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.


2,701 to 2,750 of 2,750 << first < prev | 45 | 46 | 47 | 48 | 49 | 50 | 51 | 52 | 53 | 54 | 55 | next > last >>

HP: 51/62|AC:21 | Fort: +11, Refl: +12, Will: +11 | Perc: +9, Speed 25ft, Resist Fire 5 | Spells Prepared 1st 4/4 2nd 4/4|3rd 3/4 Focus pts 1/1 | Hero Points1/1|Arcane Bond 0/1

We'll just go with what is their worst save?


Artifacts | Macros | Inv | Slides | Map |
Krakas wrote:
We'll just go with what is their worst save?

Their weakest saves are Reflex and Will.


Artifacts | Macros | Inv | Slides | Map |

Jarlgrum strides next to Gargoyle C, and Radiance deals a massive blow to it.

❖❖❖❖❖❖❖❖❖❖
Lost Chapel: Temple Grounds, Round 1
Party Conditions: 10:00 am, ☘️ = Hero Points | ☼=Mythic Points
ENCOUNTER MAP

──────────
BEFORE YOUR TURN:
──────────
Krakas AC21: two actions left

──────────
Character in ➤ BOLD can act!
──────────
Round 1 (- HP)
Tabil AC 23 (68/68 HP)☘️ ☼ ☼ , , Low light vision ,
Perla AC 23 (80/80 HP)☘️☘️ ☼ ☼ , -- Darkvision ,,
⠀⠀Shadow AC 22 (60/60 HP)
Jarlgrum AC 24/26 (94/94 HP)☘️☘️ ☼ ☼ Darkvision --- Shield up.,
Merlin Brokencrown AC 24/26 (90/90 HP)☘️ ☼ ☼ Shield up, (H 8, 73/73), ,
Avenger of the Green AC 23/25 (88/88 HP)☘️☘️ ☼ ☼ , Low light vision , Hardwood Armor on- , 5 THP, .
Tavos AC 22 (74/74 HP)☘️☘️ ☼ ☼ , -- Darkvision ,,
➤ Krakas AC21 (62/62 HP)☘️ ☼ ☼ ==== .,
Creature A (-17 HP)16 < AC <= 21, Some kind of resistance to physical damage 5
Creature B (-21 HP)16 < AC <= 21, Some kind of resistance to physical damage 5, Persistant Fire 2
Creature C (-32 HP)16 < AC <= 21, Some kind of resistance to physical damage 5

──────────
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 :
1837 Sunday


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 sees the frontliners ganging up on the southernmost gargoyle. He decides to instead help Tavos with the other target. He takes aim and fires.

Stratagem: 1d20 ⇒ 13

Strategic Strike: 13 + 16 = 29 vs B
Damage Piercing + Precision: 2d6 + 2d6 ⇒ (4, 6) + (4, 6) = 20

◆ Devise a Stratagem, ◆ Strategic Strike + Shared Stratagem

Shared Stratagem - if the strike hits, B will be off-guard to Perla's first attack until the start of my next turn.


HP: 51/62|AC:21 | Fort: +11, Refl: +12, Will: +11 | Perc: +9, Speed 25ft, Resist Fire 5 | Spells Prepared 1st 4/4 2nd 4/4|3rd 3/4 Focus pts 1/1 | Hero Points1/1|Arcane Bond 0/1

Krakas calls out to the other spellcasters, "They are clumsy and have poor mental defenses!"

He then summons a small bead of fire, and launches it at the two gargoyle creatures, A and B, that are next to each other.

Reflex DC 23 vs Fireball: 6d6 ⇒ (3, 6, 4, 4, 5, 5) = 27

Laid down a template to verify I wouldn't scorch anyone else


Artifacts | Macros | Inv | Slides | Map |

Krakas drops a fireball, strategically placed to not incur any friendly fire.

Reflex A and B: 1d20 + 10 ⇒ (9) + 10 = 191d20 + 10 ⇒ (4) + 10 = 14

The two gargoyles' stony bodies fry noisily.

