Protectors of Golarion (Wrath of the Righteous AP)

Game Master Sensen

Current Chapter: Sword of Valor
Wherein an army marches, a relic is rediscovered, and a victory claimed.
Date: Moonday, 15th of Rova (IX) 4713
Time of Day: Post-Midnight
Season: Late Summer
Weather: 15° F (-10° C), Dim Stars

4713 Calendar

General Purpose Maps:
The Worldwound

Siege Points: 29 (Victory is Assured)


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female, Aasimar, Paladin 7, Marshal/Champion 2 | HP 73/73| AC 31* (t21*/ff21) | CMD 29 | F +12*, R +14*, W +13* | perception (darkvision 60') +1, sense motive +1 | +12 initiative | panache: 4/4; LoH: 7/7; smite: 3/3; divine bond 1/1; mythic: 7/7 |active effects: freedom of movement, haste

It looks like Thesius can make the check by taking 20 if he's allowed to and we're willing/able to wait that long... otherwise, it seems like our options are the chimes or we try to hack through the door?


M M Aasimar (peri) Magus 7 (Bladebound, Hexer) I Archmage 2. Unbuffed: Init +9, Perc. +11. HP 69/69. AC 22/FF16/T17. : F+9, R+10, W+8 (+2 vs conf/insan) Att. +13, 1d6+8/18-20/x2. CMB +13, CMD 23. Conc.: +13. VS SR: +9 /+13 (evil outsider). Darkvision. Current buffs/conditions: None?

"Thanks, Meri," The emberkin replies gratefully, as he sees his flesh regain a healthier complexion.

He spares Hulrun's remains one more glance before he joins Irabeth and the others at the door, and kneels down to close his eyes. "I... forgive you my grievances. Rest easy, inquisitor. I hope your passing was swift."

Once at the door, he frowns at the solid barricade it turned out to be. "Perhaps we could use something from the debris around here as a makeshift battering ram. Like a bench or such? I don't know how long it would take to pick the lock, and I know it's not exactly subtle or silent. But we know they have telepathy, and that they'd logically already know we're here. I think we need the fastest possible way in, so that they have the least amount of time to prepare. I say we try to brute force it, commander Irabeth."


F Tiefling (Hellspawn) Cleric of Ragathiel 7 | Hierophant 2 | HP 65/65 | AC: 19 (11 tch, 18 ff) | CMB +10, CMD +21 | F +8, R +4, W +11 | Init +3 | Perc +14, SM +18 | Destructive Smite 8/8 | Touch of Good 8/8 | Channel 4d6 1/3 | Pyrotechnics 1/1 | True Strike 2/2 | Protection from Evil 2/2 | Mythic Power 0/7 | Effects: freedom of movement, heroism, ironskin, divine favor, haste, displacement

"Or we could just use the chime of opening from the Riftwardens' stash and get in even faster." Merixia looks at Thesius. "You're the expert on locks. What do you think?"

Merixia has no way of knowing the DCs involved here.


Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 65/65 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +23 | Low-Light Vision | Archaeologist's Luck 6/12 left, Lore Master 1/1, Mythic Power 7/7 | Spells 1st - 3/5 2nd - 2/4 | Current buffs: n/a

Thesius approaches the door warily with the others, putting away his weapons as the current predicament becomes clear. With a keen eye he looks it over and it quickly becomes clear that this lock is beyond anything they have come across so far.

Emboldened by his earlier spell, he takes the time to pull forth his lock picks and responds, "I would prefer to reserve the chime if we can and with a bit of luck I think I may be able to get these doors open."

(I started making the rolls and was failing miserable. It turns out, it does look like he could have potentially taken 20. If you are okay with retconning and saying he did that, let me know. If not, he can spend up his archaeologist's luck up and take a little over a minute to open the locks.

Rolls:

(Unfortunately this is something that he could fail, so taking 20 is not an option I believe. DM Worldwound, if you are fine with it, swift action to activate archaeologist's luck for another +2 this round since opening a lock it a standard action for him.)

Disable Device DC 30: 1d20 + 10 + 2 + 2 ⇒ (10) + 10 + 2 + 2 = 24 (+2 Heroism, +2 Archaeologist's Luck)

Swearing beneath his breath, he continues to try and unlock the door.

(Another round of Archaeolgist's Luck.)

Disable Device DC 30: 1d20 + 10 + 2 + 2 ⇒ (4) + 10 + 2 + 2 = 18 (+2 Heroism, +2 Archaeologist's Luck)

(Another round of Archaeolgist's Luck.)

Disable Device DC 30: 1d20 + 10 + 2 + 2 ⇒ (4) + 10 + 2 + 2 = 18 (+2 Heroism, +2 Archaeologist's Luck)

(Another round of Archaeolgist's Luck.)

Disable Device DC 30: 1d20 + 10 + 2 + 2 ⇒ (12) + 10 + 2 + 2 = 26 (+2 Heroism, +2 Archaeologist's Luck)

(Another round of Archaeolgist's Luck.)

Disable Device DC 30: 1d20 + 10 + 2 + 2 ⇒ (7) + 10 + 2 + 2 = 21 (+2 Heroism, +2 Archaeologist's Luck)

(Another round of Archaeolgist's Luck.)

Disable Device DC 30: 1d20 + 10 + 2 + 2 ⇒ (4) + 10 + 2 + 2 = 18 (+2 Heroism, +2 Archaeologist's Luck)

(Another round of Archaeolgist's Luck.)

Disable Device DC 30: 1d20 + 10 + 2 + 2 ⇒ (15) + 10 + 2 + 2 = 29 (+2 Heroism, +2 Archaeologist's Luck)

(Another round of Archaeolgist's Luck.)

Disable Device DC 30: 1d20 + 10 + 2 + 2 ⇒ (8) + 10 + 2 + 2 = 22 (+2 Heroism, +2 Archaeologist's Luck)

(Another round of Archaeolgist's Luck.)

Disable Device DC 30: 1d20 + 10 + 2 + 2 ⇒ (6) + 10 + 2 + 2 = 20 (+2 Heroism, +2 Archaeologist's Luck)

(Another round of Archaeolgist's Luck.)

Disable Device DC 30: 1d20 + 10 + 2 + 2 ⇒ (11) + 10 + 2 + 2 = 25 (+2 Heroism, +2 Archaeologist's Luck)

(Another round of Archaeolgist's Luck.)

Disable Device DC 30: 1d20 + 10 + 2 + 2 ⇒ (20) + 10 + 2 + 2 = 34 (+2 Heroism, +2 Archaeologist's Luck)


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I'll say you guys just went with taking 20, so you don't have to burn through your entire set of resources for this one door.

It takes a couple minutes, but Thesius is able to jimmy open the lock on the Garrison's door. Once everyone is prepared you can choose what buffs you put up now Irabeth looks to Elliot, Merixia, and Azira. "Ready?" With their assent, she opens the door.

Within, they see what was once a museum dedicated to the Crusaders - now defiled by demonic cultists. Along the northern wall right side of this room, a frieze depicts a line of mounted crusaders crashing over a horde of twisted demons. The crusaders' faces have been obliterated and vile graffiti is carved over the entire scene. Fresh blood stains the floor.

What readied actions do you want to kick off with? There are enemies in there, and you have the chance to do so for when they come into view if it's soon enough.


Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 65/65 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +23 | Low-Light Vision | Archaeologist's Luck 6/12 left, Lore Master 1/1, Mythic Power 7/7 | Spells 1st - 3/5 2nd - 2/4 | Current buffs: n/a

After finally managing to successfully jimmy the lock, Thesius steps back. His hands deftly restoring the lockpicks to their rightful place before pulling out his bow based on Irabeths' earlier instructions.

Prepping for what is inside, he readies a shot with a cold iron arrows to attack any demon that might come into view, preferring not to waste his limited supply on less otherworldly cultists.

If there is a demon to trigger his attack:

Shortbow Attack Roll: 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 17
Shortbow Damage Roll: 1d6 ⇒ 5


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NG F Human Wizard (Diviner) 7 | Archmageᴹ 2 | HP 48/48 | AC 16 T 12 FF 14 | Prescience 8/8 | Mythic Power 2/7 | CMD 14 | Fort +5 Ref +6 Will +8 (+2 vs. insanity/confusion) | Init +12 (and Forewarned) | Perc +10 (+15 Thamyris) | Conditions: mirror image (3) 7m, see invisibility 7m, mage armor 60m, endure elements 24h | Thamyris: HP 24/24; AC 20 (T 16, FF 18) | Conditions: -

Thamyris pops out of Verene's sleeve to observe the goings-on about half a minute after the vermleks were dealt with, but as Thesius draws back from the picked lock and Irabeth steps up to open the door, she murmurs to him, "Now, my dear." He huddles back against her white-scaled neck and melds into it again. She waits tensely for the door to swing open.

