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

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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Macros | Inventory | Slides | Notes | Tactical Map | ◆◇↺

Merlin inspires with his raised shield, and closes the door.

Irabeth raises her shield, and prepares her family sword.

GM:

Solras Pirhatya's Perception (T): 1d20 + 7 ⇒ (18) + 7 = 25
Merlin Brokencrown 's Perception (E): 1d20 + 8 ⇒ (3) + 8 = 11
Tabil's Perception (E): 1d20 + 9 ⇒ (17) + 9 = 26
Ragatihen's Perception (T): 1d20 + 8 ⇒ (20) + 8 = 28
Perla Hidlkid's Perception (E): 1d20 + 10 ⇒ (1) + 10 = 11
Krakas Grimbane's Perception (E): 1d20 + 7 ⇒ (11) + 7 = 18
Avenger of the Green's Perception (T): 1d20 + 7 ⇒ (14) + 7 = 21

Solras, Tabil, and Ragthien:

You hear the shuffling of feet from behind the now-closed door.

❖❖❖❖❖❖❖❖❖❖
Gray Garrison: Scrying Chamber, Round 2
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 --- delayed
➤ Solras Pirhatya (35/35 HP) Sharp Eared == delayed
➤ 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 -- Shield up
➤ 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


Human Magical Merchant Investigator 4 | HP 44 | AC 20 | F7 R11 W9 | Perc +9 | Speed: 30 ft | Class DC 20 | Hero Points: 0/3 |◆ ◇ ↺ |
Cases:
Neutralise the Wardstone Shard / Locate and expel spying cults from Kenabres

"I think you got their attention, effendi." Tabil takes his ear off of the door and takes a few steps back, hiw bow in hand.


Female Amurrun Gunslinger 4 | AC: 20 | HP: 45/45 | Fort +9 Ref +12 Will +7 | Perc +7

Solras gets into position to blast whatever comes out of the door:

Readied Strike: 1d20 + 13 ⇒ (20) + 13 = 33
Attack, 1s1k. Crit: 4d10 + 4 + 1d6 ⇒ (7, 8, 5, 1) + 4 + (4) = 29


Macros | Inventory | Slides | Notes | Tactical Map | ◆◇↺

Tabil moves back, and gets his bow into his hand.

Solras prepares to shoot whatever comes out of the door.

❖❖❖❖❖❖❖❖❖❖
Gray Garrison: Scrying Chamber, Round 2
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 --- delayed
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 -- Shield up
➤ 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


AC 21 (23 w/ shield) |HP 58/58 |F/R/W +12/+10/+10 |Per+8 |Cond None |◆ ◇ ↺

Given that so many are still standing, Avenger will spray them with splinters and then re-establish his elemental connection.

Hail of Splinters 2A 30' cone, 2d4P + 2d4 persistent bleed, basic reflex DC 20 Overflow on yellow, orange, pink and red
damage: 2d4 ⇒ (3, 4) = 7


Female Tiefling Ranger 4 | HP 52/52 | AC 20 | Fort +9; Ref +11; Will +11 | Perc +11 | +13 Initiative Speed: 25 ft | Ranger DC 18 | Conditions: | Hero Points: 1/3

Taking her time, Perla will line up a shot to attack the first enemy she sees when the door opens.


Macros | Inventory | Slides | Notes | Tactical Map | ◆◇↺
Avenger of the Green wrote:

Given that so many are still standing, Avenger will spray them with splinters and then re-establish his elemental connection.

Hail of Splinters 2A 30' cone, 2d4P + 2d4 persistent bleed, basic reflex DC 20 Overflow on yellow, orange, pink and red
[dice=damage]2d4

The door is currently closed. Although, Tabil heard some movement through the door.


Male Hero Points 3/1 Conditions Aura 15' (+1 Fear), Marshall Stance+1 Strikes Human ◆◇↺ Fighter [Marshall] 4 Perception (E)+9 HP 51/60 AC(T) 22/24, Fort(E)+10, Ref(E)+8(+3) Bulwark, Will(E)+9

Merlin prepares to open the door.
Everyone back away to allow them egress to the hall, so we all can better greet them.

Merlin Raises his Shield, Opens the door and Strides a bit down the hall.


Macros | Inventory | Slides | Notes | Tactical Map | ◆◇↺

Merlin raises his shield, opens the door, and strides away.

Perla's prepared action takes place.

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

──────────
BEFORE YOUR TURN:
──────────
Perla: A single prepared shot.

