Armistril's Shield

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6,448 posts. Alias of Andrew Trexler.


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

Taranis ducks just in time to avoid the worst of the flames. Toth maneuvers around Augrym to again bring tooth and claw to bear on the naga. Two hits.

Round 3
1. Bytor (Reflex)
2. Ngara (83 dmg)
3. Taranis (74/91 hp; Toth 43/83 hp), Augrym (charmed, must attempt to keep Toth away from the naga), Unrak (charmed, must attempt to restrain Toth)


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

Both Toth and Taranis are too distracted to pay much attention to Augrym's admonitions.

"Two issss plentyyyyy," Ngara hisses, again slithering out of Toth's reach. "That leavessss two for eating, yessssss. Niccccce and crissssspyyyy....." A huge plume of fire erupts over Bytor and Taranis.

Fireball: 10d6 ⇒ (5, 2, 3, 5, 4, 4, 1, 1, 5, 4) = 34 DC 20 Reflex for half

A moment later another quintet of force-bolts slams into Toth.

Quickened Magic Missile: 5d4 + 5 ⇒ (4, 2, 3, 4, 1) + 5 = 19

Round 3
1. Bytor (Reflex)
2. Ngara (41 dmg)
3. Taranis (Reflex, Toth 43/83 hp), Augrym (charmed, must attempt to keep Toth away from the naga), Unrak (charmed, must attempt to restrain Toth)


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

The big cat shakes off the redbeard with ease. Indeed, that roll would fail even without Toth's current size bump.

Round 2
3. Taranis (Toth 62/83 hp), Augrym (charmed, must attempt to keep Toth away from the naga), Unrak (charmed, must attempt to restrain Toth)

Round 3
1. Bytor
2. Ngara (41 dmg)


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

Oops, yes, but first Augrym and Unrak are "up".

Re: Unrak's point of order, the failed Poison spell preceded the Charm effect, so it does not break the latter (but a repeat certainly would).


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

Unrak licks his lips, unbothered by the poison. At the same time, something stirs in him... he would not mind licking those lips again. And those eyes! "Resssstrain the tiiiger!!!" Ngara hisses at him.

The tiger, paying no mind, launches another assault---this time finding his every move foiled by the naga's quick defenses and hardened scales.

Meanwhile, Bytor is startled awake by Taranis's swift kick in the ribs.

Round 2
3. Taranis (Toth 62/83 hp), Augrym (charmed, must attempt to keep Toth away from the naga), Unrak (charmed, must attempt to restrain Toth)

Round 3
1. Bytor (prone)
2. Ngara (41 dmg)


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

Taranis's pleas fall on deaf ears, for the half-orc is already rushing forward. Augrym looks into his foe's eyes, studying their intent, and his expression soon registers surprise. This is not a foe---but a friend! A kindly naga, all alone in the wilderness, only in need of an attentive ear in this big, cruel world. Augrym moves closes to his new-found companion.

"Keeeeep the tiiiiiger off meeeee..." she hisses. Augrym steps over to obey.

The naga intones a muttering of arcane power and snaps forward to lick Unrak's face, leaving a potent green slime on his lips.

Concentration DC 23: 1d20 + 17 ⇒ (10) + 17 = 27 SUCCESS
Touch Attack @ Unrak: 1d20 + 13 ⇒ (9) + 13 = 22 HIT FORT save from Unrak

She then slithers back out of Toth's reach and an instant latter fires off a set of magical bolts at Toth.

Quickened Magic Missile @ Toth: 5d4 + 5 ⇒ (4, 3, 3, 3, 3) + 5 = 21

Round 2
1. Bytor (zzzz)
2. Ngara (41 dmg)
3. Taranis (Toth 62/83 hp), Augrym (charmed, must keep Toth away from the naga), Unrak (FORT, WILL)


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

Unrak rushes forward, brow and beard full of rage. The naga gazes in his direction and... smiles? In a friendly way? The big man almost loses his nerve and stops, but the momentum of his fury pushes him onward.

He swings, the blade going well wide---turned as if by magic as much as skill.

Round I
1. Bytor (zzzz)
2. Ngara (41 dmg)
3. Taranis, Augrym, Unrak


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

Full of fury, the mighty tiger leaps into the air, eager to taste snake flesh for the first time in a long while. The naga looks up at her impending doom.

