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.


2,801 to 2,850 of 2,922 << first < prev | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | 57 | 58 | 59 | next > last >>

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

Avenger strikes out, channeling this unnatural fear into a solid blow.

Elemental blast, 2A, melee, agile: 1d20 + 14 - 1 ⇒ (17) + 14 - 1 = 30
damage: 2d8 + 9 ⇒ (7, 7) + 9 = 23

Elemental blast, 1A, melee, agile: 1d20 + 10 - 1 ⇒ (4) + 10 - 1 = 13


Artifacts | Macros | Inv | Slides | Map |

Avenger is able to blast Nulkineth. Nulkineth reacts to the damage, and takes a bit less than expected.

❖❖❖❖❖❖❖❖❖❖
Lost Chapel: Nulkineth’s Quarters, Round 5 & 6
Party Conditions: 10:30 am, ☘️ = Hero Points | ☼=Mythic Points,
ENCOUNTER MAP

──────────
BEFORE YOUR TURN:
──────────
Perla AC 23: Delay 5, Fort 23 vs 10 void
Shadow AC 22: Fort 23 vs 10 void

──────────
Character in ➤ BOLD can act!
──────────
Round 6 (- HP)
➤ Perla AC 23 (80/80 HP)☘️☘️ ☼ ☼ , -- Darkvision ,,
⠀⠀➤ Shadow AC 22 (60/60 HP)
➤ Krakas AC21 (62/62 HP)☘️ ☼ ☼ ==== .,
➤ Tabil AC 23 (68/68 HP)☘️ ☼ ☼ , , Low light vision ,
➤ Merlin Brokencrown AC 24/26 (75/90 HP)☘️ ☼ ☼ Shield up, inspiration on (H 8, 52/73), Hastened, Frightened 1
➤ Jarlgrum AC 24/26 (94/94 HP)☘️☘️ ☼ ☼ Darkvision --- Shield up. Frightened 1,
➤ Tavos AC 22 (74/74 HP)☘️☘️ ☼ ☼ , -- Darkvision ,,Frightened 1
Nulkineth (-101 HP)28 < AC <= 29, shield 8 (7 damage), resistance to physical damage? Enfeebled 2
Round 5 continued (- HP)
Avenger of the Green AC 23/25 (88/88 HP)☘️☘️ ☼ ☼ , Low light vision , Hardwood Armor on- , 5 THP, Frightened 1 .

──────────
AFTER YOUR TURN:
──────────
Nulkineth: 2 persistent fire,

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

Current Goods :
5

Current Food Supply :
46

Current Quests :
  • Drezen
  • Current Army strength 99 %

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

Posted Time :
2241 Saturday


Male Hero Points 3/1 Conditions Drained 1 Human ◆◇↺ Fighter [Marshall] 6 Perception (E)+12 HP 84/(84)90 AC(T) 24/26, Fort(E)+13, Ref(E)+10(+3) Bulwark, Will(E)+12

Merlin Reacts by Shield Blocking!

Merlin Raises his Shield and....

Melee(M) +1 Striking Cold-iron Longsword, inspired , Frightened 1, flank: 1d20 + 17 + 1 - 1 ⇒ (14) + 17 + 1 - 1 = 312d8 + 4 ⇒ (1, 2) + 4 = 7 S Traits Versatile P, magic
Flanking not included

Melee(M) +1 Striking Cold-iron Longsword, inspired , Frightened 1, flank, map: 1d20 + 17 + 1 - 1 - 5 ⇒ (9) + 17 + 1 - 1 - 5 = 212d8 + 4 ⇒ (1, 6) + 4 = 11 S Traits Versatile P, magic
Flanking not included

Hasted! Melee(M) +1 Striking Cold-iron Longsword, inspired , Frightened 1, flank, map: 1d20 + 17 + 1 - 1 - 10 ⇒ (8) + 17 + 1 - 1 - 10 = 152d8 + 4 ⇒ (1, 1) + 4 = 6 S Traits Versatile P, magic
Flanking not included

The Fighter seems to be in a frenzy...still!


Artifacts | Macros | Inv | Slides | Map |

Merlin raises his shield, and in a blur of strikes manages to do a small amount (but, non-zero) of damage to Nulkineth.

❖❖❖❖❖❖❖❖❖❖
Lost Chapel: Nulkineth’s Quarters, Round 5 & 6
Party Conditions: 10:30 am, ☘️ = Hero Points | ☼=Mythic Points,
ENCOUNTER MAP

──────────
BEFORE YOUR TURN:
──────────
Perla AC 23: Delay 5, Fort 23 vs 10 void
Shadow AC 22: Fort 23 vs 10 void

──────────
Character in ➤ BOLD can act!
──────────
Round 6 (- HP)
➤ Perla AC 23 (80/80 HP)☘️☘️ ☼ ☼ , -- Darkvision ,,
⠀⠀➤ Shadow AC 22 (60/60 HP)
➤ Krakas AC21 (62/62 HP)☘️ ☼ ☼ ==== .,
➤ Tabil AC 23 (68/68 HP)☘️ ☼ ☼ , , Low light vision ,
Merlin Brokencrown AC 24/26 (75/90 HP)☘️ ☼ ☼ Shield up, inspiration on (H 8, 52/73), Hastened, Frightened 1
➤ Jarlgrum AC 24/26 (94/94 HP)☘️☘️ ☼ ☼ Darkvision --- Shield up. Frightened 1,
➤ Tavos AC 22 (74/74 HP)☘️☘️ ☼ ☼ , -- Darkvision ,,Frightened 1
Nulkineth (-108 HP)28 < AC <= 29, shield 8 (7 damage), resistance to physical damage? Enfeebled 2
Round 5 continued (- HP)
Avenger of the Green AC 23/25 (88/88 HP)☘️☘️ ☼ ☼ , Low light vision , Hardwood Armor on- , 5 THP, Frightened 1 .