──────────
Character in ➤ BOLD can act!
──────────
[color=Purple]Round 1[/color] (- HP)
➤ Krakas (40/40 HP)☘️☘️☘️ ====
➤ Ragathien (48/48 HP)☘️☘️ Darkvision --- delayed
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 -- Shield up
➤ 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


AC 21 (23 w/ shield) |HP 58/58 |F/R/W +12/+10/+10 |Per+8 |Cond None |◆ ◇ ↺

Now that the door is open, Avenger will spray them with splinters and then re-establish his elemental connection.

Hail of Splinters 2A 30' cone, 2d4P + 2d4 persistent bleed, basic reflex DC 20 Overflow on yellow, orange, pink and red.

damage: 2d4 ⇒ (2, 2) = 4


HP: 33/40|AC:17 | Fort: +8, Refl: +7, Will: +9 | Perc: +7, Init: +1 Speed 25ft Spells Prepared 1st 4/4 2nd 3/4| Focus pts 1/1 | Hero Points1/3| Day 4 / 7 of skill retraining

Krakas will continue slinging fire into the Zombies, targeting the lead one in hte doorway and then will also zip a small force dart at the creature as well.

Ignition ranged: 1d20 + 10 ⇒ (20) + 10 = 30
damage: 3d4 ⇒ (3, 1, 2) = 6 I think zombies can be crit, so 12
persistent damage on crit: 1d4 ⇒ 1

force dart: 1d4 + 1 ⇒ (3) + 1 = 4

"Careful, keep them bottlenecked so they don't overwhelm us!"


Male Hero Points 3/1 Conditions Aura 15' (+1 Fear), Marshall Stance+1 Strikes Human ◆◇↺ Fighter [Marshall] 4 Perception (E)+9 HP 51/60 AC(T) 22/24, Fort(E)+10, Ref(E)+8(+3) Bulwark, Will(E)+9

@Krakas your Persistent damage is doubled also on Crits. Until they make that beautiful Flat check...lol.

Ba-humbug! Nevermind. It's only if you Crit that Persistent occurs....


Macros | Inventory | Slides | Notes | Tactical Map | ◆◇↺

Avenger of the Green, sprays four of the zombies with a hail of splinters

GM:

Yellow Reflex: 1d20 + 3 + 1 ⇒ (14) + 3 + 1 = 18 Fail
Orange Reflex: 1d20 + 3 + 2 ⇒ (15) + 3 + 2 = 20 Success
Pink Reflex: 1d20 + 3 + 2 ⇒ (15) + 3 + 2 = 20 Success
Red Reflex: 1d20 + 3 + 2 ⇒ (11) + 3 + 2 = 16 Fail

While doing some damage to the zombies, Avenger of the Green is surprised that they don't continue bleeding.

Krakas burns the Yellow zombie, and lights its corpse on fire. Also, Persistent damage is rolled and taken at the end of the player's/creature's turn

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

──────────
BEFORE YOUR TURN:
──────────
Perla: A single prepared shot.

──────────
Character in ➤ BOLD can act!
──────────
[color=Purple]Round 1[/color] (- HP)
Krakas (40/40 HP)☘️☘️☘️ ====
➤ Ragathien (48/48 HP)☘️☘️ Darkvision --- delayed
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 -- Shield up
➤ Irabeth Tirabade (52/52 HP)shield (0 damage), -1 to Charisma checks.
Zombies (- HP)Red =4, Blue, Green 7+4+5=16, Yellow =4+12=16+4=20, Orange 26+11=37+2=39, Pink/Magenta =2
⠀⠀NPC Mongrel Ranger (- HP)Each of you gets one Ranger that acts on your turn. A 6

──────────
AFTER YOUR TURN:
──────────
Zombies: Yellow Persistent fire 1d4

──────────
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 10:17 am Tuesday


Female Tiefling Ranger 4 | HP 52/52 | AC 20 | Fort +9; Ref +11; Will +11 | Perc +11 | +13 Initiative Speed: 25 ft | Ranger DC 18 | Conditions: | Hero Points: 1/3

to hit: 1d20 + 9 ⇒ (11) + 9 = 20
mucho arrow damage: 1d8 ⇒ 6
to hit: 1d20 + 4 ⇒ (18) + 4 = 22
mucho arrow damage: 1d8 ⇒ 5
to hit: 1d20 - 1 ⇒ (19) - 1 = 18
mucho arrow damage: 1d8 ⇒ 4

Perla lets her arrows fly towards the enemies, hoping to bring them down in time with her companions efforts.


Macros | Inventory | Slides | Notes | Tactical Map | ◆◇↺

All three of Perla's arrows strike the Yellow zombie.

Irabeth, understanding the tactical advantage to letting the enemy come to them, steps forward, strikes the Yellow zombie: 1d20 + 11 ⇒ (5) + 11 = 16for: 2d10 + 4 ⇒ (9, 8) + 4 = 21, destroying it, then, steps back.