Tabil Perla Shadow Jarlgrum Merlin Avenger Tavos Krakas: 1d8 ⇒ 8

The remaining gargoyle flies above Krakas (provoking Reactive Strikes) and attempts to grab Krakas: 1d20 + 9 ⇒ (9) + 9 = 18, but, can't quite get a hold on them.

It then strikes at Krakas: 1d20 + 9 ⇒ (12) + 9 = 21for: 2d6 + 3 ⇒ (5, 3) + 3 = 11 slashing damage.

The above attack might not happen if Merlin hits the gargoyle

Even if the gargoyle does hit Krakas, Tabil's strategically placed arrow certainly kills it. Either way...

COMBAT OVER

There are doors in the northern building and southern building, and at the end of the hallway in the east is a closed porticulis.


HP: 51/62|AC:21 | Fort: +11, Refl: +12, Will: +11 | Perc: +9, Speed 25ft, Resist Fire 5 | Spells Prepared 1st 4/4 2nd 4/4|3rd 3/4 Focus pts 1/1 | Hero Points1/1|Arcane Bond 0/1

Frowning, begining to cast prestidigitation to repair damage that the gargoyle did to his robes, "Good arrow, Tabil, they were weaker than I expected, or maybe we are stronger than I guessed. Still lets look around this place, its small, we may be able to split up,"

Still slightly wounded, Krakas walks over to the nearby doors the two gargoyles he fried were guarding and opens them up.


Artifacts | Macros | Inv | Slides | Map |

Surprised at how easy taking down the gargoyles seemed, Krakas goes to the double doors they were perched next to and throws the doors open.

The sharp tang of musty, decaying straw fills this large stable.

Its easternmost wall has collapsed into a steep pile of broken beams and rocks that blocks the way to the other side. A large mound of discarded weaponry lies amid the rubble.

Most of the weapons are broken beyond repair, but a few still remain serviceable, including a +1 battleaxe, a +1 Striking longsword, three cold iron daggers, and a +1 Striking cold iron longspear.


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 over the weapons, noting the runes etched into them. "These could be useful in the right soldiers' hands. They seem like simple enhancements, but it's better than nothing."

He looks around.

Do the weapons seem like they've been just sitting here for 5 years (covered in dust?), or does the cache seem fresh? I have That's Odd if it applies.

That's Odd:
When you enter a new location, such as a room or corridor, you immediately notice one thing out of the ordinary. The GM determines what it is, or whether there's nothing reasonable to pick up, skipping obvious clues that can be easily noticed without a check or specifically looking for them. You learn only that an area or object is suspicious, but not why it's suspicious. For example, if you entered a study with a large bloodstain on the ground, the bloodstain is so obviously suspicious it's evident to you already, so the GM might note that there's something suspicious about the desk drawer instead. You would then need to investigate the drawer further to find out what specifically is out of the ordinary. If you wish, you can Pursue a Lead concerning this detail even if you have Pursued a Lead less than 10 minutes ago. That's Odd doesn't reveal whether creatures are suspicious. You don't typically get any benefit when you leave and come back to a place, though if a major change has happened there and time has passed, the GM might determine that you do.


Artifacts | Macros | Inv | Slides | Map |

While one of the weapons was covered in dust, at least one of them is not. As if it had been dumped here recently.

GM: 1d20 ⇒ 8

You don't find this unusual. Gargoyles don't have any use for weaponry, and if they had killed armed people, would likely dump them in a pile.


HP: 51/62|AC:21 | Fort: +11, Refl: +12, Will: +11 | Perc: +9, Speed 25ft, Resist Fire 5 | Spells Prepared 1st 4/4 2nd 4/4|3rd 3/4 Focus pts 1/1 | Hero Points1/1|Arcane Bond 0/1

Nodding, "I agree, we should collect them for our army to use unless one of you would be able to use these better, that longspear is pretty nice," Krakas will pocked one of the three cold iron daggers to use as an implement for Needle Darts if nothing else.


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 nods, still looking about.

Any religuous symbolism in the building? Or other halls to check out? Unless it was a single-room altar or something like that.


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 views the weaponry, nods his agreement with Krakas and Tabil, while keeping watch around the parameter.


