Wrath of the Righteous PF2

Game Master Ira kroll

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

Mythic Artifacts | Macros | Area Templates | Slides

Retraining House Rule:

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

Here is what I propose:

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

Immediately, they lose X.

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

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

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

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

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

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

Inherent Mythic Boons:

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

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

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

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

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

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

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

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

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

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


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

Solras takes another shot at A

Attack: 1d20 + 14 ⇒ (19) + 14 = 33
Damage: 2d10 + 2 ⇒ (1, 6) + 2 = 9
Crit?: 2d10 + 2 ⇒ (8, 9) + 2 = 19


Artifacts | Macros | Inv | Slides | Map |

Merlin is unable to avoid the acidic slime. It sizzles against his skin and armor: 2d6 ⇒ (1, 4) = 5, but, it doesn't seem to affect him at all.

Some of the wounds Krakas has taken heal as Krakas blasts Babau D, destroying it.

Solras plants a shot through the cheek of the demon. Less than an inch away from its eye. Extra Holy damage: 2d6 ⇒ (3, 5) = 8

Jarlgrum BOTTED for last two actions
Jarlgrum takes a step toward Babau F, and strikes.

He notices that the acidic slime is a reaction the demons have.
End BOT

Babau A advance up to Perla, and makes a grievous strike. Perla or Solras: 1d2 ⇒ 2against Solras: 1d20 + 17 ⇒ (12) + 17 = 29for: 1d8 + 7 + 2d6 ⇒ (5) + 7 + (5, 3) = 20 physical damage and: 1d6 ⇒ 1 Unholy damage.

Babau E walks around the remains of the cage to flank Jarlgrum, and makes a grievous strike on him: 1d20 + 17 ⇒ (9) + 17 = 26for: 1d8 + 7 + 2d6 + 2d6 ⇒ (2) + 7 + (1, 5) + (4, 1) = 20 physical (and sneak attack) damage and: 1d6 ⇒ 5 Unholy damage.

Babau F (JMA: 1d3 ⇒ 2) makes a grievous strike against Merlin: 1d20 + 17 ⇒ (13) + 17 = 30for: 1d8 + 7 + 2d6 ⇒ (3) + 7 + (5, 4) = 19 physical damage and: 1d6 ⇒ 6 Unholy damage. Merlin will block some of the physical damage with his shield. It then, will take a step away from the flank.

Babau E persistent damage: 3d4 ⇒ (3, 1, 3) = 71d20 ⇒ 3

❖❖❖❖❖❖❖❖❖❖
Gray Garrison: P18 Areelu Vorlesh, Round 4 & 5
Party Conditions: 4:40 pm, ☘️ = Hero Points | +2d6 Holy Damage, Restance to Acid ??, Resistance to physical damage 10, +1d12 once per round, Fast Regeneration 5 (Unholy)
Terrain Features: Everything in the streets are difficult terrain
ENCOUNTER MAP

──────────
BEFORE YOUR TURN:
──────────
Avenger of the Green AC22/24: Regeneration 5
Perla AC22: Regeneration 5
Krakas AC20: Regeneration 5
Tabil AC22: Regeneration 5

──────────
Character in ➤ BOLD can act!
──────────
Round 5 (- HP)
➤ Avenger of the Green AC22/24 (25/70 HP)☘️ , Low light vision -- Frightened 1, .
➤ Merlin Brokencrown AC23/25 (47/78 HP) Shield up, inspiration (H 8, 73-1-1=71/73), Quickened 1 (7 rounds), Frightened 1, Unholy damage,
➤ Perla AC22 (42/68 HP)☘️☘️☘️, -- Darkvision ,Frightened 1,
⠀⠀➤ Shadow AC20 (27/46 HP)
Babau A (-118 HP)21 < AC <= 24 Weakness to cold iron 5, Holy 5
Babau E (-53 HP)21 < AC <= 24 Weakness to cold iron 5, Holy 5
Babau F (-43 HP)21 < AC <= 24 Weakness to cold iron 5, Holy 5
Round 4 continued (- HP)
➤ Krakas AC20 (37/53 HP)☘️☘️☘️ ==== .,
➤ Tabil AC22 (30/58 HP)☘️, , Frightened 1,
➤ Solras Pirhatya AC21 (50/61 HP) Sharp Eared == Unholy damage, Frightened 2.
➤ Jarlgrum AC23/25 (65/80 HP)☘️ Darkvision --- Quickened 1 (7 rounds) Shield up., Unholy damage, Frightened 2
➤ Irabeth Tirabade (0/52 HP)shield not up (H5, 20/20), -1 to Charisma checks. Fiendish Rot 3:40 pm, immune to Battle Medicine until 3:40 pm, unconscious, prone

──────────
AFTER YOUR TURN:
──────────
Babau E: (3d4)/2

──────────
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

Posted Time :
1021 Monday


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

Krakas' wounds continue to close, he runs forward to the doorway, seeing Perla and Solras cornered by a Babau he summons his magic and slings a discard weapon at the creature from behind.

telekinetic projectile: 1d20 + 10 + 12 ⇒ (12) + 10 + 12 = 34
damage + holy: 4d6 + 2d6 ⇒ (5, 1, 4, 6) + (1, 5) = 22


Artifacts | Macros | Inv | Slides | Map |

Krakas heals slightly, goes to the door, and moves a discarded weapon that pierces the demon's throat. The demon falls in a heap on the floor.

