
| Bref | 
 
	
 
                
                
              
            
            local and dungeoneering both +7 is it human? Or anything else a goblin might know?

| Dren of the Dark Tapestry | 
 
	
 
                
                
              
            
            Grumblejack, throw the portcullis in the way of the boulder, it might stop or slow it down.
The figure should be at the edge of our darkvision, what does it look like?

| Douglas Muir 406 | 
Assuming everyone runs, at the end of this round you would look like this:
Bref - 470
Dren - 460
Jax - 460
Zimu - 460
Grumblejack - 355 
Edmin and Ragnar - 320 (no longer running blind)
Judge and Morsum - 305
Grumblejack is still at the portcullis because ripping the gate down was a FRA. He did get a 5' step, but the rest of the party can run right past him. The dead thing is at 400', so the first four PCs would have to pass it.
-- This is if you continue to take the full-run action. If you want to do something else, tell me!

| Jax Naismith | 
 
	
 
                
                
              
            
            Jax will delay and let Bref, Dren and Zimu run past him..then he'll follow and continue running on past the creature if they do.
Cimu, a grease spell on that thing's weapon would be brilliant idea right about now. Any chance you can manage that?

| Cуровую зиму | 
 
	
 
                
                
              
            
            Cimu, a grease spell on that thing's weapon would be brilliant idea right about now. Any chance you can manage that?
Assuming that this would be hostile I readily concur! Except there is a bolder right behind us too and I want to see how this thing reacts to it or avoids it.
Knowledge roll, I am guessing it could be religion or arcana but I'll let the DM tell us if we figure it out.
1d20 ⇒ 14 + 8 or + 9
I do not have the spell memorized but I checked and I have it in the spell book so I can use my bonded item.
DM where would that put me if I cast the spell?
May I keep running and only cast if the thing makes a hostile action?
Bref care to make a new friend?

| Douglas Muir 406 | 
DM where would that put me if I cast the spell?
You could move up to 30' and still cast. Since you're at 340' now, that would put you at 370'. The draugr is standing at 400'.
May I keep running and only cast if the thing makes a hostile action?
As long as you don't move more than 30'...

| Bref | 
 
	
 
                
                
              
            
            Bref races ahead and tumbles past the thing
accro1d20 + 11 ⇒ (18) + 11 = 29

| Jax Naismith | 
 
	
 
                
                
              
            
            Once he sees Dren slowing down, Jax will slow as well alongside him and cast Shield on himself (via scroll). Sickens, hm? That sounds like it'll make running hard. Let's try to avoid that little bastard, eh?

| Edmin Al'Roth | 
 
	
 
                
                
              
            
            If no one attacks the undead I wont either, but if someone enters combat I will charge attack.
Charge  Power attack: 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20
Damage: 1d12 + 9 ⇒ (5) + 9 = 14

| Cуровую зиму | 
 
	
 
                
                
              
            
            If no one attacks the undead I wont either, but if someone enters combat I will charge attack.
Shall I cast Grease guys? If I do I'll cast it prior to Bref's summersault.

| Cуровую зиму | 
 
	
 
                
                
              
            
            Has it occurred to anyone this may be what was written about on the door? Maybe there will be other things like this or worse up ahead, if we ALL focus on it, strike at it intelligently, say with disarm, or bullrush or sunder, we could probably take it out in a round - and others won't have to face it alone.
Or, hey, we can keep on running.
DM, how is thing - draugr, protected from the line the boulder is going to cross?

