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 14 R 10 W 9 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 L1:3/3 L2:1/2; L3 2/2

Unrak lets his rage empty, huffs a breath, and helps looking for trinkets in the goop.

can't fail Aid on perception: Tar is at 28


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

Only because of Toth and Unrak's help does Taranis uncover a well-preserved corpse mummified in the thick mud. It takes a while to scrape it clean...

Make a Knowledge (Local) check.


Character Sheet

Knowledge (Local): 1d20 + 13 ⇒ (13) + 13 = 26


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

Zed informs the party that the corpse wears the trappings of a Taldan Captain-General of Horse, worn in a style fashionable two centuries ago. The Captain-General also has a satchel, which contains a carefully wrapped platinum idol depicting a grinning skull-like figure worth 1,000 gp.


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

"Wow...." After confirming that there's nothing magical, Taranis directs the party onward. "Hopefully we don't find more of these, we have people to find."


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

Zed confirms that the idol is not magical.


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

Can we map this area? Specifically looking to see if the NE is a viable passage to Varnhold, but mapping in order to do so.

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 takes a look at the Idol to see if it has any religious significance
kn: religion (take 10)[/dice: 10 + 10 = 20


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

Marc does not know the idol's significance, if any.

Peering at the mountain range that looms over the horizon to the northeast, Taranis estimates that passage could be found, with some mountaineering equipment and skill, but doing so would make for slow going.


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

No longer hopeful for a passage northeast, Taranis prompts the party back on the water to head southeast to circumvent the mountain range.


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

Per Slack, party heady NE.

The mountains rise above Lake Silverstep, a daunting obstacle in your path. The snowcaps run far down the mountainsides this late in the year, and it will take time to find a viable pass.

I will take Climb or Knowledge (geography) checks to speed progress, and I need a Survival from everyone. If you have any useful equipment for mountaineering, nominate it and I may award a circumstance bonus.


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

While bushwacking through the mountains, Taranis will replace Eagle Eye with Lay of the Land and Resist Energy, Communal with Riversight. The plan would be to use the spells when appropriate - in a moment of choice on the path or worry of danger for Lay of the Land and as soon as I see a river for Riversight. Rolls below do not include any such bonuses.

Knowledge (Geography): 1d20 + 6 ⇒ (14) + 6 = 20
Survival: 1d20 + 11 ⇒ (17) + 11 = 28

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 uses what he knows about surviving in nature to help them on the trip...
survival: 1d20 + 12 ⇒ (13) + 12 = 25


Bard Level 10 HP 93/93| BP: 31/31 | Spells: 1st: 7/7, 2nd: 5/5, 3rd: 4/4 4th: 4/4| AC 20, Flat: 18, Touch: 12 | F+6 R+10 W+8 | Init +6, Perc +12, Diplomacy +20, Stealth +14

Survival: 1d20 ⇒ 10

”How exactly are we suppose to go this direction when there are no footpaths to tread?”


M Human Bloodrager 10 HP 115/115(145/145) AC 25(23) Rage 21/21 F 14 R 10 W 9 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 L1:3/3 L2:1/2; L3 2/2

Unrak uses his skills in trailcraft as best he can...

survival: 1d20 + 7 ⇒ (7) + 7 = 14


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

Survival: 1d20 + 14 ⇒ (17) + 14 = 31


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

Zed Survival: 1d20 + 2 ⇒ (2) + 2 = 4

Thanks largely to guidance from the Baron, the Huntsmen find a crossing into the vale of Varnhold, and make the journey in 1d4 + 1 - 1 ⇒ (4) + 1 - 1 = 4 days. Zed, Bytor, and even Unrak are sorely taxed by the journey, however. Each are fatigued for 1d6 ⇒ 5 days after.

The current date is [color=teal]15th Neth[/color]. Where to?


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

"That was hard, but we did it." The baron looks northeast. Let us begin the process of finding the Nomen."[/b]

GM. I'm picturing us mapping the hex, which basically includes us wandering around the whole area. Then we hope that they approach us. If we find something whilst exploring, we can switch to active attempts at contact.


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

The map you found in Varnhold look fairly thorough, so you know a solid map for everything nearby (shaded blue) already exists. Still, hidden caverns or secret stashes might still have been missed by the Varnlings, so a look of your own cannot hurt.