They lock eyes.

And suddenly the snarl on Toth's face disappears. His muscles relax. He lands gently next to the naga. "Goooood kittyyyy, yessssss!" The naga licks the tiger's snout playfully. "Have a sssssseat." Toth curls up by her side, purring contentedly.

It does not matter. Toth's animal instincts, driven by his bond, tell him to kill. He pounces maw-first, ripping away scales with his jaws and burying into the flesh with his claws. The naga screams with horror. One bite, one claw, rest are misses.

Will save from Unrak before resolving the charge.

Round I
1. Bytor (zzzz)
2. Ngara (41 dmg)
3. Taranis, Augrym, Unrak (Will)


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

Bytor promptly falls into a deep, deep slumber, curled up on a little grassy tussock. His snores, though copious, do not have the same effect on your zeal as his oratory.

Bytor:

As you fall asleep, you remember that spirit nagas are known to bewitch unsuspecting travelers with a mere gaze, sometimes charming whole groups to do their bidding. As with most nagas, their best defenses are usually their sorcerer abilities.

Round I
1. Bytor
2. Ngara
3. Taranis, Augrym, Unrak


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

Bytor:

By the coloration of the scales, you are confident that this is a spirit naga---a deadly and formidable foe. Two questions.

"Shhhhhh, shhhhhh my sssssweeeet. No neeeeed to talk back." The serpentine horror clicks her tongue, and Bytor suddenly feels very drowsy. Will save!

Round I
1. Bytor (Will save!)
2. Ngara
3. Taranis, Augrym, Unrak


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

After a moment, there is a quiet rustling noise as a large, dark shape slithers out of one of the shadowed holes in the towering mound. Curved yellow teeth and a long, forked black tongue protrude from a human-like face at the head of a towering serpentine menace. "Wellll 'hulllo' my ssssssweeeet! Don't you loook tasssssty!"

The creature's eyes shimmer with a dangerous, curious glow.

Initiative:

Augrym: 1d20 + 8 ⇒ (7) + 8 = 15 +2 if Surprise
Augrym: 1d20 + 8 ⇒ (9) + 8 = 17 +2 if Surprise
Bytor: 1d20 + 2 ⇒ (20) + 2 = 22
Taranis: 1d20 + 2 ⇒ (18) + 2 = 20
Unrak: 1d20 + 7 ⇒ (7) + 7 = 14
Hostiles: 1d20 + 11 ⇒ (10) + 11 = 21

Round I
1. Bytor
2. ??? Kn Dungeoneering to ID
3. Taranis, Augrym, Unrak


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

The man thumbs his nose at you as you leave. It does not take long to reach the landmark. An immense mound of fallen trees and logs lie in a jagged line here, forming a scar of decaying plant matter created over the course of decades by various river currents. The jagged mound is pockmarked with many dark holes and warrens as the creatures of the Slough have made their homes here. The scene is certainly impressive, and beautiful in its own way, if a little disgusting from all the rot.

You do not see any smoke, however.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16
Taranis Redleaf wrote:
If he knows he's being targeted.... then the spell has been cast. Bytor would still be up to roll, yes?

The spell was cast, and this was the result.


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

The man immediately becomes suspicious. "Oi! What you doin' there? Some kinda wizard are ya? Don't need you puttin' a spell on me, now. Run off, the lot of you!"


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

"Of course not, of course not," the man throws up his hands, chuckling. "Out here'd be an odd place to look, but she's out there all the same."


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

"Oh, aye," the man grins. "There's a lady that lives out that way. She's very... liberal, if y'know what I mean, an' always enjoys company." He winks.

"Just look for the smoke, you'll see her hut."


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

"Never been, eh? Keep heading that way an' you'll come across a huge mound of fallen trees, some living, some dead, piled high in a jagged line by the river currents. It's, oh I dunno, fifty feet tall and a quarter mile long, I'd guess. It'd be a logger's paradise, but there's something serene and beautiful about the place, I'd dare not touch a log there. We just call it the Swamp Scar."

DC 25 Sense Motive:
Something about the cadence in the man's voice, and the way that the other's nod along, suggests that this group has been ensorcelled somehow.


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

As you begin to head west, you come across a small team of loggers taking a break for a quick meal at the edge of the forest. "Headed for the Swamp Scar, eh?" one calls out to you as you pass. "Beautiful spot, that. A rare sight. Been meanin' to visit again myself soon."

