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

Shielded by the waves, the chuul's armor turns Marc's blade aside. It quickly turns its attention to Unrak while Toth struggles in its tentacles.

Maintain Grapple: 1d20 + 19 + 5 ⇒ (19) + 19 + 5 = 43 Constrict Damage to Toth: 1d8 + 7 ⇒ (2) + 7 = 9 plus another Fort save

Claw @ Unrak: 1d20 + 14 - 2 ⇒ (12) + 14 - 2 = 24 HIT Damage: 2d6 + 7 ⇒ (2, 3) + 7 = 12 plus Grab: 1d20 + 19 - 2 ⇒ (3) + 19 - 2 = 20 FAIL
Claw @ Unrak: 1d20 + 14 - 2 ⇒ (9) + 14 - 2 = 21 HIT Damage: 2d6 + 7 ⇒ (1, 2) + 7 = 10 plus Grab: 1d20 + 19 - 2 ⇒ (17) + 19 - 2 = 34 SUCCESS

Unrak is caught in the chuul's iron grip!

Round II
1. Marc, Zed, Taranis (Toth 30/54 hp, grappled, Fort)
2. Chuul (25 dmg)
3. Augrym, Unrak (73/95* hp, grappled)


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

Roaring in frustration, Unrak drops his mighty sword, and reaches for the dagger at his belt.

Trex, you ruled I could keep my previous attack roll of 15. With the grapple penalty, would net a 24 on the hit roll.

damage: 1d4 + 5 ⇒ (3) + 5 = 8

I'll take any other suggestions, as well. I need to roll well to break the grapple...and I historically DON'T, so not sure what else I can do


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking

Unrak plunges the dagger into the strange creature even as he struggles in its grip! As a piercing weapon and with your feet touching the bottom, the dagger is relatively effective.

Round II
1. Marc, Zed, Taranis (Toth 30/54 hp, grappled, Fort)
2. Chuul (33 dmg)
3. Augrym, Unrak (73/95* hp, grappled)


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)

FORT: 1d20 + 9 ⇒ (17) + 9 = 26


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking

Toth does not succumb!

Round II
1. Marc, Zed, Taranis (Toth 30/54 hp, grappled)
2. Chuul (33 dmg)
3. Augrym, Unrak (73/95* hp, grappled)


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 to land as instructed, he assumes, by his leader. Then fires a shot.

attack: 1d20 + 11 ⇒ (11) + 11 = 221d4 + 5 + 2d6 ⇒ (1) + 5 + (4, 2) = 12

”I do not feel myself without my soul complete. It is throwing off my aim as well...”


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking

Augrym's second shot is even less effective, with more water in the way to give the chuul an extra layer of protection.

Round III
1. Marc, Zed, Taranis (Toth 30/54 hp, grappled)
2. Chuul (33 dmg)
3. Augrym, Unrak (73/95* hp, grappled)


(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, worried at the drain this creature is causing the party, wades in and grants his faithful companion some Guidance


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)

The tiger tries yet again to savagely shred the nasty abomination:

Bite: 1d20 + 11 + 1 ⇒ (14) + 11 + 1 = 26 for DMG: 1d8 + 9 ⇒ (8) + 9 = 17 and ACID: 1d4 ⇒ 4
Left Claw: 1d20 + 10 ⇒ (15) + 10 = 25 for DMG: 1d6 + 2 ⇒ (3) + 2 = 5
Right Claw: 1d20 + 10 ⇒ (6) + 10 = 16 MISS

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 continues to slash at the creature, he finds the polearm cumbersome in the water.

attack!: 1d20 + 12 ⇒ (7) + 12 = 19
[dice=damage?[2d4+16[/dice]


Character Sheet

Zed opts for his second magic missile, hoping the creature is close to death MM: 4d4 + 4 ⇒ (3, 4, 1, 4) + 4 = 16


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking

Toth sinks his teeth deep into the creature, and Zed layers on a second volley. Well-wounded, the chuul releases its grip on Unrak and tries to slink away with Toth in tow, hoping to find a quiet place beneath the surface to finish off its meal. Unrak and Marc both get AoOs.

Maintain Grapple: 1d20 + 19 + 5 ⇒ (18) + 19 + 5 = 42 SUCCESS
Constrict @ Toth: 1d8 + 7 ⇒ (8) + 7 = 15 plus Fort save

Round III
1. Marc (AoO, Zed, Taranis (Toth 15/54 hp, grappled, Fort)
2. Chuul (72 dmg)
3. Augrym, Unrak (73/95* hp, AoO)


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)

FORT: 1d20 + 7 ⇒ (16) + 7 = 23 Toth will not succumb!


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

Unrak bellows, grasping his dagger in both hands, trying to bury it completely into the beast.

Use Destined Strike

attack: 1d20 + 11 + 3 ⇒ (3) + 11 + 3 = 17 <---FAAAAAK


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

Cursing his foul luck, the warrior refuses to let Toth go without a fight. he shouts a quick spell, then closes with the creature as far as he can, to provide enough distraction to let Toth keep fighting.