| Douglas Muir 406 | 
Bref races ahead and tumbles past the thing
accro1d20+11
Great roll! Unfortunately, you have to make three separate rolls (because you're leaving three threatened squares). So, two more, please. Also, note the effect on movement -- I'll say you took the first square at full speed (since your roll was high enough), but you have to decide if you're doing the other two at full speed (+10 on the DC) or half speed.
In addition, you can move through a threatened square without provoking an attack of opportunity from an enemy by using Acrobatics. When moving in this way, you move at half speed. You can move at full speed by increasing the DC of the check by 10. You cannot use Acrobatics to move past foes if your speed is reduced due to carrying a medium or heavy load or wearing medium or heavy armor. If an ability allows you to move at full speed under such conditions, you can use Acrobatics to move past foes. You can use Acrobatics in this way while prone, but doing so requires a full-round action to move 5 feet, and the DC is increased by 5. If you attempt to move through an enemy’s space and fail the check, you lose the move action and provoke an attack of opportunity.

| Cуровую зиму | 
 
	
 
                
                
              
            
            I was making the suggestion we take this draugr down, that would include having Bref making an attack but if you all just want to rush through, let me know.
One last time, does the group want me to cast Grease - this is my one and only time I can do this, or cast any unmemorized spell.

| Jax Naismith | 
 
	
 
                
                
              
            
            1d20 + 4 ⇒ (13) + 4 = 17 Perception to see if the skeleton has a secret room or something nearby that we could dart inside of?
You rolled well enough to see that it can sicken us on a hit, Cimu. I'm going to bet that it would also take more than one hit per person to take it down. If it does hit and sicken someone, that person is likely going to be dead...hey...wait a minute.
Doug, can Jax make a will save against the boulder when it hits Judge's daggers to attempt to disbelieve it?

| Dren of the Dark Tapestry | 
 
	
 
                
                
              
            
            Bref wrote:Bref races ahead and tumbles past the thing
accro1d20+11
Great roll! Unfortunately, you have to make three separate rolls (because you're leaving three threatened squares). So, two more, please. Also, note the effect on movement -- I'll say you took the first square at full speed (since your roll was high enough), but you have to decide if you're doing the other two at full speed (+10 on the DC) or half speed.
** spoiler omitted **
I have never seen acrobatics played that way. In order to move through threatened squares you have to beet the CMD of your opponent and typically only have to make one roll unless there is more than one opponent. Beating their CMD typically denies them taking an AOO on you during your tumbling movement.
Otherwise in order to tumble through an opponent (which is a higher DC) you would have to make 3 possibly 4 rolls if they have reach. That doesn't make sense and would effectively make tumble useless.
| Douglas Muir 406 | 
I have never seen acrobatics played that way. In order to move through threatened squares you have to beet the CMD of your opponent and typically only have to make one roll unless there is more than one opponent.
We've always played it one roll/square. But looking closely at the rule, I see that it's a bit unclear. The language says "you can move through a threatened square without provoking an attack of opportunity from an enemy by using Acrobatics." That would seem pretty clear: a square = one square. But then OTOH the adjacent table says "move through a threatened area", which is a different thing -- that's the whole area of squares that is threatened.
Okay, will ask for a rules clarification.
Otherwise in order to tumble through an opponent (which is a higher DC) you would have to make 3 possibly 4 rolls if they have reach. That doesn't make sense and would effectively make tumble useless.
It's trivially easy to crank Acrobatics so high that you have a ~90% chance of making your roll against most similar-CR opponents. Case in point: Bref has +11 Acrobatics, while most CR 2 monsters have a CMD around 14 or so. So, he's only going to fail on a 1 or 2.
Edit -- just posted in the Rules forum. Let's give it a couple of hours and see what response we get.

| Judge Tohram Quasangi | 
 
	
 
                
                
              
            
            The hairpin turn, is it the same width as the other part of the passage? Or wider?
If it is wider, this may change my actions below.
Jax Naismith wrote:Sure, I'll allow that.
Doug, can Jax make a will save against the boulder when it hits Judge's daggers to attempt to disbelieve it?
I was about to do that since the Judge is running out of options.
The Judge mentally calls to Morsum.
See if it is real.
Morsum turns in a defensive crouch and attempts to disbelieve the boulder.
Will: 1d20 + 3 ⇒ (16) + 3 = 19
The Judge continues to run.

