Wrath of the Righteous PF2

Game Master Ira kroll

This is an experiment with homebrewed PF2 Mythic rules of the Wrath of the Righteous AP

Mythic Artifacts | Macros | Area Templates | Slides

Retraining House Rule:

Retraining generally takes a week of downtime. And you have to have found someone to pay to help you retrain. In some Adventure Paths (APs) there is enough downtime to actually make this viable (I'm looking at you, KingMaker, which had months of downtime). I'm not really seeing enough downtime in Wrath of the Righteous (WotR) to make this work.

Here is what I propose:

The PC makes a declaration to the GM/table that they plan to retrain out of X and retrain into Y.

Immediately, they lose X.

After a week of in-game time, they make a skill check (generally the DC of which is the Hard DC for the level of Y):

Critical Success: They can immediately begin using Y with no penalties
Success: They can immediately begin using Y, but with a -2 Retraining penalty related to using Y. This penalty goes away after one week of in-game time.
Failure: You still have lost X, and can immediately start a new week of training into Y
Critical Failure: You still have lost X, and must wait an in-game week before restarting training into Y.

For instance, if Harry the level 8 Rogue wanted to retrain out of a general feat taken at level 3 and replace it with a level 2 feat, then the DC would be 18 (16 for level 2 and +2 for Hard DC). If instead it was being replaced by a level 7 feat, the DC would be 25.

If Harry's feat was a Thievery-related feat, then the applicable skill would be Thievery. But, if the feat was related to something else (let's say Toughness), then the applicable skill would be different (in Toughness' case, it would be Fortitude). Non-obvious applicable skills would have to be discussed with the GM.

Singular magic items (for instance a +1, Holy Arrow):

Single magic arrows can be collected after a combat, unless they did critical damage, in which case they are expended.

Inherent Mythic Boons:

1. At Mythic Rank 1, the PC gets a unique Mythic Item. As the PC progresses in Mythic Ranks, the Mythic Item increases in power.
The player will devise what the Mythic Item will be at Mythic Rank 10.
The GM and the player will work together to devise how the initial Mythic Item will evolve over time.

2. At the attainment of Mythic Rank 1, 4, 7, and 10, the PC will get a free boost to an attribute modifier.
If an attribute modifier is already +4 or higher, it takes two boosts to increase it. If the PC gets a partial boost, the PC must boost that attribute again to increase it by 1.

3. At the attainment of any Mythic Rank, the player will devise a Mythic Feat, Ability, or action that, with the GMs approval the PC will get. The Mythic action will be directly related to a Feat, Ability, or action that the PC already has.

4. At Mythic Rank 10, the PC may have a second Apex Item.

Basically, it allows the PC to become more unique through inherent mythic powers.

So, Let's say at Mythic Rank 1, the Fighter gets a Mythic Breastplate. At MR 10, It is an Intelligent item that doesn't allow the PC to be flanked, and that can cast Dimension Door 3/day. At MR 1, it may only warn the wearer to decrease the Off Guard penalty by 1. Etc.

The same Fighter at MR 1, can have a Mythic Raise Shield that is a free reaction that does a Shield Bash to any foe within melee range, when the Shield Block reaction is done.

A mage at Mythic Rank 1 gets a Mythic Pearl of Power. At MR 10, it acts as a crystal ball, that gives the mage an additional spell slot at every available Spell Rank. 1/day it can maximize the dice on any damage die rolls of a spell (e.g., 6d8 would be 48). At MR 1, it gives the mage an additional spell slot at an available spell Rank.

The same Mage at MR 1, can have a Mythic Spell. For example, a Mythic Fireball would automatically have all its damage dice increased by one step.

So, rather than having all the boons be generic, this will allow each player to devise what they believe an overpowered, nearly godlike PC would be.


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AC 23 (25 w/ shield) |HP 88/88 |F/R/W +15/+13/+13 |Per+11

Avenger focuses on red, slamming him with a big wooden club.

elemental blast, 2a, melee: 1d20 + 10 ⇒ (17) + 10 = 27 red should be off-guard, so maybe crit?
damage: 1d8 + 6 ⇒ (5) + 6 = 11 extra crit damage: 1d8 + 6 ⇒ (4) + 6 = 10

He then raises his shield.


Artifacts | Macros | Inv | Slides | Map |

In the previous, Merlin and his shield each take 7 damage.

Solras moves and shoots.

Merlin takes advantage of his position, and cuts the Red cultist, then slices at the Green cultist

Avenger of the Green nearly crushes the Red cultists' skull, but, the cultist will block with his shield.