For readied actions, I feel like I need more information about what we see. Basically, if there is a whole knot of enemies just camping there waiting on us to open the door, especially if they have bows, Verene is going to start with a burst of radiance targeted to get as many of them as possible. (10' radius, so a 20' diameter circle.) As described here earlier:

Verene wrote:
For her part, Verene has her crossbow out in one hand while the other hovers by her spell component pouch, ready at a moment's notice to summon a flash of blinding light should they open the door to find multiple attackers waiting for them.

However, if it's just one to three enemies in there right now, she'd hold off and that readied action would not happen. As a separate note, if they're waiting for us and we're also readied to attack, I feel like that's just initiative, no surprise round or readied actions happening. But, if your decision is that we get to have ready actions that go off first, GM, I'll take it!

If she sees a good cluster of enemies when the door opens:
Verene throws up a tiny pinch of silver dust held in her hand and sketches a diamond-shaped sign through the puff of it while it is still in the air with a thumbnail-sized sharp black stone, chanting four crystalline words. A soundless, brilliant flash of light explodes from the center of the knot of enemies. Cast burst of radiance, DC 17 Reflex or blinded for 1d4 rounds; dazzled for 1d4 rounds if they make the save. Evil creatures take the following damage regardless of save result:
Burst of radiance, 4d4: 4d4 ⇒ (4, 4, 1, 3) = 12


M M Aasimar (peri) Magus 7 (Bladebound, Hexer) I Archmage 2. Unbuffed: Init +9, Perc. +11. HP 69/69. AC 22/FF16/T17. : F+9, R+10, W+8 (+2 vs conf/insan) Att. +13, 1d6+8/18-20/x2. CMB +13, CMD 23. Conc.: +13. VS SR: +9 /+13 (evil outsider). Darkvision. Current buffs/conditions: None?

Elliot hesitates momentarily, watching Terendelev's scale and wondering if it was too soon to use rght away, but decides to activate the last charge to reduce his size and increase his speed. He also casts Chill Touch just to have it ready, and another charge of the shield wand just prior to the door opening. With most of his potential buffs in place, he readies himself for the onslaught beyond.

Alter self into a small fire elemental or Ifrit for 19 minutes, chill touch (4 charges, until used), shield 1 minute. Total stats: Alter self: +2 hit, +1 damage, +1 reflex, +2 ac from size/dex increase, base weapon damage lowers to 1d4. Shield: +4 ac. Total ac: 24, FF 20, T15.


F Tiefling (Hellspawn) Cleric of Ragathiel 7 | Hierophant 2 | HP 65/65 | AC: 19 (11 tch, 18 ff) | CMB +10, CMD +21 | F +8, R +4, W +11 | Init +3 | Perc +14, SM +18 | Destructive Smite 8/8 | Touch of Good 8/8 | Channel 4d6 1/3 | Pyrotechnics 1/1 | True Strike 2/2 | Protection from Evil 2/2 | Mythic Power 0/7 | Effects: freedom of movement, heroism, ironskin, divine favor, haste, displacement

Merixia peers into the door, pointing her wand inside. What she does next depends on whether there are any enemies visible.

If she can't see anyone in there, she won't cast any of her buffs because none of them last very long. Ready action to cast spiritual weapon from the wand if she sees several enemies or one particularly tough-looking one.


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M M Aasimar (peri) Magus 7 (Bladebound, Hexer) I Archmage 2. Unbuffed: Init +9, Perc. +11. HP 69/69. AC 22/FF16/T17. : F+9, R+10, W+8 (+2 vs conf/insan) Att. +13, 1d6+8/18-20/x2. CMB +13, CMD 23. Conc.: +13. VS SR: +9 /+13 (evil outsider). Darkvision. Current buffs/conditions: None?

Unfortunately, Elliot's elemental form seems unstable and wavers, and when it shifts a final time he turns into...

...A grippli.

"Really?" He asks himself, exasperated, as he glances over his toad form. "...If we make this, please do me a favor and pretend this mishap never happened," he states, staring straight ahead and deliberately not making eye contact with anyone.

His readied action is a melee attack if anything gets within range.


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As the doors swing open, a group of blade-wielding tieflings erupt from the west up, but the heroes are prepared for them.

Combat Start

Initiatives:

Azira: 1d20 + 4 ⇒ (11) + 4 = 15
Verene: 1d20 + 8 ⇒ (16) + 8 = 24
Merixia: 1d20 + 1 ⇒ (2) + 1 = 3
Thesius: 1d20 + 2 ⇒ (1) + 2 = 3
Elliot: 1d20 + 3 ⇒ (2) + 3 = 5

Irabeth: 1d20 - 1 ⇒ (12) - 1 = 11
Tieflings: 1d20 + 3 ⇒ (13) + 3 = 16

Round 1-ish

As soon as she sees the enemies emerge as a cluster, Verene unleashes a powerful burst of light that blazes through the tieflings. It sears their flesh, and they scream in agony as four of them topple to the ground.

Another emerges - apparently having not been affected at all, and Azira flows forwards, Radiance flashing with holy power. Her strike nearly bisects the cultist, who screams as his blood splashes across her face and arms.
Radiance: 1d20 + 10 ⇒ (12) + 10 = 22
Damage: 1d8 + 9 ⇒ (5) + 9 = 14

Irabeth joins her fellow paladin, attacking the last-coming tiefling with her longsword. Though her form is far more direct and less graceful than her counterpart's, it is no less effective, cutting down the last of the tieflings.
Longsword: 1d20 + 11 ⇒ (12) + 11 = 23
Damage: 1d8 + 4 ⇒ (7) + 4 = 11

Combat Over

Statuses:


Verene: HP 22/22; AC 18, touch 14, flat-footed 14; Prescience 8/8, merge with familiar 4 hours, heightened awareness 40 minutes, mage armor 1 hour, soothe syrup 1 hour, alter self (small) 17 minutes; Thamyris: HP 11/11; AC 18, touch 16, flat-footed 16
Merixia: HP 31/31; AC 20, touch 11, flat-footed 19; pyrotechnics 0/1, true strike 1/1, Touch of Good 5/7, Destructive Smite 7/7, Channel 3/3, protection from evil 2 minutes, soothe syrup 1 hour
Thesius: HP 27/27; AC 18, touch 12, flat-footed 16; Archeologist’s Luck 11/11, uncanny dodge, alter self (medium) 17 minutes, heroism 38 minutes
Elliot: HP 35/35; AC 24, touch 20, flat-footed 15, Arcane Pool 4/5, Righteous Eclipse Arcane Pool 1/1 pyrotechnics 1/1, antitoxin 1 hour, soothe syrup 1 hour, twitch tonic 1 hour, shield 10/10, chill touch 4 charges (until used or another spell is cast?), alter self 19 minutes
Azira: HP 34/34; AC 20, touch 15, flat-footed 15; glitterdust 1/1, smite evil 1/1, lay on hands 5/5

NPCs
Barok (Black-Lined): HP 23/23; AC 19, touch 13, flat-footed 16
Lorn (Orange-Lined): HP 23/23; AC 19, touch 13, flat-footed 16
Jan (Light Blue-Lined): HP 23/23; AC 19, touch 13, flat-footed 16
Hedge (Grey-Blue Lined): HP 23/23; AC 19, touch 13, flat-footed 16
Varel (White-Lined): HP 23/23; AC 19, touch 13, flat-footed 16

Wow, you did well.

Silence falls over the small area, giving the party and their companions a chance to survey their surroundings. To the west, five tieflings lie prone, seared by the power of Verene's spell, and beyond them is another room. To the heroes' right down, there's another room that looks equally befouled to the one in which they have entered.

Irabeth scowls - her orcish features exaggerating the expression. "Alright. Looks like we've handled these ones at least. I don't know this area well, so we'll have to be cautious. Well done, everyone. That was quick and efficient."


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female, Aasimar, Paladin 7, Marshal/Champion 2 | HP 73/73| AC 31* (t21*/ff21) | CMD 29 | F +12*, R +14*, W +13* | perception (darkvision 60') +1, sense motive +1 | +12 initiative | panache: 4/4; LoH: 7/7; smite: 3/3; divine bond 1/1; mythic: 7/7 |active effects: freedom of movement, haste

lol- one day late and I missed the whole combat.