❖❖❖❖❖❖❖❖❖❖
Gray Garrison: P18 Areelu Vorlesh, Round 4 & 5
Party Conditions: 4:40 pm, ☘️ = Hero Points | +2d6 Holy Damage, Restance to Acid ??, Resistance to physical damage 10, +1d12 once per round, Fast Regeneration 5 (Unholy)
Terrain Features: Everything in the streets are difficult terrain
ENCOUNTER MAP

──────────
BEFORE YOUR TURN:
──────────
Avenger of the Green AC22/24: Regeneration 5
Perla AC22: Regeneration 5
Tabil AC22: Regeneration 5

──────────
Character in ➤ BOLD can act!
──────────
Round 5 (- HP)
➤ Avenger of the Green AC22/24 (25/70 HP)☘️ , Low light vision -- Frightened 1, .
➤ Merlin Brokencrown AC23/25 (47/78 HP) Shield up, inspiration (H 8, 73-1-1=71/73), Quickened 1 (7 rounds), Frightened 1, Unholy damage,
➤ Perla AC22 (42/68 HP)☘️☘️☘️, -- Darkvision ,Frightened 1,
⠀⠀➤ Shadow AC20 (27/46 HP)
Babau E (-53 HP)21 < AC <= 24 Weakness to cold iron 5, Holy 5
Babau F (-43 HP)21 < AC <= 24 Weakness to cold iron 5, Holy 5
Round 4 continued (- HP)
Krakas AC20 (42/53 HP)☘️☘️☘️ ==== .,
➤ Tabil AC22 (30/58 HP)☘️, , Frightened 1,
➤ Solras Pirhatya AC21 (50/61 HP) Sharp Eared == Unholy damage, Frightened 2.
➤ Jarlgrum AC23/25 (65/80 HP)☘️ Darkvision --- Quickened 1 (7 rounds) Shield up., Unholy damage, Frightened 2
➤ Irabeth Tirabade (0/52 HP)shield not up (H5, 20/20), -1 to Charisma checks. Fiendish Rot 3:40 pm, immune to Battle Medicine until 3:40 pm, unconscious, prone

──────────
AFTER YOUR TURN:
──────────
Babau E: (3d4)/2

──────────
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

Posted Time :
1021 Monday


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

Tabil looks at the nearest demon and does some quick mental math.

Stratagem vs E: 1d20 ⇒ 1

He lowers his bow and instead charges towards the unconscious Irabeth. He quickly rubs some salt-infused tincture under her nose to get her on her feet. "Get up. We're almost in the clear."

Battle Medicine: 2d8 + 5 ⇒ (2, 5) + 5 = 12

Then he aims and fires an arrow at the other demon. F

1d20 + 14 + 1d12 - 1 ⇒ (13) + 14 + (7) - 1 = 33
Damage P + 2d6 Holy: 2d6 + 2d6 ⇒ (2, 2) + (1, 4) = 9

Not Frightened anymore, yay!
◇ Devise Stratagem, ◆ Stride, ◆ Battle Medicine, ◆ Strike


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

Merlin does indeed Shield Block!
Physical Resistance 8 -17hp each! Reinforcing Rune (Lesser)
Item 7 heavy steel shield + Hardness 8 Max HP 37/73 BT 36

Probably won't be able to make that work again.

The Fighter Raises his Shield, and delivers a Grievous Strike!
Melee(M) +1 Striking Cold-iron Longsword, inspired, holy: 1d20 + 16 + 1 ⇒ (14) + 16 + 1 = 313d8 + 4 + 2d6 ⇒ (3, 1, 7) + 4 + (6, 5) = 26 S Traits Versatile P, magic

Quickened! Melee(M) +1 Striking Cold-iron Longsword, inspired, holy, map, surge: 1d20 + 16 + 1 - 5 + 1d12 ⇒ (5) + 16 + 1 - 5 + (6) = 232d8 + 4 + 2d6 ⇒ (7, 1) + 4 + (2, 1) = 15 S Traits Versatile P, magic


Artifacts | Macros | Inv | Slides | Map |

Some of Tabil's wounds heal.

He rushes over and awakens Irabeth. Then sends a deadly bolt into Demon F.

Merlin raises his shield, and delivers two blows, one of which hits.

Irabeth stands, grips her weapon, and drinks a healing potion: 3d8 + 10 ⇒ (5, 5, 5) + 10 = 25

❖❖❖❖❖❖❖❖❖❖
Gray Garrison: P18 Areelu Vorlesh, Round 4 & 5
Party Conditions: 4:40 pm, ☘️ = Hero Points | +2d6 Holy Damage, Restance to Acid ??, Resistance to physical damage 10, +1d12 once per round, Fast Regeneration 5 (Unholy)
Terrain Features: Everything in the streets are difficult terrain
ENCOUNTER MAP

──────────
BEFORE YOUR TURN:
──────────
Avenger of the Green AC22/24: Regeneration 5
Perla AC22: Regeneration 5