Opportunity to get some info, if you like, or you can keep moving.


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

GM:
4d100 ⇒ (51, 50, 9, 2) = 112

Mapping the area proceeds smoothly enough, bringing you to 17th Sarenith. Where to?


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

Heading southeast, the Huntsmen find themselves leaving the swamps in favor of the westernmost reaches of the Narlmarches forest. Explore & map?


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

Harvesting the wings does not take long, and you spend another couple of days mapping the surrounding areas.

Dawn arrives on 14th Sarenith muggy and hot. Where to?


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

With Unrak, the insect never stood a chance. For your victory, each Huntsman earns 2400 XP.


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

The dragonfly is much quicker than Augrym expects, and tries to nip at him on the way by.

AoO @ Augrym: 1d20 + 11 ⇒ (1) + 11 = 12 MISS

It then offers blow for blow.

Bite @ Augrym: 1d20 + 11 ⇒ (10) + 11 = 21 MISS

The half-orc's armor proves sufficient.

Round III
1. Augrym (92/106 hp)
2. Dragonfly (orange @ 40 dmg)
3. Bytor (82/93 hp), Unrak, Taranis


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

Taranis struggles to get an angle without hitting Toth. The tiger makes up for it, crushing the dragonfly twice between his jaws.

Round III
1. Augrym (92/106 hp)
2. Dragonfly (orange @ 16 dmg)
3. Bytor (82/93 hp), Unrak, Taranis


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

Bytor stitches Augrym back together as Unrak rips another dragonfly apart in two quick strokes.

Round II
1. Augrym (92/106 hp)
2. Dragonflies (orange @ 16 dmg)
3. Bytor (82/93 hp), Unrak, Taranis


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

Augrym pounds the dragonfly within an inch of its life. It has only the energy to retaliate before it succumbs.

Dragonfly @ Augrym: 1d20 + 11 ⇒ (19) + 11 = 30 HIT Damage: 1d10 + 9 ⇒ (8) + 9 = 17

The three survivors flit forward to nip at Augrym, Unrak, and Toth.

Bite @ Augrym: 1d20 + 11 ⇒ (14) + 11 = 25 HIT Damage: 1d10 + 9 ⇒ (1) + 9 = 10
Bite @ Unrak: 1d20 + 11 ⇒ (4) + 11 = 15 MISS
Bite @ Toth: 1d20 + 11 ⇒ (12) + 11 = 23 MISS

Round II
1. Augrym (64/106 hp)
2. Dragonflies (orange @ 16 dmg)
3. Bytor (82/93 hp), Unrak, Taranis


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

Proving himself quite the effective hunter, Toth swats down three giant dragonflies in quick succession.

Round II
1. Augrym (91/106 hp)
2. Dragonflies (orange @ 16 dmg)
3. Bytor (82/93 hp), Unrak, Taranis


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

Normally something of an effete swordsman, Bytor strikes a telling blow! Not to be outdone, Unrak summarily chops a dragonfly in half.

Round I
1. Augrym (91/106 hp)
2. Dragonflies (red @ 33 dmg, orange @ 16 dmg, grey @ 11 dmg)
3. Bytor (82/93 hp), Unrak, Taranis (Toth)


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

The closest dragonfly tries to gnaw on Taranis as he casts Bite @ Taranis AoO: 1d20 + 11 ⇒ (5) + 11 = 16 but misses.

Reflex: 7d20 ⇒ (8, 5, 14, 12, 15, 15, 2) = 71

Round I
1. Augrym (91/106 hp)
2. Dragonflies (red @ 33 dmg, orange @ 16 dmg)
3. Bytor (82/93 hp), Unrak, Taranis (Toth)


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

Augrym:
These giant bugs are much like any other---squish 'em and they die. They have no particular vulnerabilities or resistances, though as more-or-less mindless insects, they are immune to mind-affecting spells.

Eager for a meal, eight giant dragonflies descend on the Huntsmen. Four home in on Augrym at the front, while four others each picking another target.