The Green zombie steps into the room.

A, K, I, P, S: 1d5 ⇒ 4
The zombie tries to strike Perla: 1d20 + 9 ⇒ (7) + 9 = 16

❖❖❖❖❖❖❖❖❖❖
Gray Garrison: Scrying Chamber, Round 3
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!
──────────
➤ Krakas (40/40 HP)☘️☘️☘️ ====
➤ Ragathien (48/48 HP)☘️☘️ Darkvision --- delayed
➤ 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 -- Shield up
➤ Irabeth Tirabade (52/52 HP)shield (0 damage), -1 to Charisma checks.
Zombies (- HP)Red =4, Blue, Green 7+4+5=16, Yellow =4+12=16+4=20+6+5+4=35+21=56, Orange 26+11=37+2=39, Pink/Magenta =2
⠀⠀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 8:48 am Wednesday


Female Tiefling Ranger 4 | HP 52/52 | AC 20 | Fort +9; Ref +11; Will +11 | Perc +11 | +13 Initiative Speed: 25 ft | Ranger DC 18 | Conditions: | Hero Points: 1/3

Taking a step back to allow someone who can actually fight in melee get closer, Perla also calls for Shadow to take a bit after her move, followed by an arrow coming from her bow and striking the creature.

To hit: 1d20 + 9 ⇒ (11) + 9 = 20
to damage: 1d8 ⇒ 1
to bit the undeed: 1d20 + 9 ⇒ (10) + 9 = 19
gotta get that bit: 1d8 + 2 ⇒ (5) + 2 = 7


Macros | Inventory | Slides | Notes | Tactical Map | ◆◇↺

Perla makes room for more melee-oriented allies, shoots the zombie, and directs Shadow to bite the zombie.

❖❖❖❖❖❖❖❖❖❖
Gray Garrison: Scrying Chamber, Round 3
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!
──────────
➤ Krakas (40/40 HP)☘️☘️☘️ ====
➤ Ragathien (48/48 HP)☘️☘️ Darkvision --- delayed
➤ 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 -- Shield up
➤ Irabeth Tirabade (52/52 HP)shield (0 damage), -1 to Charisma checks.
Zombies (- HP)Red =4, Blue, Green 7+4+5=16+1+7=24, Yellow =4+12=16+4=20+6+5+4=35+21=56, Orange 26+11=37+2=39, Pink/Magenta =2
⠀⠀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

8:48 am


HP: 33/40|AC:17 | Fort: +8, Refl: +7, Will: +9 | Perc: +7, Init: +1 Speed 25ft Spells Prepared 1st 4/4 2nd 3/4| Focus pts 1/1 | Hero Points1/3| Day 4 / 7 of skill retraining

Krakas, seeing that fire has worked so far, goes for a melee ignition punch, "Burning fist!"

Melee ignition vs green: 1d20 + 10 ⇒ (2) + 10 = 12
damage: 3d6 ⇒ (3, 4, 6) = 13

Missing badly, he grins sheepishly, "Maybe I just leave it to y'all up close,"

He then quickly summons a magical shield to cower behind.


AC 21 (23 w/ shield) |HP 58/58 |F/R/W +12/+10/+10 |Per+8 |Cond None |◆ ◇ ↺

Avenger forms a wooden blade that is glowing with life energy and slashes out at green. "Lie down and feed the fungus like corpses are supposed to do."

elemental blast, 2a melee, flanking, vitality: 1d20 + 10 ⇒ (18) + 10 = 28
vitality damage: 1d8 + 6 ⇒ (5) + 6 = 11

he then raises his shield.


Male Hero Points 3/1 Conditions Aura 15' (+1 Fear), Marshall Stance+1 Strikes Human ◆◇↺ Fighter [Marshall] 4 Perception (E)+9 HP 51/60 AC(T) 22/24, Fort(E)+10, Ref(E)+8(+3) Bulwark, Will(E)+9

Merlin joins the party! The Fighter Raises his Shield, Strides and Strikes!
Melee(E) +1 Striking Cold-iron Longsword, inspired : 1d20 + 13 + 1 ⇒ (5) + 13 + 1 = 192d8 + 4 ⇒ (8, 6) + 4 = 18 S Traits Versatile P, magic


Human Magical Merchant Investigator 4 | HP 44 | AC 20 | F7 R11 W9 | Perc +9 | Speed: 30 ft | Class DC 20 | Hero Points: 0/3 |◆ ◇ ↺ |
Cases:
Neutralise the Wardstone Shard / Locate and expel spying cults from Kenabres

"Here they come." Not wasting time, Tabil goes for three arrows into the first undead that moves through the door. "Solras, go for the head!" he provides (obvious) advice to the amurrun.

