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 | ◆◇↺

Krakas loses some vitality to the void before moving out of the mist and dispersing it temporarily with a Gust of Wind.

Avenger of the Green need not make a save vs the mist (and gets their hero point back), then moves into the room and attacks Jeslyn.

Irabeth moves into the room, raises her shield, and strikes with her ancestral sword: 1d20 + 11 ⇒ (5) + 11 = 16

❖❖❖❖❖❖❖❖❖❖
Gray Garrison: P18 Jeslyn, Round 1 & 2
Party Conditions: 4:10 pm, ☘️ = Hero Points,+1 status bonus to attack rolls and saves against mental effect, +1 to hit from Merlin inspiration
Terrain Features: Everything in the streets are difficult terrain
ENCOUNTER MAP

──────────
Character in ➤ BOLD can act!
──────────
Round 2 continued (- HP)
➤ Merlin Brokencrown (51/60 HP) Shield up (H 8, 73/73), Gray Pox 3:10 pm
Round 1 continued (- HP)
Jeslyn (- HP)23 < AC <= ♾️
Tabil (25/44 HP)☘️☘️, .
Solras Pirhatya (45/45 HP) Sharp Eared == .
➤ Ragathien (48/48 HP)☘️☘️ Darkvision --- Delay .,...
➤ Perla (52/52 HP)☘️☘️☘️, -- Darkvision Delay ,
⠀⠀➤ Shadow AC19 (38/38 HP)
Krakas (31/40 HP)☘️☘️☘️ ==== -
Avenger of the Green (58/58 HP)☘️ , Low light vision -- .
Irabeth Tirabade (52/52 HP)shield up (H5, 20/20), -1 to Charisma checks. Fiendish Rot 3:40 pm, immune to Battle Medicine until 3:40 pm
⠀⠀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


Male Hero Points 3/1 Conditions Wounded 1 Human ◆◇↺ Fighter [Marshall] 4 Perception (E)+9 HP 12/60 AC(T) 22/24, Fort(E)+10, Ref(E)+8(+3) Bulwark, Will(E)+9

Merlin Raises his Shield, Strides to be up close and personal space of Jeslyn and Strikes!
Melee(E) +1 Striking Cold-iron Longsword, inspired : 1d20 + 13 + 1 ⇒ (5) + 13 + 1 = 192d8 + 4 ⇒ (8, 5) + 4 = 17 S Traits Versatile P, magic


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

Jeslyn begins casting.

Merlin can take a Reactive Strike if he wants to.


Male Hero Points 3/1 Conditions Wounded 1 Human ◆◇↺ Fighter [Marshall] 4 Perception (E)+9 HP 12/60 AC(T) 22/24, Fort(E)+10, Ref(E)+8(+3) Bulwark, Will(E)+9

After that farse of an attempt previously, the Fighter gladly Reacts violently!
Melee(E) +1 Striking Cold-iron Longsword, inspired : 1d20 + 13 + 1 ⇒ (6) + 13 + 1 = 202d8 + 4 ⇒ (6, 1) + 4 = 11 S Traits Versatile P, magic


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

Merlin is unable to strike Jeslyn again.

She casts, and a flaming creature appears behind Merlin.

It howls. Everyone within 15 feet (Avenger, Merlin, Irabeth, Jeslyn, and Tabil must make a Will save DC 17 or take: 4d6 ⇒ (6, 5, 4, 4) = 19 fire damage.

Jeslyn Will save: 1d20 ⇒ 19
Irabeth Will save: 1d20 + 9 ⇒ (14) + 9 = 23

Then, it will try to strike A M I: 1d3 ⇒ 1 Avenger of the Green: 1d20 + 12 ⇒ (10) + 12 = 22

It has a burning aura of intense heat around it. Avenger, Merlin, and Irabeth must make a basic Reflex Save DC 17 vs: 2d6 ⇒ (6, 5) = 11 fire damage.

Irabeth Reflex save: 1d20 + 5 ⇒ (4) + 5 = 9

❖❖❖❖❖❖❖❖❖❖
Gray Garrison: P18 Jeslyn, Round 2 & 3
Party Conditions: 4:10 pm, ☘️ = Hero Points,+1 status bonus to attack rolls and saves against mental effect, +1 to hit from Merlin inspiration
Terrain Features: Everything in the streets are difficult terrain
ENCOUNTER MAP

──────────
BEFORE YOUR TURN:
──────────
Merlin Brokencrown: Will DC 17 vs 19 fire, Reflex DC 17 vs 11 fire
Tabil: Will DC 17 vs 19 fire
Avenger of the Green: Will DC 17 vs 19 fire, Reflex DC 17 vs 11 fire

──────────
Character in ➤ BOLD can act!
──────────
Round 3 (- HP)
➤ Merlin Brokencrown (51/60 HP) Shield up (H 8, 73/73), Gray Pox 3:10 pm
Round 2 continued (- HP)
Jeslyn (- HP)23 < AC <= ♾️
Fiery summoned Creature (- HP)0 < AC <= ♾️
➤ Tabil (25/44 HP)☘️☘️, .
➤ Solras Pirhatya (45/45 HP) Sharp Eared == .
➤ Ragathien (48/48 HP)☘️☘️ Darkvision --- Delay .,...
➤ Perla (52/52 HP)☘️☘️☘️, -- Darkvision Delay ,
⠀⠀➤ Shadow AC19 (38/38 HP)
➤ Krakas (31/40 HP)☘️☘️☘️ ==== -
➤ Avenger of the Green (58/58 HP)☘️ , Low light vision -- .
➤ Irabeth Tirabade (32/52 HP)shield up (H5, 20/20), -1 to Charisma checks. Fiendish Rot 3:40 pm, immune to Battle Medicine until 3:40 pm
⠀⠀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

1910 Sunday


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

Will: 1d20 + 9 ⇒ (4) + 9 = 13

"Ow!" Tabil exclaims just after the creature howls. He instinctively steps into the corner to get some distance between himself and the creatures in the room. Pulling out an arrow, he contemplates something for a moment, then fires at the creature of flames in the room before quickly pulling some sort of leaf from his medicine kit and chewing on it vigorously.

