Dvalin Stormforge |
Trained Class Skill
Knowledge Religion: 1d20 + 7 ⇒ (6) + 7 = 13
Untrained Class Skill
History: 1d20 ⇒ 7
P33J |
Dvalin and Sad don't know anything about the hieroglyphics (assuming with Sad, he may have a class skill I don't know about). They approach the center of the bridge. As they do, they notice a smaller model of the pyramid in the middle of the bridge. It's 10' square and to scale.
As they close within 30 feet of the pyramid it begins to move toward them aggressively.
Initiatives!
Dvalin: 1d20 + 8 ⇒ (20) + 8 = 28
Sad, init mod?: 1d20 ⇒ 20
Yak: 1d20 + 4 ⇒ (13) + 4 = 17
Dalligar: 1d20 + 4 ⇒ (10) + 4 = 14
Decka: 1d20 + 8 ⇒ (6) + 8 = 14
Pyramid Thing: 1d20 ⇒ 19
I'm going to figure Sad and Dvalin are next to each other and the rest of you notice they've wandered and are 30 feet back, Kosher?
Decka Polemistes |
Decka attempts Knowledge(Religion)
Knowledge(Religion): 1d20 + 3 ⇒ (19) + 3 = 22
Woo hoo! What do I know? :-)
____________________________________________________________
Also, is everyone happy with the current marching order? I don't want to get in anybody's way, and right now it looks like I might block at least one of you--at least, the way we're laid out on the map as of 1:57 PM, eastern time.
Dvalin Stormforge |
Actions:
- [free] 5' step back
[standard] Cast Guidance
[move] Draw Greatsword
Dvalin Stormforge |
I did, but it was more wishful than anything else :-)
But I do have a little arcane knowledge.
Knowledge Arcana: 1d20 + 5 ⇒ (11) + 5 = 16
P33J |
As you move forward, the Pyramid attacks you as you enter into it's space.
Slam Opportunity: 1d20 + 9 ⇒ (2) + 9 = 11 Misses.
Your club hits soundly.
And does absolutely no damage.
The Pyramid backs up and slams into Sad Rock again.
Slam Attack: 1d20 + 9 ⇒ (10) + 9 = 19 Misses.
Entire Party is up.
Decka Polemistes |
- Free Action: Having encountered creatures with hardness before (in Crypt of the Everflame) Decka opines, "We should support our highest damage dealers: Dvalin and Yakima. I fear my arrows will not be sufficient to pierce this, this... thing's exterior. Though, I shall try..."
- Standard Action: Fire longbow
Longbow Attack: 1d20 + 8 + 1 - 2 + 1 ⇒ (19) + 8 + 1 - 2 + 1 = 27, Arrow Damage: 1d8 + 1 + 1 ⇒ (2) + 1 + 1 = 4 (D'oh!)
- Move Action: Move back 40 feet (Moved on map.)
- Free Action: "Also, we can draw the thing back to the entrance area where we may take better advantage of the terrain."
Yakima |
Yakima speaks both Osirion and reads ancient Osirion.
knowledge arcane: 1d20 + 9 ⇒ (1) + 9 = 10 and apparently knows nothing about this construct....
Yakima moves up 20' and tosses a firebomb.
bomb: 1d20 + 7 + 1 ⇒ (14) + 7 + 1 = 22. damage: 2d6 + 4 + 1 ⇒ (5, 3) + 4 + 1 = 13
Dvalin Stormforge |
{su} Inquisitor's Direction (1 of 5/day)- At the start of my turn, I choose to forgo all actions for this round to grant Yakima the benefit of haste for 1 round.
haste - When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves.
Dvalin Stormforge |
Aaack! ... may I change my actions? Dvalin would have seen the effect of Akima's attack and would have probably chosen a different tactic at that point.
Dvalin Stormforge |
Awesome ... thank you very much!
Updated Actions for Dvalin:
- Free Action: "Rocky ... take a 5 foot step back after your attack."
- Swift Action: 5 foot step up
- Standard Action: Greatsword: 1d20 + 4 ⇒ (3) + 4 = 7
Yep ... I feel better about it already /sarcasm :-)
Sad Rock |
"We should support our highest damage dealers: Dvalin and Yakima."
Sad's eyes narrow at Decka. Are you trying to say Sad is not oaf enough?
Round 2
Sad looks at his club as his first strike fails to do any damage to the bigger rock. He squints at the wood to see if there is some splinter or unseen break. He then remembers his recent fights with the metal men in redacted, and realizes he's going to need to up his game a bit.
From the map, it looks like Sad is 10' away from the jerkamid so Sad can safely 5' back. If not, it looks like I can 5' behind Dvalin for cover, eliminating an AoO.
Sad steps back 5', unstrapping his shield (move action), dropping it (free action), and casting Shillelagh on his club.
He grips it in two hands, ready to try again.
Dalligar Reldane |
I can't move my character due to limitations on the computers I use. Could someone move me 20ft North, right behind Dvalin?
Dalligar moves up behind Dvalin, drawing his crossbow as he moves.
"Try and distract it! See if we can move it back to the entrance! Try and get around it!" If we can do that, we'd in a good position to flank it.
Crossbow To Hit: 1d20 + 8 ⇒ (20) + 8 = 28
Crit Chance: 1d20 + 8 ⇒ (19) + 8 = 27 That has got to confirm! But just in case, I'll roll the dice seperately.
Damage: 1d10 ⇒ 3
Crit Damage: 1d10 ⇒ 9
Dvalin Stormforge |
- Swift Action: Judgement of Sacred Destruction (+1 Damage)
- Standard Action: Cast Magic Weapon (+1 Damage) / Guidance is still up.