❖❖❖❖❖❖❖❖❖❖
Gray Garrison: War Room P14, Round 2
Party Conditions: 1:50 pm, ☘️ = Hero Points, +1 to attack.
Terrain Features: Everything in the streets are difficult terrain
ENCOUNTER MAP

──────────
Character in ➤ BOLD can act!
──────────
[color=Red]Round 3[/color] (- HP)
Four Cultists (- HP)Red 2+3+18+11-5=29 (1d4)(shield 6), Blue 2+5+2=9 (1d4), Green 5+2+6=13 (2d4), Yellow 2+4+5+7+4=22 (1d4) (shield 4) Shields up, swords in hand.
[color=Orange]Round 2[/color] (- HP)
➤ Perla (52/52 HP)☘️☘️☘️, --
⠀⠀➤ Shadow AC19 (38/38 HP)
➤ Krakas (40/40 HP)☘️☘️☘️ ====
➤ Tabil (44/44 HP)☘️☘️,
➤ Ragathien (48/48 HP)☘️☘️ Darkvision ---
Avenger of the Green (25/58 HP)☘️ , Low light vision -- Shield up
Solras Pirhatya (35/35 HP) Sharp Eared ==
Merlin Brokencrown (35/60 HP)Shield up (7 damage), Inspire on.
➤ Irabeth Tirabade (27/52 HP)shield 1/20 Broken, -1 to Charisma checks.
⠀⠀NPC Mongrel Ranger (- HP)Each of you gets one Ranger that acts on your turn. A 6

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CONDITIONS & EFFECTS REFERENCE
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Fiendish Rot :
Can't reduce sickened condition while still affected, Base DC upon DC of creature, Onset 1 day, Stage 1 Sickened 1, Stage 2 Sickened 2, Stage 3 Sickened 3 and Disease reoccurs in 1d4 days after recovery.

Carrion Fever :

Current Quests :
  • Quednys Orlun
  • Gray Garrison
  • Wardstone

Known Places :
  • Blackwing
  • Loumis Fine Fittings
  • Horgus Gwerm's Mansion
  • Anevia's Home
  • Defender's Heart
  • Tower of Estrod
  • Topaz Solutions


HP: 41/62|AC:21 | Fort: +11, Refl: +12, Will: +11 | Perc: +9, Speed 25ft, Resist Fire 5 | Spells Prepared 1st 3/4 2nd 4/4|3rd 3/4 Focus pts 1/1 | Hero Points1/1|

Krakas stays behind Ragathien and lobs lightning at his foe then arcing it to the Blue cultist.

Reflex DC 20 Electric Arc vs Blue/Yellow: 3d4 ⇒ (2, 4, 3) = 9


Masculine Human (Nephilim) ROGUE 1 | HP 00/00 | AC 00 | FRW +8 +9 +10 | Perc +8 | 25'

Ragathien swings again at YELLOW, hoping to send the cultist thru the Bone yard as soon as possible; if these men wanted to be demons, Pharasma could make it so.

RADIANCE: 1d20 + 6 + 1 ⇒ (14) + 6 + 1 = 212d12 ⇒ (8, 2) = 10 - (2-Handed)


Female Tiefling Ranger 6 | HP 80/80 | AC 23 | Fort +12; Ref +14; Will +14 | Perc +14 | +15 Initiative Speed: 25 ft | Ranger DC 21 | Conditions: | Hero Points: 1/3 Striking Longbow +15 2d8 Shadow Bite +12 2d8+3

to hit: 1d20 + 9 ⇒ (8) + 9 = 17
to damage: 1d8 ⇒ 2
to hit: 1d20 + 4 ⇒ (9) + 4 = 13
to damage: 1d8 ⇒ 4
to hit: 1d20 - 1 ⇒ (11) - 1 = 10
to damage: 1d8 ⇒ 1

Perla takes aim with her bow and strikes three times on the blue one, keeping it within her sigh and finally remembering that she has to take a -2 on her shots.


Human Magical Merchant Investigator 6 | HP 68 | AC 23 | F10 R14 W12 | Perc +12 | Speed: 35 ft | Class DC 23 | ◇◆↺ |
Cases:
Reach and infiltrate Drezen/Retrieve the Sword of Valor

Tabil considers his options. He looks at Yellow first, but fails to find a good angle. Instead, he opts to fire into the crowd to the north. Thrice.

◇ Stratagem, ◆ Strike, ◆ Strike, ◆ Strike

Stratagem vs Yellow: 1d20 ⇒ 8

1d20 + 10 + 1 ⇒ (20) + 10 + 1 = 31 vs Green
Damage P: 2d6 ⇒ (5, 5) = 10 Double that

1d20 + 10 + 1 - 5 ⇒ (20) + 10 + 1 - 5 = 26 vs Green or Blue if green is dead
Damage P: 2d6 ⇒ (5, 2) = 7 Double that

1d20 + 10 + 1 - 10 ⇒ (5) + 10 + 1 - 10 = 6 vs Green or Blue if green is dead
Damage P: 2d6 ⇒ (3, 3) = 6


Artifacts | Macros | Inv | Slides | Map |

REF DC 20, Blue and Yellow: 1d20 + 8 ⇒ (12) + 8 = 201d20 + 8 ⇒ (4) + 8 = 12

Krakas shocks the two closest cultists.

Ragathien swings Radiance, and the yellow cultists blocks with his shield.

Perla is seemingly unable to actually hit a cultist.

Tabil, meanwhile puts an arrow right through the midsection of the Green cultist, who manages to stay up, only to receive an arrow from Tabil right in the middle of his forehead.

