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 Halfling Ranger 10 (HPs 84/84 AC23 FF17 T18, Init +8, F+11, R+15, W+7, Percep+17)

Delnin advises he is comfortable with Stealth, perhaps he and Gozrek can lead the way. Gozrek for traps and Delnin to help watch his back.


Female Half-Elf Eldritch Knight 10 | 80/80 HP | Init: +7 | AC: 20 T: 11, FF: 19 | Perception +12 | F: +10, R: +5, W: +9 (+2 vs Enchantment) | CMB: +9 | CMD: 22 (21FF) | Effects: None

Before heading out, Tess acquires the scroll Taranis found. She sets to the task of inscribing it to her spellbook using a set of special inks that she collects specifically for this purpose.
Scribe Invisibility Sphere. Cost is 125 + 62.5 = 187.5gp

"I suggest we keep close together to I can use the magic I've prepared to make us invisible. I have several castings ready, which hopefully will help for us to get out as well."

Once everyone is close enough, and they are all close enough to their foe, she casts her spell and moves as quiet as she can.
Move Silently / Hide in Shadows: 1d20 + 1 + 20 ⇒ (4) + 1 + 20 = 25


(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

Using a Scroll of Carry companion on Toth Taranis takes Toth in hand and wildshapes into an owl for the infiltration. He doesn't worry about staying within the sphere given his disguise. Stealth: 1d20 + 17 ⇒ (15) + 17 = 32


Male NG Human (HP: 52/52), Init: +10, AC: 20 T:18, FF: 16, Perception +17 (+20 v. Traps, Magical Trap Spotter), F: +4, R: +11 (Evasion, Danger Sense), W: +4, CMB: +6, CMD: 20, Concentration +9|

Gozrek nods to Delnin, agreeing to the plan: T10 inside the pshere is a 45


male Halfling Ranger 10 (HPs 84/84 AC23 FF17 T18, Init +8, F+11, R+15, W+7, Percep+17)

Due to Lobo’s size, the ranger also uses a spell of Carry Companion on the wolf.

The halfling has little trouble with stealth T10 for 53 inside the invisibility sphere


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

Navigating between the dispersed encampments is relatively easy in the dark, and Tess is careful to time her spell for getting through the most well-lit paths among the hills. Just need rolls from Augrym, Bytor, and Unrak.


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

stealth: 1d20 + 1 + 20 ⇒ (12) + 1 + 20 = 33 <--additional +2 in unclaimed wilderness or controlled land!


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

With the need for stealth, Bytor also casts Invisibility Sphere and offers to bring anyone else along who needs it.

Take 10 in the Sphere for 45 Stealth Check


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 casts Invisibility on himself (has a few available to himself.

Stealth: 1d20 + 19 ⇒ (16) + 19 = 35


(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, Bytor already cast a redundant Invisibility Sphere that lasts the same. I meant to imply that the Sphere was for the tense moments in infiltrating. To use 2e terms, I meant for the plan to involve Exploration Activities. You may want to save it for Encounter Mode. Though, Bytor, that sucks up one of your level 3 spots. Stay in the sphere so you have more slots for Haste, CSW, and Dispel.


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

As mentioned on Slack, this is not a one-shot dash where a single spell does the trick. There are numerous points where one or more of you are at risk of being seen in the hours it takes you to navigate to your destination. Everyone can bring assets to bear.

The night is long, weaving between camps in the hills, huddling together for a short spell when a patrol passes by and finding what cover you can when new logs are added to the bonfires. As the first hints of dawn begin to creep over the horizon in the east, you descend into the box canyon where Gozrek once met his end.

The camp is much as you left it, nestled against a cliffside at the edge of a stand of elms by a small stream. Tent flaps flutter in the light breeze, some now broken free of their bolt-ropes, and the bodies you felled here have been picked over by scavengers and left to the elements. The vast metal cage where Tamary and her fellows were kept creaks in the wind. Clearly, no one has come to check on those who waited here.

The darkened cave mouth, notched in the cliff, beckons to you.


(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

"We all remember what happened last time." Taranis looks at Gozrek first, then the others, then back to Gozrek. "If you have spells that will last more than a handful of minutes that will help, I'd recommend doing it now. We MUST be prepared against Confusion first. Ready?"


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

Tess and Delnin exchange a quizzical glance.


Female Half-Elf Eldritch Knight 10 | 80/80 HP | Init: +7 | AC: 20 T: 11, FF: 19 | Perception +12 | F: +10, R: +5, W: +9 (+2 vs Enchantment) | CMB: +9 | CMD: 22 (21FF) | Effects: None

"The 'confusion'? Can you maybe enlighten Delnin and I on what we're stepping into here?"


(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

Guys, I can't be the only one driving

"When we last tried this assault we were assailed by fiends. I'm not entirely sure what they were, but when we got into proximity with them they had an unnerving ability to addle our minds to the point where we could not tell friend from foe. Girding our willings from outside influence could mean the difference between life and-" Taranis looks at Gozrek, "-death."

