20 + 5 ⇒ (3) + 5 = 8
Taranis: 1d20 + 13 ⇒ (4) + 13 = 17 and Tothfangen: 1d20 + 7 ⇒ (10) + 7 = 17 LLV Scent
Unrak: 1d20 + 4 ⇒ (8) + 4 = 12
Zed: 1d20 + 14 ⇒ (16) + 14 = 30 LLV, +3 well-lit visual if Aurora nearby

Augrym spots a loose floorboard under one of the vats, and finds a locked strongbox underneath.


(HP: 82/82), Init: +2, AC: 20 T: 13, FF: 17, Perception +19**, F: +10*, R: +6*, W: +11*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1 Redleaf Grove, Kinging

"Normally I'm all for taking the spoils, but this entire seen makes me a bit... unnerved."

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

"Are the owners dead? We are stealing this are we?"


(HP: 82/82), Init: +2, AC: 20 T: 13, FF: 17, Perception +19**, F: +10*, R: +6*, W: +11*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1 Redleaf Grove, Kinging

"This town was an ally to us. If we were surrounded by bodies, I'd say yes. Until we see corpses, this is a missing persons case."


1 person marked this as a favorite.
M Human Bloodrager 9 HP 49/110(75/136) AC 25(23) Rage 21/21 F 10 R 7 W 6 Init +7
Raging FA:
[dice=Attack]d20+15[/dice] [dice=Damage]2d6+19[/dice][dice=Attack]d20+10[/dice] [dice=Damage]2d6+19[/dice]
Spells L1:3/3 L2:2/2

Yeah...no one touches anyone else's possessions here. Unrak is also clearly both creeped out, and very puzzled.

Maybe it's the Collectors!!


Male Inquisitor 9 (HP 95/95), Init: +9, AC 25 (T 13, FF 23), Perception +19, Fort +11, Ref +7, Will +11, CMB+12 / CMD+25

”I would offer a differing opinion here. I would recommend we take the contents of this strongbox in order to ensure that nobody else does while everyone is currently away. Also, there may be a message inside that might be useful.”

Augrym gets to work on seeing what’’s inside.
Perception for checking for traps: 1d20 + 16 ⇒ (17) + 16 = 33
Disable any locks: 1d20 + 13 ⇒ (13) + 13 = 26

After reviewing the contents, Augrym goes to check the door to the structure for traps.

Perception: 1d20 + 16 ⇒ (8) + 16 = 24
DD: 1d20 + 13 ⇒ (2) + 13 = 15


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

Augrym does not think the strongbox is trapped in any way, but his lockpick breaks when he attempts to open it.


(HP: 82/82), Init: +2, AC: 20 T: 13, FF: 17, Perception +19**, F: +10*, R: +6*, W: +11*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1 Redleaf Grove, Kinging

Upon the unsuccessful attempt, Taranis adds "Let's worry about the upcoming spriggan issue first, then talk treasure."


Male Inquisitor 9 (HP 95/95), Init: +9, AC 25 (T 13, FF 23), Perception +19, Fort +11, Ref +7, Will +11, CMB+12 / CMD+25

Without lockpicks, if the door is locked, Augrym uses his crowbar to open.

strength: 1d20 + 6 ⇒ (1) + 6 = 7
strength: 1d20 + 6 ⇒ (11) + 6 = 17


Male Inquisitor 9 (HP 95/95), Init: +9, AC 25 (T 13, FF 23), Perception +19, Fort +11, Ref +7, Will +11, CMB+12 / CMD+25

Now that we are inside this two story building, let’s explore thoroughly both floors.


Male Inquisitor 9 (HP 95/95), Init: +9, AC 25 (T 13, FF 23), Perception +19, Fort +11, Ref +7, Will +11, CMB+12 / CMD+25

Move on to the next building if there’s nothing left in here.


(HP: 82/82), Init: +2, AC: 20 T: 13, FF: 17, Perception +19**, F: +10*, R: +6*, W: +11*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1 Redleaf Grove, Kinging

"Indeed. If the settlers are now settling in the Boneyard, we can come back and take it all to distribute. If they are held somewhere, I wouldn't feel right. Come now, let us ford to the southern side."

GM, moved the party to the water in case we can't simply cross. Planning on turning East to check out the row of buildings on the southern shore.

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 leads the way outside and towards the last building on this side of the river.

perception: 1d20 + 5 ⇒ (18) + 5 = 23


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

Down by the muddy bank, you step cautiously into the ford. The river is cold and dark, and the water soon reaches your chests -- but Zed's estimate seems accurate, and you should be able to cross without any need to swim.

