Old Guy's Wrath of the Righteous Campaign (Inactive)

Game Master Jeff Przybylo

This is a mythic campaign using the Wrath of the Righteous AP.


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F Dhampir Inquisitor 4, hp 24, AC 14|T 14|FF 10, F +4|R +5|W +6, Init +6, Perception +9, low-light vision, darkvision 60 ft
Spoiler:
bluff +8, diplomacy +6, disable device +11, know (local) +8, know (religion) +8, perception +9, ride +8, sense motive +11, stealth +8, survival +9, know (history) +8, linguistics +5

Quick move out of here! We must wait till the gas abates before looking around any further!

Farasha encourages everyone to leave for the moment, covering her nose and mouth with the skirt of her dress as she gestures at the stairs with her bow.


Sjurd and Uli quickly make their way out of the basement, holding their mouths and noses to prevent additional exposure. When clear of the gas, "Let's wait until it dissipates before heading down. No need to expose ourselves."


male Tiefling (Demon Spawn) Paladin 3
Spoiler:
HP 27/27 : AC 23 CMD 22 TAC 10 FAC 23 : Longsword+10; 1d8+5 : Sling+3; 1d4+4 : F+9 R+5 W+8 : INIT+1 Perc+0 CMB+9 LoH 5/5 2d6(+4)

Bollwerk follows the others, checking that no one is left behind.


Fort save: 1d20 + 5 ⇒ (3) + 5 = 8

Kazul leaves basement area, woozy from poison.


M Human Wizard (Abjurer) 6/Archmage 1 ; HP 43/43 | AC 16, Touch 12, Flat 14 (Amor +4, Dex +2) | Fort +5, Ref +6, Will +8 | Init +2 | Perception +10

Fabian also rushes out of the basement, bumping into the people in front of him. "My reflexes.... are off...." he says.

How long do the effects last?


Kazul:
Your limbs begin to lock up, joints stiffening and muscles aching. -2 Dex, and another Fort save, same DC

Fabian:
After a few seconds the effects wear off.

You wait a few minutes, hoping that the gas has dissipated. There is nothing left of the bottle, and the marilith-toy has expended its energy. The chest remains under the table where the toy sits.


Fort save: 1d20 + 5 ⇒ (17) + 5 = 22
Fort save: 1d20 + 5 ⇒ (16) + 5 = 21


Sjurd gingerly makes his way downstairs to inspect the toy and chest.


M Human Wizard (Abjurer) 6/Archmage 1 ; HP 43/43 | AC 16, Touch 12, Flat 14 (Amor +4, Dex +2) | Fort +5, Ref +6, Will +8 | Init +2 | Perception +10

Fabian shakes his head, and follows Sjurd. He reflexively casts a cantrip, holding his staff thoughtfully, and scans the area for magic.

(Casting Detect Magic.)


F Dhampir Inquisitor 4, hp 24, AC 14|T 14|FF 10, F +4|R +5|W +6, Init +6, Perception +9, low-light vision, darkvision 60 ft
Spoiler:
bluff +8, diplomacy +6, disable device +11, know (local) +8, know (religion) +8, perception +9, ride +8, sense motive +11, stealth +8, survival +9, know (history) +8, linguistics +5

Farasha rejoins her companions downstairs, still holding an arrow loosely across her bow as she watches everyone investigate the basement.

Does anyone need healing whilst we have a breath between incidents?


Kazul the Bear wrote:

Fort save: 1d20+5

Fort save: 1d20+5

You shake off the effects of the poison.


The marilith-toy looks expensive, but it is not magic, nor can Fabian detect any other magic in the basement. The chest is not locked, and is empty save for five holy symbols of Iomedae stacked under a note that reads, “We don’t need these anymore, but figured if you survived our surprise, it would be just plain rude to leave behind an empty chest for your troubles!”

Perception DC20:
The holy symbols look to be covered in some kind of thin, green paste...


M Human Wizard (Abjurer) 6/Archmage 1 ; HP 43/43 | AC 16, Touch 12, Flat 14 (Amor +4, Dex +2) | Fort +5, Ref +6, Will +8 | Init +2 | Perception +10

Perception: 1d20 + 8 ⇒ (4) + 8 = 12

Fabian carefully and respectfully collects the holy symbols. "These symbols should not be treated with disrespect," he says darkly. "I do not like that the demonic cultists collected them, and think of them as a joke."