Azira gives the commander an appreciative nod as she crouches next to one of the cultists and uses its tunic to wipe the blood from Radiance. “Barok,” she calls quietly, “can you please start searching these bodies- see if any of them have any keys we might need, or any potions or scrolls or anything that might help us get through here?”

Turning back to her new companions she offers, “I don’t know if you had a system when you were in the catacombs, but we should probably agree on something now to make sure we don’t miss anything in here, or get bogged down trying to choose doors… maybe keep right as much as we can and then work our way to the left until we’ve searched the whole floor, or vice versa?”

@GM- it was moot in this fight but my initiative is actually +6 now (thanks to the swashbuckler’s initiative deed).


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F Tiefling (Hellspawn) Cleric of Ragathiel 7 | Hierophant 2 | HP 65/65 | AC: 19 (11 tch, 18 ff) | CMB +10, CMD +21 | F +8, R +4, W +11 | Init +3 | Perc +14, SM +18 | Destructive Smite 8/8 | Touch of Good 8/8 | Channel 4d6 1/3 | Pyrotechnics 1/1 | True Strike 2/2 | Protection from Evil 2/2 | Mythic Power 0/7 | Effects: freedom of movement, heroism, ironskin, divine favor, haste, displacement

Merixia lets out a low whistle. "Nice job, you three!" She follows the paladin duo into the room, sword in one hand and wand in the other. "Keeping to one side sounds fine to me." They have to sweep the whole place anyway, so it doesn't matter to her which way they go first.


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M M Aasimar (peri) Magus 7 (Bladebound, Hexer) I Archmage 2. Unbuffed: Init +9, Perc. +11. HP 69/69. AC 22/FF16/T17. : F+9, R+10, W+8 (+2 vs conf/insan) Att. +13, 1d6+8/18-20/x2. CMB +13, CMD 23. Conc.: +13. VS SR: +9 /+13 (evil outsider). Darkvision. Current buffs/conditions: None?

"Yeah, that... was rrrrreally impressive. Good job, sis and Azirrrra. You too, commanderrrrr," grippli Elliot croaks, as he leans down to help searching the bodies. "Sticking to the outer edge and slowly worrrrrking inwarrrrd seems fine to me. We would prrrrrrobably do well to subdue as much rrrrrrrresistance as we can on the way. The morrrrre of them we get here, the less of them can escape to torrrrrment the civilians. And the less we have to worrrry about being flanked by any cultists we miss."

"And maybe we'll find my family here somewhere? Though I really, really hope not..."


NG F Human Wizard (Diviner) 7 | Archmageᴹ 2 | HP 48/48 | AC 16 T 12 FF 14 | Prescience 8/8 | Mythic Power 2/7 | CMD 14 | Fort +5 Ref +6 Will +8 (+2 vs. insanity/confusion) | Init +12 (and Forewarned) | Perc +10 (+15 Thamyris) | Conditions: mirror image (3) 7m, see invisibility 7m, mage armor 60m, endure elements 24h | Thamyris: HP 24/24; AC 20 (T 16, FF 18) | Conditions: -
Worldwound GM wrote:

Silence falls over the small area, giving the party and their companions a chance to survey their surroundings. To the west, five tieflings lie prone, seared by the power of Verene's spell, and beyond them is another room. To the heroes' right down, there's another room that looks equally befouled to the one in which they have entered.

Irabeth scowls - her orcish features exaggerating the expression. "Alright. Looks like we've handled these ones at least. I don't know this area well, so we'll have to be cautious. Well done, everyone. That was quick and efficient."

Verene goes perfectly still for a moment, staring unblinking at the five seared tieflings' bodies on the floor to the west. Her small reptilian face has no minute shifts of expression to betray her thoughts, as her more mobile human features might.

Without responding to the others' praise, she slips in the door behind Irabeth and fits herself into the corner. Varel likewise steals in and plants himself on the other side of the westward door, picking his way over the swiftly growing pool of blood from Azira and Irabeth's targets. "I will try to divine the direction of the Wardsstone from here. We want to reach it as quickly as posssible, yes?" The slightly increased sibilance of her whisper is the only indication that her thoughts might be distracted, enough to not pay careful attention to her pronunciation with the unfamiliar vocal apparatus of the kobold form.
Verene will cast locate object, specifically targeting the Wardstone if she has ever seen it, or the more general 'artifact-level magic object' if she has not. The spell lasts 4 minutes and doesn't require concentration to maintain once cast.

While the others search the bodies, she draws a small forked twig from her spell component pouch and lets it rest on the tips of three clawed fingers as she closes her eyes and falls into concentration. The thaumaturgic words are slow and strong, as deliberate as pebbles dropped into a pond. She attunes the twig by picturing the Wardstone as clearly as she can, then stops trying to do anything at all and lets her attention drift.

In some ways, divination magic is like meditation or prayer. One first quiets the active mind, clearing it of all stray thoughts to make it a receptive medium for external impressions. Separating and suppressing what arises from the self is crucial to entering that state of focused awareness in which subtle numinous phenomena can make themselves known. It is a bit like listening for something on the upper edge of hearing, or keeping one's hand very still in the pebble-disturbed pond to feel what the ripples reveal of the underwater topography.

The important difference is that sometimes divination gives an answer. And when it results in nothing, one can be fairly sure that it is because there is nothing to find within the limitations of the spell, and not because one is being ignored.


Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 65/65 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +23 | Low-Light Vision | Archaeologist's Luck 6/12 left, Lore Master 1/1, Mythic Power 7/7 | Spells 1st - 3/5 2nd - 2/4 | Current buffs: n/a

Thesius falls into line behind the rest after watching the awesome display of might play out in front of them, the bow still nocked with the cold iron arrow resting on his hip as he waits for Verene's guidance.

"I'm ready to proceed when you are."


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Verene:
From her current position, the nearest artifact-level power is up and to the east down on the map. Even moving just a little shifts her sense of where it is, so it seems likely that they're in the right place.

Irabeth nods. "Alright. It seems as good a plan as any."

The Children quickly search through the pockets of the tieflings. "Nothing of interest. There is merely a handful of gold, as well as their weapons and armor." Hedge says briefly. That's 5 gold each for 35 gp total.

Lorn peeks into the western room. "This seems to be a rest room or meeting area. There are cards on the table within. No threats, however."


NG F Human Wizard (Diviner) 7 | Archmageᴹ 2 | HP 48/48 | AC 16 T 12 FF 14 | Prescience 8/8 | Mythic Power 2/7 | CMD 14 | Fort +5 Ref +6 Will +8 (+2 vs. insanity/confusion) | Init +12 (and Forewarned) | Perc +10 (+15 Thamyris) | Conditions: mirror image (3) 7m, see invisibility 7m, mage armor 60m, endure elements 24h | Thamyris: HP 24/24; AC 20 (T 16, FF 18) | Conditions: -

"It'ss here," Verene breathes absently. She moves slowly about the room in no particular pattern, keeping her lifted hand with the forked stick pointed toward the little tug she feels as though it were the needle of a compass. After a few seconds she reports with a greater effort not to hiss her sibilants: "It's close. Above our heads, and directly east as we came in the door. Second or third floor, southeast quadrant of the building. That is where we must go."

She tucks the forked stick away, no longer needing it to feel the slight magnetic pull that is the attunement between herself and the tiny sun of the artifact's power.

Recalling something said by Azira and Elliot, she adds, "Until we find the stairs up, sticking to the outer edge and working our way inward sounds fine to me. I am ready."

Verene looks into the room the tieflings came from, to make sure there are no doors or stairs leading out of it; then, if she sees none, she positions herself just behind the front line as the group moves on.


M M Aasimar (peri) Magus 7 (Bladebound, Hexer) I Archmage 2. Unbuffed: Init +9, Perc. +11. HP 69/69. AC 22/FF16/T17. : F+9, R+10, W+8 (+2 vs conf/insan) Att. +13, 1d6+8/18-20/x2. CMB +13, CMD 23. Conc.: +13. VS SR: +9 /+13 (evil outsider). Darkvision. Current buffs/conditions: None?

Elliot nods towards the empty room. "Let's use Detect Magic on everrrry rrrroom we pass. Even if it's empty, to make surrrre we miss nothing. Then we move on as fast as we can." He suggests, as everyone gets ready to move on.