──────────
AFTER YOUR TURN:
──────────
Nulkineth: 2 persistent fire,

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

Current Goods :
5

Current Food Supply :
46

Current Quests :
  • Drezen
  • Current Army strength 99 %

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

Posted Time :
2241 Saturday


HP: 62/62|AC:21 | Fort: +11, Refl: +12, Will: +11 | Perc: +9, Speed 25ft, Resist Fire 5, | Spells Prepared 1st 4/4 2nd 4/4|3rd 4/4 Focus pts 1/1 | Hero Points0/1|Arcane Bond 1/1

Krakas, still empowered by his mythic rod, he launches another volley of three more force missiles at the creature.

Force Missiles + Mythic power: 3d4 + 3 + 1 ⇒ (2, 2, 3) + 3 + 1 = 11

His fingers smoking slightly as he he fires off this barrage.


Artifacts | Macros | Inv | Slides | Map |

Krakas, glowing, damages Nulkineth.

Perception DC 22:

Nulkineth looks... confused. Almost as if he doesn't understand why he is failing.

❖❖❖❖❖❖❖❖❖❖
Lost Chapel: Nulkineth’s Quarters, Round 5 & 6
Party Conditions: 10:30 am, ☘️ = Hero Points | ☼=Mythic Points,
ENCOUNTER MAP

──────────
BEFORE YOUR TURN:
──────────
Perla AC 23: Delay 5, Fort 23 vs 10 void
Shadow AC 22: Fort 23 vs 10 void

──────────
Character in ➤ BOLD can act!
──────────
Round 6 (- HP)
➤ Perla AC 23 (80/80 HP)☘️☘️ ☼ ☼ , -- Darkvision ,,
⠀⠀➤ Shadow AC 22 (60/60 HP)
Krakas AC21 (62/62 HP)☘️ ☼ ☼ ==== .,
➤ Tabil AC 23 (68/68 HP)☘️ ☼ ☼ , , Low light vision ,
Merlin Brokencrown AC 24/26 (75/90 HP)☘️ ☼ ☼ Shield up, inspiration on (H 8, 52/73), Hastened, Frightened 1
➤ Jarlgrum AC 24/26 (94/94 HP)☘️☘️ ☼ ☼ Darkvision --- Shield up. Frightened 1,
➤ Tavos AC 22 (74/74 HP)☘️☘️ ☼ ☼ , -- Darkvision ,,Frightened 1
Nulkineth (-119 HP)28 < AC <= 29, shield 8 (7 damage), resistance to physical damage? Enfeebled 2
Round 5 continued (- HP)
Avenger of the Green AC 23/25 (88/88 HP)☘️☘️ ☼ ☼ , Low light vision , Hardwood Armor on- , 5 THP, Frightened 1 .

──────────
AFTER YOUR TURN:
──────────
Nulkineth: 2 persistent fire,

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

Current Goods :
5

Current Food Supply :
46

Current Quests :
  • Drezen
  • Current Army strength 99 %

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

Posted Time :
2241 Saturday


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

To avoid void!: 1d20 + 12 ⇒ (20) + 12 = 32
To avoid void!: 1d20 + 13 ⇒ (7) + 13 = 20

to attack: 1d20 + 15 ⇒ (19) + 15 = 34
first arrow damage: 2d8 ⇒ (5, 4) = 9
to attack: 1d20 + 13 ⇒ (17) + 13 = 30
second arrow damage: 2d8 ⇒ (1, 6) = 7
to attack: 1d20 + 9 ⇒ (9) + 9 = 18
third arrow damage: 2d8 ⇒ (8, 4) = 12

Perla manages to avoid the 10 void, but Shadow does not.

With that, Perla will target the creature, then let go three shots, two at once followed by a third.


Artifacts | Macros | Inv | Slides | Map |

Two of Perla's arrows hit Nulkineth, who, with an exasperated "!@#$%" falls to the ground, lifeless.

COMBAT OVER

On Nulkineth you find a +1 Striking Battle Aspergillum It is a 1d6 weapon, but, as a Deific Weapon in the hands of a Champion it becomes a 1d8

You also find:

An Unshining Religious Symbol (rather than a Shining symbol, an unshining symbol, if revealed makes bright light normal, normal light becomes low-light, low light becomes dark, and dark becomes greater dark within 20 feet)

Religion DC 20:

It is a symbol of Kabriri

And, you find a chunk of silver and three Unholy Waters.

Near the pallet you find a strongbox that contains:

382 gp, 71 sp, 28 cp, gems worth a total of 80 gp, a gold holy symbol of Sarenrae worth 20 gp, a Knave's Standard, a +1 chain shirt, and a +1 returning striking dagger.

Shadow took 10, and Merlin is currently down 15. Assuming ten minutes to get them both full, and an hour thoroughly scouring the room, there is a door to your southwest.


Human Duskwalker Animist (6) | Mythic Points: 1 |Spirits: 1 | Speed: 30ft | 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, Aura Sight

Garden of healing, 30 Second: 3d4 + 3d4 + 3d4 + 3d4 + 3d4 ⇒ (1, 4, 1) + (3, 2, 2) + (1, 1, 1) + (4, 3, 1) + (2, 3, 2) = 31
Religion: 1d20 + 14 ⇒ (1) + 14 = 15

Tavos remains in place behind Merlin and Shadow as the demon collapses, the emerald glow of his gem pulsing in a slow, steady rhythm. He keeps the spirits gathered, letting another wave of healing wash outward from him. Grass and brief blossoms ripple across the cracked stone before fading again.

mend and rise… mend and rise… breathe again… the ground remembers…

He releases the stance only once his companions' wounds have closed enough for stability. The gem dims but stays green as he steps away from the fighter, surveying the room with quiet attention.

