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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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 stows his polearm and starts to climb the ladder to get to the next floor.


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

Marc gets about halfway up the ladder. Another 15 feet above him is a shut trap door.

Round XV
1. Zed (26/39 hp), Taranis (58/65 hp)
2. Agai (89 dmg)
3. Marc (47/54 hp), Augrym (54/78 hp), Unrak (34/95* hp), Bytor
4. Spriggan


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

Augrym sees Marc going up and follows him up the ladder.


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

Augrym follows his fellow up the ladder. The sounds of shuffling can be heard on the trap door above.

Round XVI
1. Zed (26/39 hp), Taranis (58/65 hp)
2. Agai (89 dmg)
3. Marc (47/54 hp), Augrym (54/78 hp), Unrak (34/95* hp), Bytor
4. Spriggan


(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 moves into the hall, bringing the spheres with him and giving them a moment to zap the fallen spriggan as he awaits the opening of the trap door.


Character Sheet

Zed moves to the base of the ladder, ready to give up his invisibility for the forthcoming final stand.


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

Reflex: 1d20 ⇒ 11 FAIL Damage: 3d6 ⇒ (1, 6, 6) = 13
Reflex: 1d20 ⇒ 17 SUCCESS

Agai, who had been awoken by Marc's latest burst of healing, quietly drops the empty potion vial from his hand. Although focused on the ascent to the watch tower, Taranis has the presence of mind to make sure the spriggan leader is really dead... only to see him spring to life. The first zap nearly does Agai in again, but he manages to roll out of the way of the second. He jumps to his feet and hammers at Taranis, who blocks his exit down the stairs.

Greatclub @ Taranis: 1d20 + 18 ⇒ (13) + 18 = 31 HIT Damage: 2d8 + 11 ⇒ (7, 1) + 11 = 19

Round XVI
1. Zed (26/39 hp), Taranis (39/65 hp)
2. Agai (102 dmg)
3. Marc (47/54 hp), Augrym (54/78 hp), Unrak (34/95* hp), Bytor
4. Spriggan


Bard Level 8 HP 75/75| BP: 29/29 | Spells: 1st: 5/5, 2nd: 2/4, 3rd: 0/3 | AC 20, Flat: 18, Touch: 12 | F+5 R+8 W+6 | Init +2, Perc +11, Diplomacy +19, Stealth +13

Bytor follows Unrak around the corner and continues to support him with another Cure Light Wounds from his wand.

Cure Light Wounds: 1d8 + 1 ⇒ (4) + 1 = 5


M Human Bloodrager 9 HP 90/110(115/136) 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 L1:2/3 L2:2/2

Unrak nods in thanks to Bytor's healing. As he hears the larger spriggan strike his brother, he hustles out to stand behind him, and his magicks allow the bastard sword to fly out of his hands...

use Destined Strike

Attack: 1d20 + 12 + 1 + 3 + 2 ⇒ (5) + 12 + 1 + 3 + 2 = 23

Damage: 1d10 + 2d6 + 14 + 2 + 2 ⇒ (5) + (3, 3) + 14 + 2 + 2 = 29

...and strikes true!!


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

The blade plunges into Agai's throat and shatters his spine at the base of the skull. The big fey falls, and is not going to get up again.

Round XVI
1. Zed (26/39 hp), Taranis (39/65 hp), Marc (47/54 hp), Augrym (54/78 hp), Unrak (39/95* hp), Bytor
2. Spriggan

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

Marx moves up the ladder.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4
Marc Jorstad wrote:
Marx moves up the ladder.

I knew Karl would eventually sell out. : )

At the top of the ladder Marc finds a closed trap door in the ceiling.

Round XVI
1. Zed (26/39 hp), Taranis (39/65 hp), Marc (47/54 hp), Augrym (54/78 hp), Unrak (39/95* hp), Bytor
2. Spriggan


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

Augrym moves, quickly sizes up his opponent and strikes!

Attack: 1d20 + 16 ⇒ (2) + 16 = 181d8 + 10 ⇒ (4) + 10 = 14

Damn


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

Augrym doesn't do that and instead follows Marc up the ladder.


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

Augrym follows on Marc's heels. Only the wind whistling above can be heard on this side of the trap door.

Round XVII
1. Zed (26/39 hp), Taranis (39/65 hp), Marc (47/54 hp), Augrym (54/78 hp), Unrak (39/95* hp), Bytor
2. Spriggan

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 open the door above him.
if it lock, he tried to force the door (assuming it's an STR check)
str check: 1d20 + 4 ⇒ (9) + 4 = 13


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

The door opens easily. Above it is a spriggan... ready to swing a halberd into Marc's face.

