Dvalin Stormforge
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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.
I have to admit that I was thinking the same thing :-) Glad to see it happen ... definite style points.
To Hit: 1d20 + 5 ⇒ (20) + 5 = 25 (Flank, Power Attack)
To Confirm: 1d20 + 5 ⇒ (3) + 5 = 8 (Not Confirmed)
Damage: 2d6 + 8 ⇒ (4, 3) + 8 = 15 (Magic Weapon, Power Attack, Judgement, Two Handed)
Decka Polemistes
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So, Dalligar is on the other side of the pyramid? I moved the markers / tokens to indicate that position.
- Move Action: Decka moves towards the pyramid.
- Standard Action: Double move--Decka attempts to acrobatics around as Dalligar did if that is possible Acrobatics: 1d20 + 7 ⇒ (15) + 7 = 22
- Free Action: "Whee!"
P33J
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Foolhardiness spreads virally among the party and Decka leaps onto the ledge and does a hand spring over the pyramid's attempt to slam into him. His robes grazed as he passes.
Dvalin nearly cleaves the Pyramid in twain with his greatsword after Sad severely cracks it's armor. Yet the construct remains functional!
However, this leaves Dva and Sad vulnerable to one of the construct's most powerful attacks, TRAMPLE!
Overrun Check, I need your CMDs please: 1d20 + 11 ⇒ (11) + 11 = 22 I'm guessing that beats Sad's too.
Dva and Sad may attempt to make an attack of opportunity on the pyramid as it passes them at a -4 penalty (you're knocked prone) or they may attempt to avoid being knocked prone and take half damage with a DC 18 reflex save.
Damage Dva: 1d8 + 9 ⇒ (3) + 9 = 12
Damage Sad: 1d8 + 9 ⇒ (2) + 9 = 11
Sad Rock
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Round 6
Sad's CMD is 18. Sad angrily takes the AoO.
1d20 + 8 - 1 + 1 - 4 + 2 ⇒ (8) + 8 - 1 + 1 - 4 + 2 = 14 to hit; (power attack, shillelagh,flank)
2d6 + 10 ⇒ (1, 4) + 10 = 15 damage.
He stands up (provoking) and swings again:
1d20 + 8 - 1 + 1 + 2 ⇒ (16) + 8 - 1 + 1 + 2 = 26 to hit; (power attack, shillelagh,flank)
2d6 + 10 ⇒ (6, 1) + 10 = 17 damage.
AC 18; hp 24/35
Decka Polemistes
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GM, was I able to tell if the previous acid attack did any damage? If so, then:
- Move Action: Decka draws another flask of acid.
- Standard Action: Toss! (Aiming for the far corner--only if Yakima is OK with taking 1 point of splash damage.)
Ranged touch+BAB+Dex+Point Blank: 1d20 + 2 + 2 + 1 ⇒ (8) + 2 + 2 + 1 = 13 , Acid Damage: 1d6 + 1 ⇒ (4) + 1 = 5
- Swift Action: 5-foot-step away from the pyramid.
Yakima
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Yakima shrugs off the point of damage, she has had worse. She then notices there is nobody on her side of the monster to heal, and not threatening therefore not providing a flank, decides to take a 5foot step back and go full defensive.
Talk to me after the fight if you need healing.
Dvalin Stormforge
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AoO: 1d20 + 5 - 4 ⇒ (1) + 5 - 4 = 2
Is there a fumble effect? Here is a reflex roll failure just in case.
Reflex Save: 1d20 + 2 ⇒ (4) + 2 = 6
So ... if Dvalin is in any condition to actually do so after that performance, he will stand up and attack.
To Hit: 1d20 + 5 ⇒ (12) + 5 = 17 (Flank, Power Attack)
Damage: 2d6 + 8 ⇒ (3, 5) + 8 = 16 (Magic Weapon, Power Attack, Judgement, Two Handed)
Dalligar Reldane
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Just to clarify, I was only trying to move through an occupied space. Still, Rogue awesomesauce.
Panting as his adrenaline starts to go away, Dalligar rejoins his allies.
"Good work, Sad. Hopefully we don't have to do that again."
Dalligar looks around the remains of the machine, checking for anything useful.
Perception: 1d20 + 9 ⇒ (3) + 9 = 12 +2 involving Traps.
"I can't believe that worked."
-Posted with Wayfinder
Sad Rock
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Sad brushes himself off, looking at his grievous wounds (11/35) as others rush to heal Dvalin.
"Sad fight too. Sad *not* monster. Sad fight like Packminder," Sad says, reminding those who might be confused or have forgotten.
Sad sighs and takes out his wand of CLW, hitting himself repeatedly.
