Syllyn |
Syllyn is not worried about the scratch. the first round he does a performance it will go away.
Either they love the way Lauranna does things or they forgot I can use the wand too. Probably the latter.
Syllyn busies himself collecting bat corpses from which he fully intends to make a meal later. Not that he is all that good at it, but he does love to try new things.
"Well, then, lets not waste any more time and check that door out!"
Syllyn makes his way across the bridge once it is pronounced safe and inspects the door.
Purnel Yull |
Falling in line behind Syllyn, Purnel crosses the bridge to the omnious looking door. "Syllyn, I am glad you are here." "You have volunteered for the front line every time." "Dylph and Aerian, very efficient work defeating this trap. Thank you."
As stares, He thinks of all the achievements of the group. "Whatever happens behind this door, thank you all for doing this with me. You are all brave and stalwart souls. I owe you greatly, and I am proud to be among you."
I thought we needed a 4th quarter pep talk.
Syllyn |
"It is the skald way to seek out glory. What better way than to show courage and take chances? If I die, it will not be in bed."
He punctuates his last word with a loud, sharp staccato on his breastplate.
Lauranna Cindel |
"Lauranna, please use Aerian's wand on me."
assuming she will...
"Oh Nine Hells no!" She says with brutal frankness. Then she smiles and brightly says: "I've got my own!"
"Besides we don't know where his has been." gaze drifts sideways at Dylph. She produces her own wand a complicated looking thing and sets to work by saying the magical command phrase "Ohwa Tagoo Siam There all better."
"Thanks, that feels a lot better."
She beams.
She then walks over to Dylph and hands him a huge snarl of fishing line. "Sorry, It wouldn't fit back in the box...." You can have your wand charge back too. ;)
Aerian safely disables the trap. As soon as you are all ready, you make your way across the bridge and up to the heavy, imposing looking brass doors. If we were playing face to face, I could also use my voice to emphasize how important this door looks, but here I can't, so please consider that fact suitably emphasized. Syllyn took a scratch or so from the alchemists' fire, and some others may also be very mildly hurt.
Lauranna approaches the scary door her thoughts racing, like random objects lost in the depths of space.
Lauranna Cindel |
wand of cure light wounds: 1d8 + 1 ⇒ (8) + 1 = 9
"There. All better!"
Lorqinor Brightcoral |
I think we can take anything that we find behind here. If not Pharasma will have noble souls going on to their destiny
Syllyn |
Shall Syllyn just open it or does anyone want to do something fancy?
GM Redelia |
The wide brass doors swing open on silent hinges to reveal a vast crypt. The only light emanates from a torch mounted above the crypt, flickering with a pale golden fire. Tall pillars march across the chamber, ending at a dais on the far side, on which is set a large stone sarcophagus. A single form rests beside the coffin, that of a comely woman in tattered clothing. She appears to be asleep or unconscious.
As you enter the chamber, a dry, mirthless laugh can be heard from the dark recesses of the tomb. "So, Kassen’s heroes have come to fight me again. You will make fine minions in my army of the dead. Come and meet your fate." With that, a wicked-looking skeleton strides into view wearing polished mail and brandishing a cruel sword in both hands. A cold blue flame burns in its empty eye sockets.
Syllyn init: 1d20 + 1 ⇒ (7) + 1 = 8
Purnel init: 1d20 + 5 ⇒ (4) + 5 = 9
Aerian init: 1d20 + 4 ⇒ (18) + 4 = 22
Dylph init: 1d20 + 7 ⇒ (12) + 7 = 19
Lorqinor init: 1d20 + 9 ⇒ (8) + 9 = 17
Lauranna init: 1d20 ⇒ 9
Asar init: 1d20 + 6 ⇒ (9) + 6 = 15
skel init: 1d20 + 6 ⇒ (16) + 6 = 22
bold may post:
Aerian
skels
Dylph
Lorqinor
Asar
Purnel
Lauranna
Syllyn
Aerian |
Aerian drinks an extract of adhesive spittle and moves into the room and out of the way of the martial types.
Lauranna Cindel |
As you enter the chamber, a dry, mirthless laugh can be heard from the dark recesses of the tomb. "So, Kassen’s heroes have come to fight me again. You will make fine minions in my army of the dead. Come and meet your fate." With that, a wicked-looking skeleton strides into view wearing polished mail and brandishing a cruel sword in both hands. A cold blue flame burns in its empty eye sockets.
"Well hold on. Does the minion deal come with any benefits? Do you need any previous experience to apply?"
Syllyn |
I wonder if she's actually considering it.
Which is about all he is able to think before the action happens, so engrossed was he in the interplay of the rhythms of the various footfalls.
GM Redelia |
Asar yelps as Dylph's arrow hits him in the ribs.
