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: Wealday, 17th of Rova (IX) 4713
Time of Day: Morning
Season: Late Summer
Weather: 22° F (-6° C), Grey Skies

4713 Calendar

General Purpose Maps:
The Worldwound

Mythic Trials Until Next Tier: 1


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NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 23 T 15 FF 20 (all +2 v. evil) | Foretell 0/8 | Prescience 3/10 | Mythic Power 2/7 | CMD 15 | Fort +7 Ref +10 Will +11 (+2 vs. insanity/confusion) | Init +18 (H.A.; and Forewarned) | Perc +17 (+16 Thamyris) | Conditions: haste 8r, shield 10r, mirror image 3m 3/4, protection from evil 3m, protection from electricity 8m 120/120, alter self 14m, heroism 65m heightened awareness 74m, message 74m, tears to wine 74m, mage armor 8h| Thamyris: HP 27/27; AC 20 (T 16, FF 18) | Conditions: merge with familiar 8h

It's just a magic item of some kind, or so I understood from spying. It's not the true Sword of Valor, but could be something else useful. Or potentially a cursed item, which is also exciting. Fireball damages unattended objects.


M M Aasimar Magus 8 (Bb, Hex) I Archmage 2. Init +10, Per +13. HP 77/77. AC 30/FF24/T19 +1 all vs evil. S: F+12, R+15, W+11 (+2 vs conf/insan) Att. +18, 1d4+12/15-20/x2. CMB +18, CMD 25. Conc (/w SC).: +16. VS SR: +10 /+14 (evil outsider). Darkvision. Current buffs/conditions: Shared training (100 min), Keen Edge 100 min, Alter Self (19 min), Blur (8 min), Blade tutor's spirit (8 min), Longarm (8 min), Shield, haste, heroism.

Elliot continues watching the doors, still expecting another demon attack at any moment while the discussion progressed. He paces about uneasily and is relieved when the wand provides a workable way out for the prisoners.

"Agreed, Thesius. Let's fall back to Staunton's office first. Whatever is behind that wall was made to be a trap. Whatever is in his office is something they probably do not want us to have or know." He reasons, and behind heading back towards Vhane's office.

Going to push to the office a bit, I don't see why we should risk willingly walking into an essentially trapped room containing a false Sword. Since we know it is a trap, we can assume the demons will leave it intact for us to walk into the next day.


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Uh, oops. Sorry, I must've missed your mention there, Verene, about spending the rounds. My mistake.

Verene:
Verene has no trouble teleporting the Keystones she's able to with the wand. Irabeth, who is alone in the command center save for a handful of other knights, barks a harsh curse when she arrives, drawing her sword and readying it before she realizes whom it is. "Damn it, Verene. Don't teleport in here directly! I thought you were a demon!"

Still, she listens carefully to Verene's suggestions, and opens her mouth to reply, but the kobold-wizard disappears for the final time.

Having decided to go to recover the documents and any valuables in Staunton's chambers, the champions make their way (somewhat cautiously) back through the Templars' Court and the hole they made in the wall into the Officer's Court. There are no signs of any demonic presence along the way.

GM Rolls:

Verene: 1d20 + 11 ⇒ (7) + 11 = 18
Thamyris: 1d20 + 15 ⇒ (12) + 15 = 27
Merixia: 1d20 + 14 ⇒ (20) + 14 = 34
Thesius: 1d20 + 24 ⇒ (4) + 24 = 28
Elliot: 1d20 + 11 ⇒ (4) + 11 = 15
Azira: 1d20 + 1 ⇒ (14) + 1 = 15
Wulfric: 1d20 + 7 ⇒ (9) + 7 = 16

However, there are a handful of tieflings missing from the dead they'd left behind. Perhaps they'd missed a few? Fortunately, all of the half-fiend minotaurs are still there.

"... we should've been more thorough about finishing them off." Nurah opines darkly.


Male | Half-Elf | Archaeologist Bard 5/Evangelist 3/Trickster 2 | HP 55/64 | 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 +25 | Low-Light Vision | Archaeologist's Luck 8/12 left, Lore Master 1/1, Mythic Power 4/7 | Spells 1st - 1/5 2nd - 0/4 3rd 1/2 | Current buffs: n/a

Thesius nods in understanding. "A lesson learned, though they might not have walked off either."

Not wishing to waste time, he quickly makes his way to the doors leading into Staunton's room and starts to look for potential traps, taking the time to disable them if present, and finally assessing if the door is locked if no traps are found.

