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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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

stabilize: 1d20 + 4 - 5 ⇒ (4) + 4 - 5 = 3 <--nope


(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

Repost from Slack. Zed's snake gets to attack now.


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

The conjured viper snaps at the nearest quarry's feet, but it is disoriented by the means which brought it here.

Bite @ Red: 1d20 + 5 ⇒ (1) + 5 = 6 MISS

Meanwhile, a surprised bandit tries to deal with Augrym and tries to simply shove him off the raised platform: "Git out!" When Augrym is unmoved, the man reaches for his sword.

CMB vs Augrym: 1d20 + 2 ⇒ (11) + 2 = 13 FAIL

Another arrow snaps toward Toth and also finds a home in the forest floor.

Arrow @ Toth: 1d20 + 2 ⇒ (3) + 2 = 5 MISS

Bandits are not fond of vipers around their toes, so Zed's distraction pays off. The sword slices a mean cut through the viper but, incredibly, it clings to life on this plane.

Sword @ Viper: 1d20 + 2 + 4 ⇒ (14) + 2 + 4 = 20 HIT Damage: 1d6 + 1 ⇒ (1) + 1 = 2

The whistling is very close now.

Round III
1. Zed (4/8 hp, viper 1/3 hp), Augrym
2. Bandits
3. Marc, Taranis (Toth @ 12/14 hp, deafened), Unrak (-6/16 hp, unconscious, bleeding out, deafened)
4. Kressle


(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

Scared that the whistling could mean even more bandits, Taranis tries to pinpoint the source. Perception: 1d20 + 8 ⇒ (4) + 8 = 12

It doesn't negate the lethal danger before him however:

ATK: 1d20 + 0 ⇒ (18) + 0 = 18 THREAT
ATK: 1d20 + 0 ⇒ (19) + 0 = 19 for DMG: 2d6 ⇒ (2, 5) = 7


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, eagerly looking for a target sees the closest option right by his master. The cat dashes over, snapping his teeth at the bandit: ATK: 1d20 + 2 ⇒ (9) + 2 = 11, but misses.


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

Bolstered by the return of his companion to his side, Taranis slashes hard with his scimitar and opens a yawning gash in his foe just below the collarbone. The man looks around, clearly looking for an exit, when Kressle shouts from behind him: "Don't you dare run you lily-livered snot! I'll hunt you down after I've finished this lot and have yer eyes for breakfast!"

Round III
1. Zed (4/8 hp, viper 1/3 hp), Augrym
2. Bandits (Red @ 7 dmg)
3. Marc, Taranis (Toth @ 12/14 hp, deafened), Unrak (-6/16 hp, unconscious, bleeding out, 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 bring his polearm down onto the bandit who laid his friend low:
attack on brown: 1d20 + 5 ⇒ (10) + 5 = 15
damage?: 2d4 + 6 ⇒ (2, 1) + 6 = 9


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

Not sure who put the viper on the map, but Zed called it out that it was attacking Red. I have moved the viper there.

Marc's glaive catches Kressle by surprise and slides just between the joints of her armor. The wound looks very serious. "Don't you know," she screeches, "that it's wrong to hit a woman!!"

She hurls herself at the priest with a furious rage and two dangerous axes. "I will kill you!" Marc manages--barely--to block the first stroke with his haft. The second time he is not so lucky.

Handaxe @ Marc: 1d20 + 5 + 2 ⇒ (9) + 5 + 2 = 16 MISS
Handaxe @ Marc: 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24 HIT Damage: 1d6 + 3 + 2 ⇒ (1) + 3 + 2 = 6

To make matters worse, Taranis' fears are realized as two more men come ambling up the track from the south, one carrying a heavy pail of water and the other a stack of kindling. The whistling abruptly stops when one of them notices the fighting ahead. The pail crashes to the ground and the firewood tossed aside. "Ho! Jim! We got robbing to do!"

Round IV
1. Zed (4/8 hp, viper 1/3 hp), Augrym
2. Bandits (Red @ 7 dmg)
3. Marc (6/12 hp), Taranis (Toth @ 12/14 hp, deafened), Unrak (-6/16 hp, unconscious, bleeding out, deafened)
4. Kressle (9 dmg)
5. Bandits


(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

"Last Gasp of the Sky! As quickly as we can now!"


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, give me the knowledge to defeat this foe.”
Move action: Study Target

attack: 1d20 + 7 ⇒ (8) + 7 = 151d8 + 6 ⇒ (5) + 6 = 11


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

BLEED PROFUSELY & FURIOUSLY!!!


(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 per Adam's instructions:

The wizard goes for broke, weaving a spell to addle the mind of the leader. Daze, Will DC 15 neg.