──────────
Character in ➤ BOLD can act!
──────────
Round 5 (- HP)
➤ Avenger of the Green AC22/24 (25/70 HP)☘️ , Low light vision -- Frightened 1, .
Merlin Brokencrown AC23/25 (47/78 HP) Shield up, inspiration (H 8, 73-1-1=71/73), Quickened 1 (7 rounds), Unholy damage,
➤ Perla AC22 (42/68 HP)☘️☘️☘️, -- Darkvision ,Frightened 1,
⠀⠀➤ Shadow AC20 (27/46 HP)
Babau E (-53 HP)21 < AC <= 24 Weakness to cold iron 5, Holy 5
Babau F (-88 HP)21 < AC <= 24 Weakness to cold iron 5, Holy 5
Round 4 continued (- HP)
Krakas AC20 (42/53 HP)☘️☘️☘️ ==== .,
Tabil AC22 (35/58 HP)☘️, ,
➤ Solras Pirhatya AC21 (50/61 HP) Sharp Eared == Unholy damage, Frightened 2.
➤ Jarlgrum AC23/25 (65/80 HP)☘️ Darkvision --- Quickened 1 (7 rounds) Shield up., Unholy damage, Frightened 2
Irabeth Tirabade (37/52 HP)shield not up (H5, 20/20), -1 to Charisma checks. Fiendish Rot 3:40 pm, immune to Battle Medicine until 4:40 pm,

──────────
AFTER YOUR TURN:
──────────
Babau E: (3d4)/2

──────────
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

Posted Time :
1021 Monday

Vigilant Seal

male Dwarf Champion/6 hp 94 ac 24 f14 r8 w13 perc 11 speed20ft class dc 23 melee 16

I move into the flank with Merlin and strike at F
Warhammer: 1d20 + 12 + 1d12 ⇒ (4) + 12 + (5) = 211d8 + 4 ⇒ (4) + 4 = 8

and again, at F
Warhammer: 1d20 + 7 ⇒ (16) + 7 = 231d8 + 4 ⇒ (7) + 4 = 11

then I raise my shield.

also, I'll have used my reaction to glimpse of redemption the hit on Merlin from Babau F preventing 6 unholy and enfeebled 2 or no damage from the hit


Artifacts | Macros | Inv | Slides | Map |

*** Retcon ***
Jarlgrum's reaction will prevent up to 7 damage from Merlin. Merlin took 1 physical damage (after blocking with his shield) and 6 unholy damage. Jarlgrum prevents both damages, so Merlin was not hit with unholy damage. That means that Merlin at the beginning of his turn actually regenerated 5 HP.

*************

Jarlgrum moves to flank Babau F. He swings twice, but only hits on the second attack. Additional Holy damage: 2d6 ⇒ (6, 4) = 10.

Acidic blood spurts out on Jarlgrum. Reflex Save DC 24

Then, he raises his shield.

❖❖❖❖❖❖❖❖❖❖
Gray Garrison: P18 Areelu Vorlesh, Round 4 & 5
Party Conditions: 4:40 pm, ☘️ = Hero Points | +2d6 Holy Damage, Restance to Acid ??, Resistance to physical damage 10, +1d12 once per round, Fast Regeneration 5 (Unholy)
Terrain Features: Everything in the streets are difficult terrain
ENCOUNTER MAP

──────────
BEFORE YOUR TURN:
──────────
Avenger of the Green AC22/24: Regeneration 5
Perla AC22: Regeneration 5
Jarlgrum AC23/25: Reflex DC 24 vs acidic blood

──────────
Character in ➤ BOLD can act!
──────────
Round 5 (- HP)
➤ Avenger of the Green AC22/24 (25/70 HP)☘️ , Low light vision -- Frightened 1, .
Merlin Brokencrown AC23/25 (59/78 HP) Shield up, inspiration (H 8, 73-1-1=71/73), Quickened 1 (7 rounds),
➤ Perla AC22 (42/68 HP)☘️☘️☘️, -- Darkvision ,Frightened 1,
⠀⠀➤ Shadow AC20 (27/46 HP)
Babau E (-53 HP)21 < AC <= 24 Weakness to cold iron 5, Holy 5
Babau F (-114 HP)21 < AC <= 24 Weakness to cold iron 5, Holy 5, enfeebled 2
Round 4 continued (- HP)
Krakas AC20 (42/53 HP)☘️☘️☘️ ==== .,
Tabil AC22 (35/58 HP)☘️, ,
➤ Solras Pirhatya AC21 (50/61 HP) Sharp Eared == Unholy damage, Frightened 2.
Jarlgrum AC23/25 (65/80 HP)☘️ Darkvision --- Quickened 1 (7 rounds) Shield up., Unholy damage, Frightened 1
Irabeth Tirabade (37/52 HP)shield not up (H5, 20/20), -1 to Charisma checks. Fiendish Rot 3:40 pm, immune to Battle Medicine until 4:40 pm,

──────────
AFTER YOUR TURN:
──────────
Babau E: (3d4)/2

──────────
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

Posted Time :
1021 Monday


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

Keeping his shield up, he revels in the life pouring into him. He strikes out with a nasty vine at the most injured demon.

elemental blast at E, 2A melee, reach: 1d20 + 11 + 1d12 - 1 ⇒ (12) + 11 + (6) - 1 = 28
damage: 2d8 + 7 ⇒ (1, 5) + 7 = 13


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

Solras takes a shot at E.

Attack: 1d20 + 14 ⇒ (19) + 14 = 33
Damage: 2d10 + 2 ⇒ (4, 9) + 2 = 15
Crit?: 2d10 + 2 ⇒ (4, 4) + 2 = 10


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

Perla switches her hunted target to the Babu E and takes a strike at it twice while directing Shadow to assist her friends in combat. She can see the other demon, but without a better shot will go after the one she can certainly see and target.

to hit an arrow with Hunted Shot: 1d20 + 14 ⇒ (16) + 14 = 30
to damage: 2d8 ⇒ (6, 8) = 14
to hit an arrow with Hunted Shot: 1d20 + 9 ⇒ (16) + 9 = 25
to damage: 2d8 ⇒ (2, 1) = 3
to bite on E: 1d20 + 10 ⇒ (4) + 10 = 14
to damage: 1d8 + 2 ⇒ (4) + 2 = 6


Artifacts | Macros | Inv | Slides | Map |

Avenger of the Green raises their shield and blasts Babau F, dealing an additional: 2d6 ⇒ (2, 2) = 4 Holy damage, killing the demon.