Stratagem vs Green: 1d20 ⇒ 13

Strategic Strike: 13 + 10 + 1 + 1 = 25
Damage P: 2d6 + 1d6 ⇒ (4, 3) + (4) = 11

Strike MAP: 1d20 + 10 + 1 - 5 ⇒ (14) + 10 + 1 - 5 = 20
Damage P: 2d6 ⇒ (2, 5) = 7

Strike MAP2: 1d20 + 10 + 1 - 10 ⇒ (8) + 10 + 1 - 10 = 9
Damage P: 2d6 ⇒ (1, 6) = 7

◇ Stratagem
◆ Strike + Shared Stratagem (Solras) - Target is off-guard to Solras' next strike against green until the start of Tabil's next turn.
◆ Strike
◆ Strike


Macros | Inventory | Slides | Notes | Tactical Map | ◆◇↺

Krakas throws a fiery punch, then shields himself.

Avenger of the Green blasts the green zombie, which curdles into yellow smoke.

Merlin strides into place, raising his shield, and is ready for the next zombie to enter the hallway.

Tabil figures out a weakness in the pink/magenta zombie, shares that with Solras, and puts two arrows into it.

❖❖❖❖❖❖❖❖❖❖
Gray Garrison: Scrying Chamber, Round 3
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!
──────────
Krakas (40/40 HP)☘️☘️☘️ ====
➤ Ragathien (48/48 HP)☘️☘️ Darkvision --- delayed
➤ 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 -- Shield up
➤ Irabeth Tirabade (52/52 HP)shield (0 damage), -1 to Charisma checks.
Zombies (- HP)Red =4, Blue, Green 7+4+5=16+1+7=24+42, Yellow =4+12=16+4=20+6+5+4=35+21=56, Orange 26+11=37+2=39, Pink/Magenta =2+22+7=31
⠀⠀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


Masculine Human (Nephilim) Champion (Oracle) 4 | HP 48/48 | AC 20 | FRW +8 +9 +10 | Perc +8 | 30'

All caught up; seems like we are waiting for the zombies to exit the room and we're taking them out as that happens? Ragathien could get into position to Neddle Dart them if that makes sense


Female Amurrun Gunslinger 4 | AC: 20 | HP: 45/45 | Fort +9 Ref +12 Will +7 | Perc +7

Is the door open?


Macros | Inventory | Slides | Notes | Tactical Map | ◆◇↺
Solras Pirhatya wrote:
Is the door open?

Yes, it was opened here


Female Amurrun Gunslinger 4 | AC: 20 | HP: 45/45 | Fort +9 Ref +12 Will +7 | Perc +7

Solras takes two shots at red, one after the other. Only the first strike even has a chance of hitting its target as the second one gets lodged into a wall with a resounding crack

Attack: 1d20 + 13 ⇒ (11) + 13 = 24
Damage: 2d10 + 2 ⇒ (3, 4) + 2 = 9
Attack II: 1d20 + 13 - 5 ⇒ (4) + 13 - 5 = 12


Macros | Inventory | Slides | Notes | Tactical Map | ◆◇↺

Solras hits the red zombie, tearing off its jaw, and half its skull.

Irabeth steps forward, swings at the magenta zombie: 1d20 + 11 ⇒ (20) + 11 = 31slashing it for: 2d10 + 4 + 2d10 + 4 ⇒ (4, 7) + 4 + (8, 4) + 4 = 31, cleaving it from shoulder to hip. Then, she steps back.

The red zombie steps into the hallway.
AKIMS: 1d5 ⇒ 2
It reaches out to Krakas. Fist: 1d20 + 9 ⇒ (15) + 9 = 24for: 1d8 + 4 ⇒ (2) + 4 = 6
Krakas needs to make a Fort Save DC 18

❖❖❖❖❖❖❖❖❖❖
Gray Garrison: Scrying Chamber, Round 4
Party Conditions: 2:40 pm, ☘️ = Hero Points, +1 to attack.
Terrain Features: Everything in the streets are difficult terrain
ENCOUNTER MAP

──────────
BEFORE YOUR TURN:
──────────
Krakas: Fort Save DC 18 vs Zombie Rot

──────────
Character in ➤ BOLD can act!
──────────
➤ Krakas (34/40 HP)☘️☘️☘️ ====
➤ Ragathien (48/48 HP)☘️☘️ Darkvision --- delayed
➤ 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 -- Shield up
➤ Irabeth Tirabade (52/52 HP)shield (0 damage), -1 to Charisma checks.
Zombies (- HP)Red =4+18=22, Blue, Green 7+4+5=16+1+7=24+42, Yellow =4+12=16+4=20+6+5+4=35+21=56, Orange 26+11=37+2=39, Pink/Magenta =2+22+7=31+41=72
⠀⠀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.

