Aubrey's Wrath of the Righteous (Inactive)

Game Master Aubrey the Malformed


Booam

Spoiler:
BOOAM
Male mongrelman fighter 1 (Pathfinder RPG Bestiary 2 191)
NG Medium monstrous humanoid
Init +2; Senses darkvision 60 ft., low-light vision; Perception +9
DEFENSE
AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex, +2 natural)
hp 29 (3d10+13)
Fort +6, Ref +5, Will +3
OFFENSE
Speed 30 ft.
Melee greataxe +9 (1d12+6/x3)
Ranged javelin +5 (1d6+4/×2)
TACTICS
Booam's tactics are simple - close and bash a single target until it is down, then change to a new target.
STATISTICS
Str 19, Dex 15, Con 18, Int 12, Wis 10, Cha 8
Base Atk +3; CMB +6; CMD 19
Feats Furious Focus, Power Attack, Weapon Focus (Greataxe)
Skills Climb +8, Knowledge (dungeoneering) +7, Perception +7, Stealth +7, Survival +6
Languages Common, Undercommon
SQ sound mimicry (voices)
Combat Gear potions of cure light wounds (2); Other Gear mwk chain shirt, mwk cold iron greataxe, 2 javelins

Wendaug

Spoiler:
WENDUAG
Female mongrelman ranger 1 (Pathfinder RPG Bestiary 2 191)
CG Medium monstrous humanoid
Init +3; Senses darkvision 60 ft., low-light vision; Perception +9
DEFENSE
AC 20, touch 14, flat-footed 16 (+4 armor, +4 Dex, +2 natural)
hp 23 (3d10+7)
Fort +4, Ref +9, Will +6
OFFENSE
Speed 30 ft.
Melee club +5 (1d6+2)
Ranged mwk longbow +8 (1d8/×3)
Special Attacks favored enemy (evil outsiders +2)
TACTICS
During combat Wenduag favours her bow and staying on her feet to prevent full attacks or being surrounded.
STATISTICS
Str 14, Dex 18, Con 15, Int 12, Wis 16, Cha 5
Base Atk +3; CMB +6; CMD 19
Feats Point Blank Shot, Precise Shot
Skills Climb +8, Knowledge (dungeoneering) +6, Perception +9,
Sleight of Hand +10, Stealth +13, Survival +9
Languages Common, Undercommon
SQ sound mimicry (voices), track +1, wild empathy –2
Combat Gear potions of cure light wounds (2); Other Gear mwk chain shirt, club, mwk longbow, 20 cold iron arrows, 20 standard arrows

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Terendelev's Scales

Spoiler:
Minor Artifact
SLOT none CL 19th WEIGHT —
AURA strong (varies)

These palm-sized silver dragon scales are unique items—essentially minor artifacts resulting from Terendelev’s death on the Storm King’s blade. Each of Terendelev’s scales grants a different power to the person who carries them. The powers granted do not function at all if more than one scale is carried. The powers of the four scales are listed below — any nonevil creature that handles a scale immediately understands its use.

Cloudwalking: Three times per day as a standard action, a scale can be used to cast levitate. A pillar of roiling clouds rises below the levitating object or creature, growing and shrinking with the target’s altitude. This pillar is 5 feet in diameter (regardless of the target’s size) and provides concealment (20% miss chance) to any creature or object wholly contained within.

Disguise: Three times per day as a standard action, a scale can be used to cast alter self. While disguised, the target gains a +4 bonus on all Bluff checks made against evil creatures.

Resistance: Three times per day as a standard action, a scale can be used to cast resist elements—but only against electricity or cold.

Sacred Weaponry: Three times per day as a standard action, a scale can be used to cast align weapon, but only to make a weapon lawful or good. Unlike a normal align weapon spell, this effect can be cast on an unarmed strike or natural weapon.

Destruction: The Storm King Khorramzadeh can destroy each of Terendelev’s scales merely by eating it.

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Background information

An excerpt from A Treatise on Slaying Demons by Crusader Knight Yaniel (whereabouts unknown)

Spoiler:
Destructive and prolific, demons come from the Abyss. They temper their evil with a devotion to chaos that makes them unpredictable and deadly as well as cruel.

All demons are exceptionally tough. Most demons, especially more powerful ones, have the ability to shrug off wounds earned through combat, though weapons forged from cold iron and those that are imbued with the power of good can bypass this fiendish protection.

Demons are immune to electricity and poison, and are highly resistant to fire, cold, and acid (though some have specialized immunities that break these general standards).

Some demons are exceptionally durable against magic, and frequently spells targeting them will fail unless cast by a potent source. This protection varies from demon to demon, but those fighting the more powerful fiends would do well to utilize spells that bypass this magical resistance.

