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Wrath of the Righteous

81Dagon

Explorer
The tunnel ahead appears to meander for a bit but continues to average an easterly course at a steady, but gradual climb. Jorgun notes several places where cave-in appear to have occurred, but none the size of the one that delivered you to the underground. There are also several places where there are major cracks in the roof, but no sign of sun, friend or foe can be found in them. Sometimes you think you hear an echo from above through one of these cracks, perhaps of swords clashing, crackling flames, magic invocations or innocents screaming, but it may just be your imagination.


Anevia and Aracashnial can only move at a slow pace due to their various injuries, so it takes you roughly 25 minutes to move an estimated 0.6 km (0.36 miles), until you reach the area where the path veers sharply to the south, although there is also a cave to the north.


A single sizable 20-foot-tall building remains in the center of the 30-foot-high northern cave, a bunkerlike structure with no windows and walls of worked stone blocks. A 10-foot-long carving of a hammer decorates the building’s facade. The ruins of collapsed outbuildings stand to either side. The Southern path continues to rise at a steady rate.
[sblock=map]
Screen Shot 2013-08-25 at 2.19.58 AM.png
[/sblock]
 

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Leif

Adventurer
Calloh, half-elf bard

"One of these things is not like the others, one of these things just doesn't belong..." sings Calloh. "So which way do we wish to proceed?"

[sblock=Calloh's sheet]
View attachment 58769

Calloh [pronounced “callow”]
Calloh, half-elf bard
Alignment: N/G
Half-Elf -- Favored Classes - Bard, Fighter
Bard 1
360 XP [post # 136, and DM's post # 138]

[sblock=Ability Point Buy, 20 pts]
S11 (1pts)
D14 (5pts)
C12 (2pts)
I14 (5 pts)
W12 (2 pts)
C16 (5 pts=14) (+2 racial)
[/sblock]

Final Ability Scores at L1:
S11 +0
D14 +2
C12 +1
I14 +2
W12 +1
C16 +3

BAB: 0

AC: 17 [10+3+2+2]
HP: 10 [8+1+1]

SAVES:
Fort +1
Ref: +4
Will: +3
+2 to save vs. Enchantment/Fear effects
Immune to magic sleep effects

SKILLS 6+2=8 pts @ 1st Level
Bluff 1 rank +3 Cha = +4
Concentration 0 rank +1 Wis +2 Feat Bonus = +3
Diplomacy 1 rank +3 Cha = +4
Disable Device 0 rank +2 Dex = +2
Knowledge (Planes) 1 rank +2 Int +1 bardic knowledge = +4
Knowledge (all others untrained) 0 ranks +2 Int +1 bardic Knowledge = +3
Perception 0 rank +1 Wis +2 Racial = +3
Perform (Stringed Instruments) 1 rank +3 Cha +3 Feat Bonus = +7
Profession 1 rank +1 Wis = +2
Sleight of Hand 1 rank +2 Dex = +3
Stealth 1 rank +2 Dex = +3
Use Magic Device 1 rank +3 Cha = +4

Languages: Common, Elvish, Sylvan

FEATS 1+1 racial (skill focus)
Weapon Finesse
Skill Focus (Perform)

BARDIC PERFORMANCE, 7 rounds/day [2 used]
Countersong [allies use my Perform check in place of saving throw]
Distraction [counters magic effects that are sight-dependent, check replaces saving throw if higher]
Fascinate [1 creature, Will DC 13 or -4 to skill checks made as reactions]
Inspire Courage [+1 on saves vs. fear/charm, and +1 att/dam rolls]

SPELLS [Per day: L0 - at-will, L1 - 1] [Save DC = 13+spell level]
Daze - 0
Detect Magic - 0
Summon Instrument - 0
Read Magic – 0
Cure Light Wounds - 1 X
Hypnotism - 1

