GMTrex's Kingmaker Campaign

Game Master Andrew Trexler

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


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

"If we are in need of rest, then this building seems as good as any. Let us heal up before we sleep as well.

Hits off the CLW wand:
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (5) + 1 = 6

I can sleep the rest off if we're sleeping.


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

Indeed, the hour has grown late; the sun set over an hour ago and Taranis had to finish piecing the map together in the dying twilight. Still, with a little magical help, the search can continue.

The ground floor has six rooms, in addition to the central hallway and stairwell. The two rooms in the southwest corner at the entrance to the blockhouse are purely utilitarian in their purpose, allowing the blockhouse's defenders to rain murderous fire on anyone trying to gain entry.

The room to the west of the main hallway is an armory: a large number of weapons and suits of armor are stored here. The gear seems to have been rifled through but not thoroughly searched.

The room in the northwest corner, contains a bed, a chest of drawers, and a sparring dummy, and seems to have been searched thoroughly.

To the northeast is a bunkhouse that holds bunks for a dozen individuals and has hooks on the wall for their clothing and equipment.

Finally, the room to the southeast houses a small well and several full water barrels to provide a secondary water supply in case the outer stockade falls to attackers. Twenty buckets are stacked against the south wall.

As above, let me know what you want to search/investigate further. Please include applicable rolls.

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 through the bunkroom, He is interesting in knowing how the soldiers left the fort: were they in a hurry, was there a sign of a struggle?

perception: 1d20 + 5 ⇒ (5) + 5 = 10


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

The bunkroom appears largely devoid of valuables. Thoroughly ransacked trunks stand at the end of each bunkbed, containing only clothes and assorted oddments, all in disarray. All twelve beds appear to have seen recent use. There is no sign of any violent struggle: no blood stains, no slashes in the bedsheets, no damage to the timbers on the door. Nothing.


(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, go through the room with all the papers everywhere. you're the fastest reader by far."

Taranis heads down one floor. "Bytor, it doesn't look like the armory has been thoroughly searched. Can you scan it for magic and anything of masterwork quality? I also think we're going to need to refresh ammunition."

Taranis takes the bedroom with the dummy and gives it a good search for either magic items, valuables, or writing. Perception: 1d20 + 13 ⇒ (17) + 13 = 30

"Marc, Augrym, look over the water room next."


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

Indeed, the bedroom is devoid of valuables. The chest contains a few rumpled shirts that have been rifled through, but nothing else. The sparring dummy looks stout and well used.


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

Eager to prove himself valuable, Bytor nods agreement and heads to the armory and casts detect magic. He takes some times some time to go through and see if he can find anything magical or something of value in the chamber.

Perception: 1d20 + 10 ⇒ (18) + 10 = 28


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

We stormed into this place pretty distracted. I don't recall whether we noted a basement or ohter rooms off the first floor...?


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

The armory is actually well-stocked, though mostly with mundane suits of armor and standard-issue weapons. Bytor does find one masterwork breastplate and a +1 morningstar that are higher quality than the rest. Among the ammunition stores he finds 200 arrows and 100 crossbow bolts.

Unrak does not recall seeing a basement of any kind. The map may be helpful to identify what you may have missed, if anything.


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, thinking with his stomach, decides to check the kitchen. Mostly looking for food but will check all of the drawers and cupboards first in order to make sure it's a pretty thorough checking. He will share the food findings and other findings with his brother.

Casting Guidance first.
Perception: 1d20 + 14 + 1 ⇒ (6) + 14 + 1 = 21
Because it is also simple to do, he also casts Sift to ensure things are not missed.
Sift Perception check: 1d20 + 14 - 5 ⇒ (2) + 14 - 5 = 11

Also, after clarifying what Tannis meant by the water room, Augrym will check out this room next. He will be checking under every surface and in every drawer or cupboard. If there's furniture, he will move it as this was an order from his leader and does not want to disappoint.

Casting Guidance first.
Perception: 1d20 + 14 + 1 ⇒ (9) + 14 + 1 = 24
Sift Perception check: 1d20 + 14 - 5 ⇒ (17) + 14 - 5 = 26


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

The kitchen is well stocked with the usual pots, pans, and foodstuffs. The larder contains a large number of vegetables and grains, most of which has spoiled.