His gaze settles on the strange unshining symbol and the strongbox contents. Tavos lowers himself beside the strange unshining symbol, studying the shape a moment longer. The emerald light of his gem sharpens, catching faint edges in the metal. He doesn’t touch the symbol, but his posture shifts with a kind of restrained tension.

"This is not a symbol that I have seen before- though the spirits around it are unsettled"

The healing only takes 30 seconds of sustaining the spell, but then Tavos would need to refocus which may or may not overlap with some of the search of this room


Human Magical Merchant Investigator 6 | HP 68 | AC 23 | F10 R14 W12 | Perc +12 | Speed: 35 ft | Investigator DC 23 | ◇◆↺ |
Cases:
Reach and infiltrate Drezen/Cleanse Ahari Gorge

Religion: 1d20 + 10 ⇒ (4) + 10 = 14

Once things have settled down, Tabil walks into the room to inspect whatever he can and find out what actually happened here. Once Tavos is done with it, he reaches for the thing. He inspects the light-swallowing properties. Although he is unable to determine the iconography, the light-altering properties obviously intrigue the man."Curious. I have never seen something act like this." He covers and uncovers it a few times. "It could be useful for moving around undetected. Though I must say I am not sure what the symbol represents."

He looks at the other items in the room once his curiosity is satisfied. "Should we carry on? I can look at these later for any interesting properties, but I feel like we should explore the rest of this complex to make sure nothing wants to slice our throats."


Male Hero Points 3/1 Conditions Drained 1 Human ◆◇↺ Fighter [Marshall] 6 Perception (E)+12 HP 84/(84)90 AC(T) 24/26, Fort(E)+13, Ref(E)+10(+3) Bulwark, Will(E)+12

Merlin kicks the carcass of the demon, as he enjoys the landscape healing.
Much appreciated, Tavos.

The Fighter then begins Repairing his damaged Shield while he waits....
Crafting(T) DC ?: 1d20 + 8 + 1 ⇒ (15) + 8 + 1 = 2415 = 15 Item bonus for Repairs)

Crafting(T) DC ?: 1d20 + 8 + 1 ⇒ (3) + 8 + 1 = 12 Item bonus for Repairs)

Crafting(T) DC ?: 1d20 + 8 + 1 ⇒ (5) + 8 + 1 = 14 Item bonus for Repairs)

Crafting(T) DC ?: 1d20 + 8 + 1 ⇒ (1) + 8 + 1 = 102d6 ⇒ (2, 5) = 7 Item bonus for Repairs)
Doesn't get through Hardness

Crafting(T) DC ?: 1d20 + 8 + 1 ⇒ (10) + 8 + 1 = 1915 = 15 Item bonus for Repairs)

The Fighter then stands by the SW door, ready to proceed....
Exploration mode Defend


Well. Assuming that the DC for crafting a steel shield is 15

When your character sheet says "Item 7 Heavy Steel Shield" do you mean a "Sturdy Shield"? A Minor one will have a DC 19


HP: 62/62|AC:21 | Fort: +11, Refl: +12, Will: +11 | Perc: +9, Speed 25ft, Resist Fire 5, | Spells Prepared 1st 4/4 2nd 4/4|3rd 4/4 Focus pts 1/1 | Hero Points0/1|Arcane Bond 1/1

Krakas watches Merlin struggle with repairing his shield, before Krakas jumps into lend his help, "Ooo ah, yeah, ya see, what you're doing there, oo yikes, okay, let me just help you a bit,"

I have a +15 crafting, can I help him?


Artifacts | Macros | Inv | Slides | Map |

Let's assume that Krakas helps

Krakas aid: 1d20 + 15 ⇒ (6) + 15 = 21

That simple success still doesn't allow for repair of the shield

Now, Merlin is neither a narcissist nor stupid. We will assume that he will ask Krakas to repair his shield, while Merlin assists.

Second attempt, Merlin aid and Krakas repair: 1d20 + 8 + 1 ⇒ (1) + 8 + 1 = 101d20 + 15 ⇒ (9) + 15 = 24

Merlin actually got in the way, but, Krakas was able to do 10 HP (assuming Krakas is trained)

Third attempt, Merlin aid and Krakas repair: 1d20 + 8 + 1 ⇒ (14) + 8 + 1 = 231d20 + 15 ⇒ (8) + 15 = 23

10 HP (assuming Krakas is trained)

Shield now has only a 1 HP nick. Of course, if Krakas is expert in crafting, the shield is fully repaired.


Artifacts | Macros | Inv | Slides | Map |

The door to the west leads to an unexplored room.

It leads into the kitchen.

The ripe stench of decay chokes the air of this room, emanating from the bodies of two deceased soldiers hanging from the rafters. Various cabinets and tables stand around a fireplace in the south wall, and doors lead east, west, and north.

The door in the west of the kitchen leads to a dining hall.

Three stone tables stand in this room, and their wooden benches lie broken and half-rotten around them. Leather straps with restraints stretch across their surface, buckled tightly in place.

Nearby, a knotted rope descends through a tiny hole in the ceiling.

Is there anything you want to do before you leave the Lost Chapel?


HP: 62/62|AC:21 | Fort: +11, Refl: +12, Will: +11 | Perc: +9, Speed 25ft, Resist Fire 5, | Spells Prepared 1st 4/4 2nd 4/4|3rd 4/4 Focus pts 1/1 | Hero Points0/1|Arcane Bond 1/1

Krakas is indeed Expert in Crafting!


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

Avenger will check out the rope. Does it seem fixed sturdily enough to climb? Would he be able to squeeze through the hole?


Artifacts | Macros | Inv | Slides | Map |

The rope does not appear to be meant for climbing. Additionally, it goes through a small hole in the ceiling of the room. Perhaps a small mouse could get through the hole.