Halberd @ Marc: 1d20 + 9 + 1 ⇒ (12) + 9 + 1 = 22 HIT Damage: 2d8 + 5 ⇒ (2, 7) + 5 = 14

Round XVII
1. Zed (26/39 hp), Taranis (39/65 hp), Marc (standard, 33/54 hp), Augrym (54/78 hp), Unrak (39/95* hp), Bytor
2. Spriggan


(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 moves into position and preps the ball lightning to go up top.


M Human Bloodrager 9 HP 90/110(115/136) 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 L1:2/3 L2:2/2

WHERE THE HELL IS THE LAST ONE?!?!


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

Just want to get an idea of what we're looking at other than a Spriggan. Is is a room with space for us to go up?


Bard Level 8 HP 75/75| BP: 29/29 | Spells: 1st: 5/5, 2nd: 2/4, 3rd: 0/3 | AC 20, Flat: 18, Touch: 12 | F+5 R+8 W+6 | Init +2, Perc +11, Diplomacy +19, Stealth +13

Bytor taps Unrak once more with his wand of Cure Light Wounds.

Cure Light Wounds: 1d8 + 1 ⇒ (8) + 1 = 9

Meanwhile he continues to inspire courage to his new companions with his calm and inspiring words.

"Unrak, Think and look! I know you will find him. We are here right behind you."


(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

"Clear the way, we'll get him with magic!"


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4
Augrym Ko’Charr wrote:
Just want to get an idea of what we're looking at other than a Spriggan. Is is a room with space for us to go up?

The spriggan, grown to giant size, straddles the trap door with both feet, and occupies the entirety of the watchtower. Map is accurate.

Bytor heals Unrak, as the big man struggles to find the location of the current fighting.

Round XVII
1. Zed (26/39 hp), Taranis (39/65 hp), Marc (standard, 33/54 hp), Augrym (54/78 hp), Unrak (48/95* hp), Bytor
2. Spriggan


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

Augrym hurries down the ladder, studies his target and aims his wrist bow. He will wait for the magic to be fired first. (That’s it for this round)

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 slides down the ladder as well and draws his pole arm.


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

Augrym and Marc hastily retreat down the ladder, preparing to fight at range.

Technically Zed and Taranis go before the door was opened, but you can delay.

Round XVII
1. Zed (26/39 hp), Taranis (39/65 hp), Marc (33/54 hp), Augrym (54/78 hp), Unrak (48/95* hp), Bytor
2. Spriggan


Bard Level 8 HP 75/75| BP: 29/29 | Spells: 1st: 5/5, 2nd: 2/4, 3rd: 0/3 | AC 20, Flat: 18, Touch: 12 | F+5 R+8 W+6 | Init +2, Perc +11, Diplomacy +19, Stealth +13

While he has the opportunity, Unrak continues to slowly but certainly tap Unrak with his wand of Cure Light Wounds to try and get him back to full fighting strength.

Cure Light Wounds: 1d8 + 1 ⇒ (5) + 1 = 6

Bytor also maintains Inspire Courage to everyone!


(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

Delay "Marc, gimme an opening and I'll get the lightning up there!"


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

Bytor keeps plugging away with his wand while Taranis waits for an opportune moment. Moving Taranis down the order until the ladder is clear.

Round XVII
1. Zed (26/39 hp), Marc (33/54 hp), Augrym (54/78 hp), Taranis (39/65 hp), Unrak (54/95* hp), Bytor
2. Spriggan


(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

"Incoming!" He sends the twin lightning spheres up to the spriggan:

Elec: 3d6 ⇒ (6, 3, 4) = 13 REF DC 18 Neg.
Elec: 3d6 ⇒ (4, 1, 6) = 11 REF DC 18 Neg.

He then stows his scimitar.


M Human Bloodrager 9 HP 90/110(115/136) 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 L1:2/3 L2:2/2

Hearing his brother's signal triggers the big man into action. He lumbers to the foot of the stairs and sees the giant-ized spriggin dancing with lightning. He inhales tremendously, hefts the sword over his head, and bellows INCOMIIIIIING!!! and lets fly. The blade makes an impressive WHOOPWHOOP as it passes end-over-end toward the spriggin!!