Augrym's search of the well room is more fruitful: he finds a hidden niche in the wall of the well, a few feet above the waterline. Inside are six potions, which Zed identifies as potions of water breathing. It seems Maegar Varn had designed the well to connect to the Kiravoy River down hill, providing an emergency underwater escape route in the event of attack.


(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

Once the fort has been checked, Taranis shuts the door and bars it. "Let us get some sleep. In the morning we'll check the rest of town."


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

Both the inner and outer doors of the blockhouse have been smashed in, and a gaping hole in the inner wall also provides testament to your forceful entry. Securing the blockhouse for the night will take a bit of work.

I will accept either an Engineering check or a Disable Device check.


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

Although he is eager for rest, he wants to make sure they are safe. Bytor works to secure the blockhouse.

Disable Device: 1d20 + 12 ⇒ (1) + 12 = 13

”I think your forced entry makes it available for anyone to get in now. I’ve made a good effort to secure it, but I’m not feeling confident it will hold against anyone half determined to get in.”


Character Sheet

Zed's knowledge of engineering is robust. He just throws a plan together: T10 = 20.

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 checks looks over the block house for some time.
take 20 = 26


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

Marc does not find anything but blood and splinters in the blockhouse entryway.

It takes a couple of hours of work from the whole team, cutting and nailing in fresh timbers, but by the end of it you have a makeshift door obstructing entry into the blockhouse.

The hour is now quite late, and you each curl up in a corner of the building as free from the stench of death as you can find.

GM:

Why are you looking here?

Fortunately, nothing disturbs you in the night. Dawn greets a chilly morning over Varnhold on [color=teal]15th Lamashan[/color].

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 wakes early and hove to the top of the blockhouse and waits sitting on his heals. His hand lays his longbow, symbol is Erastil. He sit in communion for some time. As the rest of the party stirs, Marc clamors down rested, but the wrinkles on his brow seem more pronounced.


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

After a full night of rest, Bytor wakes refreshed. ”You’re an early riser.” Bytor acknowledges Marc. ”Do we have a plan yet for day? I’m wondering if we can try and follow up on any leads of Evril Pendrod. I would like to know what has become of him. Hopefully, these spriggans did not find him.”


(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

"Good Morning! Let's see if we can get some answers this day. I don't expect foes, not in the fort anyway. Let's close that gate and begin a search."

Taranis heads towards the Western building.


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

The western outbuilding is long, low, and composed of logs closely chinked with a mixture of mud and mortar. The interior is stuffed with dried fruits and vegetables, bags of grains, and assorted roots and tubers, as well as many tools and a fair quantity of lumber.


(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

The team scans the warehouse with magical detection, and then makes a reasonably thorough search through the food. Taranis also takes the time to make a guess as to how long the food has been here. Accomplished by casting Detect Poison and T10 Survival for 21 T10 Nature for 21


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

Taranis carefully combs the warehouse, a task which takes 1d4 ⇒ 1 hour. The foodstuffs are well dried and stored, allowing the defenders of the fort to resist an extended siege. He finds no trace of poison among the stores, and in fact Maegar Varn appeared to have a high-quality operation for growing, drying, and storing a portion of the what the farms in town produced each season.

The orderly, seasonal procession of drying and storing indicates to Taranis that the operation stopped about three months ago. While there are many spring vegetables and fruits like carrots, cabbage, and rhubarb, there are almost none of the summer seasonals like blueberries, blackberries, and tomatoes.

About a week's worth of venison jerky is missing from the shelves.

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
Bytor Sniegsun wrote:
After a full night of rest, Bytor wakes refreshed. ”You’re an early riser.” Bytor acknowledges Marc. ”Do we have a plan yet for day? I’m wondering if we can try and follow up on any leads of Evril Pendrod. I would like to know what has become of him. Hopefully, these spriggans did not find him.”

"I think the Baron is right. I don't expect any more resistance in the fort. But we still need to figure out what exactly happened here."

Marc moves to the East with Byton...
perception: 1d20 + 5 ⇒ (17) + 5 = 22


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

Marc approaches a small building that has an open front, where a forge and anvil sit unused. On a work bench in the back is partly-finished mithral breastplate. While the quality of the armor is unquestionable, it seems the smith did not have time to finish the work...

