| Kirren Baelash Koehvain |
The elf would tarry behind wondering to himself while looking for secret doors or niches. 1d20 + 8 ⇒ (1) + 8 = 9 spot check. He is confused by his skills and what he followed. If nothing else on his way back he will look in the other room, that the others already looked through.
| DM Darkwalker |
EVERYONE you all see one of the warforged appear floating above in the cave near the pit holding the elf girl and drops her in the pit,as she screams. As the other appears dropping down from the ceiling next to a skeletal dwarf. It says "Give me your galifars or else." causing all the skeletal dwarves to stop. The one on the keg jumps down grabbing the keg, says" Finders keepers!, Finders Keepers".
Intiaitve please.
| Kirren Baelash Koehvain |
Kirren would be confused and just let everyone run ahead of him. He takes his time looking a the walls, then finding the runes. Not knowing Dwarven he just looks at them for a while, then puts his hand over them and on the wall.
If nothing happens, he begins after the group. 1d20 + 5 ⇒ (14) + 5 = 19 Initiative. 1d20 + 6 ⇒ (6) + 6 = 12 Listen.
| Vajra |
Vajra adopts his Inertial Focus stance and runs for the pit. Upon reaching, he will jump in, to attempt to catch the girl. If necessary, he will adopt his longstrider thingie to gain +10 ft to his base movement speed and +1 Dex (also adding +1 to the below tumble check).
Tumble to reduce falling damage: 1d20 + 12 ⇒ (3) + 12 = 15
Inertial Focus allows him to reduce falling damage by 50 feet.
David WrightFellow
|
David will move side by side with Ralph (towards the pit?) and provide assistance, hopefully flanking bonuses and defense against soon-to-be foes. (Otherwise at this moment I don't really have a clue..)
Towards the two in the pit, nearest skeleton, wherever Ralph is going. I'm sure they did some of this before at some point
edit: Meant Ralph, fixed post
David WrightFellow
|
Course with my action obviously if possible I'd attack too, but I need to wait on Ralph's turn before I can do anything, so I guess I delay to match with Ralph... basically
| Ralph Skull Carver |
You didn't need to wait for Ralph, David. You're a big boy, you can make decisions :P.
Ralph drops his sling and rages, squeezing until he gets outside of the tunnel. He charges the Skeleton in I6, stopping at NM56, now taking up a 2x2 due to his rage. He then makes his attacks, at the Skeleton in I6 at first, moving to the one in J4 if the first one fall. He uses a Power Attack Modifier of -1 hit, +2 Damage.
Attack 1, Damage 1: 1d20 + 8 ⇒ (10) + 8 = 182d6 + 14 ⇒ (5, 6) + 14 = 25
Attack 2, Damage 2: 1d20 + 8 ⇒ (1) + 8 = 92d6 + 14 ⇒ (4, 2) + 14 = 20
Attack 2 Fumble Confirmation, if necessary: 1d20 + 8 ⇒ (9) + 8 = 17
Ralph, due to his rage, now takes up a 2x2 area, and threatens 20 feet around him, though he only has one Attack of Opportunity. Odds are, something's going to set that off, so I'll roll it right now.
Attack of Opportunity: 1d20 + 8 ⇒ (16) + 8 = 242d6 + 14 ⇒ (6, 1) + 14 = 21
Ralph's AC is now 16, counting his Rage modifiers as well as charging modifiers.
As he starts clearing a path, he shouts "Get the girl out of here!"
David WrightFellow
|
I enjoy moving more with a plan, something I don't want to be is flanked or surrounded... Moving with a tank seems like a good idea
Moving side by side with Ralph he moves to M3 attacking the Skeleton at L4, giving Ralph room in his massive raging state.
Attack: 1d20 + 5 ⇒ (16) + 5 = 21 (S) Damage: 2d6 + 4 ⇒ (5, 3) + 4 = 12
(If sneak attack qualifies for some reason, surprise round etc, add 1d6 ⇒ 1)
| Ralph Skull Carver |
Don't worry about it, David, I was only messing about a bit. :P
As they haven't acted, they are indeed flat-footed, though IIRC, in 3.5, Skeletons aren't valid targets for Sneak Attack.
David WrightFellow
|
Yeah I know not alive, although with skeletons don't forget there's spots between the bones that could with a good hit could (add a kink or something) and it could have a similar effect. Oh well I didn't write the rules :P Sides +1 is kinda pathetic for extra damage
Aramil Cleric of Ollandra
|
I am not for sure where Grim is, so Aramil will move as needed to affect other skeletons with his turn undead trying to affect all in his area. He was at K5. 20 feet move action as needed.
1d20 + 3 ⇒ (7) + 3 = 10 Maximum Hit Dice affected = 2
2d6 + 2 + 3 ⇒ (3, 6) + 2 + 3 = 14 Hit Dice affected = 14
| Ralph Skull Carver |
I realize now that the battlefield may have changed a fair bit by the time the clerics are done. Those attacks, and my charge, for that matter, may be redirected if no target is available where I was charging to begin with.