Stratagem: 1d20 + 11 + 1 ⇒ (13) + 11 + 1 = 25
Damage? P: 2d6 + 1d6 ⇒ (1, 6) + (2) = 9

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

-30 HP

◆ Step, ◇ Stratagem, ◆ Strike, ◆ Battle Medicine


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

Tabil feels the burn from the fiery creature, retreats to a corner of the room, shoots the creature, and chews a medicinal leaf.

❖❖❖❖❖❖❖❖❖❖
Gray Garrison: P18 Jeslyn, Round 2 & 3
Party Conditions: 4:10 pm, ☘️ = Hero Points,+1 status bonus to attack rolls and saves against mental effect, +1 to hit from Merlin inspiration
Terrain Features: Everything in the streets are difficult terrain
ENCOUNTER MAP

──────────
BEFORE YOUR TURN:
──────────
Merlin Brokencrown: Will DC 17 vs 19 fire, Reflex DC 17 vs 11 fire
Avenger of the Green: Will DC 17 vs 19 fire, Reflex DC 17 vs 11 fire

──────────
Character in ➤ BOLD can act!
──────────
Round 3 (- HP)
➤ Merlin Brokencrown (51/60 HP) Shield up (H 8, 73/73), Gray Pox 3:10 pm
Round 2 continued (- HP)
Jeslyn (- HP)23 < AC <= ♾️
Fiery summoned Creature (-9 HP)0 < AC <= 25 (4 on 1d4)
Tabil (14/44 HP)☘️☘️, . Immune to Battle Medicine until 5:10
➤ Solras Pirhatya (45/45 HP) Sharp Eared == .
➤ Ragathien (48/48 HP)☘️☘️ Darkvision --- Delay .,...
➤ Perla (52/52 HP)☘️☘️☘️, -- Darkvision Delay ,
⠀⠀➤ Shadow AC19 (38/38 HP)
➤ Krakas (31/40 HP)☘️☘️☘️ ==== -
➤ Avenger of the Green (58/58 HP)☘️ , Low light vision -- .
➤ Irabeth Tirabade (32/52 HP)shield up (H5, 20/20), -1 to Charisma checks. Fiendish Rot 3:40 pm, immune to Battle Medicine until 3:40 pm
⠀⠀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

820 Monday


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

Command (DC 17. Probably going to fail). Reload. Fire.

"Drop your weapon." Solras says as she casts command on Jeslyn. Sure, she might not need it, but it'll sure waste time.

Then, she fires.

Attack: 1d20 + 13 ⇒ (14) + 13 = 27
Damage: 2d10 + 2 ⇒ (3, 7) + 2 = 12


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

Technically, you're out of range for the spell (35 feet), but, it's close enough.

Jeslyn Will save: 1d20 ⇒ 19

Jeslyn sneers as she ignores Solras' command, but, Jeslyn is hit by her shot.

❖❖❖❖❖❖❖❖❖❖
Gray Garrison: P18 Jeslyn, Round 2 & 3
Party Conditions: 4:10 pm, ☘️ = Hero Points,+1 status bonus to attack rolls and saves against mental effect, +1 to hit from Merlin inspiration
Terrain Features: Everything in the streets are difficult terrain
ENCOUNTER MAP

──────────
BEFORE YOUR TURN:
──────────
Merlin Brokencrown: Will DC 17 vs 19 fire, Reflex DC 17 vs 11 fire
Avenger of the Green: Will DC 17 vs 19 fire, Reflex DC 17 vs 11 fire

──────────
Character in ➤ BOLD can act!
──────────
Round 3 (- HP)
➤ Merlin Brokencrown (51/60 HP) Shield up (H 8, 73/73), Gray Pox 3:10 pm
Round 2 continued (- HP)
Jeslyn (-12 HP)23 < AC <= 26
Fiery summoned Creature (-9 HP)0 < AC <= 25 (4 on 1d4)
Tabil (14/44 HP)☘️☘️, . Immune to Battle Medicine until 5:10
Solras Pirhatya (45/45 HP) Sharp Eared == .
➤ Ragathien (48/48 HP)☘️☘️ Darkvision --- Delay .,...
➤ Perla (52/52 HP)☘️☘️☘️, -- Darkvision Delay ,
⠀⠀➤ Shadow AC19 (38/38 HP)
➤ Krakas (31/40 HP)☘️☘️☘️ ==== -
➤ Avenger of the Green (58/58 HP)☘️ , Low light vision -- .
➤ Irabeth Tirabade (32/52 HP)shield up (H5, 20/20), -1 to Charisma checks. Fiendish Rot 3:40 pm, immune to Battle Medicine until 3:40 pm
⠀⠀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

0820 Monday


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

Solras shrugs. "Was worth a shot. Let me know if we're expecting to fight something incorporeal, that's the reason I have magic at all."


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 had held out much hope that there would be peace, but sadly there seemed to be not to be the case here. She takes aim and fires her bow three times, hoping to end the fight.

to hit: 1d20 + 10 ⇒ (5) + 10 = 15
damage: 1d8 ⇒ 2
to hit: 1d20 + 5 ⇒ (6) + 5 = 11
damage: 1d8 ⇒ 7
to hit: 1d20 ⇒ 10
damage: 1d8 ⇒ 5


AC 22 (24 w/ shield) |HP 70/70 |F/R/W +13/+12/+12 |Per+10 |Cond None |◆ ◇ ↺

Avenger steps away from the fiery creature and releases a cone of splinters on her. Summoning fire like that was worthy of bleeding to death.