Uli Perception: 1d20 + 5 ⇒ (8) + 5 = 13

Sjurd hesitates to touch the contents of the chest. I sincerely doubt that demon-worshiping cultists would leave a gift for us that did not include a nasty surprise..."


male Tiefling (Demon Spawn) Paladin 3
Spoiler:
HP 27/27 : AC 23 CMD 22 TAC 10 FAC 23 : Longsword+10; 1d8+5 : Sling+3; 1d4+4 : F+9 R+5 W+8 : INIT+1 Perc+0 CMB+9 LoH 5/5 2d6(+4)

Perc: 1d20 ⇒ 11
Opening a pouch Bollwerk puts the holy symbols inside.


Each of you who touched the symbols make a DC 15 Fort save please.


Perception: 1d20 + 9 ⇒ (18) + 9 = 27

Kazul would stop anyone from touching before he inspected chest.


male Tiefling (Demon Spawn) Paladin 3
Spoiler:
HP 27/27 : AC 23 CMD 22 TAC 10 FAC 23 : Longsword+10; 1d8+5 : Sling+3; 1d4+4 : F+9 R+5 W+8 : INIT+1 Perc+0 CMB+9 LoH 5/5 2d6(+4)

Thanks Kazul. Stupid question, even if using gauntlets? Bollwerk is wearing a full plate.


Kazul the Bear wrote:

Perception: 1d20+9

Kazul would stop anyone from touching before he inspected chest.

Soo...stop them! They don't seem to want to wait for their rogue to do his rogue-stuff. ;)


M Human Wizard (Abjurer) 6/Archmage 1 ; HP 43/43 | AC 16, Touch 12, Flat 14 (Amor +4, Dex +2) | Fort +5, Ref +6, Will +8 | Init +2 | Perception +10

Heh... Fabian should be smarter than that. Alas, except for recent days, all of his demon-fighting training has been theoretical. He'll learn!

Fort: 1d20 + 4 ⇒ (17) + 4 = 21


"Stop touching that, you fools, Could be a contact poison or worse! You have to wait for me inspect stuff first."


male Tiefling (Demon Spawn) Paladin 3
Spoiler:
HP 27/27 : AC 23 CMD 22 TAC 10 FAC 23 : Longsword+10; 1d8+5 : Sling+3; 1d4+4 : F+9 R+5 W+8 : INIT+1 Perc+0 CMB+9 LoH 5/5 2d6(+4)

"Thank you Kazul. I was... unthoughtful!" With a nod Bollwerk moves back.


M Human Wizard (Abjurer) 6/Archmage 1 ; HP 43/43 | AC 16, Touch 12, Flat 14 (Amor +4, Dex +2) | Fort +5, Ref +6, Will +8 | Init +2 | Perception +10

Fabian nods. "You are right of course. That was foolish of me."

He steps back.


F Dhampir Inquisitor 4, hp 24, AC 14|T 14|FF 10, F +4|R +5|W +6, Init +6, Perception +9, low-light vision, darkvision 60 ft
Spoiler:
bluff +8, diplomacy +6, disable device +11, know (local) +8, know (religion) +8, perception +9, ride +8, sense motive +11, stealth +8, survival +9, know (history) +8, linguistics +5

Farasha watches, one eyebrow raised

Gentlemen, if we're quite finished here having the utmost politeness to each other about the contents of a chest left by an evil cult, perhaps we can move on and continue our important work in eradicating said cult?

with that she sweeps back up the stairs and out in to the street.

I guess we're heading off to the nearest cult safe house or else to Horgus' manor?


Kazul studies the chest for 2 minutes for traps without touching it and then puts on the paladin's gauntlets if he detects a trap that requires him touching the chest.
Takes 20 for a 29.
Disable device: 1d20 + 10 ⇒ (12) + 10 = 22


Other than the poison left on the holy symbols, that is the only trap you find. The rest of the chest, and the basement, is empty.

The holy symbols are actually symbols of Iomedae, and can be used/sold once the poison is cleaned off. Where to?


male Tiefling (Demon Spawn) Paladin 3
Spoiler:
HP 27/27 : AC 23 CMD 22 TAC 10 FAC 23 : Longsword+10; 1d8+5 : Sling+3; 1d4+4 : F+9 R+5 W+8 : INIT+1 Perc+0 CMB+9 LoH 5/5 2d6(+4)

The last hideout mentioned!
"It is a shame those were tainted, but at least they can serve a higher calling once they are cleaned!"


