Harrow Tatterhood
|
Waking up once more, Harrow again attacks a skeleton from a prone position.
greatclub attack: 1d20 + 6 ⇒ (17) + 6 = 23 for damage: 1d10 + 9 ⇒ (1) + 9 = 10
"Who keep turning lights on and off?!!!" he yells.
GM Engleaktig
|
Please remember to give the DC of your Channel Energy. Thanks! :-)
Blue Will Save: 1d20 + 2 ⇒ (5) + 2 = 7, Fail
Purple Will Save: 1d20 + 2 ⇒ (14) + 2 = 16, Save
Talkie Will Save: 1d20 + 6 ⇒ (9) + 6 = 15, Save
The Blue skeleton blows up in a buff of powdered bone!
__________
Sorted Initiatives:
Arak
Berosius
Talkie Skeleton (18 HP damage so far)
Girion
Purple Skeleton (3 HP of damage so far)
Lumnessa
Tan'ia
Harrow
__________
Arak and Berosius are up!
Lumnessa Raziel
|
If Tan'ia blows up the blue skeleton Lumnessa will delay and fire her wand at the talkie Skeleton after Girion heals her.
GM Engleaktig
|
I presume Arak will finish off Purple and then try to hit Talkie with a Flurry?
Punch Purple: 1d20 + 2 + 2 ⇒ (14) + 2 + 2 = 18, Damage: 1d6 ⇒ 2
The Purple skeleton drops as Arak breaks its spine!
5-foot-step to flank with Tan'ia.
Punch Talkie: 1d20 + 2 + 2 ⇒ (8) + 2 + 2 = 12, Miss!
__________
Talkie roars with anger:
- Who to attack? (Girion=1, Tan'ia=2, Harrow=3, Arak=4)1d4 ⇒ 1
- Free Action: "Now you shall feel my wrath for daring to injure me!"
- Standard Action: Longsword: 1d20 + 9 ⇒ (8) + 9 = 17, Damage: 1d8 + 5 ⇒ (1) + 5 = 6
The Son of Aroden crumples to the ground.
- Move Action: 5-foot-step next to Arak.
__________
Girion's roll to avoid bleeding out: 1d20 + 2 ⇒ (1) + 2 = 3
Sorry, Girion. :-(
The Son of Aroden loses another HP.
__________
Sorted Initiatives:
Arak
Berosius
Talkie Skeleton (18 HP damage so far)
Girion
Lumnessa
Tan'ia
Harrow
__________
Lumnessa, Tan'ia, and Harrow are up! Only one enemy remains!
Lumnessa Raziel
|
How did my last round play out? I'm still a bit confused.
Fell my wrath you big meany! Lumnessa cries as she sees Girion fall. Pew! Pew!
Damage: 1d4 + 1 ⇒ (2) + 1 = 3
Lumnessa Raziel
|
Pew! Pew!: 1d4 + 1 ⇒ (4) + 1 = 5
Lumnessa then snatches up Girion's dropped wand and dodges behind Tan'ia.
Harrow Tatterhood
|
"Harrow not think it nap time, so why Harrow laying down? Who keep turning off lights?" the half-orc yells loudly.
Harrow stands and glares at the remaining skeleton.
"Harrow not like talky skeletons! Harrow also not like talky skeletons that invite all town people here and kill them! Harrow challenge talky skeleton...winner not die!" he says.
The half-orc steps toward the undead monster and swings his greatclub.
greatclub power atk: 1d20 + 5 ⇒ (19) + 5 = 241d10 + 9 + 1 ⇒ (9) + 9 + 1 = 19
move action to stand, swift action cavalier challenge (+1 to dmg), standard attack.
Lumnessa Raziel
|
Yea! We did it! Lumnessa yells as she tries to use Girion's to revive him.