NG F Human Wizard (Diviner) 7 | Archmageᴹ 2 | HP 48/48 | AC 16 T 12 FF 14 | Prescience 8/8 | Mythic Power 2/7 | CMD 14 | Fort +5 Ref +6 Will +8 (+2 vs. insanity/confusion) | Init +12 (and Forewarned) | Perc +10 (+15 Thamyris) | Conditions: mirror image (3) 7m, see invisibility 7m, mage armor 60m, endure elements 24h | Thamyris: HP 24/24; AC 20 (T 16, FF 18) | Conditions: -

"Good idea, Elliot. I will keep the fiend-detecting cantrip up, if you want to detect for magic, Thesius." Although at first she is wary that separately entering the state of concentration needed to feel for the jangling wrongness of evil outsiders will interfere with the pull of the artifact, Verene tries it and is pleased to find that the tug is now an attenuated state that does not need her active attention, and seems independent of other spells she casts. So with a muttered word and gesture, she sinks into the unfocused awareness that 'listens' for fiends in front of them as she goes. Casts detect fiendish presence, maintained through concentration as a standard action until further notice.


F Tiefling (Hellspawn) Cleric of Ragathiel 7 | Hierophant 2 | HP 65/65 | AC: 19 (11 tch, 18 ff) | CMB +10, CMD +21 | F +8, R +4, W +11 | Init +3 | Perc +14, SM +18 | Destructive Smite 8/8 | Touch of Good 8/8 | Channel 4d6 1/3 | Pyrotechnics 1/1 | True Strike 2/2 | Protection from Evil 2/2 | Mythic Power 0/7 | Effects: freedom of movement, heroism, ironskin, divine favor, haste, displacement

Divination has never been Merixia's strong suit. She follows Verene and Thesius' lead, wary for more cultists. Or demons. Or cultists AND demons.


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Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 65/65 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +23 | Low-Light Vision | Archaeologist's Luck 6/12 left, Lore Master 1/1, Mythic Power 7/7 | Spells 1st - 3/5 2nd - 2/4 | Current buffs: n/a

"Sounds like a solid plan," he will say before summoning forth the power of his cantrip to reveal magical auras to him. "I will take up behind the front line in case I am needed to unlock a door."


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The heroes and their companions move quickly into the next room. It is a horror show - a bracket shows where a longsword once hung over a stylized gold sunburst affixed to the south left wall. Lines of strange runes are carved into the walls on both sides of the sunburst. Dried blood and excrement have been smeared across the sunburst and a short bench for kneeling that sits on the floor.

Knowledge (religion) DC 12:
This was once a shrine to Iomedae, presumably for crusaders who served in the Garrison back when it was still a garrison. Now, well... it's clearly been desecrated. It wouldn't take much more than a couple minutes to clean it up, though reconsecrating it fully would probably take more time.

Inside, there are also two doors - one directly ahead, and one to the party's right. Both are shut, leaving no hint as to what manner of threats might lurk behind them.


Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 65/65 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +23 | Low-Light Vision | Archaeologist's Luck 6/12 left, Lore Master 1/1, Mythic Power 7/7 | Spells 1st - 3/5 2nd - 2/4 | Current buffs: n/a

Knowledge (religion) - DC 12: 1d20 + 9 + 2 ⇒ (9) + 9 + 2 = 20 (+2 Heroism)

Thesius surveys the room with his detect magic, making not of the scene laid out before him.

"This temple of Iomadae has seen better days, do we dare spare the time to put it into a better state? We have pressing matters at hand, so it may be best to leave it for later."

With a look of curiosity, his eyes go from the bracket to Radiance.

"Verene, do you recall if that bracket is where Radiance use to reside?" he asks while trying to wrack his brain for any memory of such.


F Tiefling (Hellspawn) Cleric of Ragathiel 7 | Hierophant 2 | HP 65/65 | AC: 19 (11 tch, 18 ff) | CMB +10, CMD +21 | F +8, R +4, W +11 | Init +3 | Perc +14, SM +18 | Destructive Smite 8/8 | Touch of Good 8/8 | Channel 4d6 1/3 | Pyrotechnics 1/1 | True Strike 2/2 | Protection from Evil 2/2 | Mythic Power 0/7 | Effects: freedom of movement, heroism, ironskin, divine favor, haste, displacement

Merixia frowns at the sight of the desecrated shrine, her expression pained. "I wish we could... but we simply don't have the time. There's no way of knowing how far along the enemy is with their ritual to corrupt the Wardstone." Every fiber in her body urges her to keep moving. To find the Wardstone and stop the demons from turning its power to their purposes. We have to succeed. We have to.


M M Aasimar (peri) Magus 7 (Bladebound, Hexer) I Archmage 2. Unbuffed: Init +9, Perc. +11. HP 69/69. AC 22/FF16/T17. : F+9, R+10, W+8 (+2 vs conf/insan) Att. +13, 1d6+8/18-20/x2. CMB +13, CMD 23. Conc.: +13. VS SR: +9 /+13 (evil outsider). Darkvision. Current buffs/conditions: None?

"Normally I would agree, but I just thought of something... do you remember how Iomedae seemed to bless Azira when we cleaned up a similarly desecrated shrine on the way back from the Tower of Esrod to the Heart?" Elliot wonders, speaking very slowly and carefully as to sound normal despite his transfiguration. "Perhaps she would grant a similar blessing to us if we were to take the time? Though there is the issue that both Thesius and myself are currently under Terendelevs enhancing magic. I would recommend moving on for now and making the most of the magic we now have active, subdueing what resistance we can, and perhaps coming back here when it ends," He suggests.


NG F Human Wizard (Diviner) 7 | Archmageᴹ 2 | HP 48/48 | AC 16 T 12 FF 14 | Prescience 8/8 | Mythic Power 2/7 | CMD 14 | Fort +5 Ref +6 Will +8 (+2 vs. insanity/confusion) | Init +12 (and Forewarned) | Perc +10 (+15 Thamyris) | Conditions: mirror image (3) 7m, see invisibility 7m, mage armor 60m, endure elements 24h | Thamyris: HP 24/24; AC 20 (T 16, FF 18) | Conditions: -

Verene surveys the desecrated shrine carefully but dispassionately. Her snout does not even wrinkle in disgust, though it likely could not in any case. On the scale of the atrocities they have witnessed over the past week, this vandalism hardly rates a mention. "No fiendish presence in here. I wouldn't know about where Radiance was kept, Thesius. I vaguely knew it was in a museum somewhere, but not which, and it was news to me that it had even been stolen. Although if it was kept right out in the open like this, it becomes less surprising that the... paragons of competence in the Templars of the Ivory Labyrinth were able to swipe it." Her hissing whisper is desert-dry.
Can't fail the Religion roll.
Knowledge (Local): 1d20 + 11 ⇒ (4) + 11 = 15

"This vandalism is unfortunate, to be sure, but we must be practical. Even if Iomedae would approve of Azira for doing something about it, it is not just Azira here, and all our spells are wearing off as we speak," she continues calmly, with just a hint of impatience. (Not just the scale spells, but the shorter bless and Elliot's shield are up right now. Both will be gone if we take two minutes.) "I agree we should proceed while we still have them active, for I highly doubt the unhappy souls behind us were the Garrison's only defenders besides the vermleks. Merixia is also right that they could already be conducting part of the ritual to corrupt the broken Wardstone; or Areelu Vorlesh could be on her way right now to complete it. We simply don't know how much time we have. Add this to the list of things we will do something about if we survive, along with Hulrun Shappok, Kandro Nyserian, and the tiefling guards' bodies."

She turns to the door, ready to continue.

I moved all the tokens into the current (shrine) room in the same basic order as before. But obviously, feel free to adjust positions as needed. I hope that's okay in the spirit of moving things along, but if not please say so. I won't be offended and will refrain from moving the group in the future. I'm assuming we proceed through the down/eastern door, sticking with the plan of exploring by keeping to the outer right edge until we find the staircase.


female, Aasimar, Paladin 7, Marshal/Champion 2 | HP 73/73| AC 31* (t21*/ff21) | CMD 29 | F +12*, R +14*, W +13* | perception (darkvision 60') +1, sense motive +1 | +12 initiative | panache: 4/4; LoH: 7/7; smite: 3/3; divine bond 1/1; mythic: 7/7 |active effects: freedom of movement, haste

Azira’s beautiful face twists into a sneer of disgust and righteous anger at the sight of the bespoiled shrine. It quickly fades to sadness though when the conversation appears to be leading towards leaving it for the time being. “Verene, don’t you have that cleaning spell?” she practically pleads. “I know we have to keep moving, you’re right, we can’t spend minutes cleaning while others are dying, but surely we can afford one spell? I have holy water… I was going to use it for demons, but I don’t really need it with Radiance- If you could just remove the filth, or even just most of it, I’ll sprinkle some holy water and we can move on. Please.”