Irabeth strikes at the Blue Cultist: 1d20 + 11 ⇒ (16) + 11 = 27for: 2d10 + 4 ⇒ (6, 5) + 4 = 15 damage. Blue will block with their shield, breaking their shield.

Irabeth strikes at the Blue Cultist: 1d20 + 11 - 5 ⇒ (16) + 11 - 5 = 22for: 2d10 + 4 ⇒ (10, 7) + 4 = 21 damage, killing him.

Irabeth strikes at the Red Cultist: 1d20 + 11 - 10 ⇒ (19) + 11 - 10 = 20for: 2d10 + 4 ⇒ (5, 1) + 4 = 10 damage.

The Red cultist will raise his shield, and MAI: 1d3 ⇒ 3 attack Irabeth: 1d20 + 12 ⇒ (5) + 12 = 17for: 1d8 + 4 ⇒ (4) + 4 = 8, and MAI: 1d3 ⇒ 3 attack Irabeth: 1d20 + 12 - 5 ⇒ (16) + 12 - 5 = 23for: 1d8 + 4 ⇒ (6) + 4 = 10

The Yellow cultist will raise his shield, and attack Ragathien: 1d20 + 12 ⇒ (17) + 12 = 29for: 1d8 + 4 ⇒ (3) + 4 = 7, and attack Ragathien: 1d20 + 12 - 5 ⇒ (10) + 12 - 5 = 17for: 1d8 + 4 ⇒ (2) + 4 = 6

Persistent bleed, RY: 1d4 ⇒ 21d20 ⇒ 141d4 ⇒ 31d20 ⇒ 9

❖❖❖❖❖❖❖❖❖❖
Gray Garrison: War Room P14, Round 3
Party Conditions: 1:50 pm, ☘️ = Hero Points, +1 to attack.
Terrain Features: Everything in the streets are difficult terrain
ENCOUNTER MAP

──────────
Character in ➤ BOLD can act!
──────────
[color=Purple]Round 4[/color] (- HP)
Two Cultists (- HP)Red 2+3+18+11-5+10+2=41 (1d4)(shield 6), Blue 2+5+2+4+10+21=44 (1d4)(no shield), Green 5+2+6+20+14=47 (2d4), Yellow 2+4+5+7+4+9+5+3=39 (1d4) (shield 9) Shields up, swords in hand.
[color=Red]Round 3[/color] (- HP)
➤ Perla (52/52 HP)☘️☘️☘️, --
⠀⠀➤ Shadow AC19 (38/38 HP)
➤ Krakas (40/40 HP)☘️☘️☘️ ====
➤ Tabil (44/44 HP)☘️☘️,
➤ Ragathien (41/48 HP)☘️☘️ Darkvision ---
➤ Avenger of the Green (25/58 HP)☘️ , Low light vision -- Shield up
➤ Solras Pirhatya (35/35 HP) Sharp Eared ==
➤ Merlin Brokencrown (35/60 HP)Shield up (7 damage), Inspire on.
➤ Irabeth Tirabade (17/52 HP)shield 1/20 Broken, -1 to Charisma checks.
⠀⠀NPC Mongrel Ranger (- HP)Each of you gets one Ranger that acts on your turn. A 6

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Fiendish Rot :
Can't reduce sickened condition while still affected, Base DC upon DC of creature, Onset 1 day, Stage 1 Sickened 1, Stage 2 Sickened 2, Stage 3 Sickened 3 and Disease reoccurs in 1d4 days after recovery.

Carrion Fever :

Current Quests :
  • Quednys Orlun
  • Gray Garrison
  • Wardstone

Known Places :
  • Blackwing
  • Loumis Fine Fittings
  • Horgus Gwerm's Mansion
  • Anevia's Home
  • Defender's Heart
  • Tower of Estrod
  • Topaz Solutions

posted 12:23 am Monday morning


Female Tiefling Ranger 6 | HP 80/80 | AC 23 | Fort +12; Ref +14; Will +14 | Perc +14 | +15 Initiative Speed: 25 ft | Ranger DC 21 | Conditions: | Hero Points: 1/3 Striking Longbow +15 2d8 Shadow Bite +12 2d8+3

Perla steps to see if she can angle on Red cultist more, and strikes twice at them. She was still sad they kept fighting a knowingly losing battle.

to hit: 1d20 + 9 ⇒ (17) + 9 = 26
to damage: 1d8 ⇒ 5
to hit: 1d20 + 4 ⇒ (9) + 4 = 13
to damage: 1d8 ⇒ 7


HP: 41/62|AC:21 | Fort: +11, Refl: +12, Will: +11 | Perc: +9, Speed 25ft, Resist Fire 5 | Spells Prepared 1st 3/4 2nd 4/4|3rd 3/4 Focus pts 1/1 | Hero Points1/1|

Krakas continues channeling electricity into the cultists, "Unlimited POWER!"