Zombie Rot :
(disease, divine, void) An infected creature can't heal damage it takes from zombie rot until it has been cured of the disease; Saving Throw DC 18 Fortitude; Stage 1 carrier with no ill effect (1 day); Stage 2 1d6 void damage (1 day); Stage 3 1d6 void damage (1 day); Stage 4 1d6 void damage (1 day); Stage 5 dead, rising as a plague zombie immediately

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


AC 21 (23 w/ shield) |HP 58/58 |F/R/W +12/+10/+10 |Per+8 |Cond None |◆ ◇ ↺

Avenger swings a mighty slash at the red zombie.

elemental blast, 2a, melee, vitality: 1d20 + 10 ⇒ (17) + 10 = 27
damage: 1d8 + 6 ⇒ (4) + 6 = 10

He'll follow it up with a second swing. (using reach to get orange if red goes down)

elemental blast, 1a, melee, vitality: 1d20 + 5 ⇒ (13) + 5 = 18
damage: 1d8 + 2 ⇒ (1) + 2 = 3


Male Hero Points 3/1 Conditions Aura 15' (+1 Fear), Marshall Stance+1 Strikes Human ◆◇↺ Fighter [Marshall] 4 Perception (E)+9 HP 51/60 AC(T) 22/24, Fort(E)+10, Ref(E)+8(+3) Bulwark, Will(E)+9

Merlin Raises his Shield and Vicious Swing on Red Zombie!
Melee(E) +1 Striking Cold-iron Longsword, inspired , vicious swing: 1d20 + 13 + 1 ⇒ (5) + 13 + 1 = 193d8 + 4 ⇒ (4, 8, 7) + 4 = 23 S Traits: Versatile P, magic


Macros | Inventory | Slides | Notes | Tactical Map | ◆◇↺

Avenger of the Green pours a life-giving blast into the dead zombie. It shakes for a moment before vaporizing from the inside out.

Reaching far, Avenger of the Green sizzles the orange zombie also.

Merlin will raise his shield. since there isn't a zombie in the hallway, you could still take two actions

❖❖❖❖❖❖❖❖❖❖
Gray Garrison: Scrying Chamber, Round 4
Party Conditions: 2:40 pm, ☘️ = Hero Points, +1 to attack.
Terrain Features: Everything in the streets are difficult terrain
ENCOUNTER MAP

──────────
BEFORE YOUR TURN:
──────────
Krakas: Fort Save DC 18 vs Zombie Rot

──────────
Character in ➤ BOLD can act!
──────────
➤ Krakas (34/40 HP)☘️☘️☘️ ====
➤ Ragathien (48/48 HP)☘️☘️ Darkvision --- delayed
➤ 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. Two actions available
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 =4+18=22+30=52, Blue, Green 7+4+5=16+1+7=24+42, Yellow =4+12=16+4=20+6+5+4=35+21=56, Orange 26+11=37+2=39+13=52, Pink/Magenta =2+22+7=31+41=72
⠀⠀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.

Zombie Rot :
(disease, divine, void) An infected creature can't heal damage it takes from zombie rot until it has been cured of the disease; Saving Throw DC 18 Fortitude; Stage 1 carrier with no ill effect (1 day); Stage 2 1d6 void damage (1 day); Stage 3 1d6 void damage (1 day); Stage 4 1d6 void damage (1 day); Stage 5 dead, rising as a plague zombie immediately

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: 33/40|AC:17 | Fort: +8, Refl: +7, Will: +9 | Perc: +7, Init: +1 Speed 25ft Spells Prepared 1st 4/4 2nd 3/4| Focus pts 1/1 | Hero Points1/3| Day 4 / 7 of skill retraining

dang, fisted by a zombie, not the way i wanted to go

Fortitude Save: 1d20 + 8 ⇒ (13) + 8 = 21

Krakas will raise his magical shield as a reaction, to block some of the Zombie Fist. Shield has hardness 5 so it blocks 5 of the 6 damage and I can't cast Shield again for 10 minutes

"That thing almost got me!"

Krakas will ready to fire off his force dart cantrip if the last zombie comes through the door.