The Duke looks at Tess, "Do you have a magical means of shielding our minds?"


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 rumbles if I remember right, they summoned fiends who messed us up, didn't they? Maybe being ready to dispel their summons is a good option too.


male Halfling Ranger 10 (HPs 84/84 AC23 FF17 T18, Init +8, F+11, R+15, W+7, Percep+17)
Taranis Redleaf wrote:

Guys, I can't be the only one driving

"When we last tried this assault we were assailed by fiends. I'm not entirely sure what they were, but when we got into proximity with them they had an unnerving ability to addle our minds to the point where we could not tell friend from foe. Girding our willings from outside influence could mean the difference between life and-" Taranis looks at Gozrek, "-death."

The Duke looks at Tess, "Do you have a magical means of shielding our minds?"

The halflfing doesnt like thinking about how low his Will save is, but then be remembers his “halflfing luck’ and decides it should be fine.


Female Half-Elf Eldritch Knight 10 | 80/80 HP | Init: +7 | AC: 20 T: 11, FF: 19 | Perception +12 | F: +10, R: +5, W: +9 (+2 vs Enchantment) | CMB: +9 | CMD: 22 (21FF) | Effects: None

Tess considers the problem. "Mind magic is not the sort of thing I dabble in. It seems the best thing to do is to keep our distance. Can you describe them in more detail? Notable features, sounds, smells... anything you recall will help. I might have read a thing or two about them."

Possible for me to make a Knowledge Planes roll? If so, please take this
Knowledge Planes: 1d20 + 18 ⇒ (13) + 18 = 31


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

Tess cannot make heads or tails of the description the others supply. The best she can tell is that the foes in question are human, or at least humanoid.

The help these foes summoned last time, however, sound like babau demons. Two questions.


Female Half-Elf Eldritch Knight 10 | 80/80 HP | Init: +7 | AC: 20 T: 11, FF: 19 | Perception +12 | F: +10, R: +5, W: +9 (+2 vs Enchantment) | CMB: +9 | CMD: 22 (21FF) | Effects: None

"Special attacks and resistances, please.

" What you're describing sounds like a babau demon. I'm not sure the confusion magic stems from them, but I think we can handle it."

"No time like the present. Let's move quickly." She casts a spell, erecting an invisible shield, then moves into the chamber.


(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

Nodding, Taranis retrieves Toth, and heads in, his eyes still on Gozrek...


Male NG Human (HP: 52/52), Init: +10, AC: 20 T:18, FF: 16, Perception +17 (+20 v. Traps, Magical Trap Spotter), F: +4, R: +11 (Evasion, Danger Sense), W: +4, CMB: +6, CMD: 20, Concentration +9|

....Until I slip into the darkness Stealth: 1d20 + 15 ⇒ (17) + 15 = 32


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

Knowledge check on the Babau Tess mentioned: 1d20 + 15 ⇒ (6) + 15 = 21


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 takes some metallic powder from a pouch, mutters some incantation, and throws it over his head. It settles onto his skin in a protective coating. He draws his great sword and heads in just in front of his brother.

Cast Ironskin--10 minute duration


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

Knowledge, Religion: 1d20 + 10 ⇒ (15) + 10 = 25

Bytor follows along near the back of the party with his bow drawn. His palms are sweaty as he grasps his bow thinking about their upcoming confrontation with babau.


male Halfling Ranger 10 (HPs 84/84 AC23 FF17 T18, Init +8, F+11, R+15, W+7, Percep+17)

The halfling casts Long Strider to help make up for his short legs.

He very quietly whispers to Tess (and the group) if we encounter these Baboon Demons should I use cold iron or alchemical silver arrows?

Before venturing forward, he slips into the shadows w/ strung bow and arrow ready. Stealth 1d20 + 23 ⇒ (9) + 23 = 32


Female Half-Elf Eldritch Knight 10 | 80/80 HP | Init: +7 | AC: 20 T: 11, FF: 19 | Perception +12 | F: +10, R: +5, W: +9 (+2 vs Enchantment) | CMB: +9 | CMD: 22 (21FF) | Effects: None

"Cold iron for demons. Silver for devils. These are demons."


male Halfling Ranger 10 (HPs 84/84 AC23 FF17 T18, Init +8, F+11, R+15, W+7, Percep+17)
Tessaria Moondown wrote:
"Cold iron for demons. Silver for devils. These are demons."

The ranger gives a nod.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16
Tessaria Moondown wrote:
"Special attacks and resistances, please.

Babau have a knack for finding mortals' pain point---their blades often cut where it will hurt the most. Babau are unfazed by electric shocks or poisoned darts, and seem to shrug off fire, cold, and acid pretty easily too.

After some discussion and a bout of spellcasting, the Huntsmen head into the narrow defile in the cliff face. The tight passageway is carved from pale stone heavy with iron ore that mars the walls, floor, and ceiling with streaks of oxidized brown, not unlike long dead flesh caked in dried blood.

