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.

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