2 action to ready to fire 1 action force dart

force dart damage:

damage: 1d4 + 1 ⇒ (2) + 1 = 3


Male Hero Points 3/1 Conditions Aura 15' (+1 Fear), Marshall Stance+1 Strikes Human ◆◇↺ Fighter [Marshall] 4 Perception (E)+9 HP 51/60 AC(T) 22/24, Fort(E)+10, Ref(E)+8(+3) Bulwark, Will(E)+9

Stride and Strike! Subtract one of the d8s. Your choice...lol


Human Magical Merchant Investigator 4 | HP 44 | AC 20 | F7 R11 W9 | Perc +9 | Speed: 30 ft | Class DC 20 | Hero Points: 0/3 |◆ ◇ ↺ |
Cases:
Neutralise the Wardstone Shard / Locate and expel spying cults from Kenabres

Tabil makes a quick assessment of the situation. He runs into the room to help Merlin, positions himself in a corner and fires two arrows at the undead.

Stratagem: 1d20 ⇒ 10

Strike 1 : 10 + 11 + 1 = 22
Damage P: 2d6 + 1d6 ⇒ (1, 4) + (6) = 11
Strike 2: 1d20 + 10 - 5 + 1 ⇒ (15) + 10 - 5 + 1 = 21
Damage P: 2d6 ⇒ (1, 3) = 4

◇ Stratagem
◆ Stride
◆ Strike
◆ Strike


Macros | Inventory | Slides | Notes | Tactical Map | ◆◇↺

Krakas' magical shield prevents most of the damage, and, he is able to shake off the terrible disease that spread on him. He does prepare a force dart to hit the next one through the door.

4, 8, or 7: 1d3 ⇒ 3

Merlin strolls into the room, and hits the remaining zombie.

Tabil envisions a plan, goes into the room, and strikes the zombie twice.

❖❖❖❖❖❖❖❖❖❖
Gray Garrison: Scrying Chamber, Round 4
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!
──────────
➤ Krakas (39/40 HP)☘️☘️☘️ ====
➤ Ragathien (48/48 HP)☘️☘️ Darkvision --- delayed
➤ 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 -- Shield up
➤ Irabeth Tirabade (52/52 HP)shield (0 damage), -1 to Charisma checks.
Zombies (- HP)Red =4+18=22+30=52, Blue = 16+11+4=31, Green 7+4+5=16+1+7=24+42, Yellow =4+12=16+4=20+6+5+4=35+21=56, Orange 26+11=37+2=39+13=52, Pink/Magenta =2+22+7=31+41=72
⠀⠀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.

Zombie Rot :
(disease, divine, void) An infected creature can't heal damage it takes from zombie rot until it has been cured of the disease; Saving Throw DC 18 Fortitude; Stage 1 carrier with no ill effect (1 day); Stage 2 1d6 void damage (1 day); Stage 3 1d6 void damage (1 day); Stage 4 1d6 void damage (1 day); Stage 5 dead, rising as a plague zombie immediately

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 4 | HP 52/52 | AC 20 | Fort +9; Ref +11; Will +11 | Perc +11 | +13 Initiative Speed: 25 ft | Ranger DC 18 | Conditions: | Hero Points: 1/3

Perla takes the chance to target the last zombie, hoping her slight angle to it is enough to strike it at least somewhat.

to hit: 1d20 + 9 ⇒ (15) + 9 = 24
to damage: 1d8 ⇒ 3
to hit: 1d20 + 4 ⇒ (3) + 4 = 7
to damage: 1d8 ⇒ 6
to hit: 1d20 - 1 ⇒ (15) - 1 = 14
to damage: 1d8 ⇒ 7


Macros | Inventory | Slides | Notes | Tactical Map | ◆◇↺

Even through the doorway, Perla is able to put an arrow through the skull of the final zombie, and her final arrow sticks into its chest.

❖❖❖❖❖❖❖❖❖❖
Gray Garrison: Scrying Chamber, Round 4
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!
──────────
➤ Krakas (39/40 HP)☘️☘️☘️ ====
➤ Ragathien (48/48 HP)☘️☘️ Darkvision --- delayed
➤ 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 -- Shield up
➤ Irabeth Tirabade (52/52 HP)shield (0 damage), -1 to Charisma checks.
Zombies (- HP)Red =4+18=22+30=52, Blue = 16+11+4=31+6+7=44, Green 7+4+5=16+1+7=24+42, Yellow =4+12=16+4=20+6+5+4=35+21=56, Orange 26+11=37+2=39+13=52, Pink/Magenta =2+22+7=31+41=72
⠀⠀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.

Zombie Rot :
(disease, divine, void) An infected creature can't heal damage it takes from zombie rot until it has been cured of the disease; Saving Throw DC 18 Fortitude; Stage 1 carrier with no ill effect (1 day); Stage 2 1d6 void damage (1 day); Stage 3 1d6 void damage (1 day); Stage 4 1d6 void damage (1 day); Stage 5 dead, rising as a plague zombie immediately

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

2:27 pm Wednesday


Female Amurrun Gunslinger 4 | AC: 20 | HP: 45/45 | Fort +9 Ref +12 Will +7 | Perc +7

Solras takes three final shots at the Blue Zombie in quick succession.