Attack: 1d20 + 12 + 1 + 2 - 4 ⇒ (18) + 12 + 1 + 2 - 4 = 29
Damage: 1d10 + 2d6 + 14 + 2 + 2 ⇒ (5) + (2, 6) + 14 + 2 + 2 = 31


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

Reflex: 2d20 ⇒ (9, 18) = 27

The spriggan gets zapped by one ball but bats away the other. Then, (despite the -6 penalty for range and +8 bonus to AC from improved cover) Unrak heroically sends his sword sailing in a very unlikely but nevertheless effective arc to plunge into the fey's belly, putting a final end to the fort's resistance.

Out of combat. For mercilessly slaughtering the entire spriggan tribe, pets and all, and in doing so capturing Varnhold's fort, each Huntsman (and Bytor) earns 2800 XP.


Bard Level 8 HP 75/75| BP: 29/29 | Spells: 1st: 5/5, 2nd: 2/4, 3rd: 0/3 | AC 20, Flat: 18, Touch: 12 | F+5 R+8 W+6 | Init +2, Perc +11, Diplomacy +19, Stealth +13

With all the threats over, Bytor dismisses his invisibility and his inspire courage.

”Most impressive!” Bytor exclaims. ”Im glad to see that I have found some friends who know how to handle themselves in battle. Those spriggans did not look too kindly upon us. I cannot imagine anyone living around here with them as neighbors.”


(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 backs up to a wall and slumps down, out of breath and breathing hard, "Gozreh's gizzard! What a fight... Is everyone okay? We need to get our sea legs back before we go anywhere."

Suggesting we heal up if possible before searching the fort for answers.


(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 then looks around, "Bytor, your arrival comes like the rain at the end of a drought. Thank you. You seem spent. Mayhaps we simply search carefully and hope there are no more this day."

He goes over to his brother, "Truly, that through will make it into the annals of our history!"

Taranis will start the party off, searching the fort and fallen for loot and answers.


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

Taranis begins with the top floor of the stockade. The room you currently stand in has little but the ladder leading to the watch tower on the roof. The room where the fiercest battle was fought, against the spriggans' leader at the top of the stairs, is cluttered with the accoutrements of a kitchen, complete with a small fireplace and grill, as well as a larder for foodstuffs. Crates and boxes are stacked in the western portion, while the main area has been converted into a makeshift bedroom.

The door to the west of the kitchen leads to a room full of wire cages that hang from the rafters, and the floor beneath is spattered with droppings. Sacks of seed are stacked near the door. The cage doors stand open and are empty but for a sprinkling of feathers.

Down the hall, filled with murder holes and firing loops, is a room that stands at the northwest corner of the stockade. These quarters are now a chaos of broken furniture and scattered parchments.

Finally, a slightly larger room stands at the northeast corner. The only hint that this room once housed the leader of Varnhold is the large map of the Nomen heights tacked to one wall. The map has been torn to shreds, and the other bedroom furnishings are either similarly ruined or else missing.

Let me know if you want to search any of these areas more thoroughly, or look for specific clues. If not, you can proceed to search the first floor.


(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

"Brother and Bytor, can you check the bodies for valuables and anything akin to correspondence?"

Taranis will take his sweet time in the Northeast corner room T 20 for 33


M Human Bloodrager 9 HP 90/110(115/136) 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 L1:2/3 L2:2/2
Taranis Redleaf wrote:
He goes over to his brother, "Truly, that through will make it into the annals of our history!"

Unrak grunts, and smiles, panting with exertion & fatigue. Yeah, pretty neat, huh?

Taranis Redleaf wrote:
"Brother and Bytor, can you check the bodies for valuables and anything akin to correspondence?"

Grunting again, he starts the unpleasant task of searching the corpses.


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

The only item of real interest left in the northeast room is the map, which has been torn apart. Taranis spends 1d4 ⇒ 3 hours piecing it back together bit by bit.

The task is well worth the effort, however, as Taranis manages to assemble a reasonably complete map of the entire area within 25 miles of Varnhold. Several landmarks are already known to you: Varnhold itself, Varnhold Pass, and the Kiravoy Bridge to the north. Several other notes on the map are new: an ettercap lair to the northwest, "spider fields" to the northeast, "blood furrows" to the east, and Talon Peak and "mud flats" to the southwest.

Mechanically speaking, all 19 hexes are now considered "explored," for which you will gain XP (with the next batch). That said, I cannot guarantee that there are not hidden locations in these hexes that the Varnhold residents missed, so depending on how completionist you are feeling you may wish to look yourselves. All hexes (except those with landmarks already known to you) are shaded blue on the Strategic Map until you actually visit them. Some have identified landmarks on the Varnhold map, of which you were not previously aware.