Bite @ Augrym: 1d20 + 11 ⇒ (9) + 11 = 20 MISS
Bite @ Augrym: 1d20 + 11 ⇒ (12) + 11 = 23 MISS
Bite @ Augrym: 1d20 + 11 ⇒ (17) + 11 = 28 HIT Damage: 1d10 + 9 ⇒ (6) + 9 = 15
Bite @ Augrym: 1d20 + 11 ⇒ (12) + 11 = 23 MISS

Bite @ Unrak: 1d20 + 11 ⇒ (9) + 11 = 20 MISS

Bite @ Toth: 1d20 + 11 ⇒ (5) + 11 = 16 MISS

Bite @ Taranis: 1d20 + 11 ⇒ (5) + 11 = 16 MISS

Bite @ Bytor: 1d20 + 11 ⇒ (16) + 11 = 27 HIT Damage: 1d10 + 9 ⇒ (2) + 9 = 11

Round I
1. Augrym (91/106 hp)
2. Dragonflies
3. Bytor (82/93 hp), Unrak, Taranis


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

As you explore the region, you stumble into a wide glade surrounding a deep pool. The glade teems with dragonflies of all sizes that buzz and flit through the air, making a remarkably beautiful scene in an otherwise dreary swamp.

While most dragonflies are probably harmless---with wingspans as small as a few inches to as large as a couple feet---several true giants seem to identify you as a potential meal.

Initiative!:

Augrym: 1d20 + 8 ⇒ (19) + 8 = 27 +2 if Surprise
Augrym: 1d20 + 8 ⇒ (14) + 8 = 22 +2 if Surprise
Bytor: 1d20 + 2 ⇒ (14) + 2 = 16
Taranis: 1d20 + 2 ⇒ (1) + 2 = 3
Unrak: 1d20 + 7 ⇒ (5) + 7 = 12
Hostiles: 1d20 + 5 ⇒ (17) + 5 = 22

Round I
1. Augrym
2. Dragonflies
3. Bytor, Unrak, Taranis


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

GM:
3d100 ⇒ (74, 37, 47) = 158

The company climbs back out of the swamp to map the narrow stretch of plains wedged between the Narlmarches and the Slough. The firmer terrain is welcome and speeds your progress; you have the work completed by the end of 11th Sarenith.

From there you plunge back into the swamp a little further south. While still wet, hot, and miserable, the marshy terrain is fortunately a bit better than it was to the north---at least, there are far fewer sucking bogs that threaten to swallow you whole.

Explore this hex (140)? If so, keeping the Mass Featherstep spells or replacing? Area is still difficult terrain but not deadly terrain, per se.


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

The Huntsmen make slow progress---the Duke's spell certainly helps, but the famous sinking bogs make any work beyond those hours nearly impossible. Still, after four days of effort, you feel the area has been thoroughly explored.

Nothing here but swamp.

You discuss your next plan over breakfast on 10th Sarenith.


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

You arrive at the edge of the swamps of the Hooktongue Slough in the evening of 5th Sarenith. The locale is, if anything, even worse in the heat of summer than it was in the cold wet of early spring. The mosquitos, midges, and gnats have multiplied almost beyond belief, and the rank smells and heat of the bog is nearly unbearable.

None of you relish the idea of making camp here.

Arrived at Hex 124. What now? Explore the hex?


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

With the Duchy on a war footing, you make efforts to wrap up your courtly duties quickly, and gather on 4th Sarenith to plan your next move. Where to?


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

It takes a bit of painful back and forth, but eventually Taranis is able to glean enough to understand that the agitated boggard wants revenge on (and the head of) someone or something named Sepoko, or perhaps M'botuu, and is offering a "magic bug" in return. He keeps pointing to the west.


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

Taranis notices that the boggard is holding what appears to be a large piece of thin tree bark. He spits on the bark and slaps it onto the Wanted board.

There is nothing written on the bark.

"REE-venge!" the boggard croaks. "Sepoko! M'botuu! Head, for slurk. Have maa-gick BUG!"

Sense Motive or language spells may be helpful here.


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

As Taranis passes through town, he notices that a new poster has gone up on the Wanted board.

More curiously, what appears to be a boggard is standing in front of the board, staring intently at it and looking very out of place. Even more curious still, Taranis realizes that he has met this boggard before.


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

Iosis is overjoyed by the quills. "Just what I need! Now this epic will practically write itself." As promised, he hands over a rare book of ancient halfling poetry, worth about 3,000 GP to the right buyer.

Each Huntsman also earns 1200 XP.