Ahead, three alabaster statues stand along the western wall of the large square chamber. The statues depict well-proportioned Kellid men, each set in a different war-like pose. Attentive to your presence---almost as if they were watching you somehow---are two hooded figures in black robes adorned with dozens of bloodshot glass eyes, standing shoulder to shoulder along the opposite wall. Two emaciated figures, like horned skeletons in a bone-tight hide of slimy leather, seem to rise through the stone floor as you arrive, each gripping a long spear.

Initiative:

Augrym: 1d20 + 8 ⇒ (14) + 8 = 22 +2 if Surprise
Augrym: 1d20 + 8 ⇒ (1) + 8 = 9 +2 if Surprise
Bytor: 1d20 + 2 ⇒ (13) + 2 = 15
Delnin: 1d20 + 8 ⇒ (11) + 8 = 19
Gozrek: 1d20 + 10 ⇒ (20) + 10 = 30
Taranis: 1d20 + 2 ⇒ (10) + 2 = 12
Tess: 1d20 + 7 ⇒ (4) + 7 = 11
Unrak: 1d20 + 7 ⇒ (13) + 7 = 20
Hostiles: 1d20 + 4 ⇒ (9) + 4 = 13

Round I
1. Gozrek, Augrym, Unrak, Delnin, Bytor
2. Sisters, Demons
3. Taranis, Tess


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

Bytor immediately begins with inspire courage and a casting of Haste!

"These demons need banished, boys! Excuse me, and ladies! I think we need to send them back from whence they came!"

Inspire Courage: +2 Bonus to Attacks and Damage
Haste: You all move faster, receives +1 on attack rolls, AC, and Reflex saves


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 an appreciative, predatory grin at Bytor's bolstering magic and words, Unrak charges into the room. In case the demons have good reflexes, he only passes by one of them (base speed 40+haste=easy to go clockwise around edge of room) as he places himself in front of the two figures, sword held aloft--waiting for The Opportune Moment!! And only then does he roar in eager rage.

Move, ready action to interrupt a spell WITH MY SWORD, then rage.

Conditions:
AC: 29 (Ironskin, +5 AC; Haste, +1 AC/Ref) (note: AC is 31 vs. any AoOs this round's movement caused)
Hit/Dam +3/+2 (haste + bard)


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

Indeed, the demon Unrak passes by flashes out with its spear, finding a lucky chink in the big man's hardened hide.

Longspear AoO @ Unrak: 1d20 + 12 ⇒ (19) + 12 = 31 HIT Damage: 1d8 + 7 ⇒ (3) + 7 = 10

The greater danger lies beyond, however. As he gets near, Unrak gets an all-too-familiar feeling as he charges towards the two figures' inscrutable, befuddling visages. I need TWO Will saves from Unrak.

Round I
1. Gozrek, Augrym, Unrak (Willx2 105/115 hp), Delnin, Bytor
2. Sisters, Demons
3. Taranis, Tess


male Halfling Ranger 10 (HPs 84/84 AC23 FF17 T18, Init +8, F+11, R+15, W+7, Percep+17)

The ranger quickly starts moving. He feels the familiar buzzing energetic feeling of the Haste enchantment. Delnin buttonhooks to the right of the doorway and hugs the wall. He curses under his breath as he starts to raise his bow but realizes he hasn't brought Lobo out from his mini stone form. With hasted speed he sets the small wolf on the floor and whispers the command.


Male NG Human (HP: 52/52), Init: +10, AC: 20 T:18, FF: 16, Perception +17 (+20 v. Traps, Magical Trap Spotter), F: +4, R: +11 (Evasion, Danger Sense), W: +4, CMB: +6, CMD: 20, Concentration +9|

Point of order, Gozrek intended to Vanish before going in.


Male NG Human (HP: 52/52), Init: +10, AC: 20 T:18, FF: 16, Perception +17 (+20 v. Traps, Magical Trap Spotter), F: +4, R: +11 (Evasion, Danger Sense), W: +4, CMB: +6, CMD: 20, Concentration +9|

Invisible, Gozrek inches forward with his WAND OF PROTECTION FROM EVIL out. He then casts it on himself.


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 adds Bane to his weapon, narrows his eye to study his targets, and aims his wrist crossbow at the demon between him and Unrak.

Attack: 1d20 + 16 ⇒ (4) + 16 = 201d4 + 7 + 2d6 + 4d6 ⇒ (3) + 7 + (1, 3) + (1, 6, 6, 4) = 31

The 4d6 damage is Sneak Attack damage since we’re going first but not sure if it will count.


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

Will: 1d20 + 9 ⇒ (3) + 9 = 12
Will: 1d20 + 9 ⇒ (1) + 9 = 10


male Halfling Ranger 10 (HPs 84/84 AC23 FF17 T18, Init +8, F+11, R+15, W+7, Percep+17)

Delnin gives a worried look at Unrak


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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
Delnin SureShot wrote:
Delnin gives a worried look at Unrak

on the bright side..."attack nearest foe" will still be a good option...

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