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

Tavos follows Krakas into the ruined stable, his pace even and cautious. The gem on his mask dims from molten amber to a dull ember glow as the spirits quiet from battle.

He scans the rubble and the weapons scattered among it, kneeling near the mound. One gloved hand hovers just above the broken steel, not touching.

“These were, perhaps, offerings once... or trophies.”

He tilts his head, listening for the faintest whisper beneath the stale air. His tone drops to a murmur.

“This place feels… incomplete. The kind of silence left behind when faith is broken, or when the veil between places frays.”

He traces a faint line in the dust near the pile, the gesture halfway between a ward and an inquiry.

Metal remembers the hands that forged it, and the prayers that cooled it. Even in ruin, the echo remains.

Tavos pauses, letting the echo of the spirits settle before trying to discern if this place bears any planar or ritual residue.

Know Religion: 1d20 + 14 ⇒ (16) + 14 = 30
Know Occult: 1d20 + 12 ⇒ (7) + 12 = 19
Planar Rift Lore: 1d20 + 9 ⇒ (13) + 9 = 22


Artifacts | Macros | Inv | Slides | Map |

GM: 1d20 ⇒ 71d20 ⇒ 9

Amongst the discarded weaponry is a shield with a stylized warhammer on it. Although most of the religious symbology in this chapel has been defaced or has just deteriorated through age, Tabil and Tavos determine that the chapel appears to have been dedicated to Trudd.

Tavos senses that ritual energy is still reverberating throughout the chapel.

If you spend ten minutes to determine the ritual:

This chapel has been Consecrated against the living


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 picks up the shield, and studies it for a moment. "Oh." He looks to Jarlgrum. "Would you like to perform any rites? This seems like a shrine to Thrudd." He offers the shield, symbol up, to Jarlgrum.

Vigilant Seal

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

It has been a while since I had a chance to pray at my lord's shrine.

Jarlgrum thanks Tabil for the shield.


HP: 51/62|AC:21 | Fort: +11, Refl: +12, Will: +11 | Perc: +9, Speed 25ft, Resist Fire 5 | Spells Prepared 1st 4/4 2nd 4/4|3rd 3/4 Focus pts 1/1 | Hero Points1/1|Arcane Bond 0/1

I think we'd spend the 10 minutes

Krakas takes in the area, "Trudd, interesting, I am not very familiar with that one," Krakas continues to poke around the ruins, checking the other doors out, poking through rocks and debris for any thing else interesting.


Artifacts | Macros | Inv | Slides | Map |

There is a portcullis to the east and a building to the south.


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 Raises his Shield walks over to the building to the south and....


Artifacts | Macros | Inv | Slides | Map |

Merlin gathers the party around him and throws open the door to the southern building.

The vaulted ceiling of this massive sanctuary reaches nearly thirty feet overhead. Smashed stained-glass windows stretch in narrow bands above the doors. Four angelic statues occupy each corner of the room, though their faces and wings are cracked and broken almost beyond recognition. The walls are covered with disturbing shapes and runes that have been scratched into the stone. An altar, befouled with grime and filth, sits against the southern wall.

Kneeling near the altar are six... creatures. They were once human, but, you recognize them as ghouls. Standing behind the altar are two... priests. But, they are ghouls also.

The ghouls stand.

GM:

Merlin Brokencrown , Defend: 1d20 + 12 ⇒ (12) + 12 = 24
Tabil, Investigate: 1d20 + 13 ⇒ (14) + 13 = 27
Jarlgrum, Defend: 1d20 + 12 ⇒ (18) + 12 = 30
Perla Hidlkid, Scout: 1d20 + 15 ⇒ (11) + 15 = 26
Krakas Grimbane, Detect Magic: 1d20 + 10 ⇒ (17) + 10 = 27
Avenger of the Green, Search: 1d20 + 12 ⇒ (16) + 12 = 28
Tavos, Search: 1d20 + 16 ⇒ (6) + 16 = 22
, : 1d20 + 11 ⇒ (3) + 11 = 14
, : 1d20 + 7 ⇒ (7) + 7 = 14