Human Magical Merchant Investigator 6 | HP 68 | AC 23 | F10 R14 W12 | Perc +12 | Speed: 35 ft | Investigator DC 23 | ◇◆↺ |
Cases:
Reach and infiltrate Drezen/Cleanse Ahari Gorge

"Probably the belfry." Tabil thinks out loud when he sees the rope and Avenger inspecting it. "If you want to ring it, I would suggest not standing there. Who knows whether it's structurally sound."

If anyone wants to inspect the rooms, Tabil will sit down and look at some of the interesting items the group found here.

Crafting, Identify Magic 1 minute: 1d20 + 15 ⇒ (1) + 15 = 16 Knave's Standard
Crafting, Identify Magic 1 minute: 1d20 + 15 ⇒ (15) + 15 = 30 +1 chain shirt
Crafting, Identify Magic 1 minute: 1d20 + 15 ⇒ (5) + 15 = 20 +1 returning striking dagger
Crafting, Identify Magic 1 minute: 1d20 + 15 ⇒ (14) + 15 = 29 Unshining Religious Symbol of Kabriri

Please let me know which ones we can consider identified, and I will mark them in the inventory. TY!


Male Hero Points 3/1 Conditions Drained 1 Human ◆◇↺ Fighter [Marshall] 6 Perception (E)+12 HP 84/(84)90 AC(T) 24/26, Fort(E)+13, Ref(E)+10(+3) Bulwark, Will(E)+12

Merlin stares in wonder at the Expert craftsmanship displayed by Krakas.
Much appreciated. May we make this a traditional methods of spending time together after battles from now on?


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

" Is the belfry not the place used to ring the bells? Should we not let evil know that Desna guides us to remove them from the lands?" Perla questions as they move around the rooms.


HP: 62/62|AC:21 | Fort: +11, Refl: +12, Will: +11 | Perc: +9, Speed 25ft, Resist Fire 5, | Spells Prepared 1st 4/4 2nd 4/4|3rd 4/4 Focus pts 1/1 | Hero Points0/1|Arcane Bond 1/1

Finishing up with Merlin's shield, "Ah well you're too kind, on the farm we had to fix all sorts of our own equipment, now I feel like I've uncovered even the secrets to fixing and crafting magical items,"

Nodding to Perla, "It is not a bad idea, though we should be prepared first for a fight that I'm sure such a ringing announcement would make,"


Artifacts | Macros | Inv | Slides | Map |
Tabil wrote:

"Probably the belfry." Tabil thinks out loud when he sees the rope and Avenger inspecting it. "If you want to ring it, I would suggest not standing there. Who knows whether it's structurally sound."

If anyone wants to inspect the rooms, Tabil will sit down and look at some of the interesting items the group found here.

[dice=Crafting, Identify Magic 1 minute]1d20 + 15 Knave's Standard
[dice=Crafting, Identify Magic 1 minute]1d20 + 15 +1 chain shirt
[dice=Crafting, Identify Magic 1 minute]1d20 + 15 +1 returning striking dagger
[dice=Crafting, Identify Magic 1 minute]1d20 + 15 Unshining Religious Symbol of Kabriri

Please let me know which ones we can consider identified, and I will mark them in the inventory. TY!

So far, only the Knave's Standard is not recognized. You can try tomorrow


Human Duskwalker Animist (6) | Mythic Points: 1 |Spirits: 1 | Speed: 30ft | 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, Aura Sight

Religion, Identify Magic, Standard: 1d20 + 14 ⇒ (17) + 14 = 31

Tavos steps closer to where Tabil has set the recovered items, his attention settling on the folded banner. He studies the stitching and sigils for a moment longer than seems necessary, then nods once.

“This is a Knave’s Standard,” he says. “A banner meant to reward guile over valor. It strengthens those who strike from advantage over the weakened.”

He straightens, leaving the flag where it lies.

“Useful, but it may tell us something about the people who gathered here. They seem to have favored cleverness over open war.”

When the talk turns to the rope and the bell above, Tavos hesitates. The emerald glow at his brow fades, replaced by a deeper, molten amber as he shifts his spirits inward, trading gentler voices for heavier ones.

The whispers swirl
stone remembers… fire answers… stand ready… stand ready…

“If the bell is to be rung, I am willing do it,” he says, without enthusiasm. “But we should not do it unguarded. The spirits will be prepared for what answers.”

He turns slightly toward the others, stance more solid now, the weight of earth and heat settling around him as they decide their final steps before leaving.


Artifacts | Macros | Inv | Slides | Map |

Tavos rings the bell.

.
.
.

You wait a minute or so, but nothing seems to happen.

The Lost Chapel seems empty now.

Is there anything you want to do before you begin leaving?


Human Magical Merchant Investigator 6 | HP 68 | AC 23 | F10 R14 W12 | Perc +12 | Speed: 35 ft | Investigator DC 23 | ◇◆↺ |
Cases:
Reach and infiltrate Drezen/Cleanse Ahari Gorge

"The undead were performing some sort of ritual. Perhaps we should consecrate the place?" Tabil looks at Jarlgrum. "I mean, if you want to. I am not a temple man."


Artifacts | Macros | Inv | Slides | Map |

As you exit the chapel, a bat-winged creature swoops in and lands. He starts talking to himself...

Abyssal:
"That stupid Nulkineth. I'm glad he's dead. He wasn't providing me with enough fodder to make ghouls anyway. I wish I'd been here to eat him, though."