Perception for Traps: 1d20 + 25 + 2 ⇒ (8) + 25 + 2 = 35 (25 Base, 2 Heroism)

Disable Device if Trap is present: 1d20 + 19 + 2 ⇒ (19) + 19 + 2 = 40 (19 Base, 2 Heroism)

If the door is locked, he'll use the key to unlock it before stepping back to allow the more durable members of the party the right of way in case an enemy is in the room. His bow at the ready.


NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 23 T 15 FF 20 (all +2 v. evil) | Foretell 0/8 | Prescience 3/10 | Mythic Power 2/7 | CMD 15 | Fort +7 Ref +10 Will +11 (+2 vs. insanity/confusion) | Init +18 (H.A.; and Forewarned) | Perc +17 (+16 Thamyris) | Conditions: haste 8r, shield 10r, mirror image 3m 3/4, protection from evil 3m, protection from electricity 8m 120/120, alter self 14m, heroism 65m heightened awareness 74m, message 74m, tears to wine 74m, mage armor 8h| Thamyris: HP 27/27; AC 20 (T 16, FF 18) | Conditions: merge with familiar 8h

"I thought we were thorough about it. Maybe someone raised them as undead." Verene is fairly sure Merixia beheaded the tieflings and demons that were left alive by Elliot's sword. She makes sure her shield is renewed and checks through the door for any fiendish presences or magic while Thesius is examining it. Should we be back in the office room with Staunton/minotaurs/babau on the encounters map?


F Tiefling (Hellspawn) Cleric of Ragathiel 8 | Hierophant 2 | HP 72/72 | AC: 19 (11 tch, 18 ff) | CMB +11, CMD +22 | F +9, R +4, W +12 | Init +3 | Perc +15, SM +19 | Destructive Smite 4/8 | Touch of Good 8/8 | Rage 0/8 | Holy Lance 0/1 | Channel 4d6 1/3 | Pyrotechnics 1/1 | True Strike 2/2 | Protection from Evil 0/2 | Mythic Power 4/7 | Effects: heroism, weapon of awe, ironskin, crusader's edge, bull's strength, magic circle vs evil, tears to wine, haste, wrathful weapon, divine favor

Merixia scowls at the pools of blood where there used to be corpses. "I double checked and killed any who were still alive. I always check the bodies." After all, vengeance is not complete until you've either dragged the guilty to jail (along with all evidence necessary to convict them) or made certain they're dead.


M M Aasimar Magus 8 (Bb, Hex) I Archmage 2. Init +10, Per +13. HP 77/77. AC 30/FF24/T19 +1 all vs evil. S: F+12, R+15, W+11 (+2 vs conf/insan) Att. +18, 1d4+12/15-20/x2. CMB +18, CMD 25. Conc (/w SC).: +16. VS SR: +10 /+14 (evil outsider). Darkvision. Current buffs/conditions: Shared training (100 min), Keen Edge 100 min, Alter Self (19 min), Blur (8 min), Blade tutor's spirit (8 min), Longarm (8 min), Shield, haste, heroism.

"Well, so long as Staunton is dead, we did well enough. If they're merely animating the dead, they should be much weaker the second time around. And you need very expensive components to fully resurrect the dead back to normal. I wouldn't suspect the demons keep many diamonds worth many thousands of gold just lying around for a rainy day. And then, even if they did, they would still need more powerful magic and large amounts of diamond dust to get back to full health," Elliot says, then freezes as he gets a dreadful feeling of foreboding. "Wait. If the Tieflings are missing, what about Staunton? " Should his body not be in sight, he looks into the adjacent room where the dwarf fell, ready for anything.

Staunton was killed in the room adjacent to his study, so his body should be there. He's also very recognizable I assume. Is he missing?


female, Aasimar, Paladin 8, Marshal/Champion 2 | HP 79/81| AC 31* (t21/ff21) | CMD 31 | F +17*, R +19*, W +18* | perception (darkvision 60') +3, sense motive +3 | +12 initiative | panache: 4/4; LoH: 2/8; smite: 1/3; divine bond 0/1; mythic: 4/7 |active effects: veil of heaven, featherstep, heroism, e.splen, divine bond, fly, lesser angelic aspect

"Staunton's remains were... a mess," Azira offers as she too looks to make sure they are still present. "I don't know the first thing about magic, let alone necromancy, but I'm not sure he could have been animated as anything like his old self..."

please, Iomedae, let it be so... and if he was, we may need to start investing in more holy water so we can douse all the corpses we leave behind...

if/when we're ready to open the door, I'll try to position myself right in front of it, in case there's someone/thing waiting behind it to attack


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Nurah considers carefully. "Maybe the succubus took them away?" She suggests, then shakes her head. "No, that seems... unlikely. She wouldn't have had the time, would she?" The halfling bard seems somewhat shaken.

