Dylph
|
Dylph arches an eyebrow at Lauranna. "I am...but I can't fire a bow and open the door at the same time...once the door is open, if there's no enemy in there, I will scout out the room..."
Lauranna Cindel
|
"So why not have me cover you? You know, so you can do that whole disarm traps and open locks thing?"
Syllyn
|
While they argue, Syllyn opens the door.
| GM Redelia |
Syllyn finds a circular chamber. In the center is a pillar full of arrows, surrounded by a pit. There is a narrow bridge over the pit at the south side. As Syllyn opens the door, the pillar starts to turn.
Lorqinor: 1d20 + 10 ⇒ (15) + 10 = 25
Syllyn: 1d20 + 6 ⇒ (6) + 6 = 12
Purnel: 1d20 + 8 ⇒ (17) + 8 = 25
Aerian: 1d20 + 9 ⇒ (16) + 9 = 25
Lauranna: 1d20 + 3 ⇒ (12) + 3 = 15
Dylph: 1d20 + 7 ⇒ (12) + 7 = 19
Lorqinor, Purnel, Aerian, and Dylph all see that this is a trap which will shoot arrows at them if the door stays open. To disable the trap, someone would have to cross the bridge and stand near the pillar as they got shot at.
We're not quite in intiative here, but I need anyone who posts to stick to just one round's worth of actions.
Aerian
|
"close the door MOST of the way and wait for the pillar to expend all it's arrows... then open it again when it's done firing?" Aerian suggests with a bit of question to his phrasing.
Syllyn
|
Since Syllyn does not recognize the trap, but he has confidence in his allies and immediately closes the door, leaving a 2 inch gap.
Dylph
|
Dylph nods. "I have a plan. Everyone get away from the door, 'cept for me and Syllyn. Syllyn, open the door but stay behind it..." He glances at Lauranna. "Since I'm the party thief, I'll dash through the door and try to disable the trap...if successful, I'll knock on the door when it's safe to enter..."
Purnel Yull
|
"Well, before we get shot, someone with the ability to disable that thing should run over there and disable it. We will hold the door open. That means either Dylph or Aerian will need to attempt this or both." Purnel states this as a fact. "Now before I start taking arrows for nothing get yourselfs over to that pillar and disable it." "Otherwise, we might as well leave now without the flame we were sent for."
Pep talk concluded...and win one for the Gipper.
Syllyn
|
Syllyn is slower but he does have a better AC. Perhaps he should go?
Provided there really is no disable device roll needed of course.
Dylph
|
If the door is closed, I assume the arrows don't fire...Syllyn opens the door just wide enough for me to get through and I hit the ground, hopefully avoiding more than an arrow or two, then he closes it...the arrows should stop shooting with the door closed...I go over and hopefully disable the trap...then return and knock on the door to let you know the trap is done...
| GM Redelia |
Actually, you hear the arrows continuing to fire now with the door almost completely closed. They are continuing to fire as you talk. It would be disabling a trap, which requires disable device if you choose to send someone inside. If you experimentally close the door all the way, you hear the arrows continuing to fire.
Syllyn
|
Syllyn opens and closes the door again to test his theory.
We couldn't be so lucky that the arrows ran out.
Lauranna Cindel
|
"Well that was just plain silly." Lauranna says looking at the arrow-studded door. "Are you guys coming or not?"
Syllyn
|
"Well, then. Perhaps it has disarmed itself? Only one way to find out."
Syllyn opens the door and leaves it open this time and begins the march inside.
| GM Redelia |
You continue, and come to a room with images of mourners all along the walls. As you enter the room, four skeletons step from behind the pillars.
Syllyn init: 1d20 + 1 ⇒ (6) + 1 = 7
Purnel init: 1d20 + 5 ⇒ (10) + 5 = 15
Aerian init: 1d20 + 4 ⇒ (7) + 4 = 11
Dylph init: 1d20 + 7 ⇒ (11) + 7 = 18
Lorqinor init: 1d20 + 9 ⇒ (5) + 9 = 14
Lauranna init: 1d20 ⇒ 4
enemy init: 1d20 + 6 ⇒ (11) + 6 = 17
Dylph, you're up first.
Dylph
|
Knowledge (Religion) Untrained: 1d20 ⇒ 5 (Max: 10)
Knowledge (Religion) Untrained: 1d20 ⇒ 19 (Max: 10)
Dylph will fire a blunt arrow at the nearest skeleton...