Attack I, Round 3: 1d20 + 13 ⇒ (6) + 13 = 19
Attack 2, Round 3: 1d20 + 13 - 5 ⇒ (1) + 13 - 5 = 9
Attack 1, Round 3: 1d20 + 13 ⇒ (1) + 13 = 14

Alll three, however, miss HORRIBLY and embed themselves in a nearby wall


Macros | Inventory | Slides | Notes | Tactical Map | ◆◇↺

In order for Solras to target the final zombie, I had to move Solras

The Harmona Gun has Reload 1

The first strike does hit

Damage from Harmona Gun: 2d10 + 2 ⇒ (7, 4) + 2 = 13

Solras moves down the hallway, and takes a shot at the final zombie, splattering the remains of its skull into the room.

COMBAT OVER

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.


Female Amurrun Gunslinger 4 | AC: 20 | HP: 45/45 | Fort +9 Ref +12 Will +7 | Perc +7

That was two turns because I forgot to post. Strike. Reload. Strike. Reload. Strike. Reload. Strike. But if I had to move then yeah it'd be only two.


Macros | Inventory | Slides | Notes | Tactical Map | ◆◇↺

Whereto next?


Male Hero Points 3/1 Conditions Aura 15' (+1 Fear), Marshall Stance+1 Strikes Human ◆◇↺ Fighter [Marshall] 4 Perception (E)+9 HP 51/60 AC(T) 22/24, Fort(E)+10, Ref(E)+8(+3) Bulwark, Will(E)+9

Merlin immediately presses the advantage by striding to another closed door. The Fighter prepares to open it ....
Exploration mode Defend


Human Magical Merchant Investigator 4 | HP 44 | AC 20 | F7 R11 W9 | Perc +9 | Speed: 30 ft | Class DC 20 | Hero Points: 0/3 |◆ ◇ ↺ |
Cases:
Neutralise the Wardstone Shard / Locate and expel spying cults from Kenabres

Tabil gives the basin exterior a looksie to identify any relevance to the situation at hand.

Keen Recollection +7

Then he quietly follows Merlin, but keeps his distance from the actual door.


AC 21 (23 w/ shield) |HP 58/58 |F/R/W +12/+10/+10 |Per+8 |Cond None |◆ ◇ ↺

Avenger will move up next to Merlin, ready to help with what's coming next
.


Female Tiefling Ranger 4 | HP 52/52 | AC 20 | Fort +9; Ref +11; Will +11 | Perc +11 | +13 Initiative Speed: 25 ft | Ranger DC 18 | Conditions: | Hero Points: 1/3

Perla takes a stance back, giving cover with her bow but as ready as she can be.


Macros | Inventory | Slides | Notes | Tactical Map | ◆◇↺

Tabil:

GM: 1d20 + 7 ⇒ (13) + 7 = 20

The basin, though currently filled with bloody offal, appears to be a scrying basin. It wasn't meant to have body parts in it, though.

After looking at the basin, the party prepares itself to open yet another door.

I've taken the liberty of placing you

Merlin opens the door.

A long table engraved with a relief map of Mendev stands to the east in this long room. A dozen bodies lie scattered about the room, each bearing a gaping empty hole in the chest.

At the end of the room is a horrible amalgam of Wolf, Eagle, and Stag. It grinds its antlers against the wall of the room.

GM:

Solras Pirhatya, Avoid Notice: 1d20 + 8 ⇒ (5) + 8 = 13
Merlin Brokencrown , Defend: 1d20 + 9 ⇒ (18) + 9 = 27
Tabil, Investigate: 1d20 + 10 ⇒ (13) + 10 = 23
Ragatihen, Investigate: 1d20 + 9 ⇒ (19) + 9 = 28
Perla Hidlkid, Scout: 1d20 + 11 ⇒ (11) + 11 = 22
Krakas Grimbane, Detect Magic: 1d20 + 8 ⇒ (5) + 8 = 13
Avenger of the Green, Search: 1d20 + 8 ⇒ (15) + 8 = 23
, : 1d20 + 7 ⇒ (17) + 7 = 24
, : 1d20 + 13 ⇒ (1) + 13 = 14

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

──────────
Character in ➤ BOLD can act!
──────────
➤ Ragathien (48/48 HP)☘️☘️ Darkvision --- delayed
➤ Merlin Brokencrown (60/60 HP)Shield up (0 damage),
➤ Irabeth Tirabade (52/52 HP)shield (0 damage), -1 to Charisma checks.
➤ Avenger of the Green (58/58 HP)☘️ , Low light vision --
➤ Tabil (44/44 HP)☘️☘️,
➤ Perla (52/52 HP)☘️☘️☘️, --
⠀⠀➤ Shadow AC19 (38/38 HP)
Creature (- HP)
Solras Pirhatya (35/35 HP) Sharp Eared ==
Krakas (39/40 HP)☘️☘️☘️ ====
⠀⠀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.