GM:

, : 1d20 ⇒ 4
Merlin Brokencrown , Defend: 1d20 + 12 ⇒ (3) + 12 = 15
Tabil, Investigate: 1d20 + 13 ⇒ (4) + 13 = 17
Jarlgrum, Defend: 1d20 + 12 ⇒ (19) + 12 = 31
Perla Hidlkid, Scout: 1d20 + 15 ⇒ (9) + 15 = 24
Krakas Grimbane, Detect Magic: 1d20 + 10 ⇒ (17) + 10 = 27
Avenger of the Green, Search: 1d20 + 12 ⇒ (1) + 12 = 13
Tavos, Search: 1d20 + 16 ⇒ (11) + 16 = 27

❖❖❖❖❖❖❖❖❖❖
Lost Chapel: Final Confrontation, Round 1
Party Conditions: 3 pm, ☘️ = Hero Points | ☼=Mythic Points,
ENCOUNTER MAP

──────────
Character in ➤ BOLD can act!
──────────
Round 1 (- HP)
➤ Jarlgrum AC 24/26 (94/94 HP)☘️☘️ ☼ ☼ Darkvision --- Shield up.,
➤ Krakas AC21 (62/62 HP)☘️ ☼ ☼ ==== .,
➤ Tavos AC 22 (74/74 HP)☘️☘️ ☼ ☼ , -- Darkvision ,
➤ Perla AC 23 (80/80 HP)☘️☘️ ☼ ☼ , -- Darkvision ,,
⠀⠀➤ Shadow AC 22 (60/60 HP)
Bat-winged Fiend (- HP)0 < AC <= ♾️
Tabil AC 23 (68/68 HP)☘️ ☼ ☼ , , Low light vision ,
Merlin Brokencrown AC 24/26 (90/90 HP)☘️ ☼ ☼ Shield up, inspiration not on (H 8, 73/73),
Avenger of the Green AC 23/25 (88/88 HP)☘️☘️ ☼ ☼ , Low light vision , Hardwood Armor on- , 5 THP,

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

Current Goods :
5

Current Food Supply :
46

Current Quests :
  • Drezen
  • Current Army strength 99 %

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

Posted Time :
1428 Monday


HP: 62/62|AC:21 | Fort: +11, Refl: +12, Will: +11 | Perc: +9, Speed 25ft, Resist Fire 5, | Spells Prepared 1st 4/4 2nd 4/4|3rd 4/4 Focus pts 1/1 | Hero Points0/1|Arcane Bond 1/1

Looking aghast at the winged creature, "The bell did work! Now what manner of Demon, Daemon or Devil are you creature?"

First action to recall knowledge, Religion +9, Arcana +16, Occultism +13, Nature +9

Will post other 2 actions based on if we get any knowledge on this thing


Artifacts | Macros | Inv | Slides | Map |

GM:
1d20 ⇒ 6

Krakas clearly knows what the creature said (it was speaking Chthonian {in an odd dialect, previously known as Abyssal}), but, has no idea what it might be.


HP: 62/62|AC:21 | Fort: +11, Refl: +12, Will: +11 | Perc: +9, Speed 25ft, Resist Fire 5, | Spells Prepared 1st 4/4 2nd 4/4|3rd 4/4 Focus pts 1/1 | Hero Points0/1|Arcane Bond 1/1

Unsure what manner of creature it is, "It's probably a Demon, its speaking Demonic, besides that I don't know, I think it may be that creature we killed's boss!"

Krakas then runs back inside the church to view the fight from the window, trying to get a better angle and avoid the bottle neck.


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 moves forward, targeting the creature as her prey, and has Shadow move to get closer with her, to avoid being in the back and the creature having any cover to her.

" It speaks of evil acts yes? Then we remove it from this plane. Even I seek redemption for my evils."

She will shoot her bow twice, but that is all for now with Hunted Shot

to hit first: 1d20 + 15 ⇒ (14) + 15 = 29
damage first shot: 2d8 ⇒ (1, 6) = 7
to hit second: 1d20 + 10 ⇒ (9) + 10 = 19
damage second shot: 2d8 ⇒ (1, 3) = 4

Move, Designated prey, and Hunted shot. Shadow can move independently one action a turn, and I figured staying close for now is how our tactics have been used anyways, until others line against the creature.


Human Duskwalker Animist (6) | Mythic Points: 1 |Spirits: 1 | Speed: 30ft | 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, Aura Sight

Tavos moves forward, then steps aside to line up his approach. The gem on his mask deepens to molten amber as he draws the spirits in close and settles into Channeler’s stance, his posture tightening as the power locks into place.

He extends his hand and sets the spell. Stone at the chosen point fractures and heats, molten earth pushing up in a slow, churning surge as Earth’s Bile takes hold.

stone holds… fire answers… stand firm… stand firm…

Tavos plants his feet and holds position, ready for what comes next.

* Stride
* Channler's Stance
* Earth's Bile

Fire: 2d4 + 3 ⇒ (3, 1) + 3 = 7 Bludgeoning: 2d4 ⇒ (4, 1) = 5 DC 22, Basic Reflex + Persistent Fire :2

Status:

HP: 74/74
Focus: 2/3
Hero Points: 1
Mythic Point: 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)

Staff of Control:
3/3 charges

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 |

Krakas retreats to a better position.

Perla, with Shadow in tow, moves into position, and hits the demon with a single arrow.

Tavos brings molten stone from the earth.

GM: 1d20 ⇒ 20

But, the demon is able to avoid any damage from it completely.

❖❖❖❖❖❖❖❖❖❖
Lost Chapel: Final Confrontation, Round 1
Party Conditions: 3 pm, ☘️ = Hero Points | ☼=Mythic Points,
ENCOUNTER MAP

──────────
Character in ➤ BOLD can act!
──────────
Round 1 (- HP)
➤ Jarlgrum AC 24/26 (94/94 HP)☘️☘️ ☼ ☼ Darkvision --- Shield up.,
Krakas AC21 (62/62 HP)☘️ ☼ ☼ ==== .,
Tavos AC 22 (74/74 HP)☘️☘️ ☼ ☼ , -- Darkvision ,
Perla AC 23 (80/80 HP)☘️☘️ ☼ ☼ , -- Darkvision ,,
⠀⠀Shadow AC 22 (60/60 HP)
Bat-winged Fiend (-7 HP)19 < AC <= 29
Tabil AC 23 (68/68 HP)☘️ ☼ ☼ , , Low light vision ,
Merlin Brokencrown AC 24/26 (90/90 HP)☘️ ☼ ☼ Shield up, inspiration not on (H 8, 73/73),
Avenger of the Green AC 23/25 (88/88 HP)☘️☘️ ☼ ☼ , Low light vision , Hardwood Armor on- , 5 THP,