1d8 + 1 ⇒ (8) + 1 = 9 healing (31/50)
1d8 + 1 ⇒ (6) + 1 = 7 healing (30/50)
1d8 + 1 ⇒ (6) + 1 = 7 healing (29/50)
HP 34/35
Sad looks over the area where the LargerRock roamed, looking for treasure or things of interest. He is excited when he finds a heavy shield that fits him well...it reminds him of the exact one he used to have.
"Sad keep shield, okay?"
Dvalin Stormforge
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"Owie"
Dvalin waves off Decka ...
"I got this one"
Taking out his own feel better stick, Dvalin administers a few of his own cures ...
Charge 21/50: 1d8 + 1 ⇒ (3) + 1 = 4 (16/24)
Charge 22/50: 1d8 + 1 ⇒ (3) + 1 = 4 (20/24)
That was not a good as I was expecting ...
... Might as well top everybody off with a channel heal.
Dvalin will get Sad Rock and Akima within 30 ft for the group hug.
Channel 1/2: 1d6 ⇒ 4 (24/24)
And that should bring everybody to full HP.
Dalligar Reldane
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"That shield looks good on you, Sad. And you did fight like a true Pathfinder." Dalligar gives Sad a pat on the shoulder. He helps Sad untie the rope from around him, then doing the same with his own harness.
Looking across the bridge, Dalligar sees the pressure plate he had disabled earlier.
"I wonder what that little plate would have done..."
Know: Dungeoneering: 1d20 + 6 ⇒ (2) + 6 = 8
"Eh, probably nothing important."
"Shall we press on, friends?"
Sad Rock
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Sad waves his big club around for a few more minutes before it returns to its usual size.
Sad smiles glumly at Dalligar at the rare compliment.
"Thank you, Dally-with-gar. Sad good packminer," Sad appreciates. "Sad go back to back now."
Sad returns to his near back of the marching order until he is needed again.
Yakima
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Well struck Dvalin and Sad, we certainly would have been in dire straights without the two of you. Thank you Dvalin for the healing. Sorry my own assistance was so lacking in that fight, it looks as if I should invest in some Adamantium soon.
Dvalin Stormforge
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"I think we are good to continue now. I believe the order should remain the same? Dalligar with me, followed by Yakima and Decka with Sad as the rear guard? If so, let's keep moving ... I wanna get off this bridge."
Dvalin continues across the bridge.
P33J
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Yakima points out the hieroglyphs and carvings to the party.
Elaborate carved reliefs, their paint now faded with time, cover the walls on both sides of the
passage, depicting the legendary deeds of a great pharaoh.
And shares that these depict the reign of Sekh‑pa‑Mefer III, the Pharaoh of Sphinxes.
You pass over the causeway, crossing through the gate carved out of the 30 foot high granite wall and realize that you must be the first individuals to ever step foot in this tomb.
The massive pyramid rises above you, 400 feet wide and over 200 feet tall. The causeway terminates at a massive pair of granite doors, sealed with the royal insignia of Sekh-pa-Mefer.
There seems to be no other way of entering save through those doors.
Strength checks or break checks will be necessary to get through the doors, if you decide to try to enter this way.
Dalligar Reldane
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"Well that looks ominous. A giant pair of doors locked with the seal of a great and powerful pharaoh."
Taking a glance around, Dalligar busies himself with trying to find another way in.
"There's got to be a way in besides those doors..."
Perception: 1d20 + 9 ⇒ (13) + 9 = 22
Know: Dungeoneering: 1d20 + 6 ⇒ (2) + 6 = 8
Dvalin Stormforge
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Dvalin stares at Sad for a few moments, obviously trying to work something out in his head. Several times he seemed to start a question, before swallowing it back again to continue thinking. After a few minutes, Dvalin nods and draws his Greatsword, silently offering a prayer/explanation to Gorum as he hands it over to Sad, watching him intently.
Dvalin will lend his strength to any attempt to force or break the doors ...
Strength: 1d20 + 2 ⇒ (3) + 2 = 5
... And is apparently still feeling his previous injuries.
Sad Rock
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Sad gives a brief look of glee as the greatsword enters his hands.
He stares at the greatsword, then the doors, then again at the greatsword.
"Move back, Sad open now," Sad says bringing the sword to the heavy stone. He looks again at the stone then at the sword, his face a grizzled look of concentration.
The sword slowly changes from a greatsword...to a sturdy crowbar. (0/1 left)
Sad jams the crowbar in and tries to leverage the doors open.
1d20 + 4 + 4 ⇒ (5) + 4 + 4 = 13 Strength check
1d20 + 4 + 4 ⇒ (16) + 4 + 4 = 24 Strength check
1d20 + 4 + 4 ⇒ (17) + 4 + 4 = 25 Strength check
Ooh, good rolls. Fail or succeed...
...Sad hands the crowbar back to Dvalin.
"Thank you."
P33J
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Dvalin grabs into the door and pulls, but the door doesn't seem to budge ... until Sad jams the crowbar in and wedges it open.