Oh, oops. Forgot to move you guys. Yes, you should be back in that room, Verene.

Elliot advances into the next room, where there are yet more corpses, one of which is definitely the pile of meat that Azira left Staunton's corpse as.

Elliot:
Wait... it looks like it's been disturbed. Or... well, maybe not. He's probably just imagining it - or it could've been from when the champions looted it.

GM Rolls:

Elliot: 1d20 + 11 ⇒ (13) + 11 = 24

"Is he still in there?" Nurah follows after the magus, looking around him. "Looks like he is..."


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NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 23 T 15 FF 20 (all +2 v. evil) | Foretell 0/8 | Prescience 3/10 | Mythic Power 2/7 | CMD 15 | Fort +7 Ref +10 Will +11 (+2 vs. insanity/confusion) | Init +18 (H.A.; and Forewarned) | Perc +17 (+16 Thamyris) | Conditions: haste 8r, shield 10r, mirror image 3m 3/4, protection from evil 3m, protection from electricity 8m 120/120, alter self 14m, heroism 65m heightened awareness 74m, message 74m, tears to wine 74m, mage armor 8h| Thamyris: HP 27/27; AC 20 (T 16, FF 18) | Conditions: merge with familiar 8h

"It has been about one minute since the succubus — Janeamine, I suppose — teleported away from us. If she moved multiple bodies out of sight in that time, she had help."

Verene studies Staunton's corpse carefully, relieved to see it is still present and at least has not been immediately raised.
Perception, Verene, heroism, tears to wine: 1d20 + 11 + 2 + 2 ⇒ (19) + 11 + 2 + 2 = 34

Then she focuses her attention on the spell checking for any fiendish presence ahead of them through the door to Staunton's bedroom.

Okay, got it GM. So I've placed us all back in the commander's office room (the one that had Staunton, his minotaur guards, and some babaus) instead of the conference room with the table. Joran said the door to his bedroom is "in the room you killed him in" and Thesius has already said that he quickly went to the door leading to Staunton's room and examined it for traps etc. We know it wasn't the door to the conference room or to the bunk chamber we came in by. By process of elimination, it must be either door A or door B that I've marked, and I'm guessing A since the room behind it is larger, which we can see on Aron's map. If you don't want to be where I've placed you, as always, please feel free move the marching order around. Thesius is up front because he's checking the door and Verene is just behind him / will take his place once he's confirmed no traps, to use her detection spells to look through the door.


M M Aasimar Magus 8 (Bb, Hex) I Archmage 2. Init +10, Per +13. HP 77/77. AC 30/FF24/T19 +1 all vs evil. S: F+12, R+15, W+11 (+2 vs conf/insan) Att. +18, 1d4+12/15-20/x2. CMB +18, CMD 25. Conc (/w SC).: +16. VS SR: +10 /+14 (evil outsider). Darkvision. Current buffs/conditions: Shared training (100 min), Keen Edge 100 min, Alter Self (19 min), Blur (8 min), Blade tutor's spirit (8 min), Longarm (8 min), Shield, haste, heroism.

"I... think someone disturbed his remains, though I'm not fully sure. It's hard to estimate how much of him is still here and what might be missing," Elliot says to Nurah and the others, wincing as he looks at Jhoran. "Sorry, I didn't mean to be insensitive. However, the demons would only need some small part of him to resurrect him, if that is their plan. And if it is, they might have gotten away with it while we were elsewhere. Maybe we should take the rest of Staunton's remains with us so this cannot happen again. It also might boost the crusader's morale to see one of the enemy commanders beaten." We can probably gather the remains in a bag/bedroll and add that to the bag of holding for later use/destruction?

The magus' fatigue is clear as the party moves into the office. "Let's search this place quickly and withdraw for today as we planned."