[ooc]Hail of Splinters 2A 30' cone, 2d4P + 2d4 persistent bleed, basic reflex DC 20 Overflow[/dice]
direct damage: 2d4 ⇒ (3, 3) = 6


Male Hero Points 3/1 Conditions Wounded 1 Human ◆◇↺ Fighter [Marshall] 4 Perception (E)+9 HP 12/60 AC(T) 22/24, Fort(E)+10, Ref(E)+8(+3) Bulwark, Will(E)+9

Will(E) DC 17: 1d20 + 9 ⇒ (20) + 9 = 2919 = 19

Ref(E) DC 17, bulwark: 1d20 + 11 ⇒ (5) + 11 = 1611 = 11

Merlin looks like he just got back from a family barbeque.

Merlin Raises his Shield and Strikes Jocelyn!
Melee(E) +1 Striking Cold-iron Longsword, inspired : 1d20 + 13 + 1 ⇒ (3) + 13 + 1 = 172d8 + 4 ⇒ (8, 1) + 4 = 13 S Traits Versatile P, magic

Melee(E) +1 Striking Cold-iron Longsword, inspired, map: 1d20 + 13 + 1 - 5 ⇒ (3) + 13 + 1 - 5 = 122d8 + 4 ⇒ (7, 8) + 4 = 19 S Traits Versatile P, magic


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

Perla fires three times, the arrows clattering against the far wall.

Avenger of the Green Will vs fire and Fort vs fire: 1d20 + 10 ⇒ (13) + 10 = 231d20 + 12 ⇒ (7) + 12 = 19 Half damage each time: 9 and 5

Avenger of the Green steps away and sends a hail of splinters into Jeslyn. Reflex: 1d20 + 11 ⇒ (5) + 11 = 16 She seems to take significantly less damage than you expected.

Jeslyn reacts at the audacity of Avenger of the Green who must make a Will Save DC 25

Merlyn grits his teeth against the initial blast of fire from the creature's howl, but gets burned in its fiery aura. He raises his shield, and strikes ineffectively at Jeslyn.

Irabeth circles around Jeslyn, raises her shield, and strikes: 1d20 + 11 ⇒ (5) + 11 = 16.

Jeslyn orders the summoned creature to attack, then step south. She casts (triggering Reactive Strikes) Merlin must make a Will Save DC 25

Bleed and Recovery: 2d4 ⇒ (1, 3) = 41d20 ⇒ 7

GM: 1d4 ⇒ 3

The fiery creature punches at merlin with its fist: 1d20 + 12 ⇒ (3) + 12 = 15, then steps south so that Merlin and Krakas are in its aura.

❖❖❖❖❖❖❖❖❖❖
Gray Garrison: P18 Jeslyn, Round 3 & 4
Party Conditions: 4:10 pm, ☘️ = Hero Points,+1 status bonus to attack rolls and saves against mental effect, +1 to hit from Merlin inspiration
Terrain Features: Everything in the streets are difficult terrain
ENCOUNTER MAP

──────────
BEFORE YOUR TURN:
──────────
Merlin Brokencrown: Will DC 25 vs doom, basic Reflex DC 17 vs 2d6 fire
Krakas: basic Reflex DC 17 vs 2d6 fire
Avenger of the Green: Will DC 25 for blood vendetta

──────────
Character in ➤ BOLD can act!
──────────
Round 4 (- HP)
➤ Merlin Brokencrown (40/60 HP) Shield up (H 8, 73/73), Gray Pox 3:10 pm
Round 3 continued (- HP)
Jeslyn (-18 HP)23 < AC <= 26
Fiery summoned Creature (-9 HP)0 < AC <= 25 (4 on 1d4)
➤ Tabil (14/44 HP)☘️☘️, . Immune to Battle Medicine until 5:10
➤ Solras Pirhatya (45/45 HP) Sharp Eared == .
➤ Ragathien (48/48 HP)☘️☘️ Darkvision --- Delay ..,...
➤ Perla (52/52 HP)☘️☘️☘️, -- Darkvision ,
⠀⠀➤ Shadow AC19 (38/38 HP)
➤ Krakas (31/40 HP)☘️☘️☘️ ==== Delay .-
➤ Avenger of the Green (44/58 HP)☘️ , Low light vision -- .
➤ Irabeth Tirabade (32/52 HP)shield up (H5, 20/20), -1 to Charisma checks. Fiendish Rot 3:40 pm, immune to Battle Medicine until 3:40 pm
⠀⠀NPC Mongrel Ranger (- HP)Each of you gets one Ranger that acts on your turn. A 6

──────────
AFTER YOUR TURN:
──────────
Jeslyn: 2d4 persistent bleed damage

──────────
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

2142 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 + 10 ⇒ (10) + 10 = 20
to damage: 1d8 ⇒ 3
to hit: 1d20 + 5 ⇒ (1) + 5 = 6
to damage: 1d8 ⇒ 1
to hit: 1d20 ⇒ 15
to damage: 1d8 ⇒ 3

Perla aims again at Jeslyn, hoping to end this fight and regain some honor, because she has not been doing well.


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

Perla moves to get a bead on Jeslyn, and shoots.