Yellow / Red Reflex DC 20: 3d4 ⇒ (1, 2, 2) = 5 pretty limited power actually, needed like three fours there


Human Magical Merchant Investigator 6 | HP 68 | AC 23 | F10 R14 W12 | Perc +12 | Speed: 35 ft | Class DC 23 | ◇◆↺ |
Cases:
Reach and infiltrate Drezen/Retrieve the Sword of Valor

Tabil does some internal calculations before firing at the cultist locked in combat with Ragathien. THen he quickly picksup some bark that was cut off from Avenger, crushes it, smears it in some tree sap and slaps it into some of Avenger's wounds. "There we go." He seems happy with the result, even if some of the bark falls back to the floor.

◇ Stratagem, ◆ Strike, ◆ Manipulate (pick up bark), ◆ Battle Medicine

Stratagem vs Yellow: 1d20 ⇒ 15

To hit: 15 + 11 + 1 = 27
Damage P: 2d6 + 1d6 ⇒ (5, 6) + (1) = 12

Battle Medicine,Avenger: 2d8 + 4 ⇒ (8, 2) + 4 = 14


Artifacts | Macros | Inv | Slides | Map |

Perla manages to down the Red cultist with an arrow to the knee.

Reflex: 1d20 + 8 ⇒ (16) + 8 = 24

Yellow manages to twist away, taking minimal electricity damage from Krakas.

But, Tabil, carefully calculating what would be necessary to defeat Yellow, shoots him, dropping him.

COMBAT OVER

Tabil doesn't need to use 'battle medicine', but, can use the regular form after combat.

This room was once used by the crusaders as a war room, and it’s used now for a similar purpose.

GM:

Solras Pirhatya's Perception (T): 1d20 + 7 ⇒ (3) + 7 = 10
Merlin Brokencrown 's Perception (E): 1d20 + 8 ⇒ (7) + 8 = 15
Tabil's Perception (E): 1d20 + 9 ⇒ (20) + 9 = 29
Ragatihen's Perception (T): 1d20 + 8 ⇒ (1) + 8 = 9
Perla Hidlkid's Perception (E): 1d20 + 10 ⇒ (6) + 10 = 16
Krakas Grimbane's Perception (E): 1d20 + 7 ⇒ (14) + 7 = 21
Avenger of the Green's Perception (T): 1d20 + 7 ⇒ (13) + 7 = 20

The cultists have been sorting through a huge amount of intelligence on Mendevian troop movements, tactics, resources, defenses, and war plans that have been captured throughout Kenabres. Most likely to send collated information higher up the chain of command.

Tabil notices a scroll amongst the papers. It is a 4th Rank Scroll of Restoration.

The troop movements are incredibly valuable to the Worldwound, and their recovery will likely please and relieve the Eagle Watch.

Fruit Healing:

Ragathien 7: 2d6 + 4 ⇒ (3, 6) + 4 = 13
Avenger of the Green 33: 2d6 + 4 ⇒ (1, 6) + 4 = 112d6 + 4 ⇒ (6, 6) + 4 = 162d6 + 4 ⇒ (3, 1) + 4 = 8
Merlin 25: 2d6 + 4 ⇒ (6, 4) + 4 = 142d6 + 4 ⇒ (3, 3) + 4 = 102d6 + 4 ⇒ (5, 3) + 4 = 12
Irabeth 35 2d6 + 4 ⇒ (1, 2) + 4 = 72d6 + 4 ⇒ (4, 1) + 4 = 92d6 + 4 ⇒ (3, 4) + 4 = 112d6 + 4 ⇒ (3, 3) + 4 = 10

This will take 40 minutes

There are five more doors on this floor: Southeast, Southwest, North, Northwest, and Southwest


Human Magical Merchant Investigator 6 | HP 68 | AC 23 | F10 R14 W12 | Perc +12 | Speed: 35 ft | Class DC 23 | ◇◆↺ |
Cases:
Reach and infiltrate Drezen/Retrieve the Sword of Valor

After taking a moment to look around, Tabil presents the scroll he found. While Avenger is doing his thing, Tabil will walk over to Irabeth, eyeing her shield.

"Pardon me, sayidati." Tabil looks around the room, seeing everyone taking a moment to catch their breath, then looks back at the shield. "Do you mind if I look at that shield of yours? It seems it lived through better days." He offers a polite, inoffensive smile. he also calls Melin to join in on the maintenance process with his shield.

I'd like to try repairing the shield before it completely falls apart.

10 min: 1d20 + 12 ⇒ (10) + 12 = 22
20 min: 1d20 + 12 ⇒ (11) + 12 = 23
30 min: 1d20 + 12 ⇒ (19) + 12 = 31

Repair wrote:

DC is set by GM, degrees of success below.

Critical Success 10+20 HP restored
Success 5+10 HP restored
Critical Failure Deal 2d6-hardness damage to the item.


Male Hero Points 3/1 Conditions Human ◆◇↺ Fighter [Marshall] 6 Perception (E)+12 HP 90/90 AC(T) 24/26, Fort(E)+13, Ref(E)+10(+3) Bulwark, Will(E)+12

Apologies. We have some RL issues that has taken our full attention.

