He glides down like its some kind of game. Starting a raging song he steps forward.
Raging Song:
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 Effects:
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.
Purnel hits at the construct twice, but it seems uninjured by either strike.
No, not hardness, it's DR against some damage types. You've all seen enough that your characters could figure out that it's only slashing that does full damage.
"How about you show us the way to the magic you found, Lauranna?" "Maybe it is our ticket to figuring out what is going on here." "Do you figure it is through the door Aerian is working on?"
Purnel practices a few spear thrusts to keep sharp. "This is one wild place." "Who knew the dead had so much going on?"
"Besides, Lauranna if they can't pick the lock, perhaps you could bash the door in...with your big mace."
Working together, you open the door and find yourself in a small room. On the other side of the room is a table, and one the table are six piles of items, each labelled with one of your names.
It's late at night; I'll post the stuff in the morning. I just didn't want to leave you guys feeling like you had to do more to get through the door.
Here are the things in your piles of goodies:
Syllyn: a wand of lesser confusion (10 charges) and a scroll of cat’s grace
Lauranna: a wand of cure light wounds (10 charges) and a scroll of lesser restoration
Purnell: a masterwork weapon and a potion of cure light wounds
Lorqinor: a stat boosting potion and potion of cure light wounds
Dylph: a potion of invisibility and a potion of cure light wounds
Aerian: a masterwork weapon and a potion of cure light wounds
Please declare before we move on what weapon or potion it is if your listing is not specifit.
edit: fixed a copy/paste error. Sorry, Dylph. You can delete your post if you want.
Aerian finds a mw lite crossbow and a potion of cure light wounds.. he pockets the potion and ties his old crossbow to his pack, and puts the new one where he can easily reach it... "Nice."
You work your way back out so investigate the places you have not been yet. On your way, you try a small flight of stairs up, and find that it takes you back to where you saw stairs before. Then you go back to the room with the pool, and go through the door you did not open before.
A small stone bench sits in the center of this dusty chamber.
On the far wall is a faded mural depicting the hero Kassen
defeating the mercenaries at the entrance to this crypt, with
his blade piercing the chest of the mercenary leader. These
figures stand alone in the center of a scene of carnage, with
dead villagers and mercenaries all around them.
You notice that both Kassen and his enemy are shown with necklaces made up of a golden chain and a strangely shaped medalion.
You continue through this room and come to a closed door. The door looks odd, and Dylph is convinced that you might not be able to open it from the other side.
"It seems odd they both wear the same medallion... perhaps they were allies at one time? or maybe served the same god? Anyway, is there any way we can block that door open so we don't get locked beyond it?"
"The other guy is probably Asar; rumor has it they eventually killed each other so why does this mural show that only Asar got killed. Strange. Makes me wonder how he actually dies, or maybe that's not Asar? Hopefully the answer is further on. Let's keep going."
Let's explore the final room on this level and then take the stairs.
Syllyn, you've already checked both staircases you've discovered, and they connect to each other. It seems that the hallway just goes up a little, perhaps to go over a perpendicular hallway.
If you're going to continue, one of you will need to open the door. I need to know who it is.