❖❖❖❖❖❖❖❖❖❖
Gray Garrison: P18 Jeslyn, Round 3 & 4
Party Conditions: 4:10 pm, ☘️ = Hero Points,+1 status bonus to attack rolls and saves against mental effect, +1 to hit from Merlin inspiration
Terrain Features: Everything in the streets are difficult terrain
ENCOUNTER MAP

──────────
BEFORE YOUR TURN:
──────────
Merlin Brokencrown: Will DC 25 vs doom, basic Reflex DC 17 vs 2d6 fire
Krakas: basic Reflex DC 17 vs 2d6 fire
Avenger of the Green: Will DC 25 for blood vendetta

──────────
Character in ➤ BOLD can act!
──────────
Round 4 (- HP)
➤ Merlin Brokencrown (40/60 HP) Shield up (H 8, 73/73), Gray Pox 3:10 pm
Round 3 continued (- HP)
Jeslyn (-18 HP)23 < AC <= 26
Fiery summoned Creature (-9 HP)0 < AC <= 25 (4 on 1d4)
➤ Tabil (14/44 HP)☘️☘️, . Immune to Battle Medicine until 5:10
➤ Solras Pirhatya (45/45 HP) Sharp Eared == .
➤ Ragathien (48/48 HP)☘️☘️ Darkvision --- Delay ..,...
Perla (52/52 HP)☘️☘️☘️, -- Darkvision ,
⠀⠀Shadow AC19 (38/38 HP)
➤ Krakas (31/40 HP)☘️☘️☘️ ==== Delay .-
➤ Avenger of the Green (44/58 HP)☘️ , Low light vision -- .
➤ Irabeth Tirabade (32/52 HP)shield up (H5, 20/20), -1 to Charisma checks. Fiendish Rot 3:40 pm, immune to Battle Medicine until 3:40 pm
⠀⠀NPC Mongrel Ranger (- HP)Each of you gets one Ranger that acts on your turn. A 6

──────────
AFTER YOUR TURN:
──────────
Jeslyn: 2d4 persistent bleed damage

──────────
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

2142 Tuesday


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

Stratagem vs Fire thing: 1d20 ⇒ 13

"Duck! Tabil sidesteps to not hit Krakas, aims at the burning distraction and releases.

To hit: 13 + 11 + 1 = 25
Damage P: 2d6 + 1d6 ⇒ (1, 1) + (1) = 3

With a better vantage point, Tabil takes a better look at the creature that was originally in the room.

Shared Stratagem, I would like it to be off guard to Solras for the next attack.

I would also like to get a RK on Jeslyn. Keen Recollection + 8

◇ Stratagem, ◆ Step, ◆ Strategic Strike, ◆ RK


Male Hero Points 3/1 Conditions Wounded 1 Human ◆◇↺ Fighter [Marshall] 4 Perception (E)+9 HP 12/60 AC(T) 22/24, Fort(E)+10, Ref(E)+8(+3) Bulwark, Will(E)+9

Melee(E) +1 Striking Cold-iron Longsword, inspired : 1d20 + 13 + 1 ⇒ (18) + 13 + 1 = 322d8 + 4 ⇒ (2, 1) + 4 = 7 S Traits Versatile P, magic


HP: 53/53|AC:20 | Fort: +10, Refl: +11, Will: +10 | Perc: +8, Speed 25ft, Resist Fire 5 Spells Prepared 1st 4/4 2nd 4/4|3rd 3/3 Focus pts 1/1 | Hero Points1/3| Day 4 / 7 of skill retraining

drats looks like my post got eaten

reflex: 1d20 + 7 ⇒ (7) + 7 = 14 scorched me
fire: 2d6 ⇒ (5, 4) = 9

Krakas will move into the room properly and launch the hammer he threw at the minotaur earlier at the spellcaster.

telekinetic proj: 1d20 + 10 ⇒ (9) + 10 = 19
damage: 3d6 ⇒ (2, 4, 3) = 9


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

Sheesh. Paizo crapped out on me near the end of a long post. Here goes...

Merlin takes his Reactive Strike against Jeslyn and hits (not all of it goes through), but not hard enough to stop her from casting.

Tabil uses a strategem to hit the burning creature but cannot recall anything of value against Jeslyn. He does set up Solras for their next attack.

Krakas takes some fire damage, moves into the room and sends the hammer into Jeslyn. Unfortunately, it just bounces off.

❖❖❖❖❖❖❖❖❖❖
Gray Garrison: P18 Jeslyn, Round 3 & 4
Party Conditions: 4:10 pm, ☘️ = Hero Points,+1 status bonus to attack rolls and saves against mental effect, +1 to hit from Merlin inspiration
Terrain Features: Everything in the streets are difficult terrain
ENCOUNTER MAP

──────────
BEFORE YOUR TURN:
──────────
Merlin Brokencrown: Will DC 25 vs doom, basic Reflex DC 17 vs 2d6 fire
Avenger of the Green: Will DC 25 for blood vendetta

──────────
Character in ➤ BOLD can act!
──────────
Round 4 (- HP)
➤ Merlin Brokencrown (40/60 HP) Shield up (H 8, 73/73), Gray Pox 3:10 pm
Round 3 continued (- HP)
Jeslyn (-21 HP)23 < AC <= 26
Fiery summoned Creature (-12 HP)0 < AC <= 25 (4 on 1d4)
Tabil (14/44 HP)☘️☘️, . Immune to Battle Medicine until 5:10
➤ Solras Pirhatya (45/45 HP) Sharp Eared == Jeslyn is OG to first strike.
➤ Ragathien (48/48 HP)☘️☘️ Darkvision --- Delay ..,...
Perla (52/52 HP)☘️☘️☘️, -- Darkvision ,
⠀⠀Shadow AC19 (38/38 HP)
Krakas (22/40 HP)☘️☘️☘️ ==== Delay .-
➤ Avenger of the Green (44/58 HP)☘️ , Low light vision -- .
➤ Irabeth Tirabade (32/52 HP)shield up (H5, 20/20), -1 to Charisma checks. Fiendish Rot 3:40 pm, immune to Battle Medicine until 3:40 pm
⠀⠀NPC Mongrel Ranger (- HP)Each of you gets one Ranger that acts on your turn. A 6

──────────
AFTER YOUR TURN:
──────────
Jeslyn: 2d4 persistent bleed damage

──────────
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

2142 Tuesday


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

Solras fires twice at Jeslyn.