Cast Long Arm, the move action, to flank w/Toth.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking

Toth's resistance is legendary. Unrak hurries to help the cat, but cannot end the fight just yet.

Round III
1. Marc (AoO, Zed, Taranis (Toth 15/54 hp, grappled)
2. Chuul (72 dmg)
3. Augrym, Unrak (73/95* hp)

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

AoO: 1d20 + 12 ⇒ (1) + 12 = 13
damage?: 2d4 + 16 ⇒ (3, 2) + 16 = 21


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking

Marc stumbles on a stone on the riverbed, throwing off his opportune attack.

Round III
1. Marc (AoO, Zed, Taranis (Toth 15/54 hp, grappled)
2. Chuul (72 dmg)
3. Augrym, Unrak (73/95* hp)


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

attack: 1d20 + 11 ⇒ (9) + 11 = 201d4 + 5 + 2d6 ⇒ (1) + 5 + (5, 5) = 16


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking

This time Augrym's dart does not even make contact with the creature's shell, so slowed is the missile by the river in between.

Round IV
1. Marc, Zed, Taranis (Toth 15/54 hp, grappled)
2. Chuul (72 dmg)
3. Augrym, Unrak (73/95* hp)


(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 tries a sling stone, knowing that it's nothing compared to Toth's savagery.

Sling: 1d20 + 7 ⇒ (7) + 7 = 14


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 thrashes at the creature, trying to finally tear it to pieces. The acid from his last bite conintues to sizzle: Acid: 1d4 ⇒ 1

Bite: 1d20 + 11 ⇒ (9) + 11 = 20 for DMG: 1d8 + 9 ⇒ (1) + 9 = 10 and Acid: 1d4 ⇒ 4
Left Claw: 1d20 + 10 ⇒ (9) + 10 = 19
Right Claw: 1d20 + 10 ⇒ (20) + 10 = 30 THREAT
Claw confirm: 1d20 + 10 ⇒ (19) + 10 = 29 for DMG: 2d6 + 4 ⇒ (1, 5) + 4 = 10


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking

Toth's claw-fin rips at the chuul, bringing it within inches of death... but Toth himself is not far behind.

Taranis sends a stones skipping across the waves to land on the opposite shore.

Round IV
1. Marc, Zed, Taranis (Toth 15/54 hp, grappled)
2. Chuul (77 dmg)
3. Augrym, Unrak (73/95* hp)


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

POINT OF ORDER: Unrak should be providing Toth with a flank. Is this accounted for?


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking

Per Slack, the flanking bonus was not included in Toth's roll, which is just enough to make it count.

The big man's presence is just the distraction that Toth needs to get his teeth into a soft spot. Moments before he would have been torn to shreds, the tiger prevails!

For surviving the danger of the dark river, each hero earns 640 XP.


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

Unrak breathes like a bellows, and reaches out to pet the tiger shark with complete trust.

Then he kicks around the water where he'd dropped his sword until he finds it again.

Once they're all safe out of the water, he rumbles Hey--where's that fey bane bastard sword? I want to hold onto it, will be WAY better than this spear!


(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 brother. We have a lot of fighting left today methinks."

Taranis moves over to Toth, "There there my friend. You fought well." Taranis hastens the party to the far side of a building (in reference to the fort) where he heals the tiger. CLW Wand: 6d8 + 6 ⇒ (7, 6, 3, 5, 4, 6) + 6 = 37


(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

"Let's check this building out while we're here. Everyone okay and ready?"


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

”This foe was more difficult than it should have been. But then, my performance was poor at best. I apologize to you all Huntsmen.”


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking

This small house is much like the three you found on the north side of the Kiravoy ford. The house is simply but comfortably furnished. And empty.

Three other houses down the lane along the river prove to be similarly empty. The lane continues east towards several cornfields.


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
Augrym Ko’Charr wrote:
”This foe was more difficult than it should have been. But then, my performance was poor at best. I apologize to you all Huntsmen.”

Unrak shrugs You weren't the one getting snatched up like a big beh-beh. We were in disadvantageous terrain, and we made it out. Forget it.

He nods to Taranis, then his own wounds suffered at the monster's claws, hoping for some of the CLW wand. total damage: 22

When healed, he holds the bastard sword with the blade on his shoulder, ready to continue trying to solve this mystery.

Head to the fort?


(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 helps his brother with the wand: CLW: 5d8 + 5 ⇒ (3, 3, 1, 6, 8) + 5 = 26 "There's a lot over here brother. In due time, though we should keep an eye on the fort."

He gestures to the inn. Let's check out the inn, then we can hasten to hte fort and search the rest after."[/b]


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking

A two-story inn stands just off the village commons. A sign above the door depicts a rider clinging to the back of a madly galloping horse with a green mane and a fish’s tail extending from its hindquarters. The inn’s walls are painted a cheerful shade of yellow to complement the red shutters.

The first thing you notice is that a single word has been scratched into the wood of the front door: NOMEN.

The door is slightly ajar and creaks in the breeze.


(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

"Nomen? Name in Old Taldane?" Knowledge to roll? Taranis signals quiet, and then ushers the party forth into the inn.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking

Taranis thinks back on his last conversation with Maegar Varn.