UMD: 1d20 + 9 ⇒ (3) + 9 = 12
UMD: 1d20 + 9 ⇒ (17) + 9 = 26
UMD: 1d20 + 9 ⇒ (20) + 9 = 29
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
GM Engleaktig
|
The chamber you're in contains the Everflame.
Dimira is alive but unconscious. If you revive her, she is very relieved when she learns her brother is still alive and she wants to go speak with him as soon as possible.
It's clear that this area of the crypt is divided into sections: Kassen's Tomb, the Villager's Crypt, the Raider's Crypt (the raiders who attacked the village back near the time of its founding).
Lumnessa Raziel
|
Can we go home now!?!?!
Girion, Son of Aroden
|
Girion stands shakily and uses his wand again. "Does anyone else require healing?" CLW: 1d8 + 1 ⇒ (3) + 1 = 4
After ensuring everyone is healed, Girion talks to Dimira. "Your brother is safe. We will take you and him home to Kassen very soon." Surveying the crypts, he turns to the rest of the Pathfinders. "Surely we should catalogue these burials and items before leaving, though... who knows when the Society will be invited to participate in the Quest for the Everflame again? ... or if there ever will be another Quest, after this disaster...
Girion would like to spend some time taking notes on the three crypts, making rubbings of any interesting headstones, and recording all historical data in the tomb, along with a decent map. He will use detect magic and take 20 on Perception (for a 20) as well.
GM Engleaktig
|
Kassen’s sarcophagus is open, and the lid is lying next to it. His body is intact, save for the broken links of a chain that lie around his neck. Kassen is dressed in resplendent +2 full plate with a +1 flaming longsword resting on his chest.
The villagers crypt is the resting place for a number of villagers, each one entombed inside a stone sarcophagus. Unlike Kassen, none of them appear to be disturbed.
The raiders crypt contains the resting place for some of the raiders that attacked Kassen so many years ago. The central sarcophagus has been disturbed, its lid lying broken on the ground in front of it. The corpse of a masked man lies beside it.
The dead man is wearing gray robes and an iron mask that covers his face. The stench of rot hangs heavy around him.
Lumnessa Raziel
|
Ooooooo! Dibs on the flamey sword!
Harrow Tatterhood
|
Dib on armor...
"Harrow glad talky skeleton dead...or not dead? Undead? Maybe Harrow call it dead dead. Harrow glad talky skeleton dead dead...not hurt villagers anymore. We win...we go home now?" he asks as they look around the room.
Can't make either of those checks untrained, but Harrow will take 20 on perception for a 23.[/ooc]
Girion, Son of Aroden
|
Girion looks askance at Lumnessa. "I hardly think desecrating the tomb of the town's founder will earn us much respect in Kassen," he explains to the gnome gently. "Besides, we still have to recover the "everflame" and return it to the town along with the survivors and the bodies."
Knowledge (religion): 1d20 + 5 ⇒ (16) + 5 = 21
"This dead man is a follower of Razmir, the so-called "Living God" across the Lake. Ill news for Kassen if they have taken an interest in this region."
Lumnessa Raziel
|
I don't know maybe they left it there for us as a reward. Lumnessa says halfheartedly. Well anyway I'm glad the talkie skeleton is 'dead dead' too. He was not very nice.
Listening to Girion, lumnessa frowns Really? I don't know, you'd thing that a 'Living God' would be better than a 'Dead God'. the gnome says not really thinking about who sh is talking to.
GM Engleaktig
|
Yeah. I presumed y'all would take 20 on searching since the BBEG is defeated.
Anyone going to take the sword and/or armor? Or is this still up for debate among the party?
There's a corner of the crypt that you have not explored/cleared. But, you've essentially completed your mission. Almost. Does the party want to sweep the dungeon? Or would y'all prefer to call it here?
Nobody has yet lit the lamp from the Everflame. Just sayin... ;-)
Lumnessa Raziel
|
OK but I am almost out of missiles and I am completely out of good spells.