Solras shoots Babau E, dealing an additional: 2d6 ⇒ (1, 1) = 2 Holy damage.

Perla sends two arrows that strike Babau E. They deal additional Holy damage: 2d6 ⇒ (3, 3) = 62d6 ⇒ (1, 4) = 5

The remaining demon looks around, and attempts to teleport away. If anyone within melee has a reactive strike, now's the time to use is.

COMBAT OVER

In addition to Jeslyn’s remains (despite her likely grisly death, the explosion did not harm her gear), six wardstone shards remain, embedded in the walls. These fragments only contain a small fraction of the original wardstone’s power, but they can still be quite a boon to you.

You gain sixth level.

The light around you fades, but not completely. You now have your first Mythic Rank.


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

Merlin looks around at his companions. The Fighter looks at the 6 wardstone shard fragments. He looks at his nearly Broken shield. Shrugging the Fighter marshals up the huzpuh to straight take a shard and slams it into his shield!

Vigilant Seal

male Dwarf Champion/6 hp 94 ac 24 f14 r8 w13 perc 11 speed20ft class dc 23 melee 16

For the acidic blood.
Reflex: 1d20 + 6 ⇒ (6) + 6 = 12


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

Seeing Merlin's actions, Krakas will gently lift one of the wardstone shard fragments, "Broken, but not without power, the Wardstone may very well collapse because of this. A final crusade to close the Worldwound, otherwise Golarion will be overun with hordes of Demons," Looking to his allies, confident, but worried at the thought of failure.


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

"I am certain the participants of the previous four would agree." Tabil chuckles as he looks at the carnage and towards the doorframe. "Is everyone alright? Where is Solras?"


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

She was right here. I ... I think? She was behind me, then all these fell. Did one touch her? It seems safe." Perla says as she picks one of the shards up. She then looks over the fragment, clearly worried about the idea of being in the final crusade, but that sounded right at this time. The world wound needs to be closed, and the lands healed.


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

Laughing along with Tabil, "You may be right friend, still let's not go quietly into the night, those Demons are coming, this was only a taste I'm sure," Looking around, holding the drained, charred Rod of Cancellation, "Do you guys feel stronger? I feel like there is an electricity in my veins,"


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

Tabil ponders the question as he moves towards Irabeth. "Not particularly, no. If anything, I have concerns about this", he gestures towards the demon-littered floor. "being just a taste of things to come. So how did that happen and how can we prevent it in the future?"

He looks to Irabeth. "Are you well? You were out for a while there. How many fingers am I holding up?" Tabil raises his hand to be about a foot from Irabeth's face, with his middle and ring fingers extending from a closed fist. While waiting for a response, he looks towards and beyond Perla again, hoping to see a glance of Solras.


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

After distributing the fruit of life and helping patch people up, he takes a piece of the wardstone and holds it to his chest. His bark grows to hold it in place, making it a part of himself.

As he treats Irabeth, he realizes that he now knows the secret of the eleven herbs and spices and anoints her with them. In addition to healing, it gives her an additional save every 10 minutes against a disease.


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

If we can take a moment here, Tabil would start looking over the wounded. I'm not sure how do you want to handle the Solras situation, so I will roll for her as well.

Last known HP values:
Avenger of the Green 25/70 HP
Irabeth Tirabade 37/52 HP
Jarlgrum 65/80 HP
Krakas 42/53 HP
Merlin Brokencrown 59/78 HP
Perla 42/68 HP
Shadow 27/46 HP
Solras Pirhatya 50/61 HP
Tabil 35/58 HP

Treat Wounds 50 minutes:
With assurance, going for an auto-success at DC 20 Treat Wounds, healing 2d8+10+6 on two separate people per 10 minutes

10 min
Treat Wounds, Assurance DC 20: 2d8 + 10 + 6 ⇒ (2, 6) + 10 + 6 = 24 Avenger 25+24=49
Treat Wounds, Assurance DC 20: 2d8 + 10 + 6 ⇒ (4, 2) + 10 + 6 = 22 Irabeth 37+22=Max

20 min
Treat Wounds, Assurance DC 20: 2d8 + 10 + 6 ⇒ (2, 6) + 10 + 6 = 24 Avenger 49+24=Max
Treat Wounds, Assurance DC 20: 2d8 + 10 + 6 ⇒ (3, 6) + 10 + 6 = 25 Jarlgrum 65+25=Max

30 min
Treat Wounds, Assurance DC 20: 2d8 + 10 + 6 ⇒ (5, 2) + 10 + 6 = 23 Krakas 42+23=Max
Treat Wounds, Assurance DC 20: 2d8 + 10 + 6 ⇒ (3, 7) + 10 + 6 = 26 Merlin 59+26=Max

40 min
Treat Wounds, Assurance DC 20: 2d8 + 10 + 6 ⇒ (3, 4) + 10 + 6 = 23 Perla 42+23=65
Treat Wounds, Assurance DC 20: 2d8 + 10 + 6 ⇒ (8, 8) + 10 + 6 = 32 Shadow 27+32=Max

50 min
Treat Wounds, Assurance DC 20: 2d8 + 10 + 6 ⇒ (4, 1) + 10 + 6 = 21 Solras50+21=Max
Treat Wounds, Assurance DC 20: 2d8 + 10 + 6 ⇒ (5, 7) + 10 + 6 = 28 Tabil35+28=Max

Perla might need a little bump, but since Avenger also helps, we can speed the process up.