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

"Very well!" Xavien dumps the goods, collects the coin, and makes like a tree.

"On to the Enumerator I think, no?"


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

Month of Sarenith, 4722 AR

Income Phase

Step 1 - Withdraw from Treasury: Withdraw resources from the treasury for personal use, if desired.
Step 2 - Deposit to Treasury: Deposit personal resources into the duchy's treasury, if desired.
Step 3 - Sell Items: Sell up to 2 personal magical items to benefit the treasury.
Step 4 - Roll an Economy check for tax collection. With modifications, roll increases to 100. Income 52 (33 economy revenue, 19 industry revenue).

Event Phase
1d100 ⇒ 32 No event


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

Indeed, the petitioners soon gather in Tatzylford's town hall for this month's courtly business.

Month of Sarenith, 4722 AR

Upkeep Phase

Step 0 - Ruler: Declare the Duke's modifiers (Economy, Loyalty, or Stability).
Step 1 - Stability: Roll Stability Check. If successful, reduce Unrest by 1 (to a minimum of 0).
Step 2 - Consumption: Consumption has been deducted from the treasury. See "Ledger" tab.
Step 3 - Magic Items: 1d4d4 ⇒ (3, 1, 1, 1) = 6.
Varnhold: 1d5 ⇒ 4 Fochlucan 1d2 ⇒ 2 Minor Wondrous 1d100 ⇒ 79 Ioun Stone, Dusty Rose Prism
Solasgaard: 1d5 ⇒ 2 Green Faith Temple 1d3 ⇒ 1 Minor Potion 1d100 ⇒ 71 Greater Minor 1d100 ⇒ 96 L2, CL3 1d100 ⇒ 20 Common 1d100 ⇒ 85 Potion of Resist Energy, Electricity
Solasgaard: 1d4 ⇒ 3 Luxury Store 1d3 ⇒ 3 Minor Wondrous 1d100 ⇒ 76 Slotless 1d100 ⇒ 94 Greater Minor 1d100 ⇒ 74 Singing Bell of Striking
Solasgaard: 1d3 ⇒ 3 Green Faith Temple 1d3 ⇒ 1 Minor Potion 1d100 ⇒ 39 Lesser Minor 1d100 ⇒ 63 L1, CL1 1d100 ⇒ 24 Common 1d100 ⇒ 77 Potion of Reduce Person
Step 4 - Modify Unrest: Roll Loyalty Check to reduce Unrest, if desired (cannot be reduced below 0). Failure incurs permanent -1 penalty to Loyalty.

Edict Phase

Step 0 - Spymaster: Declare Spymaster's modifier (Economy, Loyalty, or Stability).
Step 1 - Assign Leadership: Assign new leadership or fill vacancies, if desired.
Step 2 - Claim Hex: Claim up to 4 new hexes of territory, if desired. All hexes must be fully explored to be claimed.
Step 3 - Abandon Hex: Abandon any number of hexes of existing territory, if desired.
Step 4 - Build Terrain: Pay for up to 7 terrain improvements in existing territory, if desired.
Step 5 - Settlements: Found up to 2 new settlements in existing territory. A site must first be prepared for settlement. Additionally, pay for construction of up to 10 new buildings in your existing settlements. The construction of a single house, tenement, noble villa, or mansion does not count against this limit, but must still be paid for.
Step 6 - Army: Raise up to 2 new military units (less any new settlements founded this month), or upgrade or repair existing ones, as desired. Pay any recruitment costs.
Step 7 - Edicts: Issue any new edicts as desired.


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

Jhod Khavken approaches Taranis in Tatzylford. "I offer my condolences, my Duke. To see so young a soul snuffed out! I have prayed for him. I may... I may be able to help, though I know not if I have the strength."

As you have grown in experience, so has your High Priest. With the proper resources and funds, he may be willing to attempt a Raise.

Taranis also conferences with the Numesti family. The defeat of Baron Drelev has done much to bring peace and stability to Fort Drelev, but the threat of the Tiger Lords---and the vengeful Armag in particular---still hangs over the city. Fort Drelev will not be truly liberated until that threat is removed. You have accumulated 16 Liberation Points, which is still short of what you need to win over the city. Slaying Armag would seal the deal.