PP
GP 0
SP 4
CP

EQUIPMENT [105 gp starting funds]
Studded Leather Armor [25 gp, +3 AC]
Heavy Wooden Shield [7 gp, +2 AC]
Rapier [20 gp, 1d8 damage] [+2 att, +0 dam]
Daggers 2 [@ 2 gp, 1d4 damage] [+2 att (melee-feat or thrown-dex), +0 dam]
Short Bow [30 gp, 1d6 damage] [+2 att, +0 dam]
Lute, Exceptional Quality [14 gp] [3 gp is ordinary cost]
Waterskin [1 gp]
Trail Rations 3 days [@ 5 sp per day]
Backpack [2 gp]
Bedroll [1 sp]
Traveler's Outfit [1 gp]

Traits: 1. Riftwarden [Campaign Trait] 2. Courageous 3. Anatomist

History: Calloh was born to two adventurers, his mother was an elf champion and his father a human wizard. They were both Riftwardens who adventured into the Worldwound on a secret mission soon after Calloh was born. They left their newborn son with trusted allies, perhaps knowing that their odds of returning were slim. In any case, they met their doom in the Worldwound. Not long after their departure, the foster parents that they had chosen for their son noticed that a mark had appeared on the inside of Calloh's right leg – The Sign of the Seeker's Spiral. [Riftwarden Orphan Trait bonus of +2 on Concentration checks.] The mysterious circumstances of his parents' deaths sparked an insatiable curiosity in Calloh. When he grew up, he was so intent on making new discoveries and learning new things that he almost seemed fearless when it came to new places, experiences, people, and creatures. [Couageous Trait bonus of +2 on Saves vs. Fear Effects.] Now that Calloh has fully come of age, he seeks to learn the destiny of his parents, hoping against hope that he may somehow find them alive and be able to bring them home safely. For his last trait, Calloh chooses Anatomist, which gives him +1 on rolls to confirm critical hits.


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81Dagon

Explorer
"We should push on and ignore this place," states Horgus, "The sooner we get out of these caves, we can take stock of the severity of the situation and hopefully escape the city with our lives."

Aravashnial disagrees however. "The tunnels under the city run forever at the best of times. We have no idea when we will find shelter again, it would be better to rest, treat wounds and allow the casters to restore their magic anew."
 

Leif

Adventurer
Calloh, half-elf bard

"You presume, Aravashnial, that the 'structure' is presently unoccupied. It being the only structure in sight, and reasonably cunning, if not intelligent, beings known to be in the vicinity, I find that to be a highly unlikely state of affairs. It is much more likely that we will have to fight for any shelter that we are able to get." Calloh shuffles a bit, shifting his weight from one leg to the other. "But, all things considered and given their due weight, I agree with you -- we should storm the structure and defeat the defenders at once." Calloh at once begins a song to inspire courage, for his own sake if for no one else's.

[Perform check: Inspire Courage as we approach the forboding building (1d20+7=26) --pretty much nailed it!]

[sblock=Calloh's sheet]
View attachment 58769

Calloh [pronounced “callow”]
Calloh, half-elf bard
Alignment: N/G
Half-Elf -- Favored Classes - Bard, Fighter
Bard 1
360 XP [post # 136, and DM's post # 138]

[sblock=Ability Point Buy, 20 pts]
S11 (1pts)
D14 (5pts)
C12 (2pts)
I14 (5 pts)
W12 (2 pts)
C16 (5 pts=14) (+2 racial)
[/sblock]

Final Ability Scores at L1:
S11 +0
D14 +2
C12 +1
I14 +2
W12 +1
C16 +3

BAB: 0

AC: 17 [10+3+2+2]
HP: 10 [8+1+1]

SAVES:
Fort +1
Ref: +4
Will: +3
+2 to save vs. Enchantment/Fear effects
Immune to magic sleep effects

SKILLS 6+2=8 pts @ 1st Level
Bluff 1 rank +3 Cha = +4
Concentration 0 rank +1 Wis +2 Feat Bonus = +3
Diplomacy 1 rank +3 Cha = +4
Disable Device 0 rank +2 Dex = +2
Knowledge (Planes) 1 rank +2 Int +1 bardic knowledge = +4
Knowledge (all others untrained) 0 ranks +2 Int +1 bardic Knowledge = +3
Perception 0 rank +1 Wis +2 Racial = +3
Perform (Stringed Instruments) 1 rank +3 Cha +3 Feat Bonus = +7
Profession 1 rank +1 Wis = +2
Sleight of Hand 1 rank +2 Dex = +3
Stealth 1 rank +2 Dex = +3
Use Magic Device 1 rank +3 Cha = +4