I apologize if I’m misremembering, but I’m pretty sure I saw Verene use prestidigitation to clean/dry her clothes at one point… Azira is desperately hoping she can do the same for the wall(s). If Verene (or Elliot) is willing/able to cast it, I’ll sprinkle one vial of holy water around the room and then I’m ready to move on.


Encounter Maps | Geographic Map | Treasures | Important NPCs

I'll say that prestidigitation can indeed clean it within a few rounds - maybe twenty seconds.

Irabeth nods. "If you can do so, Verene, I would appreciate it. If you think we must put it off, then we must put it off... but..." She moves over, taking out a handkerchief and briefly wipes the shrine down. "If not, that'll have to be sufficient."

GM Rolls:

1d20 + 1 ⇒ (16) + 1 = 17

"Huh... hang on a moment." She looks up at the sunburst. "Something's written here. In... Celestial. I don't know what it says." From a kneeling position before the shrine, it does indeed show Celestial lettering.

Celestial:
It reads: "Let us inherit thine arms, Iomedae."


female, Aasimar, Paladin 7, Marshal/Champion 2 | HP 73/73| AC 31* (t21*/ff21) | CMD 29 | F +12*, R +14*, W +13* | perception (darkvision 60') +1, sense motive +1 | +12 initiative | panache: 4/4; LoH: 7/7; smite: 3/3; divine bond 1/1; mythic: 7/7 |active effects: freedom of movement, haste

Azira follows the commander to the shrine while awaiting Verene’s response and helps to wipe it down with the hem of her dress. When the orc points out the celestial writing she reads it aloud as it’s written, then repeats in the common tongue, “Let us inherit thine arms, Iomedae.”


NG F Human Wizard (Diviner) 7 | Archmageᴹ 2 | HP 48/48 | AC 16 T 12 FF 14 | Prescience 8/8 | Mythic Power 2/7 | CMD 14 | Fort +5 Ref +6 Will +8 (+2 vs. insanity/confusion) | Init +12 (and Forewarned) | Perc +10 (+15 Thamyris) | Conditions: mirror image (3) 7m, see invisibility 7m, mage armor 60m, endure elements 24h | Thamyris: HP 24/24; AC 20 (T 16, FF 18) | Conditions: -
Azira wrote:
“Verene, don’t you have that cleaning spell?” she practically pleads. “I know we have to keep moving, you’re right, we can’t spend minutes cleaning while others are dying, but surely we can afford one spell? I have holy water… I was going to use it for demons, but I don’t really need it with Radiance- If you could just remove the filth, or even just most of it, I’ll sprinkle some holy water and we can move on. Please.”
Worldwound GM wrote:
Irabeth nods. "If you can do so, Verene, I would appreciate it. If you think we must put it off, then we must put it off... but..." She moves over, taking out a handkerchief and briefly wipes the shrine down. "If not, that'll have to be sufficient."

"I'm afraid I don't have it," Verene replies to both paladins, not unkindly. The shrine itself left her unmoved, but to see the pretty child's distress would wring anyone's heart. "I never prepare it when we may see combat, because Thesius always has it available to him and I want us to have the widest spread of capabilities possible. It is up to him to judge if we can afford the time." She looks at Thesius neutrally, trusting his judgment.

If it's only twenty seconds or so with prestidigitation, Verene would help you out if she could, Azira. However, while she prepared and used prestidigitation and mending yesterday in our day spent entirely at the Defender's Heart, that was because she was tired of having to ask Thesius to use them on her behalf. On adventuring days, she doesn't ever prepare those two, specifically because Thesius always has them. Her cantrips are limited to four slots per day, and she tries to have as little overlap as possible with the other casters in order to give the group as a whole the most options. The exception is detect magic, which both she and Thesius have. Having two people able to try IDing magic items and effects is too useful to give up. If you're unsure in the future about what spells she has prepared, just know that the prepared spell list in Verene's profile is always kept up to date, and you should consider it an open book. It seems like good form to declare that we would always briefly discuss everyone's capabilities for the day before setting out somewhere.


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Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 65/65 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +23 | Low-Light Vision | Archaeologist's Luck 6/12 left, Lore Master 1/1, Mythic Power 7/7 | Spells 1st - 3/5 2nd - 2/4 | Current buffs: n/a

A smile plays upon Thesius' lips as he listens to Elliot accidental exclusion of Verene. Ah yes, she has always looked like this he thinks to himself.

Upon listening to the plea for assistance with at least giving the shrine a quick cleaning and having Verene present him as the one most apt for doing such, he quickly invokes his magic and goes about giving the area a quick cleanse.

Finally, his eyes go back once more to the bracket upon the wall. It did seem odd that one would leave a relic in such a spot, but it felt like something should be there. He would have to look into it further should they get the chance to return.

"With that, I am ready to continue as soon as the rest of your are."


F Tiefling (Hellspawn) Cleric of Ragathiel 7 | Hierophant 2 | HP 65/65 | AC: 19 (11 tch, 18 ff) | CMB +10, CMD +21 | F +8, R +4, W +11 | Init +3 | Perc +14, SM +18 | Destructive Smite 8/8 | Touch of Good 8/8 | Channel 4d6 1/3 | Pyrotechnics 1/1 | True Strike 2/2 | Protection from Evil 2/2 | Mythic Power 0/7 | Effects: freedom of movement, heroism, ironskin, divine favor, haste, displacement

Merixia nods approvingly at the cleaned shrine. "It's a good start, and all we can afford to do right now. Given the inscription, I'd say it's likely that this is where Radiance used to hang." She looks at Verene. "Which way from here?"


M M Aasimar (peri) Magus 7 (Bladebound, Hexer) I Archmage 2. Unbuffed: Init +9, Perc. +11. HP 69/69. AC 22/FF16/T17. : F+9, R+10, W+8 (+2 vs conf/insan) Att. +13, 1d6+8/18-20/x2. CMB +13, CMD 23. Conc.: +13. VS SR: +9 /+13 (evil outsider). Darkvision. Current buffs/conditions: None?

Elliot waits to see if Azira's statement of the reading had any effect. If not, he would try to kneel, reach for any depictions of arms as either appendages or weapons on the shrine, and repeats the words in celestial. "You're not my goddess, I know. But please, Lady Iomedae, we need whatever help we can get. Surely there is more to these words? Or is it a password of sorts for another room perhaps?"

Should nothing happen, he commits the line to memory and nods. "Okay, let's go. Let's hope these words help us somewhere further on.


female, Aasimar, Paladin 7, Marshal/Champion 2 | HP 73/73| AC 31* (t21*/ff21) | CMD 29 | F +12*, R +14*, W +13* | perception (darkvision 60') +1, sense motive +1 | +12 initiative | panache: 4/4; LoH: 7/7; smite: 3/3; divine bond 1/1; mythic: 7/7 |active effects: freedom of movement, haste

*before Elliot kneels at the shrine*
”Thank you, Thesius,” Azira says earnestly as she uncorks a vial of holy water. She quietly mutters one of the first prayers her mother ever taught her as she sprinkles it around the magically cleansed chamber.

if nothing happens for Elliot:
Azira smiles as the other aasimar rises and warmly offers, “maybe I should try, since it is addressed to the Inheritor.” Then she moves over to the cleansed shrine, kneels, and repeats the words in celestial again.

once we see if anything happens with the shrine/bracket (and/or someone hits it with detect magic), I’m ready to move on too.


NG F Human Wizard (Diviner) 7 | Archmageᴹ 2 | HP 48/48 | AC 16 T 12 FF 14 | Prescience 8/8 | Mythic Power 2/7 | CMD 14 | Fort +5 Ref +6 Will +8 (+2 vs. insanity/confusion) | Init +12 (and Forewarned) | Perc +10 (+15 Thamyris) | Conditions: mirror image (3) 7m, see invisibility 7m, mage armor 60m, endure elements 24h | Thamyris: HP 24/24; AC 20 (T 16, FF 18) | Conditions: -

Verene smiles at Thesius in gratitude for his quick and no-nonsense use of the spell, keeping the group moving.

"We agreed on keeping right, yes? So, this southern door, I suppose. The Wardstone is almost directly above us and just a bit to the south," Verene answers Merixia, pointing with her free hand in the exact direction of the pull. "Now we just need to find the stairs."

She waits politely enough while Elliot and Azira pray at and try to interact with the newly cleaned shrine, although her disinterested glance indicates she is not expecting much.

Azira, Thesius was keeping detect magic up, as Verene was keeping up detect fiendish presence. Neither pinged earlier, as far as I know.