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

Current Goods :
5

Current Food Supply :
46

Current Quests :
  • Drezen
  • Current Army strength 99 %

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

Posted Time :
1428 Monday


Human Magical Merchant Investigator 6 | HP 68 | AC 23 | F10 R14 W12 | Perc +12 | Speed: 35 ft | Investigator DC 23 | ◇◆↺ |
Cases:
Reach and infiltrate Drezen/Cleanse Ahari Gorge

GM, I will also use one of my actions to Recall Knowledge. +15. In case you want to get ready for that.

Vigilant Seal

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

I will mount my horse pull out Radiance and Expand Aura for all three actions.


Artifacts | Macros | Inv | Slides | Map |

Jarlgrum mounts his horse, draws Radiance, and expands his aura.

The demon moves, and casts Grim Tendrils, striking Shadow, Perla, Avenger of the Green, Tabil, Jarlgrum, and Jarlgrum's horse.

Each must make a Fort save DC 28 vs: 8d4 ⇒ (4, 3, 2, 2, 1, 2, 1, 4) = 19 void damage (and 4 persistent bleed on a failure) doubled on a critical failure

GM: 1d20 ⇒ 2 Assuming that Tabil uses Mythic Recollection, Tabil is unable to determine exactly what kind of demon this is.

❖❖❖❖❖❖❖❖❖❖
Lost Chapel: Final Confrontation, Round 1 & 2
Party Conditions: 3 pm, ☘️ = Hero Points | ☼=Mythic Points,
ENCOUNTER MAP

──────────
BEFORE YOUR TURN:
──────────
Jarlgrum AC 24/26: Fort Save DC 28 (horse also)
Perla AC 23: Fort Save DC 28
Shadow AC 22: Fort Save DC 28
Tabil AC 23: Fort Save DC 28

──────────
Character in ➤ BOLD can act!
──────────
Round 2 (- HP)
➤ Jarlgrum AC 24/26 (94/94 HP)☘️☘️ ☼ ☼ Darkvision --- Shield up.,
➤ Krakas AC21 (62/62 HP)☘️ ☼ ☼ ==== .,
➤ Tavos AC 22 (74/74 HP)☘️☘️ ☼ ☼ , -- Darkvision ,
➤ Perla AC 23 (80/80 HP)☘️☘️ ☼ ☼ , -- Darkvision ,,
⠀⠀➤ Shadow AC 22 (60/60 HP)
Bat-winged Fiend (-7 HP)19 < AC <= 29
Round 1 continued (- HP)
➤ Tabil AC 23 (68/68 HP)☘️ ☼ ☼ , , Low light vision ,
➤ Merlin Brokencrown AC 24/26 (90/90 HP)☘️ ☼ ☼ Shield up, inspiration not on (H 8, 73/73),
➤ Avenger of the Green AC 23/25 (88/88 HP)☘️☘️ ☼ ☼ , Low light vision , Hardwood Armor on- , 5 THP,

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

Current Goods :
5

Current Food Supply :
46

Current Quests :
  • Drezen
  • Current Army strength 99 %

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

Posted Time :
2148 Wednesday


HP: 62/62|AC:21 | Fort: +11, Refl: +12, Will: +11 | Perc: +9, Speed 25ft, Resist Fire 5, | Spells Prepared 1st 4/4 2nd 4/4|3rd 4/4 Focus pts 1/1 | Hero Points0/1|Arcane Bond 1/1

Can Krakas use his mythic spell recording to identify how the demon casts that spell, so I can learn it later. It uses my reaction to identify and memorize the spell so I can learn it later! Its normally a secret roll, though as an Expert in Arcana I can auto succeed on recognizing spells up to Rank 4. If you want to roll though I am a +15 to Arcana!

Krakas looks at the window, and tries to punch a hole through it so he can target the demon with spells.

Athletics to punch the window?: 1d20 + 10 ⇒ (14) + 10 = 24 feel like that would be a success?

Then he climbs through and launches a tiny force dart at the creature.

focus spell force dart: 2d4 + 2 ⇒ (3, 4) + 2 = 9

If I wasn't able to punch through the window, let me know, I'll figure something out


Human Magical Merchant Investigator 6 | HP 68 | AC 23 | F10 R14 W12 | Perc +12 | Speed: 35 ft | Investigator DC 23 | ◇◆↺ |
Cases:
Reach and infiltrate Drezen/Cleanse Ahari Gorge

Fort: 1d20 + 10 ⇒ (17) + 10 = 27 So close.

Tabil goes into his mind palace to recall information on the creature, but is interrupted by a burst of pure darkness. He grunts in pain and considers his next move. In a burst of preternatural speed, he dashes across the courtyard to scatter the formation.

◆ Recall Knowledge, ◆◆ Warp Step

AC 23, HP 45, persistent bleed 4


Artifacts | Macros | Inv | Slides | Map |

Krakas looks at what the demon cast, and recognizes the mystical energies involved You can learn it later

Krakas then sends a barrage of force at the demon.

The demon glances at Krakas. Krakas must make a Fort Save DC 25 or become Drained 1

The void pulls at Tabil. Tabil then teleports beyond the demon.