Initiative!:

1d8 ⇒ 1
Augrym: 1d20 + 4 ⇒ (2) + 4 = 6 +2 if Surprise
Marc: 1d20 + 4 ⇒ (12) + 4 = 16
Taranis: 1d20 + 2 ⇒ (10) + 2 = 12
Unrak: 1d20 + 3 ⇒ (2) + 3 = 5
Zed: 1d20 + 8 ⇒ (5) + 8 = 13
Hostiles: 1d20 + 7 ⇒ (3) + 7 = 10

You are only a few feet across, though, when a large dark shape moves through the water to intercept your path. A lobster-like creature with a thick armored shell erupts from the water ahead! A pair of tiny eyes gleams above a mouth full of writhing tentacles, hungry for a meal.

The water is deep enough that the dreaded Underwater Combat rules apply. Additionally, movement in any square not adjacent to shore is treated as a Deep Bog (4 squares of movement).

Round I
1. Marc, Zed, Taranis
2. Kn Nature
3. Augrym, Unrak


(HP: 82/82), Init: +2, AC: 20 T: 13, FF: 17, Perception +19**, F: +10*, R: +6*, W: +11*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1 Redleaf Grove, Kinging

Knowledge (Nature): 1d20 + 11 ⇒ (12) + 11 = 23

Taranis takes out a scroll which has sat unused in his pack for well over a year. He reads the words aloud as they turn to droplets of water.

Suddenly, Toth's massive paws turn to flippers! With a whistle Taranis orders his companion forth! "Drink deep and think fast!"

Grand Lodge

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

Special Attacks, Special defenses


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

Oops, my bad, this is an aberration, not an animal, so Dungeoneering. We shall say that was Zed's roll (functionally the same). Zed identifies this creature as a chuul, an aquatic hunter known to use its massive claws to grab and constrict its prey. It also uses its tentacles to paralyze prey within its grasp. Chuuls are immune to all poisons.


Large Animal Companion (HP: 74/74), 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)

Now ready for a fight in the water, the tiger-shark savagely attacks!

Bite: 1d20 + 11 ⇒ (10) + 11 = 21 for DMG: 1d8 + 9 ⇒ (1) + 9 = 10
Left Fin: 1d20 + 10 ⇒ (14) + 10 = 24 for DMG: 1d6 + 2 ⇒ (6) + 2 = 8
Right Fin: 1d20 + 10 ⇒ (2) + 10 = 12 MISS

-----------------
Grab if a 21 hits: 1d20 + 11 ⇒ (12) + 11 = 23
Rake damage if yes: 1d6 + 6 ⇒ (5) + 6 = 11


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

A transformed Toth flies into battle. His shark teeth scrape on the chuul's hardened shell, though one fin gets in a solid blow.

Round I
1. Marc, Zed, Taranis
2. Chuul (8 dmg)
3. Augrym, Unrak


Male Inquisitor 9 (HP 95/95), Init: +9, AC 25 (T 13, FF 23), Perception +19, Fort +11, Ref +7, Will +11, CMB+12 / CMD+25

When it’s my turn...
knowledge Dungeoneering: 1d20 + 12 ⇒ (7) + 12 = 19


Character Sheet

Aiming over the top of the chuul, Zed lets fly a spell of Glitterdust that snares only the aberration. DC is 19

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 wades into the river to get closer to the creature.


M Human Bloodrager 9 HP 49/110(75/136) AC 25(23) Rage 21/21 F 10 R 7 W 6 Init +7
Raging FA:
[dice=Attack]d20+15[/dice] [dice=Damage]2d6+19[/dice][dice=Attack]d20+10[/dice] [dice=Damage]2d6+19[/dice]
Spells L1:3/3 L2:2/2

ZED! USE THE WAND OF LIGHTNING BOLD OR SOMETHING!!!


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

Will: 1d20 ⇒ 17 SUCCESS

Zed's shower of golden sparks does nothing to slow the creature down, and it goes after the transformed Toth with alacrity.

Claw @ Toth: 1d20 + 14 ⇒ (18) + 14 = 32 HIT Damage: 2d6 + 7 ⇒ (3, 5) + 7 = 15 plus Grab: 1d20 + 19 ⇒ (9) + 19 = 28 SUCCESS

Seizing the tiger-shark, the chuul quickly transfers Toth from its claw to its iron-grip tentacles, which begin issuing a pale secretion... Fort save!