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

It takes two days of careful maneuvering to escape the Glenebon Hills with Tamary and the other rescued women in tow---after all, hundreds of Armag's Tiger Lords are encamped in scattered hillsides about the small canyon where Gozrek lost his life. But once past that immediate danger, the journey to Wyverstone Bridge is swift across the empty plains.

Facing John is less easy.

Despite the heavy blow, the man is stoic as ever, and you are soon again on your way. You reach the now-fortified town of Tatzylford on 30th Desnus, just in time to hold council for Sarenith two days hence. In the meantime, the reunification of Tamary with her sister Kisandra and her father Terrion is a sorely needed source of joy. And also 4 Liberation Points!

We can RP as much or as little of the above as you like, or proceed straight to Kingdom phases.


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

"That doesn't bode well," Tamary replies gravely. "I suppose we better run while we can, then? Thankfully they did not take any of us inside."

Name your destination, and/or anything else you want to do before you leave.


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

2d20 ⇒ (14, 15) = 29 2d4 + 2 ⇒ (4, 4) + 2 = 10
5d6 ⇒ (2, 5, 2, 6, 3) = 18

A soft popping noise echoes from the room behind Unrak as the scorpion returns to its home plane.

A moment later Unrak makes it out of the tunnel into the sunlight. You are not followed. Out of initiative.

"What happened?" Tamary asks, with some alarm in her voice. The women had been in the midst of setting up a campfire.


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

Acid burns pockmark Unrak's weapon. Damage: 1d8 ⇒ 2

Round VII
1. Foes (grey @ 42 dmg)
2. Unrak (88/145 hp, greatsword 18/20hp), Gozrek (deceased), Bytor (62/93 hp), Augrym (82/106 hp, longsword 32/40 hp, sickened until VIII), Taranis (76/91 hp; Toth @ 68/83 hp; white scorpion @ 20/47 hp)


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

Unrak takes the head of one demon, and ends the other in two mighty swings. Unrak needs to make 3 Reflex saves or his weapon will suffer damage from the slime.

Augrym gets a little help from Bytor.

Round VII
1. Foes (grey @ 42 dmg)
2. Unrak (REFLEX x3, 88/145 hp), Gozrek (deceased), Bytor (62/93 hp), Augrym (82/106 hp, longsword 32/40 hp, sickened until VIII), Taranis (76/91 hp; Toth @ 68/83 hp; white scorpion @ 20/47 hp)


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

Augrym heals himself, leaving the fighting to those further behind.

The demon in the hall steps towards Unrak, using its spear to fend off Toth.

Longspear @ Toth: 1d20 + 12 ⇒ (5) + 12 = 17 MISS
Longspear @ Toth: 1d20 + 7 ⇒ (11) + 7 = 18 MISS

The other wends its way through the weeds, sandwiching the furious bloodrager, but wasting precious time to get there!

In the back, the cultists try to end the scorpion.

Knife @ Scorpion: 1d20 + 8 ⇒ (13) + 8 = 21 HIT Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Knife @ Scorpion: 1d20 + 3 ⇒ (3) + 3 = 6 MISS

Knife @ Scorpion: 1d20 + 8 ⇒ (5) + 8 = 13 MISS
Knife @ Scorpion: 1d20 + 3 ⇒ (17) + 3 = 20 HIT Damage: 1d4 + 1 ⇒ (1) + 1 = 2

It hangs on!

Round VII
1. Foes (grey @ 42 dmg), Summons (purple @ 55 dmg, 3 STR dmg, red @ 69 dmg)
2. Unrak (88/145 hp), Gozrek (deceased), Bytor (62/93 hp), Augrym (63/106 hp, longsword 32/40 hp, sickened until VIII), Taranis (76/91 hp; Toth @ 68/83 hp; white scorpion @ 20/47 hp)


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

Reflex: 4d20 ⇒ (10, 11, 20, 3) = 44

The scorpion and one of the cultists get wrapped up in the squirming vegetation!

Round VI
1. Foes (grey @ 42 dmg), Summons (purple @ 55 dmg, 3 STR dmg, red @ 69 dmg)
2. Unrak (88/145 hp), Gozrek (deceased), Bytor (62/93 hp), Augrym (37/106 hp, longsword 32/40 hp, sickened until VIII), Taranis (76/91 hp; Toth @ 68/83 hp; white scorpion @ 24/47 hp)

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