Encounter Maps | Geographic Map | Treasures | Important NPCs

No pinging on the detection spells yet, no.

The words seem to have no effect, but the heroes do feel a sense of brief warmth filling them as they finish cleaning off the shrine. Irabeth smiles briefly at Thesius. "Thank you, all of you. It... means a lot." With a quick sigh, she looks towards the door. "Alright. Let's move."

Verene:
As they approach the door, Verene feels the unpleasant tingle of fiendish presence beyond the door.
Verene can spend a bit more time studying the presence to determine how many there are and their relative strength.

The party approaches the door, and Thesius quickly looks it over for traps. Though he finds none, he does hear high-pitched voices speaking in a language he recognizes as Celestial, though he doesn't understand the words. The tone is mocking.
Thesius Perception: 1d20 + 13 ⇒ (16) + 13 = 29


Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 65/65 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +23 | Low-Light Vision | Archaeologist's Luck 6/12 left, Lore Master 1/1, Mythic Power 7/7 | Spells 1st - 3/5 2nd - 2/4 | Current buffs: n/a

Thesius hesitates as the door, the disturbing sounds assaulting his ears. "The door seems safe, but something resides beyond that is making a mockery in the celestial tongue. I recognize it from lessons with Verene, but unfortunately I cannot make out what they are saying...it makes me feel that urgency is of even more import at this time.

He quickly falls back into line, ready to follow the team.

Ready to proceed when the front line decides to breach the door.


NG F Human Wizard (Diviner) 7 | Archmageᴹ 2 | HP 48/48 | AC 16 T 12 FF 14 | Prescience 8/8 | Mythic Power 2/7 | CMD 14 | Fort +5 Ref +6 Will +8 (+2 vs. insanity/confusion) | Init +12 (and Forewarned) | Perc +10 (+15 Thamyris) | Conditions: mirror image (3) 7m, see invisibility 7m, mage armor 60m, endure elements 24h | Thamyris: HP 24/24; AC 20 (T 16, FF 18) | Conditions: -

"Demonic presence just beyond this door," warns Verene, perhaps unnecessarily after Thesius's own warning. She glances at Elliot, calculating something, and seems to come to a decision. "I agree, Thesius. Let's give them a surprise. Ready?"

The very moment it seems everyone has readied themselves — the Children have arrows on the string ready to loose and the melee types have weapons in hand — Verene steps up and uses all her strength to jerk the door open, standing to one side of it. GM, I don't want to spend the rounds on getting more precise information in case Elliot's shield wears off in the meantime. So, Rule of Two to just rush in sound good? I don't care if Verene is the one to open the door or not — assuming it's not locked — but am willing to do so and give up any surprise round action, if there is one, so others can ready for theirs. If this just triggers initiative, then she'll act normally of course. Varel's surprise round action, if there is one, will be to shoot the first enemy he can see through the door with a cold iron arrow; or to move into the room if he sees nothing.


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F Tiefling (Hellspawn) Cleric of Ragathiel 7 | Hierophant 2 | HP 65/65 | AC: 19 (11 tch, 18 ff) | CMB +10, CMD +21 | F +8, R +4, W +11 | Init +3 | Perc +14, SM +18 | Destructive Smite 8/8 | Touch of Good 8/8 | Channel 4d6 1/3 | Pyrotechnics 1/1 | True Strike 2/2 | Protection from Evil 2/2 | Mythic Power 0/7 | Effects: freedom of movement, heroism, ironskin, divine favor, haste, displacement

Ooh, a demonic presence? Nice. Hopefully everyone in the next room is a demon, so Elliot doesn't feel obligated to offer them a chance to surrender. "Allow me, Verene." Merixia is the one with the heavy armor, it's better if she enters first. She tests the door to see if it's locked, then kicks it open with a loud slam. "TIME TO DIE, DEMON SCUM!"

Behind her, Lorn aims a cold iron arrow at the door.

Lorn is readying an action to shoot whatever enemy comes into view first.


M M Aasimar (peri) Magus 7 (Bladebound, Hexer) I Archmage 2. Unbuffed: Init +9, Perc. +11. HP 69/69. AC 22/FF16/T17. : F+9, R+10, W+8 (+2 vs conf/insan) Att. +13, 1d6+8/18-20/x2. CMB +13, CMD 23. Conc.: +13. VS SR: +9 /+13 (evil outsider). Darkvision. Current buffs/conditions: None?

With the plan made, Elliot recasts Shield from the wand and stands aside when Merixia asks for tne honors. Despite the situation, he can't quite help but chuckle in amusement over her dynamic entry and follows her into the room, sword drawn.


Encounter Maps | Geographic Map | Treasures | Important NPCs

Once everyone is prepared Azira can tell us before she does her first action Merixia throws open the door, revealing the ruined room within. It was once the museum, but its contents have been smashed and scattered across the room-even the shelves have been shattered and torn apart in places. The decapitated bodies of two knights, their armor and bodies broken and mangled, lie in the ruins.

The likely culprits of both the destruction and the decapitations stand in the center of the room, heads snapping towards the door as Merixia throws it open. Three familiar demons - abrikandilus, like the demon that destroyed Fine Fittings.

Combat Start

Initiatives:

Azira: 1d20 + 6 ⇒ (20) + 6 = 26
Verene: 1d20 + 8 ⇒ (7) + 8 = 15
Merixia: 1d20 + 1 ⇒ (9) + 1 = 10
Thesius: 1d20 + 2 ⇒ (14) + 2 = 16
Elliot: 1d20 + 3 ⇒ (14) + 3 = 17

Irabeth: 1d20 - 1 ⇒ (4) - 1 = 3
Abrikandilus: 1d20 ⇒ 7

Readied Action

Lorn fires her arrow at one of the abrikandilu the red-lined one, despite the intervening individuals in the way. Unfortunately, the arrow thuds into the doorframe, rather than into the demonic beast she aims at. The woman curses in Hallit.
Masterwork Longbow, PBS, soft cover: 1d20 + 7 + 1 ⇒ (7) + 7 + 1 = 15

Unfortunately, Varel doesn't have line-of-sight to any of the demons at this point.

Round 1

Initiative Order is Azira, Elliot, Thesius, Verene, Merixia, Abrikandilus, Irabeth. Players are all up.

Statuses:


Verene: HP 22/22; AC 18, touch 14, flat-footed 14; Prescience 8/8, merge with familiar 4 hours, heightened awareness 39 minutes, mage armor 1 hour, soothe syrup 1 hour, alter self (small) 16 minutes; Thamyris: HP 11/11; AC 18, touch 16, flat-footed 16
Merixia: HP 31/31; AC 20, touch 11, flat-footed 19; pyrotechnics 0/1, true strike 1/1, Touch of Good 5/7, Destructive Smite 7/7, Channel 3/3, protection from evil 5 rounds, soothe syrup 56 minutes
Thesius: HP 27/27; AC 18, touch 12, flat-footed 16; Archeologist’s Luck 11/11, uncanny dodge, alter self (medium) 17 minutes, heroism 37 minutes
Elliot: HP 35/35; AC 24, touch 20, flat-footed 15, Arcane Pool 4/5, Righteous Eclipse Arcane Pool 1/1 pyrotechnics 1/1, antitoxin 56 minutes, soothe syrup 56 minutes, twitch tonic 56 minutes, shield 10/10, chill touch 4 charges (until used or another spell is cast?), alter self 19 minutes
Azira: HP 34/34; AC 20, touch 15, flat-footed 15; glitterdust 1/1, smite evil 1/1, lay on hands 5/5

NPCs
Barok (Black-Lined): HP 23/23; AC 19, touch 13, flat-footed 16
Lorn (Orange-Lined): HP 23/23; AC 19, touch 13, flat-footed 16
Jan (Light Blue-Lined): HP 23/23; AC 19, touch 13, flat-footed 16
Hedge (Grey-Blue Lined): HP 23/23; AC 19, touch 13, flat-footed 16
Varel (White-Lined): HP 23/23; AC 19, touch 13, flat-footed 16


female, Aasimar, Paladin 7, Marshal/Champion 2 | HP 73/73| AC 31* (t21*/ff21) | CMD 29 | F +12*, R +14*, W +13* | perception (darkvision 60') +1, sense motive +1 | +12 initiative | panache: 4/4; LoH: 7/7; smite: 3/3; divine bond 1/1; mythic: 7/7 |active effects: freedom of movement, haste

*before kicking the door open*
While Elliot uses the wand to refresh his magical protection, Azira briefly contemplates whether she would have been better off spending less time on her swordplay and more time learning some magic. The idea quickly fades however as she remembers the potions she’s acquired. In preparation for the demons, she draws one and drinks it. Using a potion of divine favor.