Tall, pink granite columns, carved and painted to resemble palm trees, stand around the perimeter of this chamber, supporting the barrel vault of the ceiling. Slabs of the same pink granite line the walls. A stone sarcophagus stands alone on the limestone floor in the center of the room. Beyond, a dark doorway leads deeper into the pyramid to the west.
Marching order, and perception checks. You are now in a never opened before pyramid. Think like Indiana Jones.
Include any bonuses you have to traps, secret doors, etc in your perception checks, with an explanation from here on out.
Yakima
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Given our environment, I believe the most efficacious order would lead with the perceptive types. We should also spread out a bit more than usual to reduce the chance that we all get caught in whichever of the traps and pitfalls our perceptive types miss. I am happy to go in the second line since I am not unskilled at spotting danger and also I appear to be the only one of us that can read the local graffiti.
My perception bonus is +6 and I have 60' of dark vision. I'll roll 3 checks below that you can use in order when needed.
perception: 1d20 + 6 ⇒ (7) + 6 = 13
perception: 1d20 + 6 ⇒ (1) + 6 = 7
perception: 1d20 + 6 ⇒ (4) + 6 = 10
Dvalin Stormforge
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I believe our marching order will remain the same then ...
- Dvalin | Dalligar
- Yakima | Decka
- Sad Rock
Dvalin does have dark vision 60 and has a +2 Perception against flying things (no stone cunning)
"Perhaps we should circle around the sarcophagus to examine the outside walls before moving into the center of the room?"
Once a plan has been agreed upon, Dvalin will move cautiously into the room (and around to either right or left along the wall).
Perception: 1d20 + 8 ⇒ (20) + 8 = 28
Perception: 1d20 + 8 ⇒ (18) + 8 = 26
Perception: 1d20 + 8 ⇒ (13) + 8 = 21
Hopefully that gets us around to the dark doorway on the other side?
Decka Polemistes
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Since Decka cannot see in the dark, he will step a couple of squares back and await the "all clear" from his teammates.
"Please let us know if it is safe to proceed. I would not enjoy an encounter with another of those pyramid..." The Zen Archer, at a loss for words, pauses. "Things..."
Then he nocks an arrow, readying for trouble.
Sad Rock
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I don't think Dvalin read Sad's last post very well. ;)
Sad easily agrees with the order, happy to bring up the rear.
"Sad ready to go," Sad states, stowing his club when it gets back to normal size so he has a free hand (the heavy shield in the other).
1d20 + 10 ⇒ (19) + 10 = 29 Perception
1d20 + 10 ⇒ (6) + 10 = 16 Perception
1d20 + 10 ⇒ (14) + 10 = 24 Perception
Since Decka cannot see in dark...
Stick close to Sad Rock.
Dvalin Stormforge
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Acrobatics: 1d20 - 1 ⇒ (2) - 1 = 1
... Yeah ... this is gonna hurt.
Dalligar Reldane
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Perception: 1d20 + 9 ⇒ (18) + 9 = 27
Perception: 1d20 + 9 ⇒ (8) + 9 = 17
Perception: 1d20 + 9 ⇒ (1) + 9 = 10
All three of these have a +2 vs Traps.
My Acrobatics bonus is +11, so I don't even need to roll. Sorry I couldn't post earlier, or I could have attempted to disable that trap.
"That looked a might painful! Next time, let me try and disable a trap before you set it off!"
After easily crossing to the other side, Dalligar lowers down his rope with his grappling tied to the end to act as a stirup for Dvalin. Dalligar braces himself against the edge, acting as an anchor for Dvalin to climb up. You get a +2 to your climb check when you use a rope to climb.
And just because I can: Know: Dungeoneering: 1d20 + 6 ⇒ (11) + 6 = 17
Sad Rock
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Sad takes off his heavy shield, preferring to have greater balance as he moves across. He moves slowly across (on account of his constrictive armor and short legs), and seems to be well balanced given his low center of gravity.
1d20 + 6 ⇒ (13) + 6 = 19 Acrobatics
Sad re-attaches his shield once he is across.
Dvalin Stormforge
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I probably miss read that ... I was thinking that I had already triggered it and had to roll the acrobatic check regardless; not roll if I wanted to get by it.
Dvalin will climb out on the other side with the rope offered by Dalligar.
Climb: 1d20 - 1 + 2 ⇒ (18) - 1 + 2 = 19
... And will take a few more curatives from the wand of CLW ...
Charge 23/50: 1d8 + 1 ⇒ (5) + 1 = 6
Decka Polemistes
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Unless others in the party feel the need to maintain stealth, Decka will activate a sunrod and tie it to the end of the sash around his waist. Since we're Pathfinders, Decka will also jot a few notes about the pyramid thus far.
"Does anybody have any idea how long this place has been untouched? Obviously the traps still work. What else should we be on the lookout for?" He asks those with Knowledge skills.