Demons can summon others of their kind to aid them in slaking their thirst for destruction. They can communicate with such allies in the Abyssal tongue, as well as in Celestial and Draconic. Many demons can even speak directly into one’s mind through the use of telepathy. This ability typically extends to 100 feet or so, though more potent demons can speak into your mind from great distances.

Intrinsically tied to chaos and evil, these creatures are able to focus this inherent connection into their weapons. A demon’s claws, teeth, and dangerous appendages, as well as any weapon the fiend wields, strike more viciously against creatures weak to evil and chaotic energies.

Keep these demonic standards in mind when fighting against the Abyssal shadow that falls over our realm. Use this knowledge to guide your blade and trust in the Inheritor to guide your heart. We will endure!

A Brief History of the Crusades

Spoiler:
To date, four crusades have been launched against the demons of the Worldwound, and while all four have had varying degrees of success and failure, none have yet driven the armies of Deskari, Lord of the Locust Host, from Golarion. A brief history of the war follows.

First Crusade (4622 ar–4630 ar): Although a fair number of holy warriors came to Sarkoris’s aid in the first several years after the Worldwound opened, the church of Iomedae did not declare the First Crusade until 4622 ar, as the repercussions of Aroden’s death significantly delayed the church’s ability to respond to the growing crisis. By the time the First Crusade reached Mendev, the demons had long since seized control of central Sarkoris, and had claimed significant portions of Mendev as well. The First Crusade bolstered the defenders of Sarkoris and Mendev, boosting both their numbers and morale, and the sudden increase in the enemy’s strength caught the demonic horde unprepared, causing them to retreat back to the Northmounds. With Mendev and southern Sarkoris thus liberated, the crusaders remained in the region to help rebuild — an offer Mendev welcomed gratefully, but one that the disparate and proud clans of Sarkoris accepted more reluctantly. In any event, for the next few years the demons seemed content to focus their wrath upon Sarkoris’s Northmounds, battling primarily with the surviving Sarkorian clans desperately attempting to reclaim their family lands, while Mendev remained relatively unmolested.

Second Crusade (4638 ar–4645 ar): When a second wave of demons erupted from the Worldwound in 4636 ar, the crusaders had settled into their new homes in Mendev. They again took up arms against the demons, expecting a short series of fights and boasting that this time they would drive the host back to the very edges of the Worldwound itself. But their expectations did not come to fruition. This time, the demons pouring from the Worldwound were not only more numerous — they were better prepared. Rather than the haphazard, chaotic, self-indulgent mob the crusaders previously encountered, the marauding demons were now legions driven by powerful commanders. Under their commanders’ direction, the demons orchestrated strike forces, teleported behind enemy lines, drove their enemies toward their advancing ranks, and then crushed their opponents between them. The armies of the marilith Aponavicius captured the crusader city of Drezen using such tactics, forcing the church of Iomedae to finally call for the Second Crusade. Even with the influx of troops from the Second Crusade, however, it quickly became apparent the demons were going to win. Fortunately for Mendev, the demons aimed the bulk of their devastating attack westward and southward. The impending loss prompted the leaders of the Mendevian Crusaders to make a fateful decision — they pulled their support from Sarkoris, allowing the demon army to descend on what remained of that land, and instead concentrated their efforts on erecting wardstones along the West Sellen and Moutray rivers. The price of their actions proved steep, but, as the wardstones f lared to life, the menhirs contained the demons within lost Sarkoris and saved tens of thousands from grisly deaths. Yet despite this success, the near - total loss of Sarkoris is generally regarded as the final capstone on a disastrous crusade.

Third Crusade (4665 ar–4668 ar): Now contained within Sarkoris by a combination of the wardstones, increased pressure from the Mammoth Lords, and the distraction of an entire nation to plunder, the demons continued to press against the borders but seemed largely content to revel in their captured realm. Meanwhile, as the years passed, the Mendevian crusaders grew more and more corrupt—in part due to the subtle machinations of the cult of Baphomet, which had successfully infiltrated numerous companies and faiths throughout Mendev, but also because the resource-strained church of Iomedae had increasingly accepted less trustworthy members into its war effort. The church launched the Third Crusade primarily as an attempt to galvanize the crusaders, but as its focus increasingly turned toward self-destructive witch hunts and internal squabbling, the crusade collapsed under its own corrupt weight. Ultimately, the Third Crusade accomplished very little within the Worldwound — apart from delighting and entertaining Sarkoris’s demonic masters.