While treating Krakas, he looks the wizard in the eyes. "What did you mean electricity? Is that perhaps the battle rush?"


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

Avenger can add a fruit of life for 3d4+11. He can repeat this every 10 minutes per person.

When he realizes it, he can also add 2d10+4 every 10 minutes per person with dash of herbs.

So for the two most wounded, we can heal an average of 58.5 to the two most wounded in 10 minutes and 33.5 to the rest.

On top of this, Avenger heals 10 hp per 10 minutes.

It looks like we can do this in 10 minutes.


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

" Electricity is one of the holy powers right? I think I've heard many holy powers feeling like a shock, that it helps to heal and harm foes. But for a wizard, is that normal? This is perhaps an odd time, but we do not generally have time to talk about these things mostly. I still can not figure out if mine has any power or not. But I like my shard, it seems... comforting?"


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

Nodding his head, "Maybe it's still just the Thrill of a life or death battle wearing off but I don't know, something just clicked for me, like a puzzle that fell into all the right pieces," Flexing his hands a couple times, looking to Perla, "I think electricity is agnostic to the gods, I know several different pathways of magic that can conjure electricity, to say nothing of those natural Electro-Kinetic's I've run into from time to time, kind of like Avenger but instead of his nature focus, lightning,"


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

"True. Elemental air creates lightning, and metal conducts it where it needs to go." he says. "But no matter the source of power, you mortals have the choice of how to wield it." He rubs the shard in his chest as he looks over all of the remains of the demons. "I think you're doing good works here."


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

Tabil packs up his medical tools once everyone is attended to. "Right. All in a day's work." He scans the area again. "I suggest we sweep the rest of the fort and make sure there are no more demons here. Then the Eagle Watch can take over?" He proposes, looking towards Irabeth.


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

Merlin thankfully munches on some nutritious fruit from his friend, while flexing his freshly finished treatment.
I feel good. I feel... invincible...


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

" I like the idea of securing the area, and I have no issue with the Eagle Watch coming, but is there something else that can be done? We never really did... I mean did anyone else see those lights?" Perla still was not sure if what she saw previously was a curse or a blessing.


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

"Yeah, that was something ... unique." he says rubbing at the wardstone in him. "And I've been around since the Green awoke."


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

Looking at the others, "I think now we need to pick up the pieces of Kenebras, and start looking beyond. Though for now, I think I need a good night's sleep, today was long and full of wonder, but I'm just a frail wizard," he says with a chuckle, "and us Wizard's need our Brain-y sleep,"

Gathering up the remaining materials and items on the ground for study, "What do you all say, maybe we find an inn that isn't using its ale anymore and have a little celebration?"


Artifacts | Macros | Inv | Slides | Map |

Kenabres took a devastating blow when the Storm King destroyed the wardstone. The attack that swiftly followed involved the opening of several rifts in the ground that swallowed up entire city blocks even as armies of demons, from relatively minor fiends like pusks and babaus on up to the hulking destroyers known as seraptis, rose up to attack and destroy. Many of Kenabres’s citizens died during the assault, but many more managed to escape the city, fleeing into the surrounding countryside while the demons remained distracted by the presence of buildings and stragglers within the city walls. Even after the demons retreated, leaving Kenabres a smoking ruin, the situation in the city remained grim. It isn’t until you and the city’s largest surviving group of crusaders, the Eagle Watch, mount a coordinated attack on the remaining demonic defenders that things start to change for the better.

With the lure of a wardstone fragment ripe for corruption removed and the sudden final death-pulse of the border’s wardstones, the demons have retreated for now. A few stragglers remain in the ruins, but they will soon be hunted down and exterminated.

Over the next week or so, each of you notices something on your person now glows with a subtle light.

Tabil's pocket watch, Merlin's shield, Perla's bow, Jarlgrum's Armor, and Tavos' mask all glow. Krakas, fooling around with the remains of the Wand of Cancellation and a Wardstone Shard, he has created something that glows, but just for him.

Consider this to be downtime -- several weeks, if you need it.

I will continue the introduction to the second book tomorrow.


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

"I will defer to the group, but I just wanted to at least propose we sweep the citadel for other fiends or traces of the cult. This is, after all, a fortress. Surely a place better suited as a garrison, as opposed to an inn." Tabil hints at his motives, trying to not be pushy about it.

Oh, you beat me to it. Never mind.

At some point later that day, Tabil pulls out his pocket watch to wind it up just like he did every day. When he looks down on it, he frowns. The thing has an unusual sheen to it. Definitely seems more polished than the last time. As a matter of fact, it is almost glowing.

"Interesting." Mumbling under his breath, he raises the device closer to his eyes to take a better look. "I don't recall cleaning this recently." The man retreats to a nearby table and pulls out his notebook and writing instruments to make notes. He checks the clockwork, tests the stopwatch functions, and observes a nearby sundial every few hours to confirm that the device shows the correct time.

He approaches the group the next day. "Friends, it seems my watch went through some sort of spontaneous improvement. I don't need to wind it up anymore. While that is good news, I can't quite put my finger on the source of this... change. I just wanted to let you know that something strange is going on. Perhaps the shard shattering restored it. Perhaps something more sinister. Just keep an eye out. It would be unwise to rule anything out at this point."