Shortbow: 1d20 + 6 ⇒ (17) + 6 = 23
Bludgeoning Damage: 1d4 + 1 ⇒ (4) + 1 = 5
"Use blunt weapons!"
Lauranna Cindel
|
Take 10 knowledge (religion) (twice) for 13 each.
Lauranna rushes forwards to smash the invisible(?) skeletons but swings wide and wild as she obviously can't see them ;).
"Well duh! KIAAA!!"
Lauranna SMASH! (Purnel's toe again apparently): 1d20 + 4 ⇒ (1) + 4 = 5 bludgeoning damage: 2d6 + 3 ⇒ (1, 3) + 3 = 7
This of course assumes she can reach the skeletons with a 30 foot move.
| GM Redelia |
The skeletons march forward and the three who can reach claw at Dylph, Syllyn, and Purnel.
attack, Dylph: 1d20 + 2 ⇒ (3) + 2 = 5
attack, Syllyn: 1d20 + 2 ⇒ (10) + 2 = 12
attack, Purnel: 1d20 + 2 ⇒ (19) + 2 = 21
damage on Purnel: 1d4 + 2 ⇒ (1) + 2 = 3
entire party is now up. Lauranna, you can change your action if you want since you can't reach.
Dylph
|
Did my first arrow hit?
Dylph makes an acrobatic move, slipping between the skeleton he's facing and the wall, moving south 20'...
Acrobatics: 1d20 + 10 ⇒ (9) + 10 = 19
...and then firing another blunt arrow at the skeleton he fired at earlier...
Shortbow: 1d20 + 6 - 4 ⇒ (3) + 6 - 4 = 5
Bludgeoning Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Purnel Yull
|
If it is Purnel's turn...
Purnel drops his new spear and pulls out his sansetsukon and swings at the skeleton in front of him.
swing: 1d20 + 5 ⇒ (8) + 5 = 13
dmg: 1d8 + 1 ⇒ (2) + 1 = 3
"Crud this is bad luck"
Lauranna Cindel
|
The entire party is now up. Lauranna, you can change your action if you want since you can't reach.
Sure, she gives Purnell a Bit of Luck.
Aerian
|
Aerian pulls out a flask of holy water and waits for an opportunity to throw it when his aim isn't blocked...
Syllyn
|
Syllyn moves to the side and starts a martial rhythm performance with sword and shield.
Raarrh. I'm beginning to hate skeletons!
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.
| GM Redelia |
Botting Lorqinor to keep things moving:
damage: 1d20 + 3 ⇒ (20) + 3 = 23
confirm: 1d20 + 3 ⇒ (3) + 3 = 6
damage: 1d6 + 3 ⇒ (4) + 3 = 7
Purnell hits the skeleton right in front of him with Lauranna's help. Aerian and Syllyn prepare to attack. Lorqinor's blast of water destroys the skeleton in front of him.
The skeletons attack Syllyn and Purnel.
attack 1 on Syllyn: 1d20 + 2 ⇒ (11) + 2 = 13
attack 2 on Syllyn: 1d20 + 2 ⇒ (3) + 2 = 5
attack 1 on Purnel: 1d20 + 2 ⇒ (12) + 2 = 14
attack 1 on Purnel: 1d20 + 2 ⇒ (16) + 2 = 18
damage: 1d8 + 1 ⇒ (4) + 1 = 5
Purnel takes 5 damage, and the entire party is up.
Lorqinor Brightcoral
|
The half elf will blast away at a remaining skeleton
1d20 + 3 ⇒ (8) + 3 = 11 RTA
1d6 + 3 ⇒ (4) + 3 = 7 damage
Syllyn
|
Syllyn takes a swipe at the skeleton in front of him.
To Hit: 1d20 + 5 ⇒ (10) + 5 = 15
Slashing damage: 1d8 + 4 ⇒ (3) + 4 = 7
Purnel Yull
|
Purnel will flurry on the skeleton in front of him. He will strike with his fist and sansetsukon.
sansetsukon blow: 1d20 + 5 ⇒ (16) + 5 = 21
fist to face: 1d20 + 3 ⇒ (10) + 3 = 13
dmg sanset blow: 1d8 + 1 ⇒ (8) + 1 = 9
dmg fist: 1d4 + 1 ⇒ (4) + 1 = 5
"I am sick and tired of undead. They are killing me."