❖❖❖❖❖❖❖❖❖❖
Lost Chapel: Desecrated Altar, Round 1
Party Conditions: 10:00 am, ☘️ = Hero Points | ☼=Mythic Points
ENCOUNTER MAP

──────────
Character in ➤ BOLD can act!
──────────
Round 1 (- HP)
➤ Jarlgrum AC 24/26 (94/94 HP)☘️☘️ ☼ ☼ Darkvision --- Shield up.,
➤ Avenger of the Green AC 23/25 (88/88 HP)☘️☘️ ☼ ☼ , Low light vision , Hardwood Armor on- , 5 THP, .
➤ Krakas AC21 (62/62 HP)☘️ ☼ ☼ ==== .,
➤ Tabil AC 23 (68/68 HP)☘️ ☼ ☼ , , Low light vision ,
➤ Perla AC 23 (80/80 HP)☘️☘️ ☼ ☼ , -- Darkvision ,,
⠀⠀➤ Shadow AC 22 (60/60 HP)
➤ Merlin Brokencrown AC 24/26 (90/90 HP)☘️ ☼ ☼ Shield up, (H 8, 73/73), ,
➤ Tavos AC 22 (74/74 HP)☘️☘️ ☼ ☼ , -- Darkvision ,,
Ilzek (- HP)
Jadiss (- HP)
Ghoul Acolytes A, B, C, D, E, F (- HP)

──────────
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 :
1035 Sunday


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

Avenger boldly strides up and sprays splinters over most of the ghouls. "Open wide!"

Hail of Splinters 2A 30' cone, 3d6P + 3d6 persistent bleed, basic reflex DC 23 Overflow
damage to B through G and Jadiss: 3d6 ⇒ (2, 5, 1) = 8


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 Raises his Shield, Strides further into the disrespected chapel, and begins explaining the reasons not to be a demon, undead, or cultist at this moment!
Diplomacy(E) DC Easy: 1d20 + 13 ⇒ (19) + 13 = 32

Success!:

Your marshal’s aura grants you and allies a +1 status bonus to attack rolls and saves against mental effects.


HP: 51/62|AC:21 | Fort: +11, Refl: +12, Will: +11 | Perc: +9, Speed 25ft, Resist Fire 5 | Spells Prepared 1st 4/4 2nd 4/4|3rd 3/4 Focus pts 1/1 | Hero Points1/1|Arcane Bond 0/1

Chuckling at the sight before him, "I hope Trudd doesn't mind, but I can't resist this opportunity," Krakas uses his arcane bond and launches another fireball, engulfing the group of ghouls in it.

Reflex Save DC23: 6d6 ⇒ (5, 3, 6, 5, 5, 5) = 29 trudd be with me

He then strides into the room, in and too the side to avoid bunching up at the entrance.


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 almost soils himself when he sees a chestnut horse appear in the hallway. With unprecedented speed, he runs into the church just to stay away from the thing. He sees nothing in the fireball Krakas has made but after it dissipates, he immediately aims his arrow and fires at the ghoulish back rank.

Devise a Stratagem, Ilzek: 1d20 ⇒ 14

Strategic Strike: 14 + 16 = 30
Damage Piercing: 2d6 + 2d6 ⇒ (4, 4) + (5, 4) = 17

◆ Stride, ◆ Devise a Stratagem, ◆ Strategic Strike

Shared Stratagem - Ilzek will be off-guard to Perla's first attack.


Artifacts | Macros | Inv | Slides | Map |

GM: 1d20 ⇒ 11d20 ⇒ 81d20 ⇒ 51d20 ⇒ 11d20 ⇒ 91d20 ⇒ 31d20 ⇒ 11d20 ⇒ 111d20 ⇒ 101d20 ⇒ 181d20 ⇒ 61d20 ⇒ 41d20 ⇒ 19

Having lined up, all of the ghouls take damage from Avenger of the Green.

Merlin raises his shield providing an aura of protection.

Krakas blasts the ghouls with a fireball.

Tabil notices Jarlgrum's horse, that made the climb almost too easily.

Tabil then targets the remaining ghoul (Jadiss), the arrow going into its skull, making it off-guard to Perla's first attack.