The summoned viper bites the crotch of the bandit before it. Bite: 1d20 + 5 ⇒ (20) + 5 = 25 THREAT!
Confirm: 1d20 + 5 ⇒ (4) + 5 = 9 for 1 damage, and a FORT DC 11 or take 1d2 ⇒ 2 CON dmg.

Zed then inches to a better spot.


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

Augrym spits his foe through the belly and lifts him bodily off the platform's planks, then throws him to the underbrush below.

Fort: 1d20 ⇒ 5 The viper latches on and does not let go! The man totters, goes white as a sheet, then topples! Across the way, an arrow lances toward the half-orc but clips through the foliage instead.

Arrow @ Augrym: 1d20 + 2 - 2 ⇒ (14) + 2 - 2 = 14 MISS

The tide turns towards the heroes... can they break the wave?

Round IV
1. Zed (4/8 hp, viper 1/3 hp), Augrym
2. Bandits
3. Marc (6/12 hp), Taranis (Toth @ 12/14 hp, deafened), Unrak (-6/16 hp, unconscious, bleeding out, deafened)
4. Kressle (9 dmg, dazed)
5. Bandit Reinforcements


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

Apologies, missed the Will save:

Will: 1d20 ⇒ 2 Kressle seems taken aback by the wash of magic, and seems disoriented by her surroundings for a brief moment!


(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 both close with the leader. The druid takes measured steps, knowing this is still a lethal fight:

1d20 + 0 ⇒ (15) + 0 = 15 for DMG: 1d6 ⇒ 3


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)

Bite: 1d20 + 2 ⇒ (5) + 2 = 7


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

Despite his lack of training, Taranis' steel still bears an edge. He draws blood.

Round IV
1. Zed (4/8 hp, viper 1/3 hp), Augrym
2. Bandits
3. Marc (6/12 hp), Taranis (Toth @ 12/14 hp, deafened), Unrak (-6/16 hp, unconscious, bleeding out, deafened)
4. Kressle (12 dmg, dazed)
5. Bandit Reinforcements

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 winches at the blow and class upon the favor of Erastil.
5 ft step back, casts divine favor and attacks the boss

attack on green: 1d20 + 7 ⇒ (16) + 7 = 23
damage?: 2d4 + 8 ⇒ (2, 3) + 8 = 13

"Erastil will judge your worth, not me."


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

stabilize: 1d20 + 4 - 6 ⇒ (15) + 4 - 6 = 13 <--success!!

Through sheer stubbornness, the Dreadful Bear recovers enough to stop dying.


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

"Beard of Besmara!" one of the new arrivals cries. "He killed Kressle!"

Indeed, the woman suffers the pointy end of Marc's long weapon, and protests no further.

"I ain't paid enough for this!" the other agrees. They both bolt.

Round V
1. Zed (4/8 hp, viper 1/3 hp), Augrym
2. Bandit
3. Marc (6/12 hp), Taranis (Toth @ 12/14 hp, deafened), Unrak (-6/16 hp, unconscious, deafened)

Grand Lodge

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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 watches the body of his foe sink to the ground. he says"you were found...wanting. May Erastil have mercy on your soul."

Marc rushes to Unrak's side to find him stable he produces the new wand and lets it go to work.
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (1) + 1 = 2


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

Intimidate: 1d20 ⇒ 18

"HALT! You may have designs of escape, but the TIGER behind you is a feature that thrives on winded flesh. And if you run, you will only excite his instinct to chase. And that says nothing of the others by my side..." Zed thunders at the bandits' retreating forms.

"You must know that your only chance of living to see tomorrow's dawn is in stopping, laying down your weapons, and surrendering to the Huntsmen! Now STAND DOWN!"


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

It will take me far too long to get over there to confront this person face to face, I shall shoot them with my bow.

I drop my sword and shield, study my target and draw my Longbow (swift action due to feat Possessed Hand) and shoot.

attack: 1d20 + 3 ⇒ (9) + 3 = 121d8 + 4 ⇒ (2) + 4 = 6


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

The fleeing bandits, threatened by an even more violent disruption of their morning routine, flee even faster. They are already out of sight. The viper, too, vanishes.

I am assuming that Zed is using Intimidate to demoralize, since Intimidate to make Friendly takes 10 rounds of conversation.

Augrym ditches his melee gear for a potshot at the other archer. This distance and foliage make it a challenge, though the flight is near enough to strike terror into the target. He kicks a rope ladder off his platform and proceeds to flee as well! He is on the ground and just barely within sight.

Marc steps over to Unrak and taps him with the wand. The big man takes a huge, aching breath.