Attack: 1d20 + 13 ⇒ (1) + 13 = 14
Attack: 1d20 + 13 - 5 ⇒ (16) + 13 - 5 = 24

Damage: 2d10 + 2 ⇒ (1, 10) + 2 = 13


AC 22 (24 w/ shield) |HP 70/70 |F/R/W +13/+12/+12 |Per+10 |Cond None |◆ ◇ ↺

1d20 + 10 ⇒ (4) + 10 = 14

Ouch! I want to see what happens before I take my turn.[/ooc]


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

Solras fires twice. The first lodges squarely in the doorframe leading into the room. Firing through the doorway makes the second shot barely miss Jeslyn.

Irabeth raises her blade, and light seems to begin radiating from it. Then, she strikes: 1d20 + 11 + 1 ⇒ (5) + 11 + 1 = 17. Then, she will strike again: 1d20 + 11 - 5 ⇒ (7) + 11 - 5 = 13

❖❖❖❖❖❖❖❖❖❖
Gray Garrison: P18 Jeslyn, Round 3 & 4
Party Conditions: 4:10 pm, ☘️ = Hero Points,+1 status bonus to attack rolls and saves against mental effect, +1 to hit from Merlin inspiration
Terrain Features: Everything in the streets are difficult terrain
ENCOUNTER MAP

──────────
BEFORE YOUR TURN:
──────────
Merlin Brokencrown: Will DC 25 vs doom, basic Reflex DC 17 vs 2d6 fire
Avenger of the Green: Will DC 25 for blood vendetta

──────────
Character in ➤ BOLD can act!
──────────
Round 4 (- HP)
➤ Merlin Brokencrown (40/60 HP) Shield up (H 8, 73/73), Gray Pox 3:10 pm
Round 3 continued (- HP)
Jeslyn (-21 HP)23 < AC <= 26
Fiery summoned Creature (-12 HP)23 < AC <= 25 (4 on 1d4)
Tabil (14/44 HP)☘️☘️, . Immune to Battle Medicine until 5:10
Solras Pirhatya (45/45 HP) Sharp Eared == .
➤ Ragathien (48/48 HP)☘️☘️ Darkvision --- Delay ..,...
Perla (52/52 HP)☘️☘️☘️, -- Darkvision ,
⠀⠀Shadow AC19 (38/38 HP)
Krakas (22/40 HP)☘️☘️☘️ ==== Delay .-
➤ Avenger of the Green (44/58 HP)☘️ , Low light vision -- .
Irabeth Tirabade (32/52 HP)shield up (H5, 20/20), -1 to Charisma checks. Fiendish Rot 3:40 pm, immune to Battle Medicine until 3:40 pm
⠀⠀NPC Mongrel Ranger (- HP)Each of you gets one Ranger that acts on your turn. A 6

──────────
AFTER YOUR TURN:
──────────
Jeslyn: 2d4 persistent bleed damage

──────────
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

2142 Tuesday


Male Hero Points 3/1 Conditions Wounded 1 Human ◆◇↺ Fighter [Marshall] 4 Perception (E)+9 HP 12/60 AC(T) 22/24, Fort(E)+10, Ref(E)+8(+3) Bulwark, Will(E)+9

Will(E) DC 25!: 1d20 + 9 ⇒ (9) + 9 = 18

Merlin begins to feel the irregular and irresponsible about what he had for breakfast....

Ref(E) DC 17: 1d20 + 8 ⇒ (5) + 8 = 132d6 ⇒ (1, 5) = 6 (+3) Bulwark

The Fighter seems weighted by his recent decision to not be nice to the uncomfortable looking lady....

Just burning for some less attention, the Fighter still has enough wits (and flesh) to make a difference!

Merlin Raises his Shield and delivers a Vicious Swing!
Melee(E) +1 Striking Cold-iron Longsword, inspired : 1d20 + 13 + 1 ⇒ (20) + 13 + 1 = 343d8 + 4 ⇒ (8, 7, 7) + 4 = 26 S Traits Versatile P, magic

Merlin nods at her and winks.


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

Avenger of the Green begins bleeding profusely as soon as their prior strike hits. 4d6 persistent bleed

Merlin:
In your mind you see tons of rock falling upon you. Your hair is longer, and the beginning of a beard can easily be seen.

Your bones break, your left hand (holding a different shield than you currently have) becomes severed as sheer rock cuts it off above your elbow.

You are Off Guard.

Merlin is burned by his proximity to the fiery creature, but, delivers a mighty blow to Jeslyn.

Jeslyn appears to be shocked by Merlin's latest strike against her. She will instruct the fiery creature to attack Merlin, while she casts again at Merlin Provoking a Reactive Strike. Merlin must make a Fortitude Save DC 25 vs Vampiric Feast

Persistent bleed: 2d4 ⇒ (4, 4) = 81d20 ⇒ 10

GM: 1d4 ⇒ 1

The fiery creature attacks Merlin twice: 1d20 + 12 ⇒ (15) + 12 = 271d20 + 12 - 5 ⇒ (10) + 12 - 5 = 17for: 1d6 + 4 ⇒ (3) + 4 = 7 bludgeoning and 1d6 persistent fire.