❖❖❖❖❖❖❖❖❖❖
Lost Chapel: Desecrated Altar, Round 1
Party Conditions: 10:00 am, ☘️ = Hero Points | ☼=Mythic Points
ENCOUNTER MAP

──────────
Character in ➤ BOLD can act!
──────────
Round 1 (- HP)
➤ Jarlgrum AC 24/26 (94/94 HP)☘️☘️ ☼ ☼ Darkvision --- Shield up.,
Avenger of the Green AC 23/25 (88/88 HP)☘️☘️ ☼ ☼ , Low light vision , Hardwood Armor on- , 5 THP, .
Krakas AC21 (62/62 HP)☘️ ☼ ☼ ==== .,
Tabil AC 23 (68/68 HP)☘️ ☼ ☼ , , Low light vision ,
➤ Perla AC 23 (80/80 HP)☘️☘️ ☼ ☼ , -- Darkvision ,,
⠀⠀➤ Shadow AC 22 (60/60 HP)
Merlin Brokencrown AC 24/26 (90/90 HP)☘️ ☼ ☼ Shield up, inspiration on (H 8, 73/73), ,
➤ Tavos AC 22 (74/74 HP)☘️☘️ ☼ ☼ , -- Darkvision ,,
Ilzek (-45 HP)
Jadiss (-39 HP)20 < AC <= 30

──────────
AFTER YOUR TURN:
──────────
Jadiss: 3d6 pers. 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 :
1035 Sunday

Vigilant Seal

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

Jarlgrum moves next to Avenger of The Green and uses Expand Aura.

Expand Aura
You focus your divine power to extend your influence and protection. Expand the radius of your champion's aura to 30 feet until the start of your next turn


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 in, and commands Shadow to move to guard her side. She then takes one shot at the ghoul.

to hit a ghoul: 1d20 + 15 ⇒ (16) + 15 = 31
to damage: 2d8 ⇒ (5, 8) = 13


Artifacts | Macros | Inv | Slides | Map |

Jarlgrum moves in and expands his protective aura, while Perla takes one shot to put down permanently the remaining ghoul.

Yes, I rolled terribly on the ghouls' initiative and saves... Three Nat 1s. Yikes. This is what happened when I ran WotR a decade ago. The bad guys don't even get a turn.

COMBAT OVER

While the ghoul acolytes had nothing of value, Ilzek and Jadiss each had +1 studded leather armor. There is also a 5th level scroll of Summon Fiend and 19 gp.

GM:

Merlin Brokencrown 's Perception (E): 1d20 + 11 ⇒ (8) + 11 = 19
Tabil's Perception (E): 1d20 + 12 ⇒ (3) + 12 = 15
Jarlgrum's Perception (T): 1d20 + 11 ⇒ (3) + 11 = 14
Perla Hidlkid's Perception (E): 1d20 + 14 ⇒ (2) + 14 = 16
Krakas Grimbane's Perception (T): 1d20 + 9 ⇒ (19) + 9 = 28
Avenger of the Green's Perception (T): 1d20 + 11 ⇒ (17) + 11 = 28
Tavos's Perception (T): 1d20 + 13 ⇒ (13) + 13 = 26

Your search of the chapel reveals a secret draw built into the dais of the altar.

The stash is in a sizable hollow space below the altar and is lined with lead to prevent the magical aura of the potions from shining through. In all, there are dozens of minor healing potions stored in here — enough to outfit your army. This will also lessen attrition effects on your army

Additionally, there are 4 lesser healing potions and 2 moderate healing potions.

There is a door to the east, and in the hallway to the north, there is a portcullis to the east.


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

Tavos lingers near the doorway as the others finish their sweep of the chapel, the gem on his mask faintly green once more. The lingering heat from the fireball still ripples through the air.

He kneels beside the altar when the hidden compartment is revealed, brushing a gloved hand across the lead lining.

“A wise precaution. Faith and fear make for careful builders.”

He examines one of the vials, turning it slightly in the dim light.

“These will keep the soldiers standing. The spirits approve of that much.”

Blood spilled in devotion should not be wasted in the dust.

Rising again, he looks between the eastern door and the northern hall.

