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Tippy stabs again at purple guy, planting the blade square in its torso, but not able to give it that extra twist.
Dagger: 1d20 + 6 ⇒ (15) + 6 = 21
Damage: 1d3 + 2 ⇒ (1) + 2 = 3

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Tippy and Iso are able to take the Echelons they attacked down, but Celentrai's ray of frost hits only the altar.
I'm waiting for Borrobol. He said maybe he's able to post on monday. If he did not post until tomorrow evening (CET) I'm going to bot him, unless one of you want to do it.
Round 5
Celentrai
Iso
Tippy
Echolon d. blue smashed to goo
Borrobol +AoO against yellow
Echolon brown
Echolon red
Echolon yellow prone
Echolon purple -9HP defeated

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I'll roll some normal attacks for him. He seems to like bullrushing but I'm not 100% sure hwo that would work when he is in HTH so...normal attacks
Borrobol ties to take advantage of the lapse in defence of the yellow Echolon..AOO on yellow: 1d20 + 4 ⇒ (4) + 4 = 8 and fails to.
Growling he swings his warhammer a second time.
attack on yellow if still up, or red otherwise: 1d20 + 4 ⇒ (12) + 4 = 16
damage: 1d8 + 5 ⇒ (1) + 5 = 6
"Thats more like how dwarves do business!"

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Celentrai continues to harry the Echolon.
Ray of Frost: 1d20 + 2 ⇒ (19) + 2 = 21
Damage: 1d3 ⇒ 2
Oh I actually did some damage! I am hitting red

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Thanks for the bot! He's actually an overrun/bull rush build and at this level and with medium or large opponents, he'll generally go with the overrun. FYI that overruns and bull rushes still work when you're next to someone. Its just charging that needs the room. Quick summary: If his overrun check equals or exceeds the opponent's CMD, he moves through the square and gets an attack with his armor spikes (b/c of Spiked Destroyer). If he fails, he stops in front of the opponent. If he succeeds by 5 or more, the opponent is knocked prone. Because he has Improved Overrun, it does not provoke an AoO and the opponent cannot choose to avoid him.
Round 6
Borrobol lowers his shoulder again and tries to plow through the brown-coated Echolon.
Overrun: 1d20 + 6 ⇒ (3) + 6 = 9
If successful move him diagonally to the opposite side of the Echolon
If successful, Armor Spikes: 1d20 + 6 ⇒ (16) + 6 = 22
Damage: 1d6 + 5 ⇒ (4) + 5 = 9

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Iso dances along the keyboard.
acrobatics: 1d20 + 7 ⇒ (1) + 7 = 8
perform: 1d20 + 10 - 1 ⇒ (4) + 10 - 1 = 13
But falls off, making a horrible sound!

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Did the echelons make any attacks last round?
Tippy stabs at the red echelon in front of him.
Attack: 1d20 + 6 ⇒ (19) + 6 = 25
Confirm: 1d20 + 6 ⇒ (6) + 6 = 12
Damage: 1d3 + 2 ⇒ (2) + 2 = 4

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The Echelon's did not do anything in the last round, yellow got up
Celentrai throws a ray of frost at one of the Echelons and freezes a part of it. Iso tries to continue the music, but it sounds like an elephant stepping on the keys. Tippy hits the Echelon and takes it down. Borrobol tries to run over the remaining Echelon, but was stopped.
The remaining Echelon tries to hit Borrobol with it's claws.
Attack: 1d20 + 0 ⇒ (14) + 0 = 14 Damage: 1d4 ⇒ 2
Round 7
Celentrai
Iso
Tippy
Borrobol
Echelon brown

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"Bit of a stalemate here bub. You can't hit me and I can't do anything to you. Let's finish this dance." Again Borrobol lowers his shoulder in an attempt to plow through the Echelon.
Overrun: 1d20 + 6 ⇒ (13) + 6 = 19
If successful move him diagonally to the opposite side of the Echolon
If successful, Armor Spikes: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 1d6 + 5 ⇒ (4) + 5 = 9

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I suspect Borrobol kills that last one,
Iso rubs his head, suddenly sore and tired from the fall.
He calls around "Iso bump head. How is everyone else? Who Like How Iso Play Music?"

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Borrobol looks upon the acolyte's injuries. "You should learn to fight better. Or wear more armor. But at least you can probably heal yourself." He digs into his things and pulls out a wand. "Here. None of us know how to use this thing, but go ahead and heal yourself and any of my companions who are hurt. Then we need to go."
Let me know how many charges are needed. We should probably be sure to heal up anyone who needs it.

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The Pyramid of the Dog, Nessian's nest, is just outside Absalom. You can reach it within half an hour of walking. The pyramid is a ruin, the three outer towers collapsed some time ago while the central tower is still intact. The collapsed towers build rooms with a door.
Please see the map, you can decide from which side to aproach the ruin. The dark grey areas are rocks, you can hide behind them.

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Celentrai looks at the dog with sorrow.
"I am afraid I don't. I only have low level spells left. My frost ray is about it now."
I only have zero level spells now.

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Iso holds up his hand.
"It looks like the only way into the main tower is past the dog. I doubt Nestin is the type to hide in a ruin rather than the main tower, or guard something other than himself..."
He looks at the dog.
"If we took in out in a hail of arrows then it would not be able to raise an alarm - if we were quick about it. It may hear us - or Nestin himself may hear us, if we try the other ruins first."

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Iso stamps on the ground.
"Iso Grows Impatient."
Iso also doesn't carry a bow. He does have the good grace to look a little sheepish when he pulls out a sling.
"On the count of three."
So saying he checks companions are ready and steps out flinging a stone at the dog.
attack: 1d20 + 4 ⇒ (12) + 4 = 16
damage: 1d4 + 4 ⇒ (1) + 4 = 5

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Ut oh, now you tell us! BTW, I think the bottom right rocks can get Celentrai within 30' if that is good enough for an acid orb.
Iso looks with horror at his companions, and then amusement.
"I hope Tippy came better armed..."

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"Then Charge! fumes Iso
Drawing his greataxe he does just that.
Now If I were a gangster I'd stick a pit between where we are and the dog, just out of range of the dogs leach (I assume that is a leach on the map? Iso unfortunately is feeling tired and frustrated. Such is the life of a frustrated musician.

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"Nice!" comments Iso to Borrobol as the dog is peeled off the dwarves spiked armour.
He advances up to the look and looks at it for signs of use, traps and rust - or anything else that stands out about it.
perception: 1d20 + 5 ⇒ (3) + 5 = 8