Avenger of the Green can go during its Turn 3

❖❖❖❖❖❖❖❖❖❖
Gray Garrison: P18 Jeslyn, Round 4 & 5
Party Conditions: 4:10 pm, ☘️ = Hero Points,+1 status bonus to attack rolls and saves against mental effect, +1 to hit from Merlin inspiration
Terrain Features: Everything in the streets are difficult terrain
ENCOUNTER MAP

──────────
BEFORE YOUR TURN:
──────────
Merlin Brokencrown: Fort DC 25 vs vampiric feast

──────────
Character in ➤ BOLD can act!
──────────
Round 5 (- HP)
➤ Merlin Brokencrown (27/60 HP) Shield up (H 8, 73/73), Gray Pox 3:10 pm, Off Guard
Round 4 continued (- HP)
Jeslyn (-77 HP)23 < AC <= 26
Fiery summoned Creature (-12 HP)23 < AC <= 25 (4 on 1d4)
➤ Tabil (14/44 HP)☘️☘️, . Immune to Battle Medicine until 5:10
➤ Solras Pirhatya (45/45 HP) Sharp Eared == .
➤ Jarlgrum (62/62 HP)☘️ Darkvision --- .
➤ Perla (52/52 HP)☘️☘️☘️, -- Darkvision ,
⠀⠀➤ Shadow AC19 (38/38 HP)
➤ Krakas (22/40 HP)☘️☘️☘️ ==== Delay .-
➤ Avenger of the Green (44/58 HP)☘️ , Low light vision -- .
➤ Irabeth Tirabade (32/52 HP)shield up (H5, 20/20), -1 to Charisma checks. Fiendish Rot 3:40 pm, immune to Battle Medicine until 3:40 pm
⠀⠀NPC Mongrel Ranger (- HP)Each of you gets one Ranger that acts on your turn. A 6

──────────
AFTER YOUR TURN:
──────────
Merlin Brokencrown: 1d6 persistent fire
Jeslyn: 2d4 persistent bleed damage
Avenger of the Green: 4d6 bleed, Weakness 1 to piercing and Slashing

──────────
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

2142 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 + 10 ⇒ (6) + 10 = 16
to damage: 1d8 ⇒ 2
to hit: 1d20 + 5 ⇒ (6) + 5 = 11
to damage: 1d8 ⇒ 6
to hit: 1d20 ⇒ 2
to damage: 1d8 ⇒ 1

Perla takes aim and shoots three times, hoping to end the fight!


Male Hero Points 3/1 Conditions Wounded 1 Human ◆◇↺ Fighter [Marshall] 4 Perception (E)+9 HP 12/60 AC(T) 22/24, Fort(E)+10, Ref(E)+8(+3) Bulwark, Will(E)+9

Merlin seems a bit aggravated by the fiery creature!
Somebody want to neutralize that thing! I'm getting too old for this s#!$

The Fighter --Reacts--by taking it out on Jocelyn!
Melee(E) +1 Striking Cold-iron Longsword, inspired : 1d20 + 13 + 1 ⇒ (17) + 13 + 1 = 312d8 + 4 ⇒ (6, 7) + 4 = 17 S Traits Versatile P, magic

The old man with a severely severed hand laughs at the Witch!
Fort(E) DC 25: 1d20 + 10 ⇒ (8) + 10 = 18
I feel a bit weird, but not in any good way....


AC 22 (24 w/ shield) |HP 70/70 |F/R/W +13/+12/+12 |Per+10 |Cond None |◆ ◇ ↺

Given the sharpness of the bleeding, he raises his shield and tries to bind the worst leaks.

Medicine for assisted recovery, 2a: 1d20 + 10 ⇒ (12) + 10 = 22
Flat check to recover: 1d20 ⇒ 11


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

Perla's arrows are unable to find purchase.

Jeslyn's spell sucks the vitality right out of Merlin: 6d6 ⇒ (2, 3, 5, 1, 2, 3) = 16 and into Jeslyn.

Merlin reacts by striking Jeslyn, but not all of the damage goes through.

Avenger of the Green is unable to staunch the flow of 'blood'.

Persistent damage: 4d6 ⇒ (6, 5, 5, 4) = 20

❖❖❖❖❖❖❖❖❖❖
Gray Garrison: P18 Jeslyn, Round 4 & 5
Party Conditions: 4:10 pm, ☘️ = Hero Points,+1 status bonus to attack rolls and saves against mental effect, +1 to hit from Merlin inspiration
Terrain Features: Everything in the streets are difficult terrain
ENCOUNTER MAP

──────────
BEFORE YOUR TURN:
──────────
Merlin Brokencrown: Reflex DC 17 vs 2d6 fire aura
Krakas: Reflex DC 17 vs 2d6 fire aura

──────────
Character in ➤ BOLD can act!
──────────
Round 5 (- HP)
➤ Merlin Brokencrown (5/60 HP) Shield up (H 8, 73/73), Gray Pox 3:10 pm, Off Guard,
Round 4 continued (- HP)
Jeslyn (-82 HP)23 < AC <= 26
Fiery summoned Creature (-12 HP)23 < AC <= 25 (4 on 1d4)
➤ Tabil (14/44 HP)☘️☘️, . Immune to Battle Medicine until 5:10
➤ Solras Pirhatya (45/45 HP) Sharp Eared == .
➤ Jarlgrum (62/62 HP)☘️ Darkvision --- .
Perla (52/52 HP)☘️☘️☘️, -- Darkvision ,
⠀⠀Shadow AC19 (38/38 HP)
➤ Krakas (22/40 HP)☘️☘️☘️ ==== Delay .-
Avenger of the Green (24/58 HP)☘️ , Low light vision -- .
➤ Irabeth Tirabade (32/52 HP)shield up (H5, 20/20), -1 to Charisma checks. Fiendish Rot 3:40 pm, immune to Battle Medicine until 3:40 pm
⠀⠀NPC Mongrel Ranger (- HP)Each of you gets one Ranger that acts on your turn. A 6

──────────
AFTER YOUR TURN:
──────────
Jeslyn: 2d4 persistent bleed damage
Avenger of the Green: 4d6 bleed, Weakness 1 to piercing and Slashing

──────────
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

2142 Tuesday


HP: 53/53|AC:20 | Fort: +10, Refl: +11, Will: +10 | Perc: +8, Speed 25ft, Resist Fire 5 Spells Prepared 1st 4/4 2nd 4/4|3rd 3/3 Focus pts 1/1 | Hero Points1/3| Day 4 / 7 of skill retraining

Krakas still stuck in a fiery aura of fire.

reflex: 1d20 + 7 ⇒ (7) + 7 = 14
fire damage: 2d6 ⇒ (6, 4) = 10

golly

Krakas burns a little more, "Its getting pretty hot in here,"

He steps back, hopefully out of the fiery creature's aura, and then throws the hammer at the Half-Demon lady, "Bring the summoner down, the summons disappears, basic principles of magic!"

telekinetic projectile: 1d20 + 10 ⇒ (16) + 10 = 26
damage: 3d6 ⇒ (2, 4, 5) = 11


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

Krakas, burned by proximity to the fiery creature, steps back and, with the power of their mind hits Jeslyn.