"Come help me destroy these would-be heroes!" he calls out. Then he moves forward to Lorqinor and slices at him.
attack, power attack: 1d20 + 9 - 1 ⇒ (1) + 9 - 1 = 9
However, he is distracted by the broken ribs from Dylph's arrow and so is unable to hit Lorqinor.
bold may post:
round 1:
Purnel
Lauranna
Syllyn
round 2:
bold may post:
Aerian
skels
Dylph
Lorqinor
Asar (-8 HP)
Purnel
Lauranna
Syllyn
Syllyn |
Syllyn breaks his reverie to step up to the undead leader standing only a few feet in front of him and begin a performance.
Raging Song (Su): A skald is trained to use music, oration, and similar performances to inspire his allies to feats of strength and ferocity. At 1st level, a skald can use this ability for a number of rounds per day equal to 3 + his Charisma modifier. For each level beyond 1st, he can use raging song for 2 additional rounds per day.
Starting a raging song is a standard action, but it can be maintained each round as a free action. A raging song cannot be disrupted, but it ends immediately if the skald is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round to maintain it. A raging song counts as the bard's bardic performance special ability for any effect that affects bardic performances. A skald may learn bard masterpieces.
A raging song has audible components, but not visual components. Allies must be able to hear the skald for the song to have any effect on them. A deaf skald has a 20% chance to fail when attempting to use a raging song. If he fails this check, the attempt still counts against his daily limit.
When the skald begins a raging song and then on each ally's turn, if the ally can hear the raging song, that ally must decide whether to accept or refuse its effects. This is not an action. Unconscious allies automatically accept the song. If accepted, the raging song's effects on that ally last for that ally's turn or until the song ends, whichever comes first.
Inspired Rage (Su) At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. At 4th level and every 4 levels thereafter, the song's bonuses on Will saves increase by 1; the penalty to AC doesn't change. At 8th and 16th levels, the song's bonuses to Strength and Constitution increase by 2. (Unlike the barbarian's rage ability, those affected are not fatigued after the song ends.) If an ally has her own rage class ability (such as barbarian's rage, bloodrager's bloodrage, or skald's inspired rage), she may use the Strength, Constitution, and Will saving throw bonuses, as well as AC penalties, based on her own ability and level instead of those from the skald (still suffering no fatigue afterward). However, inspired rage does not allow the ally to activate abilities dependent on other rage class abilities, such as rage powers, blood casting, or bloodrager bloodlines; the ally must activate her own rage class ability in order to use these features.
Lauranna Cindel |
"LEAPING LIZARDS!"
Purnel Yull |
Purnel will move to north of Syllyn dropping his spear and pulling out his sansetsukon.
He will swing at the skeleton champion.
swing: 1d20 + 5 ⇒ (19) + 5 = 24
dmg: 1d8 + 1 ⇒ (3) + 1 = 4
GM Redelia |
Dylph, you can't see any other enemies yet.
Got it, Purnell. Put you in the closest space to where you were that you could hit him.
Purnell's swipe caves in a bit of the enemy's skull.
Now waiting on Aerian and Lauranna.
bold may post:
round 1:
Lauranna
round 2:
Aerian
skels
Dylph
Lorqinor
Asar (-12 HP)
Purnel
Lauranna
Syllyn
Lauranna Cindel |
Are those rails or walls bracketing the stairs?
Lauranna rushes up to give Syllyn a Bit of Luck.
Lauranna Cindel |
Or the Death Star for that matter. Have you seen those catwalks!? I'm guessing the Empire went with the cheapest contractor.
Syllyn |
Purnel will move to north of Syllyn dropping his spear and pulling out his sansetsukon.
He will swing at the skeleton champion.
[dice=swing]1 d 20 +5
[dice= dmg]1 d 8 +1
I'm surprised you don't take advantage of the inspired rage for a +1/+1. Am I missing something?
Aerian |
Aerian moves and spits at the skeletal form.
dc 15 reflex to avoid being stuck the floor
duration of entangle: 2d4 ⇒ (3, 2) = 5 rounds
GM Redelia |
Asar's reflex save: 1d20 + 2 ⇒ (12) + 2 = 14
The tall skeleton finds himself stuck to the floor.
Four skeletons move in to attack.
attk on Purnel: 1d20 ⇒ 6
attk on Lorqinor, flanking: 1d20 + 2 ⇒ (2) + 2 = 4
attk 1 on Aerian: 1d20 ⇒ 13
damage: 1d6 ⇒ 6
attk 2 on Aerian: 1d20 ⇒ 11
bold may post:
round 2:
Aerian (-6 HP)
skels
Dylph
Lorqinor
Asar (-12 HP, entangled until round 6)
Purnel
Lauranna
Syllyn (bit of luck)
Purnel Yull |
syllyn, how does rage song work eith armor class for wisdom. If purnel can't do anything like cast spells will it also prevent the extea armor class protection?