F Tiefling (Hellspawn) Cleric of Ragathiel 8 | Hierophant 2 | HP 72/72 | AC: 19 (11 tch, 18 ff) | CMB +11, CMD +22 | F +9, R +4, W +12 | Init +3 | Perc +15, SM +19 | Destructive Smite 4/8 | Touch of Good 8/8 | Rage 0/8 | Holy Lance 0/1 | Channel 4d6 1/3 | Pyrotechnics 1/1 | True Strike 2/2 | Protection from Evil 0/2 | Mythic Power 4/7 | Effects: heroism, weapon of awe, ironskin, crusader's edge, bull's strength, magic circle vs evil, tears to wine, haste, wrathful weapon, divine favor

"...Note to self, start keeping a shovel in the bag of holding." This is going to be nasty. Maybe she can improvise something from the furniture in the room. Merixia follows Elliot, sword at the ready.


Male | Half-Elf | Archaeologist Bard 5/Evangelist 3/Trickster 2 | HP 55/64 | 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 +25 | Low-Light Vision | Archaeologist's Luck 8/12 left, Lore Master 1/1, Mythic Power 4/7 | Spells 1st - 1/5 2nd - 0/4 3rd 1/2 | Current buffs: n/a

"We may want to focus on the room prior to the body. If no threat presents itself within, we can then perhaps split between searching the room and gathering his remains," Thesius notes while gesturing to the door as he steps away from it after having looked for traps and unlocking the door if necessary.

If there was a trap found, please let me know.


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That's fine, Verene. I've been a bit slow in moving you around.

GM Rolls:

1d20 + 7 + 2 ⇒ (14) + 7 + 2 = 23

Verene:
It looks like it's been disturbed, but Verene can't recall exactly how they'd left it. It's probable that the corpse is like they'd left it, given how they'd needed to search through it so thoroughly.

Thesius finds no signs of any traps on the door, nor does Verene detect any fiendish presences. Thus, Thesius uses the key he'd taken from Staunton's corpse to unlock it. Pushing it cautiously open, he reveals a plush bedroom. It is immaculate to the point of spotlessness. The bed sheets are tight against the mattress, and no splinters mar the floor near the well-used sparring dummy in one corner, despite its obvious heavy use. An inkwell, a blotter, and a black quill sit atop an otherwise bare desk, with a three-legged stool pushed out of the way underneath. A single large chest sits at the foot of the bed.

Joran looks around, then snorts. "As meticulous as always."


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Male | Half-Elf | Archaeologist Bard 5/Evangelist 3/Trickster 2 | HP 55/64 | 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 +25 | Low-Light Vision | Archaeologist's Luck 8/12 left, Lore Master 1/1, Mythic Power 4/7 | Spells 1st - 1/5 2nd - 0/4 3rd 1/2 | Current buffs: n/a

Thesius does have trap spotter so that he gets a roll to find a trap he comes within 10 feet of. So please feel free to roll perception and disable device checks as necessary.

Perception +27
Disable Device +19

Trap Spotter (Ex):
(PRPG Core Rulebook pg. 69): Whenever a rogue with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.

Thesius will quickly take stock of the room from the doorway before doing a once over for traps now that the door is open.

Perception: 1d20 + 25 + 2 ⇒ (5) + 25 + 2 = 32

If no danger presents itself, he will continue.

"Verene, please do a scan for anything magical while I start looking for any traps and items of interest," he asks while moving into the room. He'll pull out his thieves' tools as he does so.

Feel free to stop the following at any point. Just putting a bit down to move us along.

Thesius starts to move into the room, before suddenly stopping. Knowing what lies in another room, he takes a dagger and launches it at the chest to see how it reacts.

Dagger Attack: 1d20 + 8 + 2 ⇒ (9) + 8 + 2 = 19
Dagger Damage: 1d4 + 2 ⇒ (2) + 2 = 4

If nothing happens, he continues forward to investigate it. Looking it over for traps and whether it is locked

Perception - Chest: 1d20 + 25 + 2 ⇒ (17) + 25 + 2 = 44
Disable Device - Chest Trap or Lock as necessary: 1d20 + 19 + 2 ⇒ (19) + 19 + 2 = 40

Thesius' plan is to go through the chest, check it for secret compartments. Then move to the desk with the same tactics of trap finding, clearing it out, looking for secret compartments. Finally, he'll proceed to a more overall tossing of the room.


NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 23 T 15 FF 20 (all +2 v. evil) | Foretell 0/8 | Prescience 3/10 | Mythic Power 2/7 | CMD 15 | Fort +7 Ref +10 Will +11 (+2 vs. insanity/confusion) | Init +18 (H.A.; and Forewarned) | Perc +17 (+16 Thamyris) | Conditions: haste 8r, shield 10r, mirror image 3m 3/4, protection from evil 3m, protection from electricity 8m 120/120, alter self 14m, heroism 65m heightened awareness 74m, message 74m, tears to wine 74m, mage armor 8h| Thamyris: HP 27/27; AC 20 (T 16, FF 18) | Conditions: merge with familiar 8h

We do have Staunton's key, so if the chest isn't trapped but is locked, maybe we should try that before DD to save time.