Merlin happily munches on his Healing Fruit, as Tabil professionally Repairs his Shield.
Much appreciated, Tabil! Can't be having the money maker taking hits.

Once everyone is ready, the Fighter Raises his nicely repaired shield prior to opening up door ... Southeast!


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Artifacts | Macros | Inv | Slides | Map |

Using Merlin's Superb Repair Kit, Tabil is able to completely repair Merlin's and Irabeth's shields.


Female Tiefling Ranger 6 | HP 80/80 | AC 23 | Fort +12; Ref +14; Will +14 | Perc +14 | +15 Initiative Speed: 25 ft | Ranger DC 21 | Conditions: | Hero Points: 1/3 Striking Longbow +15 2d8 Shadow Bite +12 2d8+3

Perla and Shadow keep up the overwatch of the area as the team goes seal team VI on the room.


Artifacts | Macros | Inv | Slides | Map |

Forty minutes later, shields are repaired and damage is healed.

The door to the southeast is not locked.

P16: The Barracks.

Six cots sit in two orderly rows in this room. The bedding has been tossed on the ground, and an iron lockbox lies on its side, empty. A lidless box holds scraps of moldering food, while a pair of large barrels nearby look to be filled with water.

Whereto next?


Male Hero Points 3/1 Conditions Human ◆◇↺ Fighter [Marshall] 6 Perception (E)+12 HP 90/90 AC(T) 24/26, Fort(E)+13, Ref(E)+10(+3) Bulwark, Will(E)+12

Merlin makes his way along that wall to open the next door...
Token there. Exploration mode Defend


Human Magical Merchant Investigator 6 | HP 68 | AC 23 | F10 R14 W12 | Perc +12 | Speed: 35 ft | Class DC 23 | ◇◆↺ |
Cases:
Reach and infiltrate Drezen/Retrieve the Sword of Valor

"Any time. And thank you for letting me borrow the tools." Tabil responds, then notices Merlin getting itchy to smack someone in the face. "Right, right. Let us carry on, then." he pulls out his bow after everyone is done with their wounds and follows Merlin, though he keeps some distance from the man.


Male Hero Points 3/1 Conditions Human ◆◇↺ Fighter [Marshall] 6 Perception (E)+12 HP 90/90 AC(T) 24/26, Fort(E)+13, Ref(E)+10(+3) Bulwark, Will(E)+12

Not too distant for his Marshall Stance 15' aura, I hope ..lol


Artifacts | Macros | Inv | Slides | Map |

Sorry for the delay. Real Life keeps stealing away my time from what is truly important.

Merlin, shield at the ready, tries to open the door. Unfortunately it is locked.


Male Hero Points 3/1 Conditions Human ◆◇↺ Fighter [Marshall] 6 Perception (E)+12 HP 90/90 AC(T) 24/26, Fort(E)+13, Ref(E)+10(+3) Bulwark, Will(E)+12

Merlin looks ready to run through it if no one else begins to pick it....


Human Magical Merchant Investigator 6 | HP 68 | AC 23 | F10 R14 W12 | Perc +12 | Speed: 35 ft | Class DC 23 | ◇◆↺ |
Cases:
Reach and infiltrate Drezen/Retrieve the Sword of Valor

RL > Game. Take your time if you need to.

"Should I?" Tabil looks at the others. "Or does someone else want to..."

"All right, all right. I will try." Tabil walks over to the doorand starts fidgeting with the lock. "You youngsters need to learn to take some risks."

Thievery: 1d20 + 9 ⇒ (6) + 9 = 15 Not that it helps. If I can keep on trying (ie the lock did not break), I can do that.


Artifacts | Macros | Inv | Slides | Map |

While picking the lock, Tabil's pick breaks off into the lock of the door.


Human Magical Merchant Investigator 6 | HP 68 | AC 23 | F10 R14 W12 | Perc +12 | Speed: 35 ft | Class DC 23 | ◇◆↺ |
Cases:
Reach and infiltrate Drezen/Retrieve the Sword of Valor

"Well...", Tabil steps away from the door. "Might as well break it down."


Male Hero Points 3/1 Conditions Human ◆◇↺ Fighter [Marshall] 6 Perception (E)+12 HP 90/90 AC(T) 24/26, Fort(E)+13, Ref(E)+10(+3) Bulwark, Will(E)+12

Merlin sighs.

The Fighter takes a few steps back, sighs again, and charges the door!
Athletics(T) to Force Open: 1d20 + 10 - 2 ⇒ (14) + 10 - 2 = 22

The Fighter grunts.
Anyone got a crowbar?

Force Open

Success?


HP: 41/62|AC:21 | Fort: +11, Refl: +12, Will: +11 | Perc: +9, Speed 25ft, Resist Fire 5 | Spells Prepared 1st 3/4 2nd 4/4|3rd 3/4 Focus pts 1/1 | Hero Points1/1|

Shaking his head, "No such luck on a crowbar, but if you want to try with my thieves tools, they seem to be the lucky ones,"


Artifacts | Macros | Inv | Slides | Map |

Merlin takes a run at the door.