Languages: Common, Elvish, Sylvan

FEATS 1+1 racial (skill focus)
Weapon Finesse
Skill Focus (Perform)

BARDIC PERFORMANCE, 7 rounds/day [2 used]
Countersong [allies use my Perform check in place of saving throw]
Distraction [counters magic effects that are sight-dependent, check replaces saving throw if higher]
Fascinate [1 creature, Will DC 13 or -4 to skill checks made as reactions]
Inspire Courage [+1 on saves vs. fear/charm, and +1 att/dam rolls]

SPELLS [Per day: L0 - at-will, L1 - 1] [Save DC = 13+spell level]
Daze - 0
Detect Magic - 0
Summon Instrument - 0
Read Magic – 0
Cure Light Wounds - 1 X
Hypnotism - 1

PP
GP 0
SP 4
CP

EQUIPMENT [105 gp starting funds]
Studded Leather Armor [25 gp, +3 AC]
Heavy Wooden Shield [7 gp, +2 AC]
Rapier [20 gp, 1d8 damage] [+2 att, +0 dam]
Daggers 2 [@ 2 gp, 1d4 damage] [+2 att (melee-feat or thrown-dex), +0 dam]
Short Bow [30 gp, 1d6 damage] [+2 att, +0 dam]
Lute, Exceptional Quality [14 gp] [3 gp is ordinary cost]
Waterskin [1 gp]
Trail Rations 3 days [@ 5 sp per day]
Backpack [2 gp]
Bedroll [1 sp]
Traveler's Outfit [1 gp]

Traits: 1. Riftwarden [Campaign Trait] 2. Courageous 3. Anatomist

History: Calloh was born to two adventurers, his mother was an elf champion and his father a human wizard. They were both Riftwardens who adventured into the Worldwound on a secret mission soon after Calloh was born. They left their newborn son with trusted allies, perhaps knowing that their odds of returning were slim. In any case, they met their doom in the Worldwound. Not long after their departure, the foster parents that they had chosen for their son noticed that a mark had appeared on the inside of Calloh's right leg – The Sign of the Seeker's Spiral. [Riftwarden Orphan Trait bonus of +2 on Concentration checks.] The mysterious circumstances of his parents' disappearance sparked an insatiable curiosity in Calloh. When he grew up, he was so intent on making new discoveries and learning new things that he almost seemed fearless when it came to new places, experiences, people, and creatures. [Couageous Trait bonus of +2 on Saves vs. Fear Effects.] Now that Calloh has fully come of age, he seeks to learn the destiny of his parents, hoping against hope that he may somehow find them alive and be able to bring them home safely. For his last trait, Calloh chooses Anatomist, which gives him +1 on rolls to confirm critical hits.


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Space_Titanium

First Post
Jorgun looks at the place, considering the hammer on the front. "I don't know if there are any defenders in the structure or not, but it could be worthwhile to secure a safe place to occupy if things turn for the worse. Let's at least investigate." He moves quietly toward the door.

[sblock=Actions]Jorgun moves to H20 in an attempt to glimpse inside the structure. He Stealths in order to avoid any undue attention, and attempts to identify the hammer symbol.

Stealth: 1D20+6 = [14]+6 = 20


Knowledge (Religion): 1D20+5 = [11]+5 = 16
[/sblock]
 

81Dagon

Explorer
Jorgun is unable to see into the structure as there are no windows or breaks in the main building. He does however, spot a pale white and grey fly the size of wolf crawling along the inside wall of the cave.

The carving on the front facade is the holy symbol of Torag, the god of honor and steel.

[sblock=map]
Screen Shot 2013-08-25 at 6.18.54 AM.png
[/sblock]
 

Space_Titanium

First Post
Jorgun begins to move back to the group slowly, hugging the walls for extra protection. He draws his bow and signals to the group to be quiet, motioning at the creature on the wall. I hope they get the message, he thinks fruitlessly. At least the temple is dedicated to a holy deity.