That said, you feel confident that you will not find the Nomen in Varnhold's own claimed lands.


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

Per Slack, NE. It takes another day before you reach the hills overlooking Varnhold. The town looks as deserted and silent as ever.


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

My apologies. I meant to push the party towards Hex 69


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

Passing through the town again gives you chills. The houses stand empty, still, just as you left them. Only a handful of crows picking at old food give the place any life at all.

East of Varnhold the land turns to gentle rolling hills. Nothing impedes your journey, but nothing welcomes you either.

The date is now [color=teal]17th Neth[/color].


M Human Bloodrager 10 HP 115/115(145/145) AC 25(23) Rage 21/21 F 14 R 10 W 9 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 L1:3/3 L2:1/2; L3 2/2

In foul spirits due to the lingering pain of the twisted angle he received on their mountain trek, the big man's face darkens further at the sight of the deserted town. He shakes his head in frustration at the situation, and limps along with the group, head down.

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

" Damned crows" marc shutters, "We should have burned this place. it is evil. "


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

Almost as Marc says the words, Augrym notices a single crow atop the barn watching the group pass. The half-orc is almost about to point it out when it gives a single caw and flies away.


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

"They may yet return. Marc... For now though, let us cut eastward to new territory."


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

The hills gradually give way to wide open plains on [color=teal]18th Neth[/color], as you enter the area that the Varnlings had mysteriously labeled "Blood Furrows" on their map. Indeed, a number of strange furrows scar the grass in this area, disrupted here and there by sinkhole-like depressions and mounds of earth and soil.

DC 22 Kn Arcana or Survival:
These are the tell-tale signs of bulette activity!


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

Survival: 1d20 + 11 ⇒ (11) + 11 = 22 "Bulette sign! I'm sure of it!"

Let's keep pushing east, nothing else to do here unless we want to hunt one down (which I'm TOTALLY happy to do!)


M Human Bloodrager 10 HP 115/115(145/145) AC 25(23) Rage 21/21 F 14 R 10 W 9 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 L1:3/3 L2:1/2; L3 2/2

maybe we can dodge it...

Unrak rolls his ankle a bit, wincing. Maybe we should try to avoid a fight if we can help it--at least until I can put full weight on this again. Damned sprain is sticking...maybe another day or two?

I predict Neth 20 :-)


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

No sooner do the brothers exchange words that the ground begins to shake! Some forty feet ahead, the ground moves as if in a wave, flowing rapidly towards the travelers. It gets closer and closer... then a massive bulette bursts onto the surface. Thick plates cover its huge body, and a fin-like dorsal plate rises between its shoulders. Its toothy maw gapes wide it prepares to leap!

Taranis gets 2 questions.

Initiative!:

Augrym: 1d20 + 4 ⇒ (3) + 4 = 7 +2 if Surprise
Bytor: 1d20 + 2 ⇒ (14) + 2 = 16
Marc: 1d20 + 4 ⇒ (10) + 4 = 14
Taranis: 1d20 + 2 ⇒ (18) + 2 = 20
Unrak: 1d20 + 3 ⇒ (15) + 3 = 18
Zed: 1d20 + 8 ⇒ (8) + 8 = 16
Hostiles: 1d20 + 8 ⇒ (19) + 8 = 27

Defying any sensible physics, the enormous creature leaps straight at Augrym, landing bite-first before savaging him with a claw.

Acrobatics DC 20: 1d20 + 19 ⇒ (15) + 19 = 34

Bite @ Augrym: 1d20 + 15 + 2 ⇒ (6) + 15 + 2 = 23 HIT Damage: 2d8 + 12 ⇒ (5, 6) + 12 = 23
Claw @ Augrym: 1d20 + 14 + 2 ⇒ (1) + 14 + 2 = 17 AUTOMISS
Claw @ Augrym: 1d20 + 14 + 2 ⇒ (14) + 14 + 2 = 30 HIT Damage: 2d6 + 8 ⇒ (5, 1) + 8 = 14

Round I
1. Bulette
2. Taranis, Unrak, Zed, Bytor, Marc, Augrym (41/78 hp)


M Human Bloodrager 10 HP 115/115(145/145) AC 25(23) Rage 21/21 F 14 R 10 W 9 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 L1:3/3 L2:1/2; L3 2/2

With the monster's approach, Unrak swears sulfurously and draws his great blade. The huge beast blasts through Augrym's defenses easily, so Unrak calls upon his magic to try to buy himself some time by confounding the creature. His quick spell ends with a blurring, and suddenly

1d4 + 2 ⇒ (4) + 2 = 6 <--w00t!!