While we are on the topic of downtime, can I craft some runes or have the option to purchase formulas for items? I don't know whether there are any other merchants or crafters with us, so I wanted to confirm.

I am specifically interested in a crafter's eyepiece, a private workshop, and a ring of sustenance. The ring is a level 7, but I thoguht I would simply try to find (or perhaps devise) a formula for it/them, if nothing else. Thank you!


Human Duskwalker Animist (6) | Mythic Points: 1 |Spirits: 1 |HP 74/74 | AC: 23* | Per: +13 F: +15 R: +13 W: +16 | Spirits: 1/1| Focus 3/3 | Spell DC 23 Acro +12, Med + 12, Nat + 13, Occult +13, Surv +13, Untrained Improvisation | Special: Sense Planar Rifts, Mystic Armor

The craftsman’s words hang in the air. Tavos stands a pace apart, shoulders squared beneath a plain cloak. His face is hidden behind an ivory mask, smooth and pale, with a gem set into its forehead that glows with a restless light. One gloved hand brushes against it, steadying the hum that no one else seems to hear.

“The stone is broken. The watch has ended. The fire spreads.”

His voice follows, measured and low.

“Caution is right. Ruin seeps back through cracks if we leave them. I was not meant to fight in this war, yet the dead press me forward. Their voices cling, and they do not let me turn aside.”

He lets silence linger, not uncomfortable but heavy, as if to remind the others that what he carries is not entirely his own.

“Think of me as a vessel. The living act, the fallen whisper, and together we keep the abyss at bay. It is no glory. It is only what must be done.”

The gem flares once, then settles into a dim glow as Tavos falls quiet, content to walk where the others lead.


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

Avenger nods at Tavos. As a spirit himself, her recognizes that Tavos is a conduit. "Let us rejoin the main forces and prepare for tomorrow's battles."


Artifacts | Macros | Inv | Slides | Map |

After a few weeks, Queen Galfrey and her armies, fresh from the defense of other cities along the south arrive in Kenabres.

Kenabres is as far north as Galfrey intends to lead her troops, for word is that the demons are focusing most of their attacks to the south, but before she leaves, she intends to meet with the heroes who played such a vital role in the city’s defense — and who, if rumors are to be trusted, are the inheritors of the wardstones’ power.

News of Queen Galfrey’s arrival spreads quickly through the city as her armies arrive — thousands upon thousands of road-weary and battle-worn crusaders thankful for a place to rest, even if that place has been significantly damaged. The crusaders set about refortifying the city even as their leader seeks out those who played such a key role in its defense, and in the transformation, however temporarily, of the wardstones into a potent defense that drove the demons back into the Worldwound, if only for a short time.

The Queen sends word that she would like to meet with the 'heroes of Kenabres' within Defender’s Heart. After she hears your story, she speaks to you directly.

“While there are some narrow-minded souls among the crusade who blame you for the destruction of the wardstone border, I do not begrudge you for what you did. Far from it. From the sound of it, you saved entire legions of crusaders from a most vile fate by preventing Vorlesh from transforming them, and the blast of energy gave us the time we needed to regroup and prepare for what will certainly come next. But you understand the implications of what you’ve done, I’m sure — the wardstones are gone, but Iomedae has seen fit that you will be their replacement. I can think of no other reason that would explain why their power would have settled in your bodies and souls and didn’t merely fade into the ether. In time, the demons will regroup and reorganize — we can trust their inherent chaos to make this period of regrouping longer than it otherwise would take, but we shouldn’t underestimate them. They’ll be back soon enough. Already I’ve had reports from along the front lines that small groups of demons are attacking fortifications and settlements along the southern border.

But what intrigues me most is news from several reliable sources that as our fiendish enemies are starting to mass in the southern reaches along the Riftshadow within the Worldwound, they have left several of their northern lairs relatively unprotected.

In particular, the fiend Aponavicius has taken the bulk of her army from Drezen, leaving it only moderately protected as she joins with the Storm King in Iz to, no doubt, plot greater attacks on larger targets like Nerosyan, Karcau, and beyond. The time is right to strike into their territory. Drezen was the first of our cities to fall after the First Crusade, and we lost more than our kin and our pride that day. We lost the Sword of Valor, a magical banner carried by the Inheritor herself during the Shining Crusade. If Drezen could be retaken — if the Sword of Valor could once again be held by the crusade... well, I trust I don’t need to explain how well that would affect morale. But with the imminent attacks along the border, I cannot spare many to lead an assault on Drezen. And even if I could, a large army attacking the city would only draw Aponavicius back to defend the place. The obvious tactic is to send in a group of capable heroes with a modest but well-trained army to strike now, while the proverbial iron is hot. And this is why I’ve sought you out. If you can retake Drezen and reclaim the Sword of Valor, not only will you silence the fools who would brand you traitors for destroying the wardstone, but more importantly, you would bolster the entire war effort with your heroism. And I fear we need all the bolstering we can get!"

Once she’s done, Queen Galfrey notes that she would like you to set off as soon as possible — every day spent waiting is one more day for the demons to catch wind of the plans and to reinforce the city. She certainly has time to answer a few questions though.


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

First, I would like to make a few RK checks, if I may, (Keen Lore +15) on the topics of:

Aponavicius
City of Drezen in general - size, surrounding terrain, fortifications
Iz
Storm King
Sword of Valor


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

Merlin spends the majority of his Downtime meeting with generals, scouts, engineers and those of higher rank to initiate his place among them, as him being a Hero of Kenabres....