GM Engleaktig
|
As Arak lights the lantern with the Everflame (a permanent magical fire like a continual flame spell that gives off heat), the spirit of Kassen stirs from its rest and rises up to thank you all for putting an end to the restless undead. He explains that they were the bandits who attacked the town so long ago. Their leader (the talkie skeleton) is/was Asar.
The two of them (Kassen and Asar) were once adventuring companions, and that they split ways after acquiring a great deal of treasure. Kassen is sure that Asar felt cheated after their last quest and that is why he came to attack the town.
Kassen knows nothing about the recent bandits. (The dead bodies that were killed a few weeks ago. Girion identified one as a follower of Razmir.)
Kassen notes they only stole the amulets with which he and Asar were buried. These amulets are part of a key that opens up the great treasure vault they plundered so long ago. Kassen remembers little about the vault itself, but he does remember that the amulet points the way to the vault if it is reassembled from its three component parts. The last part was given to Iramine, an elven sorceress that was part of their group.
Kassen gives the PCs a bag of holding (type I), a +1 bashing shield, an elemental gem (water), and one scale from his armor for each PC. Kassen explains that these scales will grant them his boon in their hour of need.
You can use this scale to call upon Kassen’s favor, allowing you to reroll any one attack roll, saving throw, or skill check a!er the roll is made but before the results are revealed. You must take the result of the second roll, even if it is worse. Once this power has been used, the scale crumbles to dust.
You take the survivor to meet her brother upstairs. You are welcome to rest overnight before clearing out the rest of the crypt. Is that what everyone would like to do?
Harrow Tatterhood
|
"Harrow say rest so nome who is not bad but like to tease Harrow can get spells. Harrow sleepy, to. Harrow not care if finish exploring or go home after," the half-orc says.
Berosius
|
"I am not tired, but I have called upon Lady Milani often today," says Berosius. "A rest would be good."
"Does anyone know where this Iramine was buried. I bet the bandits are headed there now."
GM Engleaktig
|
Sure. You try a (very high DC) knowledge local check for Iramine.
You also recognize that, as an elf, she may yet live.
The party rests overnight. Roldare stops moaning and screaming now that his sister has been found. The two of them leave for Kassen while you all head back to the "watery area" first thing in the morning.
Lumnessa Raziel
|
Ummm Mr Harrow sir. Can I ride on you shoulders so I don't get my shoes dirty?
Harrow Tatterhood
|
"What? Oh, fine!" Harrow yells in faux anger as he picks up the gnome and places her on his shoulders.
"Harrow wonder if should use that armor nice talky spirit guy have, just for next part and then put it back after done unless nice talky spirit guy want Harrow to keep armor forever," the half-orc wonders as they move into the next area.
Lumnessa Raziel
|
YeeeeHawww! Lumnessa cries from atop Harrow's shoulders.
GM Engleaktig
|
The water grows deeper, eventually reaching a depth of just over 2 feet. At the end of the corridor is a swollen wooden door, barely contained by its decaying frame. Through the door, you can hear the faint sound of frogs croaking. Opening a swollen door requires a Strength check. You'll succeed taking 10 and (perhaps) aiding another.
The room is filled with water, probably as deep as the outside corridor. The chamber is in an advanced state of decay, with a gaping hole in the ceiling admitting a constant trickle of water. The three stone sarcophagi in this room are almost completely covered in a thick carpet of moss and fungus.
The water is 3 feet deep. Medium creatures treat each square in this room as difficult terrain; Small or smaller creatures must move through the water using their Swim skill. Regardless of a creature’s size, the water hinders any action requiring an Acrobatics check.
There's an unusually large frog in plain view across the room.
Lumnessa Raziel
|
Oooooo! Neat! Here froggy, froggy, froggy! Come be our friend! I bet he is hungry! What do you think giant frogs eat? The Gnome muses as she rummages through her pack, from atop Harrow's shoulders.
Lumnessa Raziel
|
Throw it some food!