*once the door is kicked*
Focus on killing one as fast as possible before moving on to the next, if you can,” she advises as the three demons come into view, “it’ll mean less attacks coming back at us.” While she speaks, she steps into the room and slashes at the demon to the left of the door (red).

Radiance vs ff (bless, df): 1d20 + 10 + 1 + 1 ⇒ (8) + 10 + 1 + 1 = 20
for: 1d8 + 9 + 1 ⇒ (1) + 9 + 1 = 11

Following her guidance, Barok fires a cold-iron arrow at the same target.

longbow vs ff (bless): 1d20 + 8 + 1 ⇒ (20) + 8 + 1 = 29
for: 1d8 ⇒ 5

Barok, confirm?: 1d20 + 8 + 1 ⇒ (1) + 8 + 1 = 10
for an extra: 2d8 ⇒ (6, 5) = 11


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NG F Human Wizard (Diviner) 7 | Archmageᴹ 2 | HP 48/48 | AC 16 T 12 FF 14 | Prescience 8/8 | Mythic Power 2/7 | CMD 14 | Fort +5 Ref +6 Will +8 (+2 vs. insanity/confusion) | Init +12 (and Forewarned) | Perc +10 (+15 Thamyris) | Conditions: mirror image (3) 7m, see invisibility 7m, mage armor 60m, endure elements 24h | Thamyris: HP 24/24; AC 20 (T 16, FF 18) | Conditions: -

Hm, a nice opportunity to position ourselves however we want to since they're flat-footed and don't get attacks of opportunity.

Abrikandilus! Verene prepared for this. She reaches to the side of her backpack, where she tucked the steel mirror purchased at the Defender's Heart for just this occasion into a net pouch, and pulls it free. Brandishing it in one clawed hand, she slips between and past the two green-skinned, goat-legged wrecker demons, still dully gaping at Merixia's dramatic entrance, before they can gather their wits to react. She has to get closer: she needs them to be able to see the mirror, but does not want to stand in the way of Irabeth or another fighter reaching the foul creatures. Move action retrieve stored item, move.

The headless armored bodies on the floor are so mangled and broken that they hardly register as former people, which is a mercy, since she must lope over them to reach her destination against the far wall. Verene turns around and swings the mirror between the two closer abrikandilus one after the other as she taunts them in hissing Abyssal, an edge of malicious laughter in her shrill kobold's voice.

Abyssal:
"If we have to see your ratbag faces, you should have to see them too. It's only fair to spread the misery around!"

I believe each abrikandilu she is adjacent to now has to make a save? I hope this steals the actions from at least one while the fighters pound on it! I've never seen an abrikandilu be affected by its mirror weakness in actual play and it would be cool to have it work once. If it does and the mirror has to weather a Sunder attempt, there are no statistics given for it, but as it's made of steel I would think it is at least Hardness 10. Maybe the same statistics as a light steel shield or buckler? Reduced for newly Small size, of course.

Varel moves to Verene's former position in order to get a shot off through the doorway at the abrikandilu Azira attacked, mindful of the paladin's instruction to focus their strength upon bringing it down.
Varel vs. Red, mwk longbow, bless, point-blank shot; damage 1d8 cold iron: 1d20 + 7 + 1 + 1 ⇒ (3) + 7 + 1 + 1 = 121d8 + 1 ⇒ (1) + 1 = 2


M M Aasimar (peri) Magus 7 (Bladebound, Hexer) I Archmage 2. Unbuffed: Init +9, Perc. +11. HP 69/69. AC 22/FF16/T17. : F+9, R+10, W+8 (+2 vs conf/insan) Att. +13, 1d6+8/18-20/x2. CMB +13, CMD 23. Conc.: +13. VS SR: +9 /+13 (evil outsider). Darkvision. Current buffs/conditions: None?

Elliot rushes in, spreading out with Azira while Hedge fires!

attack, hedge vs FF: 1d20 + 9 ⇒ (1) + 9 = 10
damage: 1d8 ⇒ 3

Just as the arrow wooshes past and Verene draws their attention to the mirror, Elliot cuts into yellow - althewhile thankful his sister was so resourceful, and his friends so brave.

attack vs FF: 1d20 + 10 ⇒ (7) + 10 = 17
damage: 1d4 + 5 ⇒ (2) + 5 = 7
spellstrike damage, chill touch (necrotic unless a knowledge check would tell him this enemy is immune to such in which case he doesn't). If it works, dc 15 fortsave or 1 str damage: 1d6 ⇒ 6

"Hopefully we can take them out quickly... with their pencheant for destruction, I really don't want them to get any bright ideas and start breaking our weapons or such. I have a mend scroll, but it's only one, and it's kind of reserved for Radiance or Righteous Eclipse..."

Do potions of divine favor exist? I thought potions for personal spells were not possible outside of alchemists.


F Tiefling (Hellspawn) Cleric of Ragathiel 7 | Hierophant 2 | HP 65/65 | AC: 19 (11 tch, 18 ff) | CMB +10, CMD +21 | F +8, R +4, W +11 | Init +3 | Perc +14, SM +18 | Destructive Smite 8/8 | Touch of Good 8/8 | Channel 4d6 1/3 | Pyrotechnics 1/1 | True Strike 2/2 | Protection from Evil 2/2 | Mythic Power 0/7 | Effects: freedom of movement, heroism, ironskin, divine favor, haste, displacement

Demons! Battle lust and the familiar righteous fury that such creatures dare exist on Golarion fill Merixia's veins. She grins, showing too many teeth, and darts to one side to face the two demons to her left. Thesius and Irabeth will want to get in on the action too. The cleric raises her sword and slashes at the same demon Azira hit.

Attack: 1d20 + 7 ⇒ (1) + 7 = 8 Is bless still active? If so, we all get +1 to hit.

Damage: 1d10 + 4 ⇒ (1) + 4 = 5


Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 65/65 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +23 | Low-Light Vision | Archaeologist's Luck 6/12 left, Lore Master 1/1, Mythic Power 7/7 | Spells 1st - 3/5 2nd - 2/4 | Current buffs: n/a

Thesius and Jan both pull forth a cold iron arrow and nock it within their respective weapons, lining their shots up upon the demon now occupied by Elliot. Respectively they let their shots fire.

Both fire upon the yellow-outlines one.

(Thesius - Swift Action to activate Archaeologist's Luck, Standard Action to attack. No Precise Shot.)

Shortbow Attack: 1d20 + 5 + 2 + 2 ⇒ (9) + 5 + 2 + 2 = 18 (+5 Base, +2 Heroism, +2 Archaeologist's Luck)
Shortbow Damage: 1d6 + 2 ⇒ (1) + 2 = 3 (+2 Archaeologist's Luck)

(Jan - Standard Action to attack.)
Longbow Attack: 1d20 + 7 + 1 + 1 ⇒ (4) + 7 + 1 + 1 = 13 (+1 Point Blank Shot, +2 Bless)
Longbow Damage: 1d8 + 1 ⇒ (7) + 1 = 8 (+1 Point Blank Shot)


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Encounter Maps | Geographic Map | Treasures | Important NPCs

Round 1 Wrap-Up

Azira moves forwards, slashing with her golden blade at her foe, who is still off-guard from the sudden arrival of the heroes. She cuts easily through the demonic flesh, and it falls back with a screech of agony. Even as it does, Barok fires his bow at the demon, lancing it in the shoulder and cracking its bone.

Hedge fires his bow, though it sparks off of the wall next to the door rather than even getting into the room beyond. Elliot moves through, Righteous Eclipse hungry for blood as it lashes out and bites deep into the demon's skin, devouring its life-force as it does so. The abrikandilu's flesh grows grey even as the magus tears free his black blade with a spray of rotting blood.

Thesius moves forwards, shortbow drawn and ready. With the blessing of Desna surging through his veins, he nocks his arrow and fires it at the demon threatening Elliot, hoping to finish it off. However, the magus' presence throws off his aim just enough that the demon's rough hide deflects the arrow. Jan fires as well, but like Hedge, the arrow bounces uselessly off of the wall.

"This is not working! We must perforce engage in melee!" Jan says grimly.

Verene thinks quickly and scurries forwards, presenting a mirror to the wrecker demons. Each shrieks in fury at the sight of their own hideous reflections, turning to face the kobold-shaped wizard. Like his kindred, Varel's shot is less than useful - though it slips through the door, the demon's hide is too strong and the arrow only sticks in the creature's stomach for a moment before falling out.