“Two paths. The east looks meant for the faithful, the north for defense. The path of greatest resistance leads to the greatest rewards...”

Vote north, to the portcullis


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 views the cache with an approving nod.
Good fine. The army's supplies just got a boost.

The Fighter nods at Tavos. He Raises his Shield as he begins heading to the portcullis.....


Artifacts | Macros | Inv | Slides | Map |

Beyond the portcullis is an open courtyard.

Stunted trees and tangled grass choke this open-air courtyard. A half-broken statue looks to the sky with what once would have been outstretched arms.

You may make an Athletics check to lift the portcullis.


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

Avenger Crouches down and grabs the portcullis, lifting and growing to six feet with the power of the wardstone.

athletics: 1d20 + 13 ⇒ (17) + 13 = 30
I'm also using the power of the warstrone to grow to Medium.


HP: 51/62|AC:21 | Fort: +11, Refl: +12, Will: +11 | Perc: +9, Speed 25ft, Resist Fire 5 | Spells Prepared 1st 4/4 2nd 4/4|3rd 3/4 Focus pts 1/1 | Hero Points1/1|Arcane Bond 0/1

Preparing to step in to help Avenger, Krakas pauses as Avenger grows in size, lifting the gate as he does so, "Talk about a growth spurt," Krakas then looks around for anything he could use to prop the portcullis open so Avenger isn't stuck holding it.


Artifacts | Macros | Inv | Slides | Map |

With a low-pitched grating sound, the portcullis lifts, opening the way into the courtyard.

Krakas finds an old quarterstaff to prop open the portcullis.

There are three doors to the east and one to the south.


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

Looking at the set of doors, Tabil pulls out a piece of chalk. "Well, I may have an idea. Hand on the wall, go room by room?" He gestures towards the northernmost door on the east wall.


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 nods in appreciation of Avenger of the Green's Athletics prowess.
Good form, Avenger. All in the....growth spurt? Well played!

The Fighter then Raises his Shield and follows Tabil's suggestion.

He prepares to open towards the northernmost door on the east wall....


Artifacts | Macros | Inv | Slides | Map |

With his shield raised, Merlin tries the Northeastern most door.

It appears to be locked.

GM: 1d20 ⇒ 18

Tabil is very sure it is not trapped.


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

Blue eyes warily watching the horse behind him, he nods to Tabil.
Locked. Probably a broom closet.


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

Avenger shrinks down as soon as the staff is in place. "It's the wardstone. The power within and the power of the Green."


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

"We'll see when we see." Tabil pulls out his tools and gets to work on the lock.

I will roll a few, just in case.

Thievery: 1d20 + 14 ⇒ (3) + 14 = 17
Thievery: 1d20 + 14 ⇒ (7) + 14 = 21
Thievery: 1d20 + 14 ⇒ (20) + 14 = 34
Thievery: 1d20 + 14 ⇒ (14) + 14 = 28


Artifacts | Macros | Inv | Slides | Map |

Tabil fumbles a bit, almost breaking his lockpicking tools. His second try is even better. On the third try, Tabil is able to unlock the door.

This mostly barren room has two sets of shackles anchored within a nook along the eastern wall.

In this room, there is a door to the south. GM: 1d20 ⇒ 12

Tabil is pretty sure it is not trapped.


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 door a for a while. "Seems safe. Someone wants to...", he gestures towards the door. "I wouldn't want to be in the vanguard. Not built for it."

If the door is locked, I will try to open it, but if not, I would prefer someone with more meat on their bones to be the first to enter. If it IS locked...

Thievery: 1d20 + 14 ⇒ (3) + 14 = 17
Thievery: 1d20 + 14 ⇒ (15) + 14 = 29
Thievery: 1d20 + 14 ⇒ (11) + 14 = 25
Thievery: 1d20 + 14 ⇒ (6) + 14 = 20


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

Avenger steps forward. He doesn't have weapons in hand, so it's easy for him to open doors and be ready for unpleasant surprises.


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 Raises his Shield and stands next to Avenger....


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

Tavos steps up beside Tabil as the hinges groan and the eastern door swings open. The gem on his mask shifts in brightness, steady and watchful. He lifts a hand toward the others, signaling that he is ready.

