Wrath of the Righteous

Luna, unable to keep her balance, stands up and moves to defend the less than able, in case the mosnter makes a bee line for the injured party members. She positions herself just below Hannah, ready to strike
[sblock=Init]
1d20+1=5
[/sblock]

[sblock=Acrobatics/Actions]
1d20-2=7
Move to DII-14.
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[sblock=This round and travel plans]
I’m going to fudge things a little and take Calloh’s performance check as an initiative roll. While I’d prefer not to, I’m going to be flying back to the Middle East tomorrow and since its over 24 hours of travel, I will be more or less MIA for about two days. Wrapping up this short combat would leave us at a natural pause where you can interact with each other rather than wait for me. Hopefully nobody minds, especially Leif since that leaves you with the short stick, but if it does, please let me know and I’ll avoid it in the future.
[/sblock]


As her arrow goes wide, Hannah recalls that Manes have the standard demonic immunities to poison and electricity, as well as resistance to fire, cold and acid. Normally, they are also resistant to weapons that are not holy or made of cold iron. She also recalls hearing stories of a commonly summoned Mane, The Bloody Trapper, who is oddly smart for his kind, having roughly the intelligence of the average goblin. The Trapper serves as a minor huntsmaster for the Demon Lady Andirifkhu.


As her companions stand up and ready themselves for battle, the mane rushes in a Medjai. Only one of the demon’s claws it able to find its way through his armor it uselessly tries to bite his leg. The paladin responds with a mighty swing of his greatsword, which after a brief moment of resistance cuts the fiend straight in half! It’s death triggers a small explosion of flesh, which turns into burning orange bromine fumes.


[sblock=occ]
Medjai takes 2 damage and must make a DC 12 reflex save or take 5 acid damage.


Everyone gains 80 EXP. So much for damage reduction. Mowgli, I believe the below image sums up the intelligence of Manes.
bone2.jpg
[/sblock]
 

[sblock=OOC]What a great time for a crit! (Not that there's ever a bad time for a crit, unless it's the bad guys getting it . . .)

Travel safe, Dagon![/sblock]

Medjai recoils from the explosion, but not quickly enough . . . he's caught within the acidic cloud, and his skin sizzles and pops as the caustic vapor does its wicked work!

He looks ruefully at Jorgun and shakes his head. "Well, you warned me Jorgun. If my fists weren't smarter than my brain I'd not use them to do my thinking so often."

[sblock=OOC]I've been playing higher level characters recently - I'd forgotten how fragile first level "heroes" are! OUCH![/sblock]
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[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 04/11, 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]
 


[sblock=This round and travel plans]
I’m going to fudge things a little and take Calloh’s performance check as an initiative roll. While I’d prefer not to, I’m going to be flying back to the Middle East tomorrow and since its over 24 hours of travel, I will be more or less MIA for about two days. Wrapping up this short combat would leave us at a natural pause where you can interact with each other rather than wait for me. Hopefully nobody minds, especially Leif since that leaves you with the short stick, but if it does, please let me know and I’ll avoid it in the future.
[/sblock]
OOC: I don't mind at all, and, in fact, I just edited my post for Calloh [120] to clearly use his inspre courage ability for this performance, so not only does it double as init., it also provides all allies with +1 attack, weapon damage, and saving throws. Not that it particularly matters now, of course.


[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
0+40+40+40+40+40+80=280 XP [post 122]

[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
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]
Daze - 0
Detect Magic - 0
Summon Instrument - 0
Read Magic – 0
Cure Light Wounds - 1
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.


[/sblock]
 
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While Jorgun is checking the cavern, Medjai looks 'round at the others in the party. "Everyone else OK? Green-eyes, you good?"
_______________


[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 04/11, 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]
 

Luna shakers her head, saying "I feel it is you who is hurt. Here, let me see if I can change that."

[Sblock]Healing Incoming. Sack Prot Evil for CLW.

Also, I have found that as you level, the monsters only hit harder. My ranger has been reduced to below 10 far to often IMO..

EDIT: OK, both, IC and Caoyte are giving my phone problems. I'll update from a comp tomorrow morning .[/Sblock]

[sblock=Luna Stats]
Luna Lightbringer
AC: 16 (15 flat-footed, 16 touch)
HP: 10/10
CMB: +3* CMD: 14 * +2 vs Demons
Fort: +4 Reflex: +1 Will: +4 (+2 vs Charm/Compulsion)
Perception: +4 (Darkvision 60')
Initiative: +1
Current Weapon in Hand: Longspear; +3 1d8+4
Current Conditions in Effect: 2 AoO a round(Can make flat foot)
Acid/Cold/Electricity Resistance: 5

Touch of Glory(5/5): Gain +1 on next Cha based check. Last 1 hour or until used.
Seize the Initiative (4/5): At combat start, Ally within 30 rolls twice;
Daylight(Racial 1/day): Cast Daylight as SP ability

Level 0 Spells: Create Water, Mending, Stabilize
Level 1 Spells: Bless, Prot from Evil, Magic Weapon (D)
[/sblock]
 
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Generally, everybody seems to be okay. Horgus strides up to the various piles of bones now littering the floor and spits on them viciously. "Vile creatures," he declares contemptuously with bile in his voice.

Jorgun can't even see any light at the top of the rift. What he can see indicates that even if you could reach the ceiling, the rock face would be impassible at the best of times.

[sblock=occ]Having read the entirety of the module, I find the comments about PC frailty highly amusing. Also, at this rate you won't be first level long! You're already a third of the way to level 2. [/sblock]
 
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Jorgun turns back toward the party. "There's no way to climb straight out of this chamber - we'll have to keep moving deeper into the caverns," he says as he motions back to their original route. He moves to continue down the path.

[sblock=ooc]Are we using the fast advancement track for this AP?[/sblock]
 

Focusing her power, Luna calls for divine aid to heal her longest living friend
[Sblock=IC is working for me now]1d8+1=7[/Sblock]

[sblock=Luna Stats]
Luna Lightbringer
AC: 16 (15 flat-footed, 16 touch)
HP: 10/10
CMB: +3* CMD: 14 * +2 vs Demons
Fort: +4 Reflex: +1 Will: +4 (+2 vs Charm/Compulsion)
Perception: +4 (Darkvision 60')
Initiative: +1
Current Weapon in Hand: Longspear; +3 1d8+4
Current Conditions in Effect: 2 AoO a round(Can make flat foot)
Acid/Cold/Electricity Resistance: 5

Touch of Glory(5/5): Gain +1 on next Cha based check. Last 1 hour or until used.
Seize the Initiative (4/5): At combat start, Ally within 30 rolls twice;
Daylight(Racial 1/day): Cast Daylight as SP ability

Level 0 Spells: Create Water, Mending, Stabilize
Level 1 Spells: Bless, Prot from Evil, Magic Weapon (D)
[/sblock]
 

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