| Judge Tohram Quasangi | 
 
	
 
                
                
              
            
            Well since the boulder is at 300' and I am at 305', I am dead after this round unless the grate stops it. This is my only option unless Grease will let me slip through and you seem to be indicating that it is not wide enough to slip through.
Morsum will stop just on the other side of the smashed grate if we can make it that far.

| Bref | 
 
	
 
                
                
              
            
            1d20 + 11 ⇒ (14) + 11 = 25
1d20 + 11 ⇒ (14) + 11 = 25
1d20 + 11 ⇒ (17) + 11 = 28
I think that solves Bref's issue. Bref will slow down after the first one, but the 60 feet of movement SHOULD still be enough to get him to the other side of the creature.
Come chew Shadow Beastie!!!!

| Judge Tohram Quasangi | 
 
	
 
                
                
              
            
            Minor Retcon on the last posted action:
The Judge calls to Edmin.
We are going to get caught!!! Morsum will help you lift that grate to stop the boulder.
Whether or not Edmin helps, Morsum will attempt to lift the gate such that it blocks the passage, preferably in an angle position that will wedge when the boulder hits it.

| Douglas Muir 406 | 
Whether or not Edmin helps, Morsum will attempt to lift the gate such that it blocks the passage, preferably in an angle position that will wedge when the boulder hits it.
1) Morsum won't reach the grate this round
2) The grate is relatively flimsy (as noted -- said it was similar to the first gate). It might slow the boulder a bit, but for sure it won't stop it.
3) I just realized that Morsum has a 30' move. Hm.

| Judge Tohram Quasangi | 
 
	
 
                
                
              
            
            Well, so far, Team Evil has been Team Me First, in direct opposition to the instructions on the door. Most likely because nobody in the front has done anything to slow the boulder, Edmin and I are toast. I am at 305 with the boulder 5' behind. Edmin is at 320 and will get caught this round as well,
Seeing Grumblejack at the gate still.
Grumblejack!! Help Morsum and Edmin with the Grate. You are the three strongest. Otherwise we all get caught and crushed one by one. Just like the door said. Together we can stop it.
Diplomacy: 1d20 + 10 ⇒ (8) + 10 = 18
I will also help, not sure what use I am with 8 strength.
Morsum Strength (to stop boulder if possible): 1d20 + 3 ⇒ (20) + 3 = 23
Tohram(aid another): 1d20 - 1 ⇒ (12) - 1 = 11

| Bref | 
 
	
 
                
                
              
            
            bout to board. Dmdm play bref as you see fit. If someone spouts logic he will make a wis check, you set dc

| Edmin Al'Roth | 
 
	
 
                
                
              
            
            Edmin yells in frustration and turns about to face the boulder. "All of you get your arses over here! You too Jax, I am not dying so you can get away. Grumbles wedge that tee trunk you call a weapon behind the gate to help hold it. The rest of you get in and help brace us, and if one of you run I am going to kill you myself!

| Bref | 
 
	
 
                
                
              
            
            tee hee
Bref gives a half hearted laugh as he sizes up the enemy.
goblin need help!
ok sitting on the plane now with champagne...business class baby! Truly my last post for a while I think. Lovin the game dmdm

| Cуровую зиму | 
 
	
 
                
                
              
            
            Well, so far, Team Evil has been Team Me First, in direct opposition to the instructions on the door.
Au contraire mon arbitre! I have actually posted several times on what we should do as a group, I was the very first to ask how to slow the bolder down, or what other options we had besides running, and even asked if it was perchance it illusionary before we all started running. But hey no one listens to the silly girl.
We obviously need to save Edmin and the Judge, but how ...

| Cуровую зиму | 
 
	
 
                
                
              
            
            Grumbles wedge that tee trunk you call a weapon behind the gate to help hold it.
There's an idea.
Knowledge roll 1d20 + 8 ⇒ (14) + 8 = 22
Is there a good chance our combined strength could stop the boulder or would it be a vain attempt?