Round V
1. Zed (4/8 hp), Augrym
2. Bandit
3. Marc (6/12 hp), Taranis (Toth @ 12/14 hp, deafened), Unrak (0/16 hp, staggered, deafened)

Round VI
1. Zed (4/8 hp), Augrym
2. Bandit
3. Marc (will heal again, 6/12 hp), Taranis (Toth @ 12/14 hp, deafened), Unrak (0/16 hp, staggered, deafened)


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

Ooc- I was trying to scare him into stopping I guess. Us there a better skill for that?


(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 both close as quickly as they can!


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16
Zed the Unbroken wrote:
Ooc- I was trying to scare him into stopping I guess. Us there a better skill for that?

That is called hold person.

Toth nips at the mans heels just as he lands on the ground!

Round V
1. Zed (4/8 hp), Augrym
2. Bandit
3. Marc (6/12 hp), Taranis (Toth @ 12/14 hp, deafened), ]b]Unrak[/b] (0/16 hp, staggered, deafened)

Round VI
1. Zed (4/8 hp), Augrym
2. Bandit
3. Marc (will heal again, 6/12 hp), Taranis (Toth @ 12/14 hp, deafened), Unrak (0/16 hp, staggered, deafened)


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’m not seeing anything except for the person looking to flee. Am I wrong?

Augrym gathers his items to return to his group. If we’re still in Initiative, I will do s many move actions I can to get back to our group.
”Friend Taranis, tell Toth to stand down. If he wishes to flee, let him flee. He will be easy to track, if we wish to continue.”


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 groggily and painfully stands. staggered=move or standard only. Standing is move. Blarg. Also, after 1 last round of rage, I'll drop again due to Con going back down! Wheeeeee

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 will watch Unrak closely. He looks unstable.


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

@ Augrym: the other two have already fled, so yes one left.

@Unrak: I mistakenly assumed your bloodrage worked like the Unchained Barbarian's rage (I do not know why I would have assumed this). Your bloodrage would have immediately ended when you fell unconscious, putting you 2 points lower than you were. I will consider my assumption to be GM error in player favor, and consider your current status to be fatigued, deafened, and conscious at 0/16 hp.

The last remaining foe high-tails it for the woods. The tiger, bereft of its naturally superb hearing, bounds after him and out of sight. Taranis manages to catch up some 200 yards south at the fording point of a broad river, where he finds Toth sitting contentedly atop the bloody corpse of the last bandit.

For defeating Kressle and her gang of bandits, discovering the Thorn River, and capturing the Thorn River Camp, each here earns 400 XP!


(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

"Good boy."

Taranis begins the grim task of collecting the dead for a pyre. Gorzeh teaches that their bodies are now sustenance for the decomposers, food for plants, and nothing more.

The druid, for what it's worth, has no qualms about looking the the dead....

"That was the toughest battle of our life by far. As we gather the dead, check for life. I'd like to question these bandits if possible. Meanwhile, we're in rough shape. Marc, might you liberally apply that wand?"

Searching the area Perception: 1d20 + 8 ⇒ (15) + 8 = 23


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

..ugh, yes, please...

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 will do whatever tapping is needed. roll your own please and we will make it off He is also interested in the gear that the boss was using.

detect magic on her belongings.


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

I will generally be assuming Zed takes 10 on Appraise and Spellcraft checks.

Gathering the bodies takes time and hard labor, but an empty wagon nearby makes carting them around easier. On Kressle's body, Marc is disappointed to find only one magical aura (a potion), though still plenty of other loot:

Masterwork handaxes (x2)
Daggers (x5)
Masterwork studded leather armor
Potion of cure light wounds
Silver amulet of a stag's skull (worth 20 gp)
85 gp, stamped variously in Brevoy and a smattering of River Kingdoms

On the bodies of her bandit gang:

Leather armor (x6)
Shortswords (x6)
Longbows (x6)
Arrows (x126)
Trail rations (x10)
Thunderstone
60 gp, stamped variously in Brevoy and a smattering of River Kingdoms

The main camp is situated around a small felled clearing just off the main track and protected by the two raised platforms. A stone fireplace marks the center and is ringed by stumps and logs. The Thorn River and its ford are some 200 yards south. Under the nearer platform, you find some piled supplies hidden beneath a canvas tarp, including several moldy tents, some stacked firewood and kindling, and ample foodstuffs (enough to make 20 days' trail rations).

Beneath that are several bags containing more interesting treasures:

321 sp, minted mostly in Brevoy
90 gp, minted primarily in the River Kingdom of Pitax
Pair of silver earings, worth 150gp
3 crates of furs and hides, worth 150gp (total)
A wooden box that plays light music when opened, worth 90gp
A polished wooden case containing 8 jars of absinthe, worth 20gp each


(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 alternates between preparing the dead and loading up the wagon. he holds up one jar of absinthe and makes eye contact with each person in the party before loading it.