"Indeed. Let us be gone from this place. Onward, to the last hideout."


The Tower of Estrod...

This sixty-foot-diameter gray stone tower is missing the bulk of its upper floors—some terrific force smashed its upper sections away, creating huge mound of rubble north of the building and leaving the tower now a mere stump with a jagged top.

DC 10 Kn Local:
The Tower of Estrod served Kenabres for decades as library and research laboratory owned by the city. The owner died mysteriously 2 years ago.


F Dhampir Inquisitor 4, hp 24, AC 14|T 14|FF 10, F +4|R +5|W +6, Init +6, Perception +9, low-light vision, darkvision 60 ft
Spoiler:
bluff +8, diplomacy +6, disable device +11, know (local) +8, know (religion) +8, perception +9, ride +8, sense motive +11, stealth +8, survival +9, know (history) +8, linguistics +5

No know(local) and can't make knowledge checks untrained

Farasha stares at the tower.

Oh dear... she says simply, addressing its missing top

Well I suppose we'd better check it out anyway, just in case there was a basement or something...

she begins moving forward, expecting Kazul to take point.


male Tiefling (Demon Spawn) Paladin 3
Spoiler:
HP 27/27 : AC 23 CMD 22 TAC 10 FAC 23 : Longsword+10; 1d8+5 : Sling+3; 1d4+4 : F+9 R+5 W+8 : INIT+1 Perc+0 CMB+9 LoH 5/5 2d6(+4)

Taking rearguard Bollwerk waits for their scout to give him an indication what to expect.


Just because it's going to come up...

Kazul finds the door is locked. There are no indications that it is trapped, either.


M Human Wizard (Abjurer) 6/Archmage 1 ; HP 43/43 | AC 16, Touch 12, Flat 14 (Amor +4, Dex +2) | Fort +5, Ref +6, Will +8 | Init +2 | Perception +10

Actually you can make DC10 Knowledge Checks untrained, but those are the only ones you can. (At least, by standard Pathfinder; I don't believe the GM has houseruled that here.) In any event, Fabian will take 10 on his Knowledge (local) check for a result of 18.

He says to the others, "This is the tower of Estrod. It's a research library, and has served Kenbares in that function for a long time. It's owner died mysteriously a couple of years ago. Given what has happened recently, that mysterious death begins to sound much more ominous."

"Kazul, can you unlock that door, or will we need to take other measures?"


"Uli and Bollwerk could likely break it down, but Kazul may be able to do it quietly. Let's avoid alerting anything."


Disable device on door: 1d20 + 10 ⇒ (9) + 10 = 19


The lock is a good one, and resists Kazul's attempts to unlock it.


M Human Wizard (Abjurer) 6/Archmage 1 ; HP 43/43 | AC 16, Touch 12, Flat 14 (Amor +4, Dex +2) | Fort +5, Ref +6, Will +8 | Init +2 | Perception +10

Fabian says, "I would rather we take the time to allow Kazul to do this right, rather than resorting to breaking down the door. Even if cultists are using this now, this is a facility that I hate to show too much disrepsect to."


F Dhampir Inquisitor 4, hp 24, AC 14|T 14|FF 10, F +4|R +5|W +6, Init +6, Perception +9, low-light vision, darkvision 60 ft
Spoiler:
bluff +8, diplomacy +6, disable device +11, know (local) +8, know (religion) +8, perception +9, ride +8, sense motive +11, stealth +8, survival +9, know (history) +8, linguistics +5

Well Fabian, it appears to have resisted Kazul's gentle attempt to persuade it to open, and it is ignoring my polite discourse suggesting it surrenders without a fight. As such you probably have thirty seconds or so to suggest another alternative before Uli and Bollwerk reduce it to kindling...

She scans the surroundings, uneasy being out in the open this long.


Kazul tries to open lock again.
Disable device: 1d20 + 10 ⇒ (17) + 10 = 27


That should do it! Hopefully...


A tumbler falls into place, and the lock clicks open...


Kazul brings his finger to his mouth to the party and listens at the door before opening to make sure the party is not walking into a trap.
Perception: 1d20 + 9 ⇒ (1) + 9 = 10

Feeling completely secure, Kazul opens the door.