The demon glances at Tabil. Tabil must make a Fort Save DC 25 or become Drained 1

Tabil Persistent bleed: 4 = 41d20 ⇒ 7

❖❖❖❖❖❖❖❖❖❖
Lost Chapel: Final Confrontation, Round 1 & 2
Party Conditions: 3 pm, ☘️ = Hero Points | ☼=Mythic Points,
ENCOUNTER MAP

──────────
BEFORE YOUR TURN:
──────────
Jarlgrum AC 24/26: Fort Save DC 28 (horse also)
Krakas AC21: Fort DC 25 vs Drained 1
Perla AC 23: Fort Save DC 28
Shadow AC 22: Fort Save DC 28
Tabil AC 23: Fort DC 25 vs Drained 1

──────────
Character in ➤ BOLD can act!
──────────
Round 2 (- HP)
➤ Jarlgrum AC 24/26 (94/94 HP)☘️☘️ ☼ ☼ Darkvision --- Shield up.,
Krakas AC21 (62/62 HP)☘️ ☼ ☼ ==== .,
➤ Tavos AC 22 (74/74 HP)☘️☘️ ☼ ☼ , -- Darkvision ,
➤ Perla AC 23 (80/80 HP)☘️☘️ ☼ ☼ , -- Darkvision ,,
⠀⠀➤ Shadow AC 22 (60/60 HP)
Bat-winged Fiend (-16 HP)19 < AC <= 29
Round 1 continued (- HP)
Tabil AC 23 (45/68 HP)☘️ ☼ ☼ , , Low light vision ,
➤ Merlin Brokencrown AC 24/26 (90/90 HP)☘️ ☼ ☼ Shield up, inspiration not on (H 8, 73/73),
➤ Avenger of the Green AC 23/25 (88/88 HP)☘️☘️ ☼ ☼ , Low light vision , Hardwood Armor on- , 5 THP,

──────────
AFTER YOUR TURN:
──────────
Tabil AC 23: Persistent bleed 4

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

Current Goods :
5

Current Food Supply :
46

Current Quests :
  • Drezen
  • Current Army strength 99 %

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

Posted Time :
2148 Wednesday


Human Magical Merchant Investigator 6 | HP 68 | AC 23 | F10 R14 W12 | Perc +12 | Speed: 35 ft | Investigator DC 23 | ◇◆↺ |
Cases:
Reach and infiltrate Drezen/Cleanse Ahari Gorge

Fort: 1d20 + 10 ⇒ (9) + 10 = 19

Give me some of that that drained 1 action. So I should lower max hp by 6 and then take 6 damage.

HP 39/62, AC 23, Drained 1


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

fort save vs grim tendrils: 1d20 + 15 ⇒ (12) + 15 = 27
missed it by that much

He will then step and release a hail of splinters. One good bleed deserves another. It should just miss shadow and peter out before reaching Tabil.

Hail of Splinters 2A 30' cone, 3d6P + 3d6 persistent bleed, basic reflex DC 23 Overflow


Artifacts | Macros | Inv | Slides | Map |

Reflex: 1d20 ⇒ 3

The demon seems not to have been expecting the hail of splinters from Avenger of the Green.

Splinter damage: 3d6 ⇒ (3, 6, 6) = 15

The demon glances at Avenger of the Green. Avenger of the Green must make a Fort Save DC 25 or become Drained 1

Avenger Persistent bleed: 4 = 41d20 ⇒ 4

❖❖❖❖❖❖❖❖❖❖
Lost Chapel: Final Confrontation, Round 1 & 2
Party Conditions: 3 pm, ☘️ = Hero Points | ☼=Mythic Points,
ENCOUNTER MAP

──────────
BEFORE YOUR TURN:
──────────
Jarlgrum AC 24/26: Fort Save DC 28 (horse also)
Krakas AC21: Fort DC 25 vs Drained 1
Perla AC 23: Fort Save DC 28
Shadow AC 22: Fort Save DC 28
Avenger of the Green AC 23/25: Fort DC 25 vs Drained 1

──────────
Character in ➤ BOLD can act!
──────────
Round 2 (- HP)
➤ Jarlgrum AC 24/26 (94/94 HP)☘️☘️ ☼ ☼ Darkvision --- Shield up.,
Krakas AC21 (62/62 HP)☘️ ☼ ☼ ==== .,
➤ Tavos AC 22 (74/74 HP)☘️☘️ ☼ ☼ , -- Darkvision ,
➤ Perla AC 23 (80/80 HP)☘️☘️ ☼ ☼ , -- Darkvision ,,
⠀⠀➤ Shadow AC 22 (60/60 HP)
Bat-winged Fiend (-31 HP)19 < AC <= 29
Round 1 continued (- HP)
Tabil AC 23 (39/62 HP)☘️ ☼ ☼ , , Low light vision, Drained 1 (6 HP)
➤ Merlin Brokencrown AC 24/26 (90/90 HP)☘️ ☼ ☼ Shield up, inspiration not on (H 8, 73/73),
Avenger of the Green AC 23/25 (59/82 HP)☘️☘️ ☼ ☼ , Low light vision , Hardwood Armor on- , 5 THP, Drained 1 (6 HP)

──────────
AFTER YOUR TURN:
──────────
Bat-winged Fiend: 3d6 Persistent Bleed
Tabil AC 23: Persistent bleed 4
Avenger of the Green AC 23/25: 4 Persistent Bleed

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

Current Goods :
5

Current Food Supply :
46

Current Quests :
  • Drezen
  • Current Army strength 99 %

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

Posted Time :
2148 Wednesday


Male Hero Points 3/1 Conditions Drained 1 Human ◆◇↺ Fighter [Marshall] 6 Perception (E)+12 HP 84/(84)90 AC(T) 24/26, Fort(E)+13, Ref(E)+10(+3) Bulwark, Will(E)+12

Merlin (feeling like he took quite the vacation) attempts to Inspire the troops!
Diplomacy(E) DC easy does it: 1d20 + 13 ⇒ (3) + 13 = 16

Hero Point! Diplomacy(E) DC easy does it: 1d20 + 13 ⇒ (4) + 13 = 17

Not really feeling it, the disappointed, not inspired Marshal shrugs.
Can't be that bad...