Lauranna Cindel
|
"Did I get it?" Lauranna asks as she stops spinning and opens her eyes. Gratified by the pile of bones around her she smiles and adds: "Where would you guys be without me?"
Purnel Yull
|
Purnel will drink his healing potion.
CLW potion: 1d8 + 1 ⇒ (8) + 1 = 9
"Where do these stairs go?"
Purnel will gaze up the stairs after gathering his stuff and searching the room.
perception: 1d20 + 8 ⇒ (10) + 8 = 18
Syllyn
|
There does not seem to be anywhere else to go except out, so after a search of the room (particularly those alcoves), Syllyn heads up/down the stairs.
Perception: 1d20 + 6 ⇒ (4) + 6 = 10
| GM Redelia |
Great job, guys, you have completed part 2, the upper level of the crypt. The lower level will be a little more difficult, because it was written for level 2, while the upper level was written for level 1. We are more than half way through the module, so it looks good for finishing before the end of game day.
At the bottom of the stairs is a circular chamber with three
passageways leading from it. In the center is a small stone
pedestal. The sound of dripping water can be heard coming
from the eastern passageway, while the stench of rot emanates
from the west.
The floor bears an inscription spiraling out from the
pillar and written in Common. It reads: “To the south you
might take your ease, to rest and reflect on Kassen’s deeds.
To the east lies the wheel, to open the gate. To the west is
the resting place of Kassen, hero of the Fangwood.”
We will move on as soon as three of you agree in what direction to go first.
Dylph
|
Dylph wrinkles his nods at the smell coming from the west...he checks out his surroundings...
Perception: 1d20 + 7 ⇒ (16) + 7 = 23
"Likely undead to the west...but I s'pose we'll be checkin' all three afore we're thru...It matters not to me which way we go..."
Count Dylph as a vote to the first place that gets two votes...
Aerian
|
"Do we need a rest? If not, perhaps we should go to his resting place? Of course that's where the bad smell is coming from.. I hope it's not trogs.. I HATE trogs" Aerian is fresh off of MotFF
Syllyn
|
"South seems like the first place to visit. I'd like to have a safe haven to go to in cast things go poorly."
Lauranna Cindel
|
"Do we need a rest? If not, perhaps we should go to his resting place? Of course that's where the bad smell is coming from.. I hope it's not trogs.. I HATE trogs" Aerian is fresh off of MotFF
Lauranna looks alarmed at the really white man's blatant racism. I mean, beneath the temple level aren't we all sweaty-smelling, underground dwellers? She scans Syllyn for any response seeing as he was obviously an ethnic Reptilian Avistani.
"Well, maybe we could spin the wheel, open the gate and air the place out a bit, take a quick nap while we wait and then go see the Hero of Fangwood. Is there a concession? I could go for some shaved ice before the show."
Purnel Yull
|
We need Dylph or Lorqinor to chime in for a direction.
"We are now at the limits of our food supply. If Lauranna, can create food we are good but otherwise we could have a hungry hike back."
I don't care. If no one chimes in to break the tie in a few hours, Purnel will reverse his position and state something like "better to go hungry then die of exhaustion."
Lauranna Cindel
|
"Oh sure, make the woman cook! Does the fact I'm wearing boots offend you too?"
Well: Dylph said first place to get two votes. Purnel said West. Aerian didn't really come down on any one place decisively. Syllyn said South, and Lauranna said West so that's a total of three for West (Dylph, Purnel, Lauranna). Done. At least that's what I think Vladimir Putin meant when he said: "Vote hard right!" ;)
| GM Redelia |
I've tallied the votes, and the wheel wins.
The eastern passage begins to slope down a bit after leaving the first chamber and water has collected in the corridor, growing deeper as the passage continues. This is the source of the dripping noise, as the ceiling appears to be leaking in many places. The water eventually gets just over 2 feet deep. You come to a door that is swollen shut so that it will not open easily, even though it is obviously rotting. You can hear a faint sound of frogs croaking through the door.
Lauranna Cindel
|
OH NO! I didn't look at the letters on my shoes!
perception: 1d20 + 3 ⇒ (2) + 3 = 5
Lauranna puts her ear to the door, and gasps out a shocked whisper in response to what she hears beyond: "Oh no! Dungeon Frogs!"
She then returns to her spot in line.