Merlin is promoting himself to at least General by his actions, demeanor and huzpuh....

At the Queen's audience, the Marshal speaks pointedly about their experience, sacrifices, knowledge, courage and willingness to see the demon filth push back down into the Abyss!
If I may be a bit presumptuous, my Queen? If we were granted a rank of measure then our endeavors will be more effective and efficient.

Merlin bows.


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

Krakas lowered his head, his voice quiet but steady.

"Your Majesty, I know what I am. My blood marks me as something foul, even if I’ve done nothing to earn it. I’ve felt those stares my whole life, and part of me will always carry the shame of it. But my parents were crusaders, true and loyal, and whatever curse I was born with, their blood runs in me too. I don’t know why they left me behind, but I mean to follow their path, and one day I’ll find them and the truth of it."

He tightened his grip on the drained rod, holding it close to his chest.

"The wardstone’s light chose us. If it’s mine to bear, then I’ll see it used to defend Mendev, no matter what people think of me. Drezen. . . the Sword of Valor. . . I’ll fight for them. For you. For the crusade. And if redemption is possible, I’ll prove it in the only way I know—by standing on the line and not turning back."

Krakas has Lore Nerosyan, the capital city of Mendev, could I maybe use that to know anything more about Queen Galfrey, Lore: Nerosyan +13


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

The little root stands proudly before the queen.

"Your Majesty, I have been awakened to cleanse the land of this demonic taint. I cannot rest until they are defeated or the spirit is torn from my body. I am honored to stand with these brave and resourceful heroes."


Human Duskwalker Animist (6) | Mythic Points: 1 |Spirits: 1 |HP 74/74 | AC: 23* | Per: +13 F: +15 R: +13 W: +16 | Spirits: 1/1| Focus 3/3 | Spell DC 23 Acro +12, Med + 12, Nat + 13, Occult +13, Surv +13, Untrained Improvisation | Special: Sense Planar Rifts, Mystic Armor

Tavos kneels stiffly when the Queen enters, the ivory mask bowing with a slow, deliberate motion. He rises only when she has finished speaking. One hand rests briefly against the gem on his brow.

“Valor lost. Valor wept. Valor waits.”

His voice follows, calm and weighted, but not sharp.

“Your Majesty, what you say is clear. The wardstones are gone, but the burden does not fade with them. It settles into us, as the dead settled into me long before this day. I did not seek this mantle, yet I will not lay it down. Not while the abyss creeps.”

He lets silence draw for a breath, then continues.

“If Drezen waits half-guarded, then we go, not for banners or glory, but because the voices do not forgive delay. They press me forward, and they whisper that to falter here is to drown the crusade entire. I am no hero, Majesty. I am only a vessel. But if the vessel must be carried into the wound of the world, then so be it.”

The gem on his mask burns brighter for a heartbeat before dimming again.

“Ashes remember. Stones recall. The banner rises.”

Tavos lowers his hand and waits, head inclined slightly, as though listening for her answer... and for whatever the unseen whisperers will say in return.

What "task level" medicine earn income is present at this time?
Medicine, Earn Income, Expert: 1d20 + 14 ⇒ (19) + 14 = 33

Status:

HP: 74/74
Focus: 3/3
Hero Points: 1
Active Apparitions: Custodian of Groves, *Steward of Stone*
Spell DC 22 (standard) + Charges (apparition DC)
Mask Charges: 1/1

Animist Spells
Cantrip: Divine Lance (+12 vs AC), Shield
1st: Bless, Command
2nd: Blood Vendetta, Faerie Fire
3rd: Circle of Protection, Fear (heightened)

Apparition Spells:
1st: (1/1), 2nd: (1/1) 3rd: (1/1)

Garden + Steward:

Apparitions (all signature spells)
Cantrip: Ignition, Tangle Vine
1st: Heal, Harm, Interposing earth, Protector Tree
2nd : Exploding Earth, Gentle Breeze
3rd : Fireball, Safe Passage

Focus Spells:
Steward of Stone: Earth’s Bile
Garden: Garden of Healing


Artifacts | Macros | Inv | Slides | Map |

GM:

1d20 ⇒ 111d20 ⇒ 151d20 ⇒ 201d20 ⇒ 91d20 ⇒ 18

Tabil has never heard of Aponavicius.

The city of Drezen was built during the First Mendevian Crusade as a strategic foothold inside the Worldwound. Dwarves chiseled it from of a rocky hill near the source of the Sellen River. It is well-fortified, as any dwarven city would be.

Iz was once the capital of the Kellid nation of Sarkoris. The city serves as the headquarters of the Abyssal forces occupying Golarion. Other demon princes send emissaries to the various "embassies" there, in the hopes of advancing their devious causes. When the Worldwound opened, Iz was located a full-day's ride southwest of the tear in reality. Despite the Worldwound's expansions that threaten Iz with windstorms and earthquakes, the city has avoided totally falling into the Worldwound, though two-thirds of the city collapsed into the Worldwound itself when the rift first opened.

Being primarily a habitat for demons, Iz has no real government in the traditional sense. Much like the other major cities of the region, it does have a single dominant figure whose desires were not contradicted: the powerful balor Khorramzadeh, also known as the Storm King.

Iz is close to numerous metal-producing mines and was the metalworking center of Sarkoris. This tradition continues throughout the demonic occupation, although the mine workers suffer under the whips of demonic overseers and break all previous production records.