Round I
1. Marc, Zed, Taranis (Toth 39/54 hp, grappled, Fort)
2. Chuul (8 dmg)
3. Augrym, Unrak


(HP: 82/82), Init: +2, AC: 20 T: 13, FF: 17, Perception +19**, F: +10*, R: +6*, W: +11*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1 Redleaf Grove, Kinging

"Toth!" Taranis casts a spell of Liberating Command on the tiger.


Large Animal Companion (HP: 74/74), 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)

Escape Artist: 1d20 + 17 ⇒ (6) + 17 = 23

FORT: 1d20 + 9 ⇒ (10) + 9 = 19


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

Even with his master's magical help, Toth cannot break the chuul's grip. Toth's muscles grow numb from the secretion, but he fights off the paralysis, at least for now...

Escape Artist fails, Fort save succeeds.

Round I
1. Marc, Zed, Taranis (Toth 39/54 hp, grappled)
2. Chuul (8 dmg)
3. Augrym, Unrak


(HP: 82/82), Init: +2, AC: 20 T: 13, FF: 17, Perception +19**, F: +10*, R: +6*, W: +11*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1 Redleaf Grove, Kinging

Taranis adds a spell of Acid Maw to Toth's suite.


Large Animal Companion (HP: 74/74), 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 attacks with tooth and flippered claw while grappled.
1d20 ⇒ 5
1d20 ⇒ 11
1d20 ⇒ 4

Bloody hell, I'm not even going to both typing in the mods.


M Human Bloodrager 9 HP 49/110(75/136) AC 25(23) Rage 21/21 F 10 R 7 W 6 Init +7
Raging FA:
[dice=Attack]d20+15[/dice] [dice=Damage]2d6+19[/dice][dice=Attack]d20+10[/dice] [dice=Damage]2d6+19[/dice]
Spells L1:3/3 L2:2/2

watching Toth getting manhandled by this beast is more than Unrak can handle while staying coherent. Flying into his typical rage is not even a conscious choice, he simply sees red, and seeks to destroy the threat.

With a bellow of rage, Unrak plows through the water to stand against the monster, heedless of its claws I'm guessing it has reach, and will AoO--don't know whether, if it hits, that will stop me through grabbing, but that's as may be

Attack: 1d20 + 12 ⇒ (15) + 12 = 27
Damage: 2d6 + 14 ⇒ (2, 3) + 14 = 19


Male Inquisitor 9 (HP 95/95), Init: +9, AC 25 (T 13, FF 23), Perception +19, Fort +11, Ref +7, Will +11, CMB+12 / CMD+25

Studying his target (move) Augrym adds Bane (swift) to his weapon and activates his helm (free) and fires his wrist launcher(standard).

attack: 1d20 + 11 ⇒ (11) + 11 = 221d4 + 5 + 2d6 + 3d6 ⇒ (2) + 5 + (3, 2) + (4, 4, 4) = 24
Fort: 1d20 + 9 ⇒ (1) + 9 = 10


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

Unrak struggles forward through the water, churning waves in all directions (you can keep the roll for next round). Augrym fires a shot before the big man passes, but the water protects the chuul enough to render the shot harmless.

Round II
1. Marc, Zed, Taranis (Toth 39/54 hp, grappled)
2. Chuul (8 dmg)
3. Augrym, Unrak


Character Sheet

With Toth grappled, Zed dare not use the wand, though he does take it out. He goes with the sure thing Magic Missile: 4d4 + 4 ⇒ (1, 4, 4, 4) + 4 = 17


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

Zed opts for his most reliable spell, putting a few holes in the chuul's hardened shell.

Round II
1. Marc, Zed, Taranis (Toth 39/54 hp, grappled)
2. Chuul (25 dmg)
3. Augrym, Unrak

Grand Lodge

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

marc tries to thrust his pole arm into the gaps of the creatures armor...
swift action to cast divine favor (+3)
attack: 1d20 + 12 ⇒ (10) + 12 = 22
damage?: 2d4 + 16 ⇒ (3, 4) + 16 = 23


(HP: 82/82), Init: +2, AC: 20 T: 13, FF: 17, Perception +19**, F: +10*, R: +6*, W: +11*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1 Redleaf Grove, Kinging

"Fighting retreat to land!"

1 to 50 of 7,604 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GMTrex's Kingmaker Campaign All Messageboards

Want to post a reply? Sign in.