THE HEROES OF DYVERS CHAPTER 7: CLARE'S ERRAND

GM:
One thing I should point out: As a creature with 60 ft. movement, you gain a +12 (+4 per 10 feet past 30) on your Jump check, But that return DC of 80 is still really steep, even with such a bonus,
 

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OOC: Second one should also be running, you simply don't stop before next jump

i didnt realize they are that far away
 
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GM:
I explained your method (which is plausible) on the Discord chat. But it's still quite risky. Go read what I wrote and let me know your thoughts (in Discord chat.)
 


As Tam reaches for his bow, he feels a mental "poke" that feels like someone thumping him on the side of his head. He immediately knows where the "thump" is coming from: The dagger is restless! :eek:
 

OOC:
POSTING ON BEHALF OF HARPS (DJYN) WHOSE PLAYER IS CURRENTLY AT WORK.


GM:
Djyn is going to attack the biggest statue (on the rear platform):
Djyn's speed is 70. That's a +16 Jump Bonus.
Djyn's jump skill is 19. (19+16+1 = 36 minimum score)
Djyn is going straight, he is not turning around and trying to come back.
Thus, Djyn will have momentum for both jumps.
Djyn is making a charge attack. (140' worth of movement)
+2 to hit / -2 AC. Target is flat-footed, so no attack of opportunity.
20 ft. running start.
40 ft. to the center of the middle platform.
40 ft. to the rear ledge.
So it will require 100 ft. of movement to reach the rear platform.
Djyn will then get 3 Attacks (Pouncing Charge Feat.)
Djyn is calling dodge on the Alpha. (+1 AC); With charge adjustment, Djyn's AC for this round will be 32 vs. Alpha, 31 vs. others.
(In future rounds, Djyn's AC vs Alpha will be 34, and AC of 33 vs. others.)
Since all opponents are flat-footed, and combat has not technically begun yet, Djyn can take 10 on his checks.
Both Jump DCs = 40. Taking 10 will give Djyn a 45 on both checks. (Automatic success.)
(I can hear the frenzied, ending chorus of Freebird playing while I imagine this!)
Attack 1: 1d20+18+2 For Charging = 1d20+20: [16] = Hits AC 36.
Attack 2: 1d20+13+2 = 1d20+15 = [8] = Hits AC 23.
Attack 3: 1d20+18+2 = 1d20+20 = [4] = Hits AC 24.
Alpha is slow and bumbling. ALL of Djyn's attacks EASILY hit the Alpha's regular AC, let alone his flat-footed AC.
Damage, Attack 1: [2d6+6] = 15 pts.
Damage, Attack 2: [1d8+6] = 8 pts.
Damage, Attack 3: [2d6+6] = 14 pts.
TOTAL DAMAGE: 37 pts.


Djyn gets a running start, and jumps like a cheetah, practically flying across the room, in the space of two jumps. When he lands on the rear platform, he slams into the Alpha (biggest) statue, sending sparks flying, as his magical blades cut deeply into the stone. The Alpha wears a look of utter surprise; he cannot believe that the Elf covered such a distance with such ease, nor can he believe that he is already moderately injured, owing to the highly magical nature of Djyn's blades. Djyn shows no fear, and no signs of relenting; the Alpha looks very concerned, and you can guess why: the Alpha was probably aware of the fact that Djyn was SUPPOSED to be mentally enslaved by the Sphinx Queen. He is non-plussed to see that Djyn has escaped his imprisonment, and is roaming around free-willed, picking fights with his queen's minions like it's nothing.
 
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Kamen goes a bit to the right, both to avoid Djyn and to obey the message that the right way is the safe way. At the third jump, third platform, he turns in the air, hitting the edge of the platform with his feet and launches himself perpendicular to his original trajectory.

He gets to the staff, grabs it in passing and throws it out toward the party. The staff goes straight as a spear, slightly above the heads of the party where anyone can try and grab it.

He then sets his feet wide, lower body fixed and his torso sways lightly, the hands weaving slow, fluid path around him.
"Fantom skriva kameni temelj" he rumbles the name of the technique.

OOC: Rolled 28 to hit for this throw. AC 38, touch 30, grapple +21.
 


GM:
WHAT WENT WRONG WITH KAMEN'S PLAN:
Kamen, you needed to land on two of the discs in order to reach the center platform. Unfortunately, you chose the discs on the right side, which were all coated in a clear, super-slick, magically synthetic grease. You fail your Reflex save on the first disc, and slide off of it; however, your momentum still carries you to the second disk (which is also covered in the same grease); you fail your second Reflex save, sliding off the disc, but again, your momentum carries you onto the center platform, where you are able to grab the staff, and change the direction of your forward momentum. Unfortunately, by changing direction, you cause yourself to slip from the center platform, taking a feet-first dive into the lava pool some 50 feet below.

As you are falling, you use part of your move action to make a Tumble check, DC 35.
(Result = 37, success!)
You are able to fling the staff safely into the hallway, where Tam is lucky enough to catch it! :cool:
As a Swift Action, you activate your Sandals of the Light Step while you are plummeting toward the lava.
As you land on the lava, the magic of the sandals cushions the impact, preventing you from being submerged! :geek:
But you still suffer 1d6 (roll: 4) non-lethal damage from the extreme heat, and 1d6 (roll: 2) lethal damage as your pants leg catches fire! :eek: (Total damage this round: 6 pts.) [All damage, lethal & non-lethal, counts toward losing conciousness.]
Next round, you can use your Potion of Flying like you mentioned in the Discord chat, and escape. But for now, you're 50 ft. below the platform, magically walking on the lava, wincing in pain as your feet feel the intensity of the heat! :eek:


The Alpha Statue gets his turn next! He eyes Djyn with a fierce determination! STAY TUNED!
 


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