Pushing into the inn, the Huntsmen enter a spacious common room, set with an array of comfortable chairs and tables, which still bear plates of rotting food. More ripe smells waft from the kitchen. A door to the left indicates a bath house, while a staircase leads up on the right.

Perhaps the most unusual feature of the Waterhorse's common room is its sole occupant. A giant-sized humanoid with mottled grey skin, pointed ears, and a bald pate stands, silent and perfectly still, facing a paper-strewn table in the corner of the common room, one hand clutching a book. Taranis identifies this creature as another spriggan, like the ones he saw at the fort. The back of the spriggan’s skull is a shattered mess of blood and bone, though his face betrays no notice of the wound. A shimmering nimbus of amber surrounds the spriggan’s unmoving form.


(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

"Zed, what IS that energy?"


Character Sheet

Zed's gimlet eyes study the energy: Spellcraft: 1d20 + 16 ⇒ (8) + 16 = 24


(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

Spellcraft: 1d20 + 4 ⇒ (19) + 4 = 23


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

Unrak grips the bastard sword a bit more tightly, as he turns to the door while the more learned companions study the spriggin.

He steps back out, & takes a closer look at the word scratched into the door.

i'm looking for clues. I mean, "If he was dying, he wouldn't bother to carve 'AAAAHHHG', he'd just SAY it!!" So, is it rushed, or deliberate?


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking

Both Zed and Taranis identify the nimbus as the effect of a sepia snake sigil, likely imprinted on the book the spriggan is holding. The spell does not explain the bloody mess at the back of the fey's skull, however.

The scratched word on the inn's front door looks hastily carved to Unrak, and recent. He is certain that it was not there when he stayed at the inn a few months ago.


(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 doesn't read the open page, just in case there's another, but he does ask someone who can cast spells to magically close the book (Neither Zed nor Taranis can.) If no one can, he just averts his eyes and closes the book.

"We can safely search the spriggan, let us do so and also look around. Zed, take a look at that book, but be careful."


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
Taranis Redleaf wrote:
Taranis ... does ask someone who can cast spells to magically close the book

Unrak wordlessly shakes his head


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking

Shutting the book reveals its title on the front cover: Secrets of the Rashalka Mounds, by Ernst Gavinport. There are several other books and papers covering the table in the corner, which the immobilized spriggan faces. Three other books are on the table: Iobarian Prehistory, The Centaur Skyles of Central Casmaron, and The Untold Heritage of the Taldan Armies of Exploration.

The papers appear to be an incomplete manuscript on an ethnography of the indigenous tribes of the Iobarian steppes, specifically a branch of the Rashalka centaurs that the author suspects broke off to form the local Nomen tribe that came to inhabit the area near present-day Varnhold some time in the distant past.

Mixed in with the papers are several charcoal drawings of a heavy jade bracelet that bears peculiar markings along its rim. A handwritten note on one speculates on the bracelet's origin, perhaps an artifact of pre-migration Nomen branch.

At the bottom of the stack sits a letter dated six months ago from Maegar Varn and addressed to Maestro Pendrod. The letter describes the discovery of the bracelet on the banks of a “river of local provenance” by one Willas Gunderson, and requests Pendrod’s presence for further study of the artifact. References in the letter suggest that Varn and Pendrod have known each other for many years.

The bracelet itself, however, is nowhere to be found.


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, didn't Maegar mention that bracelet last time?


(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

"It appears we're dealing with centaurs. Interesting. I speak their tongue, and can respect their boundaries. Perhaps a treaty is possible. It seems odd that they'd ally with spriggan though. I'm going to take the letter and drawing. It's not treasure, but it is a clue. Have any of you ever heard the name Maestro Pendrod?"

Knowledge (Local): 1d20 + 0 ⇒ (3) + 0 = 3

Taranis looks out the window towards the fort. "I know I said we'd hit the fort from here, but I feel like we should check the church. Not uncommon for people to seek succor there, and I don't mind using supplies if we find them."


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking

Taranis thinks back on the other dinner guests during his last visit to Varnhold.


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 have found much solace there myself. I would like to visit this church now. Perhaps it will help to fill my fracture soul.”


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking

The Huntsmen elect to leave the rest of the inn untouched, and head to the church. The church's whitewashed walls and stained glass windows gleam in the late-day sun. The bow symbol of Erastil shines like a beacon above the doors. Behind it on one side sits a neatly kept parsonage, and on the other a low hill holds the beginnings of a small cemetery.


(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

Retcon

"Come, let us see what else there is here. Remember, no looting, but be careful. Even though he's dead, we found a foe in this building."

Taranis finishes off the ground floor before taking the stairs.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking

The bath house is a simply affair, with just two large wooden tubs and a furnace. The kitchen is full of rotting food and thick with flies, but otherwise empty. A small wing for the inn's proprietor is located behind the kitchen, and is once again empty, although you do find another strongbox.

Upstairs, there are six rooms for guests, five of which are completely empty. The sixth room is the only one with anything but furniture in it: at the foot of the bed is a travel trunk, and various cloaks, hats, and other bits of clothing hang on pegs on the walls.

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