The door rattles, but does not budge. Merlin's allies are positive that with a little luck, on a few more tries, Merlin can bust the door down.

GM:

Crafting: 1d20 + 12 ⇒ (20) + 12 = 321d20 + 10 ⇒ (13) + 10 = 231d20 + 6 ⇒ (20) + 6 = 261d20 + 10 ⇒ (10) + 10 = 20
Engineering: 1d20 + 8 ⇒ (16) + 8 = 24


Female Tiefling Ranger 6 | HP 80/80 | AC 23 | Fort +12; Ref +14; Will +14 | Perc +14 | +15 Initiative Speed: 25 ft | Ranger DC 21 | Conditions: | Hero Points: 1/3 Striking Longbow +15 2d8 Shadow Bite +12 2d8+3

" Friends, did we look for a key among our foes? Maybe we are looking in the wrong spot? Maybe try other doors first? They do know we are here. Maybe it is locked against us, or even against evil? We may have allies in there who need help. Let us try to talk?" Perla offers suggestions, having broken the last lockpick set she used. And if she recalls right, it hadn't been hers.


Human Magical Merchant Investigator 6 | HP 68 | AC 23 | F10 R14 W12 | Perc +12 | Speed: 35 ft | Class DC 23 | ◇◆↺ |
Cases:
Reach and infiltrate Drezen/Retrieve the Sword of Valor

"I believe a key is a moot point right now." Tabil chimes in and points to the metal piece stuck in the keyhole. "Break it down, burn it, or go around, I guess."

He thinks for a second. "As for the broken lock... If there is a key somewhere among these bodies, I accept the blame."


Male Hero Points 3/1 Conditions Human ◆◇↺ Fighter [Marshall] 6 Perception (E)+12 HP 90/90 AC(T) 24/26, Fort(E)+13, Ref(E)+10(+3) Bulwark, Will(E)+12

Merlin sighs.

The Fighter takes a few steps back, sighs again, and charges the door!
Athletics(T) to Force Open: 1d20 + 10 - 2 ⇒ (14) + 10 - 2 = 22

He looks really determined.


Artifacts | Macros | Inv | Slides | Map |

Merlin slams into the door again. The door rocks, but doesn't give way. It certainly seems like it would take a bit more ooomph.


Female Tiefling Ranger 6 | HP 80/80 | AC 23 | Fort +12; Ref +14; Will +14 | Perc +14 | +15 Initiative Speed: 25 ft | Ranger DC 21 | Conditions: | Hero Points: 1/3 Striking Longbow +15 2d8 Shadow Bite +12 2d8+3

Perla this times goes to help Merlin shove the door open, lending a hand, or rather horn, to the situation. Maybe her demonic nature can be put to good use?

To aid, unsure which bonus GM would like: 1d20 ⇒ 17


Artifacts | Macros | Inv | Slides | Map |

Since Merlin is using Athletics, you would be +2, which RAW, is a success, giving Merlin a +1 on his next attempt.


Male Hero Points 3/1 Conditions Human ◆◇↺ Fighter [Marshall] 6 Perception (E)+12 HP 90/90 AC(T) 24/26, Fort(E)+13, Ref(E)+10(+3) Bulwark, Will(E)+12

Merlin sighs. The Fighter rubs his shoulders.
Crowbar goes on the list next time.

The Fighter takes a few steps back, sighs again, and charges the door!
Athletics(T) to Force Open, Aid: 1d20 + 10 - 2 + 1 ⇒ (9) + 10 - 2 + 1 = 18

He looks a bit....

Any particular reason those with Thievery skill are not opening this locked door?


Masculine Human (Nephilim) ROGUE 1 | HP 00/00 | AC 00 | FRW +8 +9 +10 | Perc +8 | 25'
Krakas wrote:
Shaking his head, "No such luck on a crowbar, but if you want to try with my thieves tools, they seem to be the lucky ones,"

"Lucky enough that you might consider using them for us? I would drive Radiance through the lock, but I am still not really sure that would help."


HP: 41/62|AC:21 | Fort: +11, Refl: +12, Will: +11 | Perc: +9, Speed 25ft, Resist Fire 5 | Spells Prepared 1st 3/4 2nd 4/4|3rd 3/4 Focus pts 1/1 | Hero Points1/1|

I think because Tabil broke his pick off in the door, preventing future attempts, I am not sure if that was flavor text or if the lock can't be picked.

Krakas shrugs, before flipping through his spellbook, "If we want to wait 10 minutes, I can try to magically open the door, though I'm sure by then you'll have broken it down. Alternatively, I think Tabil still has a chime of opening, we could try that too,"


HP: 41/62|AC:21 | Fort: +11, Refl: +12, Will: +11 | Perc: +9, Speed 25ft, Resist Fire 5 | Spells Prepared 1st 3/4 2nd 4/4|3rd 3/4 Focus pts 1/1 | Hero Points1/1|

Before starting the 10 minutes to swap out a spell, Krakas stretches a bit, rolling his shoulders, before saddling up in front of the door, "I'm as good at breaking doors down as I am at picking them, let me try and give it a kick,"

athletics: 1d20 + 7 ⇒ (20) + 7 = 27


Male Hero Points 3/1 Conditions Human ◆◇↺ Fighter [Marshall] 6 Perception (E)+12 HP 90/90 AC(T) 24/26, Fort(E)+13, Ref(E)+10(+3) Bulwark, Will(E)+12

Merlin just stands there mouth agape at the Wizard!