Merixia follows, rage pulsing in her veins as she lifts her bastard sword to attack. Unfortunately, her anger blinds her, and the blade nearly takes off Azira's head rather than her foe's.

Uh, I don't see that I've been tracking the bless, but I do remember you using it, Merixia. I'll say it's got half a minute left.

Yellow-Lined Abrikandilu Will vs. DC 15: 1d20 + 3 ⇒ (18) + 3 = 21
Red-Lined Abrikandilu Will vs. DC 15: 1d20 + 3 ⇒ (3) + 3 = 6

The most wounded of the abrikandilu lined in red screeches its fury, a noise that swiftly grows louder and shriller until it resonates with the steel, but Verene fights off its magical attack with an effort of will, keeping her mirror intact.
Defensive Casting: 1d20 + 6 ⇒ (18) + 6 = 24
Verene Will: 1d20 + 6 ⇒ (15) + 6 = 21

Knowledge (arcana) DC 27:
That was one of its native magics - akin to the spell shatter.

Its other wounded fellow lined in yellow instead focuses on Elliot, who so badly hurt it moments before. Thanks to his smaller form, the magus is only just able to avoid its gnashing teeth, but its claws are less useful, as he deflects them with his blade.
Bite vs. Elliot: 1d20 + 7 ⇒ (10) + 7 = 17
Claw 1 vs. Elliot: 1d20 + 7 ⇒ (1) + 7 = 8
Claw 2 vs. Elliot: 1d20 + 7 ⇒ (5) + 7 = 12

The last of the demons lined in white steps quickly out of Merixia's reach, focusing... but nothing happens whatsoever.
50% Chance, low is good: 1d100 ⇒ 100 Ha!

Irabeth steps quickly into the room, lashing out with her blade at Azira's target. With expert skill, she carves deep into its stomach, bypassing its guard with quick precise strikes... but the blade does not penetrate quite so well as it ought.
Masterwork Longsword: 1d20 + 11 ⇒ (7) + 11 = 18
Damage: 1d8 + 4 ⇒ (5) + 4 = 9

Round 2

Everyone is up.

Statuses:


Verene: HP 22/22; AC 18, touch 14, flat-footed 14; Prescience 8/8, merge with familiar 4 hours, heightened awareness 39 minutes, mage armor 1 hour, soothe syrup 1 hour, alter self (small) 16 minutes; Thamyris: HP 11/11; AC 18, touch 16, flat-footed 16
Merixia: HP 31/31; AC 20, touch 11, flat-footed 19; pyrotechnics 0/1, true strike 1/1, Touch of Good 5/7, Destructive Smite 7/7, Channel 3/3, protection from evil 4 rounds, soothe syrup 56 minutes
Thesius: HP 27/27; AC 18, touch 12, flat-footed 16; Archeologist’s Luck 10/11, uncanny dodge, alter self (medium) 17 minutes, heroism 37 minutes
Elliot: HP 35/35; AC 24, touch 20, flat-footed 15, Arcane Pool 4/5, Righteous Eclipse Arcane Pool 1/1 pyrotechnics 1/1, antitoxin 56 minutes, soothe syrup 56 minutes, twitch tonic 56 minutes, shield 9/10, chill touch 3 charges (until used or another spell is cast?), alter self 19 minutes
Azira: HP 34/34; AC 20, touch 15, flat-footed 15; glitterdust 1/1, smite evil 1/1, lay on hands 5/5
All: bless 5 rounds

NPCs
Barok (Black-Lined): HP 23/23; AC 19, touch 13, flat-footed 16
Lorn (Orange-Lined): HP 23/23; AC 19, touch 13, flat-footed 16
Jan (Light Blue-Lined): HP 23/23; AC 19, touch 13, flat-footed 16
Hedge (Grey-Blue Lined): HP 23/23; AC 19, touch 13, flat-footed 16
Varel (White-Lined): HP 23/23; AC 19, touch 13, flat-footed 16


M M Aasimar (peri) Magus 7 (Bladebound, Hexer) I Archmage 2. Unbuffed: Init +9, Perc. +11. HP 69/69. AC 22/FF16/T17. : F+9, R+10, W+8 (+2 vs conf/insan) Att. +13, 1d6+8/18-20/x2. CMB +13, CMD 23. Conc.: +13. VS SR: +9 /+13 (evil outsider). Darkvision. Current buffs/conditions: None?

Elliot dodges the incoming strikes, then circles around the yellowish demon to make room for others to follow!

attack, bless, flank?: 1d20 + 12 ⇒ (2) + 12 = 14
damage: 1d4 + 5 ⇒ (1) + 5 = 6
spellstrike if hits, necrotic, if hits dc 15 fortsave or another 1 str damage: 1d6 ⇒ 1

Unfortunately, he fumbles, perhaps worried over seeing his sister in the center of all the attacks...

Hedge, meanwhile, hangs back, remembering his or her job was to survive first and foremost, and it didn't seem like risky actions were needed yet.

Chill touch still at 3 charges, then.


NG F Human Wizard (Diviner) 7 | Archmageᴹ 2 | HP 48/48 | AC 16 T 12 FF 14 | Prescience 8/8 | Mythic Power 2/7 | CMD 14 | Fort +5 Ref +6 Will +8 (+2 vs. insanity/confusion) | Init +12 (and Forewarned) | Perc +10 (+15 Thamyris) | Conditions: mirror image (3) 7m, see invisibility 7m, mage armor 60m, endure elements 24h | Thamyris: HP 24/24; AC 20 (T 16, FF 18) | Conditions: -

Verene clutches at the mirror as it shudders and resonates strangely to the pitch of the abrikandilu's screech, almost as though it is trying to leap from her grasp. She keeps hold of it, though, not fighting the contortions of the steel and letting the vibrations pass harmlessly up her arm.
Knowledge (arcana) DC 27, heightened awareness: 1d20 + 12 + 2 ⇒ (8) + 12 + 2 = 22 Presumably this is to identify the spell-like ability. Since she is right next to the caster and sees the spell-like ability being cast/used, not just its effects as it targets her (e.g. if a hidden wizard hit the group with a fireball), I think a Spellcraft check to 'identify a spell as it is being cast,' with the much lower DC of 15 + spell level, would also probably be appropriate here.

She drops her crossbow to let it hang from its strap, draws her dagger with that hand and makes a well-placed but cautious strike, hardly more than a feint, against the red-lined abrikandilu that turned to her. Despite choosing what looks like a sensitive spot and an opportune moment, her weak arm and the mundane steel makes it unlikely the demon will feel it as anything more than an ineffectual pin-prick, and she is clearly intending to slip to the side if her taunting tactics make the abrikandilu choose to ignore the more dangerous fighters to focus its rage on her. Free action drop crossbow, move action draw dagger, standard action fight defensively for a +2 dodge bonus, making her AC 20 and CMD 16 until her next turn. Verene now threatens both Red and Yellow... technically. Enough to give flanking to an ally directly across from her on either. Even if one attacks her directly this turn, she won't use her immediate action to throw up stone shield.
Verene vs. Red, mwk dagger, bless, flanking with Merixia, damage 1d4-1: 1d20 + 2 + 1 + 2 ⇒ (20) + 2 + 1 + 2 = 251d4 - 1 ⇒ (2) - 1 = 1 Haha, of course. Forgot the -4 to hit for fighting defensively, but even so a 20 will hit. Also this is a masterwork but not cold iron dagger, unfortunately.
Critical confirm, mwk dagger, bless, flanking with Merixia, damage 1d4-1: 1d20 + 2 + 1 + 2 ⇒ (3) + 2 + 1 + 2 = 81d4 - 1 ⇒ (1) - 1 = 0 Perfect.

More importantly, she keeps the mirror up in her off hand, swiveling toward both abrikandilus in turn, and speaks again in Abyssal, her tone reasonable but for that edge of hissing mockery.

Abyssal:
"Truth hurts, doesn't it? Well, if I looked like that I would have a tantrum about it too."

Out in the shrine room, Varel is stoic in the face of his first miss. He fluidly draws another arrow, puts it to the string, and sends it hissing over Azira's shoulder into her target. If Red has dropped by his turn, he will move in order to target Yellow instead. Similarly, Verene will target Yellow if Red goes down before she acts.
Varel vs. Red, mwk longbow, bless, point-blank shot, damage 1d8 cold iron: 1d20 + 7 + 1 + 1 ⇒ (18) + 7 + 1 + 1 = 271d8 + 1 ⇒ (4) + 1 = 5

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