Merlin then does a Sudden Charge at the demon!
Melee(M) +1 Striking Cold-iron Longsword: 1d20 + 17 ⇒ (4) + 17 = 212d8 + 4 ⇒ (6, 4) + 4 = 14 S Traits Versatile P, magic

He sighs.


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

fort save vs. drain: 1d20 + 15 ⇒ (15) + 15 = 30
did you already apply this?
flat check to get rid of bleed: 1d20 ⇒ 8


Human Duskwalker Animist (6) | Mythic Points: 1 |Spirits: 1 | Speed: 30ft | 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, Aura Sight

Tavos shifts his grip, drawing the staff forward as the gem on his mask keeps its molten amber glow. He channels power through the wood and releases it in a focused pulse, directing the spell toward the demon as Stupefy takes hold.

thoughts slow… edges dull… fire waits… fire waits…

Without breaking his stance, Tavos turns his attention back to the ground. He sustains the spell, and the cracked earth pulses again with heat as Earth’s Bile continues to churn where he set it.

** Stupify (from staff of control)
DC 22 Will Save

* Sustain Earth's Bile
Fire: 2d4 + 3 ⇒ (1, 4) + 3 = 8 Bludgeoning: 2d4 ⇒ (1, 4) = 5 DC 23, Basic Reflex + Persistent Fire :2

Status:

HP: 74/74
Focus: 2/3
Hero Points: 1
Mythic Point: 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)

Staff of Control:
1/3 charges

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 |

Merlin is unable to inspire his compatriots.

He moves in and whiffs his attack.

The demon glances at Merlin. Merlin must make a Fort Save DC 25 or become Drained 1

Tavos intends to control the demon. Will: 1d20 ⇒ 5 The demon appears taken aback by the spell.

Tavos sustains the prior spell. Reflex: 1d20 ⇒ 9. This time some of the damage from the fire and rock hurt the demon.

The demon glances at Tavos. Tavos must make a Fort Save DC 25 or become Drained 1

❖❖❖❖❖❖❖❖❖❖
Lost Chapel: Final Confrontation, Round 1 & 2
Party Conditions: 3 pm, ☘️ = Hero Points | ☼=Mythic Points,
ENCOUNTER MAP

──────────
BEFORE YOUR TURN:
──────────
Jarlgrum AC 24/26: Fort Save DC 28 (horse also)
Krakas AC21: Fort DC 25 vs Drained 1
Tavos AC 22: Fort DC 25 vs Drained 1
Perla AC 23: Fort Save DC 28
Shadow AC 22: Fort Save DC 28
Merlin Brokencrown AC 24/26: Fort DC 25 vs Drained 1

──────────
Character in ➤ BOLD can act!
──────────
Round 2 (- HP)
➤ Jarlgrum AC 24/26 (94/94 HP)☘️☘️ ☼ ☼ Darkvision --- Shield up.,
Krakas AC21 (62/62 HP)☘️ ☼ ☼ ==== .,
Tavos AC 22 (74/74 HP)☘️☘️ ☼ ☼ , -- Darkvision ,
➤ Perla AC 23 (80/80 HP)☘️☘️ ☼ ☼ , -- Darkvision ,,
⠀⠀➤ Shadow AC 22 (60/60 HP)
Bat-winged Fiend (-37 HP)21 < AC <= 29, Stupefied 1 (1 round)
Round 1 continued (- HP)
Tabil AC 23 (39/62 HP)☘️ ☼ ☼ , , Low light vision, Drained 1 (6 HP)
Merlin Brokencrown AC 24/26 (90/90 HP) ☼ ☼ Shield not up, inspiration not on (H 8, 73/73),
Avenger of the Green AC 23/25 (64/82 HP)☘️☘️ ☼ ☼ , Low light vision , Hardwood Armor on- , 5 THP, Drained 1 (6 HP)

──────────
AFTER YOUR TURN:
──────────
Bat-winged Fiend: 3d6 Persistent Bleed
Tabil AC 23: Persistent bleed 4
Avenger of the Green AC 23/25: 4 Persistent Bleed, Fort DC 25 vs Drained 1

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

Current Goods :
5

Current Food Supply :
46

Current Quests :
  • Drezen
  • Current Army strength 99 %

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

Posted Time :
2148 Wednesday


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

I made my fort save vs drain two posts up.


Male Hero Points 3/1 Conditions Drained 1 Human ◆◇↺ Fighter [Marshall] 6 Perception (E)+12 HP 84/(84)90 AC(T) 24/26, Fort(E)+13, Ref(E)+10(+3) Bulwark, Will(E)+12

Merlin stares intimidatingly at those eyes....
Fort(E) DC 25: 1d20 + 13 ⇒ (7) + 13 = 20

The intimacy Drains from his face!


Human Duskwalker Animist (6) | Mythic Points: 1 |Spirits: 1 | Speed: 30ft | 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, Aura Sight

I just wanted to confirm that the DC of this effect doesn't change with stupify, or that it doesn't require a flat check to be able to perform the action

Fort, DC 25: 1d20 + 15 ⇒ (19) + 15 = 34


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 sends Shadow forward to bite the demon, while she takes three shots with her bow at the enemy, one with her hunted shot. We will see how this goes.

to bite: 1d20 + 12 ⇒ (1) + 12 = 13
bite damage: 2d8 + 3 ⇒ (7, 6) + 3 = 16
to bite: 1d20 + 15 ⇒ (17) + 15 = 32
bite damage: 2d8 ⇒ (6, 2) = 8
to bite: 1d20 + 10 ⇒ (15) + 10 = 25
bite damage: 2d8 ⇒ (8, 7) = 15
to bite: 1d20 + 5 ⇒ (5) + 5 = 10
bite damage: 2d8 ⇒ (3, 2) = 5

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