Shaking his head, the Fighter Raises his Shield and rushes into the room!
Well played, Wizard.


Female Amurrun Gunslinger 5 | AC: 21 | HP: 61/61 | Fort +11 Ref +13 Will +8 | Perc +8

"Nice job," Solras says


HP: 41/62|AC:21 | Fort: +11, Refl: +12, Will: +11 | Perc: +9, Speed 25ft, Resist Fire 5 | Spells Prepared 1st 3/4 2nd 4/4|3rd 3/4 Focus pts 1/1 | Hero Points1/1|

I thought to myself, what if I rolled the 20 to open the door lol, figured it wouldn't hurt to give it a kick


Masculine Human (Nephilim) ROGUE 1 | HP 00/00 | AC 00 | FRW +8 +9 +10 | Perc +8 | 25'

Brilliant though, like some Mythic Gandalf door bashing


Artifacts | Macros | Inv | Slides | Map |

Krakas beams with pride, after being surprised he was able to brake the door down.

GM:

Solras Pirhatya, Avoid Notice: 1d20 + 8 ⇒ (18) + 8 = 26
Merlin Brokencrown , Defend: 1d20 + 9 ⇒ (15) + 9 = 24
Tabil, Investigate: 1d20 + 10 ⇒ (14) + 10 = 24
Ragatihen, Investigate: 1d20 + 9 ⇒ (18) + 9 = 27
Perla Hidlkid, Scout: 1d20 + 11 ⇒ (13) + 11 = 24
Krakas Grimbane, Detect Magic: 1d20 + 8 ⇒ (20) + 8 = 28
Avenger of the Green, Search: 1d20 + 8 ⇒ (10) + 8 = 18
,Z : 1d20 + 3 ⇒ (5) + 3 = 8

The southern portion of this room holds a wide alabaster basin filled with bloody entrails. The outside of the basin is carved with images of warriors around a raised sun, holding longswords aloft. A flight of stairs ascends to the west.

Six zombies stare into the basin, both their mouths and abdomens open and gaping.

❖❖❖❖❖❖❖❖❖❖
Gray Garrison: Scrying Chamber, Round 1
Party Conditions: 2:40 pm, ☘️ = Hero Points, +1 to attack.
Terrain Features: Everything in the streets are difficult terrain
ENCOUNTER MAP

──────────
Character in ➤ BOLD can act!
──────────
[color=Purple]Round 1[/color] (- HP)
➤ Krakas (40/40 HP)☘️☘️☘️ ====
➤ Ragathien (48/48 HP)☘️☘️ Darkvision ---
➤ Solras Pirhatya (35/35 HP) Sharp Eared ==
➤ Perla (52/52 HP)☘️☘️☘️, --
⠀⠀➤ Shadow AC19 (38/38 HP)
➤ Tabil (44/44 HP)☘️☘️,
➤ Merlin Brokencrown (60/60 HP)Shield up (0 damage).
➤ Avenger of the Green (58/58 HP)☘️ , Low light vision -- Shield up
➤ Irabeth Tirabade (52/52 HP)shield (0 damage), -1 to Charisma checks.
Zombies (- HP)Red, Blue, Green, Yellow, Orange, Magenta
⠀⠀NPC Mongrel Ranger (- HP)Each of you gets one Ranger that acts on your turn. A 6

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Fiendish Rot :
Can't reduce sickened condition while still affected, Base DC upon DC of creature, Onset 1 day, Stage 1 Sickened 1, Stage 2 Sickened 2, Stage 3 Sickened 3 and Disease reoccurs in 1d4 days after recovery.

Carrion Fever :

Current Quests :
  • Quednys Orlun
  • Gray Garrison
  • Wardstone

Known Places :
  • Blackwing
  • Loumis Fine Fittings
  • Horgus Gwerm's Mansion
  • Anevia's Home
  • Defender's Heart
  • Tower of Estrod
  • Topaz Solutions


Female Tiefling Ranger 6 | HP 80/80 | AC 23 | Fort +12; Ref +14; Will +14 | Perc +14 | +15 Initiative Speed: 25 ft | Ranger DC 21 | Conditions: | Hero Points: 1/3 Striking Longbow +15 2d8 Shadow Bite +12 2d8+3

to hit: 1d20 + 9 ⇒ (11) + 9 = 20
to damage: 1d8 ⇒ 7

Perla moves behind those in the door frame, and perhaps gets lucky she has an angle on the zombie in the top left side, and shoots at it, hoping to hit it.


Artifacts | Macros | Inv | Slides | Map |

Perla strikes the Green zombie [ooc]You have two more actions.