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

Unrak begins stacking the corpses and rifling through their clothing. All told, there are a dozen spriggans, in addition to the leader. Each carries a standard set of mundane gear (light crossbow, two daggers, masterwork halberd, leather armor). In their pockets and the seams of their clothing, Unrak manages to recover 12d100 ⇒ (49, 42, 26, 25, 63, 26, 49, 62, 54, 60, 16, 50) = 522 worth of gems, coins, and jewelry.

The leader's gear is more interesting, and requires Zed's help:

+1 breastplate
+1 seeking heavy crossbow
masterwork greatclub
bag of holding (type IV)

Inside the bag of holding is yet more treasure:

4000 gp in assorted coins, most of Restov make
2000 gp in jewelry
Small payroll coffer containing 500 gp, all of Restov make
Assorted gems worth 3,500 gp
+2 defending longsword with a house crest stamped on the pommel (Kn Nobility)
wand of spectral hand (17 charges)
ring of friend shield
+2 thundering composite longbow of peculiar design (Kn Nature)


(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

Nature: 1d20 + 11 ⇒ (17) + 11 = 28

Taranis looks over the fantastic treasure, and spends some time looking at the rather curious bow...


Character Sheet

MEanwhile, Zed looks over the blade Nobility: 1d20 + 11 ⇒ (17) + 11 = 28


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

Taranis recognizes the design of the exquisite bow as centaur craftmanship, and likely of a legendary make given its quality.

Zed identifies the crest stamped on the sword as that of House Varn.


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(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 looks at the weapons, "Great as these treasures are, I think their true power lies in their use as diplomatic gifts. Allies are stronger than simple weapons. Indeed, what is steel compared to the hand that wields it?"

He gives a heavy sigh though. "We're still no closer to answers though, not yet. We have some leads, but they're all rather shallow. Mayhaps we rest, search the rest of town, then return home. Thoughts?"


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 gladly give up my current magical sword for a diplomatic gift, great leader brother friend Taranis. But this new sword that magical friend Zed has said is from House Varn, is much too valuable to give as a gift and could help us stay alive. If we insist on giving away something, the centaur bow seems very valuable as well but less useful overall to the group. Unless new bard friend uses bows."

Augrym stares at the sword.

"I would bring honor to House Varn through its use like other rage filled sword throwing brother has on this day." Augrym smacks Unrak on the throwing shoulder, and massages it a little longer than is comfortable.

"Unless its owner is still alive. And then he could arm wrestle me for it."


M Human Bloodrager 9 HP 90/110(115/136) 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 L1:2/3 L2:2/2

Unrak rumbles A lot of this treasure probably belongs to the Varnhold folk. We should definitely take & use it, but once we find them, we may need to return at least some of it. For now... he hefts the crossbow and the longbow both ...I'll hold one of these to use--whichever one someone else doesn't want?


(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

"Aye. Augrym should use the sword until we know for a fact if this is rescue or recovery."

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 is hesitant to leave.

"This fort could be a considerable strategic local for us. We should raise a garrison to man and patrol this new region as soon as possible."


Bard Level 8 HP 75/75| BP: 29/29 | Spells: 1st: 5/5, 2nd: 2/4, 3rd: 0/3 | AC 20, Flat: 18, Touch: 12 | F+5 R+8 W+6 | Init +2, Perc +11, Diplomacy +19, Stealth +13
Taranis wrote:
"Bytor, your arrival comes like the rain at the end of a drought. Thank you. You seem spent. Mayhaps we simply search carefully and hope there are no more this day."

"You are most kind to say, Taranis. I am quite honored to among such company. For in truth, it was easy to give inspiring words to all of you for you are quite easy to motivate."

Augrym wrote:
"If we insist on giving away something, the centaur bow seems very valuable as well but less useful overall to the group. Unless new bard friend uses bows."

"I will admit that I am much better with a bow than I am with a sword, mind you I could hold my own in melee if I need to. I would not presume to compare myself to any of you, but if a bow goes unspoken for, I would certainly be able to put it to good use, especially if we continue battling creatures as you have."


M Human Bloodrager 9 HP 90/110(115/136) 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 L1:2/3 L2:2/2

Unrak tosses the beautiful bow to Bytor, and stows the crossbow on his own back.

You're getting a little ahead of yourself, Marc. We need to finish searchign the town. If we can find what happened to everyone, and maybe even save them, then we'll have an allied town to our north rather than a skeleton garrison!

The big man squares his shoulders, and looks to his brother. Let's scour this building, then secure it as best we can for the night. Tomorrow we continue our search. Agreed?

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