Fourth Crusade (4692 ar–4707 ar): After decades of Abyssal rule, a dangerous new addition to the demon armies arrived in the form of Khorramzadeh the Storm King. Scholars of the war are divided as to whether or not the Storm King had been ruling from Iz all along, or if he was but the latest arrival in the region. Regardless, the Storm King’s first assault on the border resulted in no less catastrophic an event than the cracking of the Kenabres wardstone. The ferocity of this attack caught the crusaders off guard, but in the end the wardstone held. In response, the church of Iomedae called for the Fourth Crusade. This crusade proved to be the longest and most grueling of the crusades yet, lasting 15 years and ending more as a result of wartime exhaustion than anything else. The demons lost very little, and in the years since this crusade’s whimpering conclusion, morale along the Worldwound’s borders has reached an all-time low.

Kenabres At a Glance

Spoiler:
The city of Kenabres overlooks the Worldwound from its perch on the eastern bluffs above the West Sellen river. It’s the gathering place for crusaders headed into the Worldwound, and home to a resolute — if occasionally overzealous — group of defenders.

Before the Worldwound opened, spilling demonic hordes into doomed Sarkoris, Kenabres was a small and industrious town on the border. The people of old Kenabres traded up and down the river, and they drew their water from it via a cunning system of pumps and pipes. After the coming of the Worldwound, the town was overrun with refuges. The citizens of Kenabres at first took them in graciously. This initial hospitality was checked when a demonic infiltrator disguised as a refugee, slaughtered 62 citizens in early 4607 ar. Subsequent immigrants were subjected to close scrutiny and suspicion, and were forced to undergo continual invasive tests to prove their humanity.

Despite the growing difficulty of being accepted into Kenabres, refugees continued to pour in from Sarkoris. A century after the opening of the Worldwound, the town has grown into a small city. A series of walls were erected as Kenabres grew, creating several physically separate districts. Today, the more than 12,000 inhabitants live almost entirely within the fortifications, while gathering crusaders make camp outside the walls to the north of the city.

After the Second Crusade, the church of Iomedae built a stone keep to house Kenabres’s wardstone. One of a series set along the border with the Worldwound, the wardstone keeps demonic forces from crossing the line between it and its neighbors, as long as its attendant priests maintain its power with prayer and ritual. Between the wardstone and the fortifications, Kenabres has been a relatively secure stronghold against the demons — but it has been less secure from corrupting forces within the walls. Starting with misplaced zeal in the First Crusade, there has been a tradition of witch hunting in Kenabres. The “witches” that have been burned at the stake in the intervening years were mostly just people who were different in faith or just physical appearance. Operating ostensibly under the aegis of the church of Iomedae, the witch hunters have often been a law unto themselves, taking whatever measures they deem necessary to keep Kenabres free of demonic corruption and possession. The prevalence of the witch hunters has waned somewhat in the years since the Fourth Crusade, but they remain at the ready to respond to any demonic threats that may arise — whether real or imagined.

Those raised in Kenabres have for all their lives known the preparation for war and the threat of attack. Even the youngest adventurers from the city have seen the town grow and change in their lifetimes, and have witnessed an ever-changing collection of crusaders passing through. Living in the shadow of a demonic threat is different than living in a normal war-torn land: the looming enemy can’t easily be understood or related to, nor can the demons’ motivations be analyzed and exploited. Growing up with such a threat always present is sure to color the worldview of a young adventurer.

Prominent personalities

Spoiler:
Hulrun Shappok, Prelate of Kenabres - former Witch-Hunter General, now leader of Kenabres

Nestrin Alodae - Cleric of Iomedae, Archbishop of St Clydwell's Cathedral

Terendelev - silver dragon and guardian of Kenabres

Demonic Leaders and Lackeys

Aponavicius: This marilith has ruled over Drezen since she and her armies took the city, and she frequently sends her armies of demons and cultists against the Mendevian armies.

Areelu Vorlesh: It’s believed that this witch was partially responsible for the opening of the Worldwound. Scouts and soldiers who have ventured deep within the Worldwound say that she still lives.

Deskari: The demon lord of chasms, infestations, and locusts was the prime Abyssal power responsible for the Worldwound opening after Aroden’s death.

Khorramzadeh: Also known as the Storm King, this powerful balor was responsible for attacking the wardstone in Kenabres.

Minagho: This lilitu demon is the ruler of the ruined city of Raliscrad and is responsible for training and corrupting captured crusaders.

Staunton Vhane: This dwarven man was recently revealed to be an antipaladin and traitor to the Mendevian crusades.

Templars of the Ivory Labyrinth: This group of Baphomet cultists have long worked corruption into the ranks of the crusaders.