[sblock=Actions]Jorgun moves down column H then row 24 until he comes within sight range of the party to try and show where the fly is waiting.[/sblock]
 

Elewan

First Post
[section]
Hannah, Female Elf Wizard 1

I agree with Master Aravashnial. . . Hannah begins before noticing Jorgun's signal. She readies her bow, and scans the area for threats.
[sblock=Perception]1d20+5=22[/sblock]
[/section][sblock=Character Sheet]Hananyelthia Mitholthir
Female Elf Wizard 1
CG Medium Humanoid (elf)
Init +9; Senses low-light vision; Perception +5
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 7 (1d6+1)
Fort +0, Ref +3, Will +2; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
--------------------
Offense
--------------------
Speed 30 ft.
Melee Rapier -2 (1d6-2/18-20/x2)
Ranged Longbow +3 (1d8-2/x3)
Wizard Spells Prepared (CL 1):
1 (3/day) Burning Hands (DC 17), Burning Hands (x2) (DC 17), Gravity Bow
0 (at will) Detect Magic, Light
--------------------
Statistics
--------------------
Str 7, Dex 16, Con 10, Int 20, Wis 10, Cha 10
Base Atk +0; CMB -2; CMD 11
Feats Scribe Scroll, Spell Focus (Evocation)
Traits Magical Lineage (Fireball), Reactionary, Riftwarden Orphan
Skills Knowledge (arcana) +9, Knowledge (engineering) +9, Knowledge (history) +9, Knowledge (planes) +9, Linguistics +9, Perception +5, Sense Motive +2, Spellcraft +9 (+11 to determine the properties of a magic item); Racial Modifiers +2 Perception
Languages Celestial, Common, Draconic, Elven, Gnome, Goblin, Orc, Sylvan
SQ +4 bonus on initiative checks, arcane bonds (arcane familiar, scorpion, greensting), elven magic, empathic link with familiar, intense spells +1, opposition schools (divination, enchantment), share spells with familiar, specialized schools (admixture), versatile evocation (8/day)
Other Gear Longbow, Rapier, Scale of Cloudwalking, Pathfinder's kit, 43 GP
--------------------
TRACKED RESOURCES
--------------------
Levitate (At will) - 0/0
Versatile Evocation (8/day) (Su) - 0/8
--------------------
Special Abilities
--------------------
+4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Admixture Associated School: Evocation
Divination You must spend 2 slots to cast spells from the Divination school.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Intense Spells +1 (Su) Evocation spells deal listed extra damage.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Lineage (Fireball) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Versatile Evocation (8/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.


Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.[/sblock]
 

81Dagon

Explorer
Hannah is unable to directly see the fly, but she can hear the faint buzzing of its wings as is cleans itself. Based on what she can hear and where Jorgun is signalling, she has a pretty good idea of what you are dealing with and where it is.
 

Maidhc O Casain

Na Bith Mo Riocht Tá!
Medjai Issa: Motherless Paladin of Sarenrae

[section]
Medjai starts to voice his opinion as the group comes to the fork in the road, but his allies come to the same conclusion he would've promoted so he keeps his opinion to himself. When Jorgun starts waving his hands around and making odd gestures, the Motherless similarly starts to speak . . . but the silence of the others as they draw their bows bids him hold his peace.​
[/section]

[sblock=OOC]Medjai's not all that bright, so he likely wouldn't be able to understand what Jorgun's up to. But he is wise, so he'd probably pick up on the silence of the others.[/sblock]
_______________
[sblock=MiniStats]
[SIZE=+1]Medjai Issa[/SIZE]
Male Lawful Good Qlippoth Tiefling (Motherless)
Paladin (Shining Knight/Warrior of the Holy Light) 01

Init +1, HP 11/11, Speed 30
AC 17, Touch 11, Flat-Footed 16
Fort +2, Ref +1, Will +4

Base Attack Bonus +1
GreatSword +5 (2d6+6, 19/x2)
EarthBreaker +5 (2d6+6, 20/x3)
Dagger +5 (+2 Ranged, 10') (1d4+4, 19/x2)
Cestus +5 (1d4+4)

Lamellar (Leather) Armor (+4 Armor, +1 Dex, +2 Natural)

Abilities Str 18, Dex 12, Con 11, Int 08, Wis 14, Cha 14

Condition None
[/sblock]
 
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