Zombie Rot :
(disease, divine, void) An infected creature can't heal damage it takes from zombie rot until it has been cured of the disease; Saving Throw DC 18 Fortitude; Stage 1 carrier with no ill effect (1 day); Stage 2 1d6 void damage (1 day); Stage 3 1d6 void damage (1 day); Stage 4 1d6 void damage (1 day); Stage 5 dead, rising as a plague zombie immediately

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


Human Magical Merchant Investigator 4 | HP 44 | AC 20 | F7 R11 W9 | Perc +9 | Speed: 30 ft | Class DC 20 | Hero Points: 0/3 |◆ ◇ ↺ |
Cases:
Neutralise the Wardstone Shard / Locate and expel spying cults from Kenabres

Could I get a RK roll on the creature? Keen Recollection +7, with an extra +1 if either Neutralise the Wardstone Shard or Locate and expel spying cults from Kenabres cases apply. That would be one of my actions.


AC 21 (23 w/ shield) |HP 58/58 |F/R/W +12/+10/+10 |Per+8 |Cond None |◆ ◇ ↺

Before others enter, Avenger fills the room with splinters, hoping to start by getting the creature bleeding.

Hail of Splinters 2A 30' cone, 2d4P + 2d4 persistent bleed, basic reflex DC 20 Overflow
damage: 2d4 ⇒ (2, 4) = 6
He then restarts his aura


Macros | Inventory | Slides | Notes | Tactical Map | ◆◇↺

GM:

1d20 ⇒ 161d20 ⇒ 18


Tabil:

Unfortunately, Tabil doesn't seem to recall anything about this creature.

Avenger of the Green sends a hail of splinters into the room, but the creature avoids all of them.

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

──────────
Character in ➤ BOLD can act!
──────────
➤ Ragathien (48/48 HP)☘️☘️ Darkvision --- delayed
➤ Merlin Brokencrown (60/60 HP)Shield up (0 damage),
➤ Irabeth Tirabade (52/52 HP)shield (0 damage), -1 to Charisma checks.
Avenger of the Green (58/58 HP)☘️ , Low light vision --
Tabil (44/44 HP)☘️☘️,
➤ Perla (52/52 HP)☘️☘️☘️, --
⠀⠀➤ Shadow AC19 (38/38 HP)
Creature (- HP)
Solras Pirhatya (35/35 HP) Sharp Eared ==
Krakas (39/40 HP)☘️☘️☘️ ====
⠀⠀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.

Zombie Rot :
(disease, divine, void) An infected creature can't heal damage it takes from zombie rot until it has been cured of the disease; Saving Throw DC 18 Fortitude; Stage 1 carrier with no ill effect (1 day); Stage 2 1d6 void damage (1 day); Stage 3 1d6 void damage (1 day); Stage 4 1d6 void damage (1 day); Stage 5 dead, rising as a plague zombie immediately

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


Human Magical Merchant Investigator 4 | HP 44 | AC 20 | F7 R11 W9 | Perc +9 | Speed: 30 ft | Class DC 20 | Hero Points: 0/3 |◆ ◇ ↺ |
Cases:
Neutralise the Wardstone Shard / Locate and expel spying cults from Kenabres

Tabil studies the creature for a moment as his eyebrows dance a dance of bewilderment and curiosity. "What is that thing? Perhaps a house pet?" he jests, then attempts to get into a more advantageous position in the crowd of crusaders.

He fires one shot. Through the crowd, the narrow doorframe, and right into the stone wall above the macabre hybrid.

1d20 + 10 ⇒ (3) + 10 = 13 Nah.


Male Hero Points 3/1 Conditions Aura 15' (+1 Fear), Marshall Stance+1 Strikes Human ◆◇↺ Fighter [Marshall] 4 Perception (E)+9 HP 51/60 AC(T) 22/24, Fort(E)+10, Ref(E)+8(+3) Bulwark, Will(E)+9

Merlin Raises his Shield, Inspires everyone and Strides into the chamber to casually lean on the table.
How you doing?

Diplomacy(E) Easy DC: 1d20 + 10 ⇒ (20) + 10 = 30
Success Your marshal’s aura grants you and allies a +1 status bonus to attack rolls and saves against mental effects.

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