. Dvalin should be back enough to avoid an AoO
- Free Action: 5ft step forward
- Free Action: Dvalin is trying to figure out a way to get over the top to the other side to provide a flank.
Given the construct's shape and size, does he think that an overrun would have a chance of working?
. With the obstructions at the bridge entrance, Dvalin doesn't believe we can get this thing beyond the bridge where we could more easily flank it.
Dvalin Stormforge |
Then he will use his move action to give that a try. Using his Guidance bonus of +1 gives him even up on the die.
Acrobatics: 1d20 - 1 + 1 ⇒ (16) - 1 + 1 = 16
Which should put him just on the other side of the pyramid? That would provide a flank bonus for Sad Rock's next attack.
Sad Rock |
Round 3
Sad, seeing Dvalin stumble and bumble in, follows suit, rolling (acrobatics) back into the fight.
1d20 + 8 ⇒ (4) + 8 = 12 Acrobatics
When there, he lets rip with his bigger club, two handed.
1d20 + 8 - 1 + 1 ⇒ (3) + 8 - 1 + 1 = 11 to hit; (power attack, shillelagh)
2d6 + 6 + 3 + 1 ⇒ (3, 1) + 6 + 3 + 1 = 14 damage.
Dalligar Reldane |
Just realized me and Sad are still tied together. This should be interesting.
Dalligar realizes too late that his bolt did less than nothing. He quickly assesses the situation, realizing that this thing is a lot tougher than he thought. Time to think outside the Pyramid!
Dropping his crossbow, Dalliger draws his dagger as he attempts to circle behind the monster of a model. Being weighed down, he can only move up next to the thing, but hopefully it doesn't try and crush him.
Acrobatics: 1d20 + 11 ⇒ (13) + 11 = 24
Could someone move my token up between Dvalin and the Pyramid?
Decka Polemistes |
On Decka's turn:
- Move Action: Move 40 feet closer to the party.
- Standard Action: Toss! (Aiming for the back square of the pyramid to avoid getting my allies with splash damage.)
Ranged Touch+BAB+Dex: 1d20 + 2 + 2 ⇒ (17) + 2 + 2 = 21
(Precise Shot, I don't care about melee. That probably touches, even if you include a -4 for cover for targeting the back square.)
Acid Damage: 1d6 ⇒ 4
(Can I tell if all, some, or none of that damage went through?)
Perception: 1d20 + 10 ⇒ (15) + 10 = 25
- Free Action: "What's the battle plan, then? Fight it here? Try to flank?"
Sad Rock |
Round 4
Sad continues to fight, determined to be a chip off the ol' block.
1d20 + 8 - 1 + 1 ⇒ (1) + 8 - 1 + 1 = 9 to hit; (power attack, shillelagh)
2d6 + 10 ⇒ (1, 5) + 10 = 16 damage.
AC 18; hp 35/35
Oh man, this is the fight of futility!! Joke's on you though! No one is more futile than Sad Rock!
Dvalin Stormforge |
Dvalin shakes off his abortive attempt at getting over the pyramid ...
- Free Action: "I'd love to flank it; but it doesn't look like I'm the one to do that."
If Dallingar continues moving to the other side this round (so Dvalin gets a flank bonus). Then
. Conditions: Flank, Power Attack
- Standard Action: Power Attack Greatsword: 1d20 + 4 + 2 - 1 ⇒ (11) + 4 + 2 - 1 = 16
. Adjustments: Magic Weapon, Judgement of Destruction, Power Attack (Two Handed)
- Damage: 2d6 + 3 + 1 + 1 + 3 ⇒ (2, 2) + 3 + 1 + 1 + 3 = 12
Else ... Dvalin does a 5 step diagonal if needed to get his attack off at 14
Dvalin Stormforge |
If Decka can get the flank, that would be a huge help I think. That would mean we still need to do a 5 foot shuffle at the front though :-) That would ultimately leave Dalligar behind either Sad or or Dvalin at the start of next turn.
Dalligar Reldane |
Sorry 'bout the wait! Feeding 160 people at two different meals is time consuming.
"I hope this thing is slower than tar!" Trying his luck, Dalligar attempts to slip past the pyramid and get behind it. To the opposite side of it. I'll take the AoO if it swings. I'm pretty agile.
Acrobatics: 1d20 + 11 ⇒ (12) + 11 = 23
I've got this incredibly stupid idea of Dalligar jumping off the edge of the bridge, using his momentum and the rope tied to Sad to allow him to swing around to the other side. Stupid, but it would be beyond epic.
What would be the required rolls for that? Acrobatics and a Climb if I don't get all the way around?
P33J |
It a feat of derring-do, Dalligar runs toward the edge and leaps!
As he swings out, the rope pulls tight against Sad's massive frame and acts as a fulcrum whipping the daring rogue just out of reach of the pyramid and firmly behind it.
Sad attempts to hold the rope taut against the Animated Object.
Free Grapple from Sad Rock with aid for Dalliger!: 1d20 + 10 ⇒ (1) + 10 = 11 But the rope cannot contain the Construct.
Now surrounded the Pyramid attacks the one foe that's seemed to damaged it.
Attack on Dva: 1d20 + 9 ⇒ (2) + 9 = 11 And it misses.
Sad, Dva, Swing Away!
Sad Rock |
Round 5
Sad continues to fight, determined to be a chip off the ol' block.
1d20 + 8 - 1 + 1 ⇒ (20) + 8 - 1 + 1 = 28 to hit; (power attack, shillelagh)
2d6 + 10 ⇒ (6, 3) + 10 = 19 damage.
If critable, pot crit:
1d20 + 8 - 1 + 1 ⇒ (7) + 8 - 1 + 1 = 15 to hit; (power attack, shillelagh)
2d6 + 10 ⇒ (1, 6) + 10 = 17 damage.
AC 18; hp 35/35