The expansion of the nearby rift to the Outer Rifts led to the entire region becoming unstable. As a result, Iz and its environs suffers from sudden earthquakes and eldritch storms which transform the landscape. This raw chaos makes the area very popular with new arrivals from the Outer Rifts, easing their transition to life in the Universe.

Despite the name, the Sword of Valor is not a sword. It’s a battle standard — an artifact once used by Iomedae herself during the Shining Crusade.

The church loaned the banner to the First Mendevian Crusade and allowed it to hang in Drezen, where it bolstered crusader morale and, perhaps more importantly, warded against demonic attacks, deceptions, and even teleportation.


Artifacts | Macros | Inv | Slides | Map |

GM:
1d20 ⇒ 171d20 ⇒ 41d20 ⇒ 13

Krakas has heard rumors about Queen Galfrey.

It is known she took the crown before the Age of Lost Omens (more than 100 years ago), and the rumors are that she is immortal.

There is a rumor that she is to be a Herald of Iomedae, and has met Iomedae many times.

Finally, there is a slanderous rumor that she has not won against the Worldwound because she is secretly in league with them.


Artifacts | Macros | Inv | Slides | Map |

Seeming to know where to go when folk need healing, Tavos, earns some coin as people (both civilians who have returned to Kenabres and soldiers who have been rooting out remaining demons) need healing.

That's a critical success, so, 2.5 gp per day, and we'll say it has been three weeks. 21 * 2.5 = 52.5 gp


Artifacts | Macros | Inv | Slides | Map |

GM:

Merlin Brokencrown 's Perception (E): 1d20 + 11 ⇒ (16) + 11 = 27
Tabil's Perception (E): 1d20 + 12 ⇒ (1) + 12 = 13
Jarlgrum's Perception (T): 1d20 + 11 ⇒ (4) + 11 = 15
Perla Hidlkid's Perception (E): 1d20 + 10 ⇒ (15) + 10 = 25
Krakas Grimbane's Perception (T): 1d20 + 9 ⇒ (1) + 9 = 10
Avenger of the Green's Perception (T): 1d20 + 11 ⇒ (16) + 11 = 27


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

Perla would spend her downtime scouting, helping others recover what they could and learn what was possible. It was after all what her and Shadow did, and now with him grown they did seem a more formabile pair, if only just. That does not mean she is ready to leave, but when word comes that they needed to met someone, she went.

When given the chance to speak, she rather says " Queen, I have brought dishonor to my parents, try as they might to disagree, because I have been born tainted. They are good people, and fought as crusaders before age and family life took them away. I only ask you look kindly to them, and forgive their names for what I am. I know with my tainted blood I shall die in these wars, either by the enemy, or because at the end I will be all the evil left. I ask they are cared for, as I am unable to like a good daughter should."


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

Tabil lowers his head to bow when Galfrey speaks. When she is done and everyone has their say, he speaks up as well. "Timanah Galfrey, I am but a humble scholar and a stranger in this land. I understand you have no reason to trust a man from the far south, but I appreciate the confidence." He pauses and sighs before continuing. "I have doubts, however. What can a small detachment like this do to capture a fortress-city like Drezen? Is this what we are to do? Even the process of reaching the shard was quite straining. I will go, but is there a contingency plan?"


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

Formula search if possible:

Private Workshop and Ring of Sustenance, both uncommon. Since you said 3 weeks, 1 per.

1d20 ⇒ 20
1d20 ⇒ 11
1d20 ⇒ 19


Artifacts | Macros | Inv | Slides | Map |

Queen Galfrey continues, "Your successes and triumphs have not gone unnoticed. To make it official, I will dub you as Knights of the Fifth Crusade."

"The title gives you authority and permission to lead armies and rule lands. Of a more immediate note, though, when a knight accomplishes a significant task, they can be rewarded with one or more righteous medals. Currently, there are six different medals a knight can earn in the crusades, each of which comes with a small boon of magic imbued by priests of Iomedae, Sarenrae, and Torag." A description of each medal (and their game effect) is in the Slides

I will scour the Gameplay looking for qualifications for each medal for you all. But, If you think you qualify for one (or more), let me know to save me the effort

If you have no more questions for her, Queen Galfrey escorts you to the camps just outside of Kenabres’s northern wall, where her armies wait. She leads you to a group of crusaders at the northern edge of the camps, and as you approach, the knights quickly fall into line, standing at attention.

Once there, she explains "These knights have volunteered to aid you in retaking Drezen. Their loyalty and devotion are true."

Three others wait at the camp. Queen Galfrey introduces Aron, Sosiel, and Nurah, then nods in approval. “I’ve never been one for ceremony, and you’ve a lot of work ahead of you — I wish you luck in your mission, and hope to hear of your triumph soon!”

I will put pictures and bios of each of them in the Slides

Before she leaves to set Kenabres in order, Queen Galfrey has one final bit of advice — she suggests you travel north directly to Valas’s Gift and then follow the east bank of the Sellen River north until they come to Vilareth Ford, at which point you can cross the West Sellen and continue north along its west bank to the dry Ahari riverbed, since this route will provide something of a natural trail to follow.


Artifacts | Macros | Inv | Slides | Map |

Avenger, Krakas, Merlin, Tabil: 1d4 ⇒ 3

Merlin gets a Righteous Medal of Clarity See this post

Krakas and Avenger of the Green both get a Righteous Medal of Valor. See this post and this post

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