SEVEN Unraks are standing there with sword drawn. He lumbers forward, still limping, and unable to enter his normal rage...

Cast Mirror Image, then close. Movement will almost certainly draw, so...a 1 hits Unrak: 1d7 ⇒ 5 one image winks out.

5 images left


Bard Level 10 HP 93/93| BP: 31/31 | Spells: 1st: 7/7, 2nd: 5/5, 3rd: 4/4 4th: 4/4| AC 20, Flat: 18, Touch: 12 | F+6 R+10 W+8 | Init +6, Perc +12, Diplomacy +20, Stealth +14

At the sight of the enormous land shark, Bytor takes a gulp and tries to inspire courage in both himself and the others.

Courage! Courage! We can do this!

"Stand tall my friends and let me remind you the tale of Aldor the clever who stood brave against the giant crab of White Plume Mountain. Don't let its size frighten you. The bigger they are, the bigger they fall!"

Performance: 1d20 + 8 ⇒ (9) + 8 = 17

(Inspire courage grands +2 Attack and +2 Damage)

Bytor then draws his bow and prepares to fire.


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

Weakest Save and special defenses?

Taranis immediately casts a spell that causes Toth's teeth to drip with a caustic acid. "Augrym! Step in and to the side, incoming cat!"


Large Animal Companion (HP: 83/83), Init: PC, AC: 23 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 pounces as soon as there's a lane!

Bite: 1d20 + 11 + 2 + 1 ⇒ (17) + 11 + 2 + 1 = 31 for DMG if hit: 1d8 + 9 + 1 ⇒ (5) + 9 + 1 = 15 and Acid: 1d4 ⇒ 3
Left Claw: 1d20 + 10 + 2 + 1 ⇒ (1) + 10 + 2 + 1 = 14 MISS
Right Claw: 1d20 + 10 + 2 + 1 ⇒ (18) + 10 + 2 + 1 = 31 for DMG if hit: 1d6 + 6 + 1 ⇒ (3) + 6 + 1 = 10


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

Taranis knows that bulettes are hardy and quick, but still animals whose minds are dull. One of their best defenses is the ability to feel movement through the ground itself. Will, tremorsense.

Unrak readies some defensive magic and moves in, while Bytor hastily puts together some verse. Taranis sends Toth in for the attack!

Round I
1. Bulette (will resolve Toth post-Augrym)
2. Taranis, Unrak, Zed, Bytor, Marc, Augrym (41/78 hp)


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

Augrym 5ft steps forward and to the side, studies his opponent, then attacks.

attack: 1d20 + 15 ⇒ (13) + 15 = 281d8 + 9 ⇒ (8) + 9 = 17


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

Augrym weathers the blows and gives back in kind, giving Toth space to pummel the bulette's right flank.

Round I
1. Bulette (45 dmg)
2. Taranis, Unrak, Zed, Bytor, Marc, Augrym (41/78 hp)


Character Sheet

Zed wiggles his fingers as a myriad motes of glittering dust descend upon the land shark's eyes. Glitterdust DC 18


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

Will: 1d20 ⇒ 18

Glittering gloriously now in the afternoon sun, the bulette appears to be wholly unbothered by Zed's spell.

Round I
1. Bulette (45 dmg)
2. Taranis, Unrak, Zed, Bytor, Marc, Augrym (41/78 hp)


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M Human Bloodrager 10 HP 115/115(145/145) AC 25(23) Rage 21/21 F 14 R 10 W 9 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 L1:3/3 L2:1/2; L3 2/2
GMTrex wrote:
Glittering gloriously now in the afternoon sun, the bulette ...

Hah! A silver bulette! (since everyone ignored my other joke above...)


M Human Bloodrager 10 HP 115/115(145/145) AC 25(23) Rage 21/21 F 14 R 10 W 9 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 L1:3/3 L2:1/2; L3 2/2

BOTTING FOR MARC

Marc sees his friends closing on the monster, and bolsters his own arm before also closing. He casts Divine Favor, then moves into a flanking position (hoping the creature's reflexes aren't TOO combatitive)


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

Indeed, the massive creature focuses the entirety of its attention on Augrym. Tooth and claw rip into the half-orc, and he nearly passes out from the sudden blood loss.