F Dhampir Inquisitor 4, hp 24, AC 14|T 14|FF 10, F +4|R +5|W +6, Init +6, Perception +9, low-light vision, darkvision 60 ft
Spoiler:
bluff +8, diplomacy +6, disable device +11, know (local) +8, know (religion) +8, perception +9, ride +8, sense motive +11, stealth +8, survival +9, know (history) +8, linguistics +5

Farasha covers the doorway in case something comes rushing out.


The door creaks open...

...and a wave of dark energy blasts outwards, catching you in it's path.

Will save vs negative energy everyone. DC 11. -6 hp if you make it, -3 if you don't.

Standing in the door is a cultist of Baphomet, unholy symbol held high. Just inside the room are four others in defensive positions, glaives at the ready. As the door opens, one of them calls out: "Master! We are under attack!"

ROUND ONE: Bollwerk, Kazul, Farasha; cultists; Fabian, Sjurd/Uli.


male Tiefling (Demon Spawn) Paladin 3
Spoiler:
HP 27/27 : AC 23 CMD 22 TAC 10 FAC 23 : Longsword+10; 1d8+5 : Sling+3; 1d4+4 : F+9 R+5 W+8 : INIT+1 Perc+0 CMB+9 LoH 5/5 2d6(+4)

Slicing into the cultist Bollwerk attacks.
Will: 1d20 + 8 ⇒ (5) + 8 = 13
Attack: 1d20 + 7 ⇒ (18) + 7 = 251d8 + 9 ⇒ (6) + 9 = 15


1d20 + 5 ⇒ (5) + 5 = 10 Sjurd -6hp
1d20 + 3 ⇒ (8) + 3 = 11 Uli -3hp

Sjurd takes a quick step to the side [5-foot-step SW] and begins casting a spell.

Cast summon monster II to summon 4 celestial eagles at K6.
1d3 + 1 ⇒ (3) + 1 = 4

"VENI! EXCIPIENTIS DOCTRINAM PUGNIS JUSTO!" Uli lashes out with his club-like fists and wide, blunt teeth.

Attack L7
bite: 1d20 + 5 ⇒ (9) + 5 = 141d6 + 4 ⇒ (5) + 4 = 9
slam: 1d20 + 5 ⇒ (10) + 5 = 151d8 + 3 ⇒ (1) + 3 = 4
slam: 1d20 + 5 ⇒ (11) + 5 = 161d8 + 3 ⇒ (3) + 3 = 6


Will save: 1d20 + 4 ⇒ (9) + 4 = 13

Kazul resists the black energy, though it causes him pain, as he curses himself for failing to detect the ambush!

If the cultist still lives after Bollwerk's slash, Kazul hacks at her with his falchion!
Attack: 1d20 + 7 ⇒ (19) + 7 = 26
Damage: 2d4 + 4 ⇒ (1, 4) + 4 = 9
Critical threat: 1d20 + 7 ⇒ (3) + 7 = 10...no confirmation
AC: 20 vs. cultist, if still alive


M Human Wizard (Abjurer) 6/Archmage 1 ; HP 43/43 | AC 16, Touch 12, Flat 14 (Amor +4, Dex +2) | Fort +5, Ref +6, Will +8 | Init +2 | Perception +10

Will Save: 1d20 + 5 ⇒ (14) + 5 = 19

Not posting a move yet, because the cultists go before Fabian.


F Dhampir Inquisitor 4, hp 24, AC 14|T 14|FF 10, F +4|R +5|W +6, Init +6, Perception +9, low-light vision, darkvision 60 ft
Spoiler:
bluff +8, diplomacy +6, disable device +11, know (local) +8, know (religion) +8, perception +9, ride +8, sense motive +11, stealth +8, survival +9, know (history) +8, linguistics +5

will: 1d20 + 7 ⇒ (4) + 7 = 11

Farasha looses her arrows as soon as the cultist appears in the doorway

rapid shot 1: 1d20 + 5 + 1 ⇒ (4) + 5 + 1 = 10
rapid shot 2: 1d20 + 5 + 1 ⇒ (3) + 5 + 1 = 9


Bollwerk and Kazul cut down the unlucky the cultist in the doorway, but two more step up to stab at the rogue with their glaives. One catches him in the leg, cutting a deep gash -6 hp Kazul, AND everyone please make sure their hp is up to date from the neg energy channel!

Fabian; Sjurd went already.

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