Syllyn |
It says "cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration." Nothing about wisdom. See the spoiler. It does not look like it affects melee related things. YOu get a +1 Will ST, a +1 Fort ST, extra hitpoints, and loose 1 AC.
Purnel Yull |
Yea, I reread it again when I got home. I think I should take it. It shouldn't affect my wisdom bonus to AC. It does lower my AC by 1. It's like half rage with no fatigue. I get a hit point too.
Purnel allows the song to penetrate into his conscience. He gains a sense of anger with purpose. "This thing will not defeat us."
Sorry for being obtuse.
Lorqinor Brightcoral |
The half elf will blast at the skeleton behind him A little help here he says
1d20 + 3 ⇒ (16) + 3 = 19
1d6 + 3 ⇒ (5) + 3 = 8
GM Redelia |
Lorqinor's blast eliminates one minion.
Asar swings his sword at Syllyn.
attack, power attack: 1d20 + 9 - 1 ⇒ (3) + 9 - 1 = 11
Syllyn's dance moves him out of reach at the moment of Asar's slice.
bold may post:
round 2:
Purnel
Lauranna
Syllyn (bit of luck)
round 3:
Aerian (-6 HP)
skels
Dylph
Lorqinor
Asar (-12 HP, entangled until round 6)
Purnel
Lauranna
Syllyn
Aerian |
"Blast the leader while he's entangled, please!"
Aerian steps back and will fire his light crossbow at Asar.
to hit: 1d20 + 3 - 4 ⇒ (19) + 3 - 4 = 18
dmg if hits: 1d8 ⇒ 7
to confirm crit: 1d20 + 3 - 4 ⇒ (20) + 3 - 4 = 19
xtra dmg if crits: 1d8 ⇒ 2
Aerian |
yes, piercing
Syllyn |
Syllyn continues his rhythmic pounding (i.e. continue performance) and tries to incorporate a little smacking on Asar. Adding inspired rage and Bit of Luck and flank. If there are other bonuses I'm missing please let me know.
To Hit: 1d20 + 7 ⇒ (20) + 7 = 27
To Hit Luck: 1d20 + 8 ⇒ (11) + 8 = 19
damage: 1d8 + 4 ⇒ (1) + 4 = 5
Crit confirm: 1d20 + 7 ⇒ (8) + 7 = 15
Crit confirm with luck: 1d20 + 8 ⇒ (10) + 8 = 18
damage: 1d8 + 4 ⇒ (4) + 4 = 8
Purnel Yull |
Purnel will flurry of blows on old broken bones.
sansetsuken blow: 1d20 + 5 + 1 ⇒ (20) + 5 + 1 = 26, bludgeon dmg: 1d8 + 1 + 1 ⇒ (8) + 1 + 1 = 10
foot to knee: 1d20 + 3 + 1 ⇒ (2) + 3 + 1 = 6, bludgeon dmg: 1d4 + 1 + 1 ⇒ (4) + 1 + 1 = 6
"Why don't you act your age?" "What are you 300 or so?" "You are DEAD!" "Be DEAD!"
crit confirm: 1d20 + 5 + 1 ⇒ (12) + 5 + 1 = 18, blug dmg: 1d8 + 1 + 1 ⇒ (7) + 1 + 1 = 9
GM Redelia |
Asar goes down under the rain of blows from Syllyn and Purnel. He falls to the ground, a pile of old musty bone shards. His skeletal minions also fall as his will no longer sustains them.
I will be giving you guys a much longer post about what happens next in a little while.
GM Redelia |
You check on the woman on the floor next to Kassen's tomb. She stirs as you approach. She tells you that her name is Dimira, and asks about her brother Roldare. She is frightened, but able to speak clearly. She tells you that when she arrived with the others to make the crypt less lethal to prepare for your arrival, she and the others noticed signs someone else had disturbed the tomb recently. They cleaned up the mess left by the tomb invaders and prepared most of the first floor, and then they were attacked by undead. She was kidnapped by Asar, who asked her lots of questions about why they had come to the tomb. She doesn't remember most of the signs of tomb robbers, but does remember that they all carried recent coins from Tamran. Dimira also hands you a bit of paper that she took off a dead tomb invader. When she is done talking to you, she hurries off to go find her brother Roldare.
When you examine the paper she handed you you see a notice of employment, telling all those interested to meet at "The Ranger’s Lament," which you know is a popular bar in Tamran, the capital of Nirmathas. The handbill does not mention a time, date, or who the employer might be.
going to post more, breaking this up to avoid a wall of text.