Tracker treasure is updated. If you want something, speak up. I love Unrak take that potion! I have NOT marked any of the objets d'art for sale in case it's a valuable stolen from someone at Oleg's. I suggest we clean up this hex, and head back to Oleg's.

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 wonders outload, "We keep seeing the same amulet again and again. What does this stag head represent?"

Marc has no interest in the loot beyond the meaning of the amulet. He is interested in the gold it can bring at Oleg's.

"let us return to Oleg and enjoy a jar of or two of this fine liquid !"


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

2d100 ⇒ (41, 93) = 134

As per Slack:

The Huntsmen take the rest of the day to gather the dead and build the funeral pyre, sharing a stiff drink in the light of the evening flames.

18th Pharast and 19th Pharast

Though the fey give you a respite in the night, the next morning announces their return to their tricks and pranks, as Augrym, Marc, and even Unrak find their boots filled with a thin layer of rivermud, discovered only after inserting the foot into the muck. It makes for a sloshing, unpleasant day of exploring.

The next two days are spent exploring this reach of the Thorn river and the surrounding lowland forests. The Thorn River Camp appears to be extremely strategically situated, as it guards the only ford of waterway. Although the river is not especially wide, it is deep and swift, and lined with thickets of brambles on either side for miles.

For fully mapping and exploring this hex, each hero earns 20 XP!


(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

With wagon and results, Taranis's mood lifts as the party turns towards Oleg's. "If the jewelry we've recovered hasn't been stolen from the people at Oleg's, I suggest we donate some to the fey in your names. Soggy boots are no one's friend."


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 loudly--but not TOO loudly--at the juvenile prank of the fey. He doesn't want them to know how much they're pissing him off.

I'll take the potion, tx

clw: 1d8 + 1 ⇒ (4) + 1 = 5
clw: 1d8 + 1 ⇒ (2) + 1 = 3
clw: 1d8 + 1 ⇒ (2) + 1 = 3<---mmmeeeeh that'll be enough for now


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

Unrak can hear very faint giggling over the sound of his heavy breathing. It seems to come from several directions.

20th Pharast

The wagon does not survive long in the thick forest's thin game trails, and in any case Unrak gets tired of pulling it. After the axle breaks, you decide to abandon it to the fey. More than once, you encounter a sense of profound deja vu, crossing past a particularly shaped rock outcropping or a glade for the second time. Your progress through what should be familiar territory seems slow. Indeed, you barely leaves the trees behind when the sun puts itself to bed.

You arrive back at Oleg's early the following morning.

21st Pharast

Once again, Jhod waits for you expectantly at the entrance, and you notice that Kesten Garess and his men have started work on repairing the catapults. "Well?" Jhod asks hopefully. "Have you found it? Have you seen the bear?"

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 smiles, "sadly. no bears. but we did find a crazy lady with two handaxes. But she's now a pile of ash with all her fellow bandits."


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

Oleg, watching from over by the tables, perks up at this. "Two axes, you said? That's the she-b*tch that damn near took my hand off! She's dead, is she now?" He grunts in satisfaction. He glances toward the main hall to make sure his wife is not in earshot, and steps over towards you. "You... didjou find Svetlana's ring on the thiefwoman, didjou?"

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's face turns to a frown"no, my friend, we did not. We will continue to look."

Marc thinks for a minute, then turns to the group,"We have caught a big fish in our small pond, but we must change our bait to get the prize we are looking for. We might need a bigger boat, if you catch my meeting."


(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

"Marc speaks the truth of it. We've struck a resounding blow. There is much to be done out in the wilds. Let us fill your coffers, and churn the coin!"

We have treasure that needs claiming (or selling):

  • Alchemist's Fire
  • Masterwork Hand axe
  • Masterwork Handaxe
  • Masterwork Studded Leather Armor
  • Arrows x126
  • Thunderstone

    Additionally, we have two stag necklaces that ought to be used as Fey gifts by others.


  • (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

    Along the way back to Oleg's...

    On the morning of the 19th, Taranis returns to the party after spending some time afield. His hands are caked with dirt, and he has a wide smile upon his face.

    "Glorious Firstbloom to you. I've planted a tree for each of us."


    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)

    "grrrrrrrrrrr"


    (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

    "Yes, even one for you Toth."


    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

    Well spoken, brother mine!


    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

    ”Thank you for this blessing to Erastil, friend Taranis. You honour us all.

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