“Stay close. The spirits are listening.”

“Whatever waits, we will meet it together.”

Roots coil beneath the stone, ready to break. Ready to break. Ready to...

He nods once to Tabil and the others, braced for whatever emerges next.


HP: 51/62|AC:21 | Fort: +11, Refl: +12, Will: +11 | Perc: +9, Speed 25ft, Resist Fire 5 | Spells Prepared 1st 4/4 2nd 4/4|3rd 3/4 Focus pts 1/1 | Hero Points1/1|Arcane Bond 0/1

Krakas stands in the middle, looking behind the meaty muscles in front of him, but also looking at the Shackles in this room, wondering to himself how old they are and why a church would have a room like this anyways.

Drifting off in thought about the possible reasons for this, and what the implications of such a room mean.


Artifacts | Macros | Inv | Slides | Map |

Avenger tests the door. It is locked.

Tabil is able to unlock the door on the second try.

Your party moves into the room beyond the door.

The stained-glass windows lining the ceiling of this quiet chamber have all been shattered, leaving colorful broken glass scattered across the stone floor.

When you try to speak, you cannot hear anything. There isn't even any crunching of glass as you walk across this room.

Religion or Occult DC 23:

A ritual has been performed here to suppress any sound.


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

Avenger will raise his shield and advance defensively.

After all everybody knows that there is no sound if a tree falls on a demon and there is nobody there to hear it.


Artifacts | Macros | Inv | Slides | Map |

This assumes you continue onto the door to the south.

Avenger of the Green tries this door, and it opens up to a bedchamber.

The broken frames of several beds lie scattered about this large room. Two of the more serviceable ones have been pushed together to make a larger sleeping pallet. A table and several chairs also occupy the center of the room.

More importantly, two ghouls stand by the door Avenger of the Green opened.

Two more are stationed at the other door.

And some kind of fiendish humanoid is laying on the sleeping pallet.

GM:

Merlin Brokencrown , Defend: 1d20 + 12 ⇒ (15) + 12 = 27
Tabil, Investigate: 1d20 + 13 ⇒ (15) + 13 = 28
Jarlgrum, Defend: 1d20 + 12 ⇒ (15) + 12 = 27
Perla Hidlkid, Scout: 1d20 + 15 ⇒ (20) + 15 = 35
Krakas Grimbane, Detect Magic: 1d20 + 10 ⇒ (18) + 10 = 28
Avenger of the Green, Search: 1d20 + 12 ⇒ (2) + 12 = 14
Tavos, Search: 1d20 + 16 ⇒ (8) + 16 = 24
, : 1d20 + 12 ⇒ (2) + 12 = 14
, : 1d20 + 7 ⇒ (9) + 7 = 16

Immediately, the humanoid on the pallet cries out.
Battle Cry vs Avenger of the Green (Intimidating Prowess and Consecrate): 1d20 + 16 + 1 + 2 ⇒ (14) + 16 + 1 + 2 = 33
Avenger of the Green is Frightened 1 and must Flee for one round (Terrified Retreat)

❖❖❖❖❖❖❖❖❖❖
Lost Chapel: Nulkineth’s Quarters, Round 1
Party Conditions: 10:30 am, ☘️ = Hero Points | ☼=Mythic Points
ENCOUNTER MAP

──────────
Character in ➤ BOLD can act!
──────────
Round 1 (- 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 (90/90 HP)☘️ ☼ ☼ Shield up, inspiration on (H 8, 73/73), ,
➤ Jarlgrum AC 24/26 (94/94 HP)☘️☘️ ☼ ☼ Darkvision --- Shield up.,
➤ Tavos AC 22 (74/74 HP)☘️☘️ ☼ ☼ , -- Darkvision ,,
Nulkineth (- HP)
Ghoul A (- HP)
Ghoul B (- HP)
Ghoul C (- HP)
Ghoul D (- HP)
Avenger of the Green AC 23/25 (88/88 HP)☘️☘️ ☼ ☼ , Low light vision , Hardwood Armor on- , 5 THP, Frightened 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 :
0831 Thursday

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