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 opens the door in the room. he expects it's for storage.


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

@Matt: correct. Already included in the above.


(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 a sigh, Taranis checks the suspected outhouses. T10 for 21

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 decides to check out coral in the center of the fort.

perception: 1d20 + 6 ⇒ (14) + 6 = 20


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

Indeed, the latrines are full of turds.

Marc finds the corral empty save for a number of gnawed and picked bones. The area is surrounded by split-rail fence that, anchored at one end by a rough shed built from logs. Inside the shed are two mostly depleted casks of ale, and two wooden mugs.


(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

Satisfied with the search of the fort, Taranis motions to the party that it's time to head into the town again. He makes his first stop at the large building directly east of the fort.


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

The sturdy wooden walls of this house have been staved in at several locations, and the heavy door has been battered down. Inside, the place has been thoroughly ransacked; in fact, it appears that someone smashed open many of the walls to look for hidden compartments, containing... something.

DC 15 Appraise or DC 10 Profession (gemcutter):
You recognize the tools scattered over the floor as those of a gemcutter.

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

Before leaving, Marc takes the partially finished breastplate.
"The cost of the material alone can help get this town back on it's feet..."


Character Sheet

Appraise: 1d20 + 11 ⇒ (12) + 11 = 23 "The tools scattered over the floor are those of a gemcutter. Ah, while true Marc, it's important that we both get them back, and help them use this stuff to rebuild."


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
Marc Jorstad wrote:

Before leaving, Marc takes the partially finished breastplate.

"The cost of the material alone can help get this town back on it's feet..."

Unrak rumbles That breastplate is paid for. It's the one I commissioned!


(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

"Is it brother? Seriously? Then wear it with pride!"


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:
"Is it brother? Seriously? Then wear it with pride!"

It's not finished.

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 chuckles as the brothers figure out who is right as he packs the unfinished breastplate in his pack and heads down the hill with the rest of the group.

The travel down the hill and continue their search with the two builds on the right that they approach first. map updated

Marc inspects the building for about 10 feet away before opening the door.
perception: 1d20 + 5 ⇒ (12) + 5 = 17


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

Both of these structures turn out to be family homes, and are in a similar state to the ones you entered yesterday. As before, the implements of daily living are still largely set about, as if the owners simply went out for a stroll this morning. Yet the rotted food that still sits on the stove indicates otherwise.

The only meaningful difference between these homes and the ones across the river is that these appear to have been searched more recently.

Three other houses down the road are in similar states of abandonment. Map updated.

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 frustrated at the lack of clues. He spies on of the larger buildings in the town and heads that way.map updated

perception: 1d20 + 5 ⇒ (2) + 5 = 7


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

This giant barn has both a cargo door on the front and a smaller door on the side where a lean-to abuts the structure. The strong odor of barley and other grains wafts through the seams in the clapboard walls. A large raven sits atop the barn's entrance, peering at you almost curiously. As you approach, it wings away to land atop the fort's watchtower, where it caws once, then flies westward behind the hill and out of sight.


(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 and Toth also look about, eager for information.... T10 = 21


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)

sniff sniff Aid Another (scent): 1d20 + 7 ⇒ (2) + 7 = 9


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

Neither Taranis nor Toth uncover anything untoward on the exterior of the structure... which door?


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

"So why is this place abandoned. Do you folks have any clues at all? Do you think it was those spriggans?"

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
Bytor Sniegsun wrote:
"So why is this place abandoned. Do you folks have any clues at all? Do you think it was those spriggans?"

" all we know is that everyone seems to have left in a hurry. They dropped what they were doing and just left."


(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, we just don't know. Marc, Augrym, can you do the honors on this door?"


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

My guess is the spriggans were opportunists & took advantage of the empty town. No way would that number of fey be able to clear out this town--AND neatly dispose of all those bodies.


(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

Everyone nods at Unrak's observation. Marc and Augrym then agree to open the doors on the count of three (both also agreeing to go ON three.)


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

Bytor draws his bow and notches an arrow as he waits in anticipation of what is beyond the doors.

Bytor nods to his companions to indicate that he is ready.

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