Bite @ Augrym: 1d20 + 15 ⇒ (18) + 15 = 33 HIT Damage: 2d8 + 12 ⇒ (1, 7) + 12 = 20
Claw @ Augrym: 1d20 + 14 ⇒ (2) + 14 = 16 MISS
Claw @ Augrym: 1d20 + 14 ⇒ (19) + 14 = 33 HIT Damage: 2d6 + 8 ⇒ (6, 3) + 8 = 17

Round I
1. Bulette (45 dmg)
2. Taranis, Unrak, Zed, Bytor, Marc, Augrym (4/78 hp)


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

"Augrym!"

Taranis immediately summons forth two balls of lightning right underneath the beast! DC 18 REF neg.

Elec: 3d6 ⇒ (4, 4, 5) = 13
Elec: 3d6 ⇒ (6, 6, 1) = 13


Large Animal Companion (HP: 83/83), Init: PC, AC: 23 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 utter savagery...

Previous Acid: 1d4 ⇒ 4
Bite: 1d20 + 11 + 1 ⇒ (8) + 11 + 1 = 20 MISS?
Claw: 1d20 + 10 + 1 ⇒ (20) + 10 + 1 = 31 THREAT
Claw Confirm: 1d20 + 10 + 1 ⇒ (5) + 10 + 1 = 16 DMG in case: 1d6 + 6 + 1 ⇒ (3) + 6 + 1 = 10
Claw: 1d20 + 10 + 1 ⇒ (9) + 10 + 1 = 20 MISS?


M Human Bloodrager 10 HP 115/115(145/145) AC 25(23) Rage 21/21 F 14 R 10 W 9 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 L1:3/3 L2:1/2; L3 2/2

Unrak hacks at the great beast, trying to draw its ire off of Augrym.

Current conditions: Fatigued, flanking, inspired. Net +3 hit, +0 damage

Attack: 1d20 + 10 + 3 ⇒ (10) + 10 + 3 = 23
Damage: 2d6 + 14 ⇒ (1, 2) + 14 = 17

Attack: 1d20 + 5 + 3 ⇒ (16) + 5 + 3 = 24
Damage: 2d6 + 14 ⇒ (4, 5) + 14 = 23


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

Reflex: 2d20 ⇒ (20, 9) = 29 AUTOSUCCESS, SUCCESS

The beast easily shakes off the two buzzing orbs. Both Toth and Unrak find the bulette's plates tough to get through, and only the big cat gets a single scratch in at the underbelly.

Augrym's prognosis is not looking good...

Round II
1. Bulette (55 dmg)
2. Taranis, Unrak, Zed, Bytor, Marc, Augrym (4/78 hp)


Character Sheet

Seeing the danger the party is in, Zed casts Haste upon the party!


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

Seeing the danger he is in, Augrym calls upon his Second Wind (Swift Action spell).

Second Wind: 2d8 + 7 ⇒ (6, 3) + 7 = 16

He then withdraws out of combat.


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

The bulette snaps at him as he goes, but Augrym gets away!

AoO @ Augrym: 1d20 + 15 ⇒ (4) + 15 = 19 MISS

Round II
1. Bulette (55 dmg)
2. Taranis, Unrak, Zed, Bytor, Marc, Augrym (21/78 hp)


Bard Level 10 HP 93/93| BP: 31/31 | Spells: 1st: 7/7, 2nd: 5/5, 3rd: 4/4 4th: 4/4| AC 20, Flat: 18, Touch: 12 | F+6 R+10 W+8 | Init +6, Perc +12, Diplomacy +20, Stealth +14

"Even the biggest of creatures have their weak points. You must not let the size of this beast frighten us! We can find it's weakness!"

As a free action Bytor maintains his Inspire Courage (+2 Attack and Damage) amongst his friends.

Bytor takes a five foot step and then proceeds to help Augrym who are in need of healing. The bard lays his hands on him and casts Cure Serious Wounds.

Cure Serious Wounds: 3d8 + 7 ⇒ (7, 7, 3) + 7 = 24

"Let your wounds be healed!"

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