Verene recognizes the spotless bedroom she saw in a brief moment during her failed scrying attempt. She scans the room for magic and fiendish presences while Thesius does the same for traps. She takes any documents that are obviously present in the room and adds them to the haversack.


female, Aasimar, Paladin 8, Marshal/Champion 2 | HP 79/81| AC 31* (t21/ff21) | CMD 31 | F +17*, R +19*, W +18* | perception (darkvision 60') +3, sense motive +3 | +12 initiative | panache: 4/4; LoH: 2/8; smite: 1/3; divine bond 0/1; mythic: 4/7 |active effects: veil of heaven, featherstep, heroism, e.splen, divine bond, fly, lesser angelic aspect

Azira lingers in the doorway, Radiance at the ready, while the others press into the room and begin searching.


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Yes, I will assume that you try the key on any locked item/door in the Citadel before doing Disable Device. Ironically, had you needed it, that Disable Device roll would've just succeeded. It's DC 40.

Thesius scans the room thoroughly, but sees no signs of any dangers. He moves towards the chest and stabs it with a dagger - which thunks heavily into its top to no effect other than to scar the thick wood.

Verene detects a large number of magical auras, mostly focused on the chest. There's still no signs of any fiendish presences here.

Using the key, he opens it to reveal a treasure trove.

Treasure:
The chest contains: a great deal of coins 633 cp, 1427 sp, 5786 gp, 376 pp, a pearl that gleams in the light that Wulfric's magic casts, a metal rod embossed with Dwarven letters, a scroll, a set of stone-carved dwarven figurines, a fancy set of vases, a silver coffer, and a small book.

Inside the coffer there are even more treasures - three potions of different sorts, and a single wand.

Nurah lets out a low whistle at the sight. "Wonder where he got all of that? It can't all be from looting this place, can it?"

Do you guys want to take the time to investigate all of these treasures? Some of them are magical, others are worth a whole lot.


Male | Half-Elf | Archaeologist Bard 5/Evangelist 3/Trickster 2 | HP 55/64 | 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 +25 | Low-Light Vision | Archaeologist's Luck 8/12 left, Lore Master 1/1, Mythic Power 4/7 | Spells 1st - 1/5 2nd - 0/4 3rd 1/2 | Current buffs: n/a

"Merixia would you please load this into the bag of holding while I continue to search the room? I think it better we further explore these items once we are out of here," he asks before moving to the desk to search it next. Keeping an eye out for any traps and hidden compartments as he does so.

Perception - Desk: 1d20 + 25 + 2 ⇒ (11) + 25 + 2 = 38

(In case you need to roll anything for Thesius.)

Perception +27
Disable Device +19


F Tiefling (Hellspawn) Cleric of Ragathiel 8 | Hierophant 2 | HP 72/72 | AC: 19 (11 tch, 18 ff) | CMB +11, CMD +22 | F +9, R +4, W +12 | Init +3 | Perc +15, SM +19 | Destructive Smite 4/8 | Touch of Good 8/8 | Rage 0/8 | Holy Lance 0/1 | Channel 4d6 1/3 | Pyrotechnics 1/1 | True Strike 2/2 | Protection from Evil 0/2 | Mythic Power 4/7 | Effects: heroism, weapon of awe, ironskin, crusader's edge, bull's strength, magic circle vs evil, tears to wine, haste, wrathful weapon, divine favor

"Ooh, a book. I wonder if he kept a diary? Or maybe it's the demons' secret plans!" Merixia looks over at Verene. "Would you check it for magic once we're back at camp? It would be a shame if it was spelled to go up in flames if someone other than Staunton opened it." She absolutely learned about such spells from her mentor. A destructive book ward wasn't a plot device in her favorite series of novels, not at all.

Thesius Monteblanc wrote:
"Merixia would you please load this into the bag of holding while I continue to search the room? I think it better we further explore these items once we are out of here," he asks before moving to the desk to search it next.

"Of course! Hopefully none of this is cursed..." Merixia eyes the figurines distrustfully. The coins are likely safe enough though. The cleric pulls the bag of holding out of her backpack and begins scooping gold and platinum into its extradimensional space.

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