| Douglas Muir 406 | 
We have the following confirmed moves for this round:
Grumblejack - broke portcullis, 5' step.  He's at 355.
Bref - tumbled past draugr, total move would be 110' bringing him to 460 (but see below)
Dren - cast Shield of Faith, moved 30'.  You're at 370.
Jax - cast Shield, moved 30'.  You're at 370.
Zimu - ?
Edmin - flat-out run.  You go around the hairpin and are at 320.
Judge - ?
Morsum - ?
If the Judge moves at top speed *this* round, he'll be at 305. So he has two rounds before the boulder crushes him, assuming it doesn't speed up.

| Douglas Muir 406 | 
Now: the portcullis was flimsy, more of a heavy fence than an iron gate. It might slow the boulder down a bit -- maybe -- but it certainly won't stop it.
If you're going to survive this, you need to come up with multiple ways to slow down the boulder (damn thing weighs 30 tons, so it won't be easy) and/or come up with ways to speed up your slowest members.

| Douglas Muir 406 | 
Oh, and also:
Bref bounces past the sluggish corpse-thing. Barnacles encrust it, crabs have eaten its eyes, and it smells of stagnant seawater, dead fish and old rot: probably not good to eat. It raises its curved blade... much too slowly. Bref has already jumped, tucked and rolled and is long gone. Bref giggles to himself. Stupid dead thing! No match for the Smartest... he turns and glances ahead.
Another emaciated corpse-thing, almost identical to the first, is standing in the corridor ahead of him.
A second draugr, this one at the 450' mark. Pretty much the same as the first, except that it's standing on the left hand of the corridor instead of the right. Bref has not quite enough move to tumble past it, unless he wants to take the -10 penalty for tumbling at full speed. I assume he won't do that, and will instead stop at 440', just out of the thing's reach.

| Dren of the Dark Tapestry | 
 
	
 
                
                
              
            
            Dren suddenly seems larger than he has ever seen before and his voice booms, Grumblejack, you will do as I command, go back and get the judge. If you do not, we will give you to Zargo to experiment on!
Keep running, I will draw the undeads attacks just before you go by!
intimidate 1d20 + 9 ⇒ (11) + 9 = 20
Dren moves up just beyond the creatues reach and then when people are ready to run past the creature he will move past it using the full defense manuever to bump his AC to 24 and draw the AOO and hope they don't have combat reflexes.
I don't see any choice but to keep moving, maybe something else will come up we can use or the judge can summon in something useful to draw the AOO's as Grumblejack carries him.

| Douglas Muir 406 | 
Grumblejack already acted this round (to tear the gate down), so he can't do anything but take a 5' step. However, he does hear Sir Edmin and the Judge yelling from behind. He frowns.
"What? What's it to me? Why should I"?
Good treatment and shared dangers have raised Grumblejack's default attitude to Friendly. However, he's still a Neutral Evil, utterly selfish monster. Under the RAW, getting him to do something is a Diplomacy check of 10 - his Cha modifier. However, getting him to do something dangerous (which this certainly is) applies a +10 modifier to the DC, so it's 20-Cha. Grumblejack has Cha 9 (he's actually quite suave for an ogre). The Judge rolls an 18, so he missed it by 1 -- and that's before the -2 circumstance modifier for trying to persuade someone of something while running for your life as fast as you can.
(Grumblejack is a powerful minion, but he'll never be consistently and reliably loyal until one of you takes the Leadership feat.)

| Bref | 
 
	
 
                
                
              
            
            Any word from the forums on the acrobatics? You are correct that I did not want to take the -10.
Bref pauses...still giggling.
Second stupid undead thingy! This less fun. Still not smart as Goblin...
THERE MORE STOOPID UNDEAD THINGY! Bref shouts for all to hear.
With a little luck I will be around for my action next round, but if not DMDM you know what to do!
 
	
 
     
    