Female Tiefling Ranger 6 | HP 80/80 | AC 23 | Fort +12; Ref +14; Will +14 | Perc +14 | +15 Initiative Speed: 25 ft | Ranger DC 21 | Conditions: | Hero Points: 1/3 Striking Longbow +15 2d8 Shadow Bite +12 2d8+3

sorry, per the map I had to move, but rpwise I was there, I see that now. so imma attack twice more.

to hit: 1d20 + 5 ⇒ (20) + 5 = 25
to damage: 1d8 ⇒ 4
to hit: 1d20 + 1 ⇒ (18) + 1 = 19
to damage: 1d8 ⇒ 5


HP: 41/62|AC:21 | Fort: +11, Refl: +12, Will: +11 | Perc: +9, Speed 25ft, Resist Fire 5 | Spells Prepared 1st 3/4 2nd 4/4|3rd 3/4 Focus pts 1/1 | Hero Points1/1|

Standing shocked as the door blasted open, "you must've weakened it Merlin!" Before turning to view the room, Krakas jumps at the sight before him.

"oh shii--" Diving backwards past Merlin.

Krakas will then launch a small ball of fire at the nearest zombie looking creature.

ranged ignition vs yellow: 1d20 + 10 ⇒ (3) + 10 = 13
damage: 3d4 ⇒ (4, 3, 1) = 8


AC 23 (25 w/ shield) |HP 88/88 |F/R/W +15/+13/+13 |Per+11

Avenger moves To the side of the door and shoots Orange with couple beams of healing radiance.

elemental blast, 1a thrown: 1d20 + 10 ⇒ (17) + 10 = 27
viltality damage: 1d8 ⇒ 3
elemental blast, 1a thrown: 1d20 + 5 ⇒ (16) + 5 = 21
viltality damage: 1d8 ⇒ 1


Artifacts | Macros | Inv | Slides | Map |

Perla leaves three arrows in the Green Zombie.

Krakas, surprised at their success, retreats, and sends a ball of fire, that gets sent off course by the remains of the door in the door frame It has Lesser Cover

Meanwhile, Avenger of the Green sends two rays of enlivening at the Orange zombie, seriously hurting it -- far beyond what you would normally expect! It strips away most of the 'body' of that zombie.

❖❖❖❖❖❖❖❖❖❖
Gray Garrison: Scrying Chamber, Round 1
Party Conditions: 2:40 pm, ☘️ = Hero Points, +1 to attack.
Terrain Features: Everything in the streets are difficult terrain
ENCOUNTER MAP

──────────
Character in ➤ BOLD can act!
──────────
[color=Purple]Round 1[/color] (- HP)
Krakas (40/40 HP)☘️☘️☘️ ====
➤ Ragathien (48/48 HP)☘️☘️ Darkvision ---
➤ Solras Pirhatya (35/35 HP) Sharp Eared ==
Perla (52/52 HP)☘️☘️☘️, --
⠀⠀Shadow AC19 (38/38 HP)
➤ Tabil (44/44 HP)☘️☘️,
➤ Merlin Brokencrown (60/60 HP)Shield up (0 damage), Inspire on.
Avenger of the Green (58/58 HP)☘️ , Low light vision
➤ Irabeth Tirabade (52/52 HP)shield (0 damage), -1 to Charisma checks.
Zombies (- HP)Red, Blue, Green 7+4+5=16, Yellow, Orange 26+11=37, Magenta
⠀⠀NPC Mongrel Ranger (- HP)Each of you gets one Ranger that acts on your turn. A 6

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Fiendish Rot :
Can't reduce sickened condition while still affected, Base DC upon DC of creature, Onset 1 day, Stage 1 Sickened 1, Stage 2 Sickened 2, Stage 3 Sickened 3 and Disease reoccurs in 1d4 days after recovery.

Carrion Fever :

Current Quests :
  • Quednys Orlun
  • Gray Garrison
  • Wardstone

Known Places :
  • Blackwing
  • Loumis Fine Fittings
  • Horgus Gwerm's Mansion
  • Anevia's Home
  • Defender's Heart
  • Tower of Estrod
  • Topaz Solutions


Male Hero Points 3/1 Conditions Human ◆◇↺ Fighter [Marshall] 6 Perception (E)+12 HP 90/90 AC(T) 24/26, Fort(E)+13, Ref(E)+10(+3) Bulwark, Will(E)+12

Merlin begins to Inspire his troops!
Diplomacy(E) Easy DC: 1d20 + 10 ⇒ (20) + 10 = 30

Everyone is definitely Inspired!
+1 status bonus to attack rolls and saves against mental effects.

The Fighter then Raises his Shield.

He then closes the door.
Did we want to lure them out here for a bit more room to maneuver about?


Human Magical Merchant Investigator 6 | HP 68 | AC 23 | F10 R14 W12 | Perc +12 | Speed: 35 ft | Class DC 23 | ◇◆↺ |
Cases:
Reach and infiltrate Drezen/Retrieve the Sword of Valor

Tabil thinks. "Well, if you meaty types can form a gauntlet of some sort,sure?"

And then he pauses, raising an eyebrow. "And if that door just got locked again..."

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