Irabeth strikes at Jeslyn: 1d20 + 11 ⇒ (1) + 11 = 121d20 + 11 - 5 ⇒ (2) + 11 - 5 = 81d20 + 11 - 10 ⇒ (8) + 11 - 10 = 9, completely ineffectively.

❖❖❖❖❖❖❖❖❖❖
Gray Garrison: P18 Jeslyn, Round 4 & 5
Party Conditions: 4:10 pm, ☘️ = Hero Points,+1 status bonus to attack rolls and saves against mental effect, +1 to hit from Merlin inspiration
Terrain Features: Everything in the streets are difficult terrain
ENCOUNTER MAP

──────────
BEFORE YOUR TURN:
──────────
Merlin Brokencrown: Reflex DC 17 vs 2d6 fire aura

──────────
Character in ➤ BOLD can act!
──────────
Round 5 (- HP)
➤ Merlin Brokencrown (5/60 HP) Shield up (H 8, 73/73), Gray Pox 3:10 pm, Off Guard,
Round 4 continued (- HP)
Jeslyn (-89 HP)23 < AC <= 26
Fiery summoned Creature (-12 HP)23 < AC <= 25 (4 on 1d4)
➤ Tabil (14/44 HP)☘️☘️, . Immune to Battle Medicine until 5:10
➤ Solras Pirhatya (45/45 HP) Sharp Eared == .
➤ Jarlgrum (62/62 HP)☘️ Darkvision --- .
Perla (52/52 HP)☘️☘️☘️, -- Darkvision ,
⠀⠀Shadow AC19 (38/38 HP)
Krakas (12/40 HP)☘️☘️☘️ ==== .-
Avenger of the Green (24/58 HP)☘️ , Low light vision -- .
Irabeth Tirabade (32/52 HP)shield up (H5, 20/20), -1 to Charisma checks. Fiendish Rot 3:40 pm, immune to Battle Medicine until 3:40 pm
⠀⠀NPC Mongrel Ranger (- HP)Each of you gets one Ranger that acts on your turn. A 6

──────────
AFTER YOUR TURN:
──────────
Jeslyn: 2d4 persistent bleed damage
Avenger of the Green: 4d6 bleed, Weakness 1 to piercing and Slashing

──────────
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

2142 Tuesday

Vigilant Seal

male Dwarf Champion/4 hp 62 ac 22 f11 r6 w10 perc 8 speed15ft class dc 20 melee 11

I stride into the room

hit Jeslyn with warhammer: 1d20 + 11 ⇒ (15) + 11 = 26

damage: 1d8 + 4 ⇒ (6) + 4 = 10

then raise my shield


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

Jarlgrum (who has always been with you, but walks very, very slowly because he had to leave his horse outside) waddles in and smashes Jeslyn's head in with his warhammer.

COMBAT OVER

The fiery creature smiles knowingly, and disappears.

Status:

➤ Merlin Brokencrown (5/60 HP)
➤ Tabil (14/44 HP)
➤ Solras Pirhatya (45/45 HP)
➤ Jarlgrum (62/62 HP)
➤ Perla (52/52 HP)
➤ Krakas (12/40 HP)
➤ Avenger of the Green (24/58 HP)
➤ Irabeth Tirabade (32/52 HP)

The room goes quiet. The only sounds are your heavy breathing, and a tiny hum from the shard of the Wardstone. You know you must destroy the Wardstone, but, it is currently encased in a cage.

Please note: Avenger of the Green still is bleeding, and Merlin's doom is progressing (He is currently at Stage 1 of Impending Doom)

Opening the cage is relatively easy, but destroying the Wardstone is more difficult.

How do you intend on its destruction? And, do you intend to heal up before doing so?

1810 Sunday


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 walks to the door to take a breather and notices something sticky on the floor. He follows the trail all the way to a puddle underneath the leshy.

He speaks up. "My ligneous friend, you are leaking sap. Let me look before we all walk around, sticking to the floor."

Will use assurance for a total of 19. Hope that helps.

As for after, I would prefer to heal up before doing anything else. We're pretty beat up.


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

I forgot to give you what was on Jeslyn's person

On Jeslyn you get:
* +1 Scythe
* Healer's Toolkit
* 3 scrolls of Dispel Magic

Tabil heals Avenger of the Green for: 2d8 ⇒ (4, 7) = 11

Irabeth will Lay on Hands to heal Avenger of the green for 12

Merlin:
You continue to envision your future.

Trapped underneath the rubble, vermin approach your body and begin eating your flesh.

You are now Frightened 2

Take a turn:

➤ Merlin Brokencrown (5/60 HP)
➤ Solras Pirhatya (45/45 HP)
➤ Jarlgrum (62/62 HP)
➤ Perla (52/52 HP)
➤ Krakas (12/40 HP)
➤ Avenger of the Green (47/58 HP) 4d6 Persistent Bleed


Male Hero Points 3/1 Conditions Wounded 1 Human ◆◇↺ Fighter [Marshall] 4 Perception (E)+9 HP 12/60 AC(T) 22/24, Fort(E)+10, Ref(E)+8(+3) Bulwark, Will(E)+9

The Fighter stands burning...
Reflex DC 17, Bulwark: 1d20 + 8 + 3 ⇒ (18) + 8 + 3 = 29

He then shivers a bit.

Bravery:

Level 3
Having faced countless foes and the chaos of battle, you have learned how to stand strong in the face of fear. Your proficiency rank for Will saves increases to expert. When you roll a success at a Will save against a fear effect, you get a critical success instead. In addition, anytime you gain the frightened condition, reduce its value by 1.

Inspired grants +1 Mental (Fear)?


AC 22 (24 w/ shield) |HP 70/70 |F/R/W +13/+12/+12 |Per+10 |Cond None |◆ ◇ ↺

medicine: 1d20 + 10 ⇒ (14) + 10 = 24
flat check: 1d20 ⇒ 15
so one more round

Avenger will distribute fruit of life every 10 minutes. I assume Tabil will treat wounds on four people every 10 minutes, and Irabeth will toss in lay on hands on whoever's worse. That should get us healed up in 20 minutes on average.


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

Merlin is able to put out the fire, and puts on a brave face against the fears he has internally.

Avenger of the Green bleeds more, but is able to staunch the wound.

Merlin:
The image of your death, not by glorious battle, not even by the cave in, but, by the worms eating your flesh while you are fully aware, stuns you. Stunned 1, the jolt of its finality wracks your brain.

Merlin takes: 6d6 ⇒ (5, 4, 2, 5, 6, 4) = 26 mental damage, rendering him unconscious.

I'll assume it will take 30 minutes to get everyone situated.

What are your plans for the Wardstone fragment?


Male Hero Points 3/1 Conditions Wounded 1 Human ◆◇↺ Fighter [Marshall] 4 Perception (E)+9 HP 12/60 AC(T) 22/24, Fort(E)+10, Ref(E)+8(+3) Bulwark, Will(E)+9

Merlin faints.


HP: 53/53|AC:20 | Fort: +10, Refl: +11, Will: +10 | Perc: +8, Speed 25ft, Resist Fire 5 Spells Prepared 1st 4/4 2nd 4/4|3rd 3/3 Focus pts 1/1 | Hero Points1/3| Day 4 / 7 of skill retraining

Krakas collects the scrolls of dispel magic then sets to examining the magical properties of the Wardstone fragment.

Arcana +12 perhaps? I don't have religion yet


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

Should a wardstone go more than a year without a maintenance ritual, it can be damaged as any other object, though it remains a dense and difficult to break stone. Destroying a wardstone breaks its link in the chain of wardstones, though the gap in its effect can vary between a few dozen feet to several miles in length.

You know that the demons plan to use this wardstone shard to create an effect that will kill all of the non-demons near any of the still-intact Wardstones.

Specifically, you were sent here to destroy this shard.

Vigilant Seal

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male Dwarf Champion/4 hp 62 ac 22 f11 r6 w10 perc 8 speed15ft class dc 20 melee 11

I'll go over to Merlin and cast lay on hands on him healing for 12 hit points.

Then I'll begin to refocus.


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

Can I get a RK on the shard? Keen Recollection 8+1, since this is one of my ongoing investigations.

If we are done with medical care, Tabil would also like to go through Jeslyn's possessions.


HP: 53/53|AC:20 | Fort: +10, Refl: +11, Will: +10 | Perc: +8, Speed 25ft, Resist Fire 5 Spells Prepared 1st 4/4 2nd 4/4|3rd 3/3 Focus pts 1/1 | Hero Points1/3| Day 4 / 7 of skill retraining

Looking around at the others ” I think we need to destroy this thing, anyone want to take a whack at it?”


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

Tabil knows that the wardstone fragment is part of a larger artifact. The wardstones in the cities were used to prevent Fiends from exiting the WorldWound. Now that this wardstone is broken, soon the demons will be able to come from the WorldWound and destroy everything. Tabil also knows that the demons are corrupting the wardstone fragment in order to kill all the crusaders in all of the cities surrounding the WorldWound that have a wardstone in them.

The wardstones were put into place by Iomedae's Herald.


Male Hero Points 3/1 Conditions Wounded 1 Human ◆◇↺ Fighter [Marshall] 4 Perception (E)+9 HP 12/60 AC(T) 22/24, Fort(E)+10, Ref(E)+8(+3) Bulwark, Will(E)+9

Merlin immediately opens his blue eyes. He winks at Jarlgrum. The Fighter then picks up his shield and longsword, stands, and marches right over to the Ward Stone fragment.
Melee(E) +1 Striking Cold-iron Longsword, frustrated : 1d20 + 13 ⇒ (17) + 13 = 303d8 + 4 ⇒ (3, 2, 3) + 4 = 12 S Traits Versatile P, magic


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

Merlin begins to hack away at the Wardstone.

Unless you can think of a better way to break it, it will take a long time. Merlin has a 1/64th chance of getting past its hardness 25. It will work, eventually.


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

Long ago you met Quednys Orlun. He gave you a Rod of Cancellation that should help weaken the Wardstone fragment even further.


HP: 53/53|AC:20 | Fort: +10, Refl: +11, Will: +10 | Perc: +8, Speed 25ft, Resist Fire 5 Spells Prepared 1st 4/4 2nd 4/4|3rd 3/3 Focus pts 1/1 | Hero Points1/3| Day 4 / 7 of skill retraining

I feel bad I didn't remember that from 6 months ago, looking back I had a significant involvement in that roleplay at that moment

Krakas digs around his pack, searching for a tucked away rod, pulling it out, "Wait Merlin, how silly of me, I forgot we had this Rod of Cancelation for just this very moment, stand back, I don't know what will happen when I touch these two together,"

Krakas, a little battered still, strides forward and activates the Rod of Cancelation on the Wardstone fragment.


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

Wand of Cancellation: 1d20 ⇒ 8

The spell appears to have no effect.

Do you want to take the chance and Overcharge the wand?

If so, then roll a d20, then roll a flat 10 check.

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