| The Things That Come |
The number of limbs seemed to suddenly double.
New elemental makes a full attack from below, same as the first one did.
Slam, power attack: 1d20 + 8 - 2 ⇒ (11) + 8 - 2 = 17
Damage, power attack: 1d6 + 6 + 4 ⇒ (4) + 6 + 4 = 14
Claw 1, power attack: 1d20 + 8 - 2 ⇒ (15) + 8 - 2 = 21
Damage, power attack: 1d6 + 6 + 4 ⇒ (5) + 6 + 4 = 15
Claw 2, power attack: 1d20 + 8 - 2 ⇒ (10) + 8 - 2 = 16
Damage, power attack: 1d6 + 6 + 4 ⇒ (5) + 6 + 4 = 15
WhtKnt
|
Mathus slams his weapon home, but it does little to the creature. Then, there is flurry from the ground beneath the dog-thing and a spray of ichor and it falls to the ground, unmoving.
Combat over!
Congrats! That flesh golem hound was tough! It was DR 5/adamantine and had an AC of 20 (18 after the tanglefoot bag). Good that you came by day and it was muzzled. At night, it could bite!
| Judah Locke |
"Get rid of the body," Judah hissed quietly.
He hurt where the dog had hit him, but there was no time. He put his hand on the door knob and gave it one last scan while the others gathered themselves.
Search For Traps (or bells): 1d20 + 10 ⇒ (8) + 10 = 18
| Mathus Kohlheim |
Good thing it wasn't a barker... maybe we still have the element of surprise. Can you get us in the door to the factory Mr Grey?
He shakes a potion bottle up, preparing another extract.
| Judah Locke |
Mr. Grey nodded. "Don't suppose any of you figured out healing magic recently?" he grumbled quietly.
With a gesture, he called the things in the ground closer to him.
Elementals are staying hidden still, but if the building or porch has enough stone to fit into, they'll get as close as they can. I have 32 rounds left on the first one, and 38 on the second.
As soon as everyone is in position, I'll open the door.
| Mathus Kohlheim |
I have just the 'pick me up' you desire, Mathus says, handing over a vial.
Cure light wounds extract: 1d8 + 3 ⇒ (1) + 3 = 4
Across most of my games I am seeing crappy rolls... nothing to do but just power through the bad karma
edit: Lol... just defamiliarised myself with the character. Turns out I can pick locks too. Just not as good as Mr. Grey
| Judah Locke |
Grey downed the vial quickly and gave the Doc a nod of thanks.
Cas still hasn't posted, so I don't know if he has anything he needs to do in the 2 rounds it's been since the fight ended. As soon as he checks in, I'll throw the door.
'
| Cassiel Hawke |
"Ow..." Mr. Pink quietly prays to Iomedae to fix the worst of his injuries.
Lay on Hands: 2d6 ⇒ (5, 3) = 8
The healing she bestows isn't much, but it keeps him on his feet.
"...right."
| Lorant Endronil |
Mr. Yellow lays a hand on Mr. Pink and says a quiet prayer to the three goddesses.
Cure Light Wounds: 1d8 + 4 ⇒ (8) + 4 = 12
There's a small shimmer of light tinged with a disconcerting red undertone and the small taste of iron in Mr. Pink's mouth.
| Judah Locke |
Mister Grey checked his bear trap while Mister Pink was being patched up, then gave the group a quick nod and yanked the door wide. As soon as the door was moving, he stepped to the side of the doorframe to let the others rush past.
Here we go!
WhtKnt
|
As everyone is cured and ready, Judah opens the door, stepping inside to let the others pass. This chamber contains numerous boxes, crates, and bales of straw for packing. There are also three humanoids; ivory tusks, insect chitin, matted fur, scaly flesh, and more combine to form a hideous humanoid shape. The three beings ready their clubs and move to attack.
Lorant is up!
INITIATIVE
Lorant
Creature 2
Mathus
Creature 1
Cassiel
Creature 4
Judah
Creature 3
Cassiel Init: 1d20 + 2 ⇒ (9) + 2 = 11
Lorant Init: 1d20 + 5 ⇒ (16) + 5 = 21
Mathus Init: 1d20 + 3 ⇒ (14) + 3 = 17
Judah Init: 1d20 + 2 ⇒ (1) + 2 = 3
Creature 1 Init: 1d20 + 1 ⇒ (14) + 1 = 15
Creature 2 Init: 1d20 + 1 ⇒ (20) + 1 = 21
Creature 3 Init: 1d20 + 1 ⇒ (1) + 1 = 2
Creature 4 Init: 1d20 + 1 ⇒ (6) + 1 = 7
| Lorant Endronil |
Mr. Yellow's eyes widen behind the mask.
"These things make our client look downright handsome by comparison!" he says as he approaches the creature nearest to him and tries to whack it with his sap.
Attack: 1d20 + 6 ⇒ (20) + 6 = 261d6 + 2 ⇒ (1) + 2 = 3
EDIT: Crit Confirm?: 1d20 + 6 ⇒ (9) + 6 = 15
| Judah Locke |
I have a terrible out of game suspicion that saps aren't going to work on these things, but Judah has no way of figuring that out. Anyone else have the knowledge skills to figure out what we're facing?
WhtKnt
|
Ignore references to Creature 4, please. There are three creatures.
WhtKnt
|
I have no problem treating Lorant's attack as a charge. What are the rest of you doing with your surprise round?
| Mathus Kohlheim |
I really want to use an alchemist bomb but want to TRY and keep the noise down... which leaves me charging. Is my shield still up? Should have 3 min duration
1d20 + 8 + 2 ⇒ (7) + 8 + 2 = 17 for 1d6 + 1 ⇒ (5) + 1 = 6
WhtKnt
|
Was waiting on Cassiel to post, but if he doesn't make a move by tomorrow I'll bot him.
WhtKnt
|
Lorant scores a solid hit on one of the creatures, but it does not fall. Likewise, Mathis connects with his target, but it remains standing. Cassiel, however, strikes fast and hard with his longsword, depriving creature 3 of its head!
Status
Lorant vs. Creature 1 [-9 hp]
Mathus vs. Creature 2 [-6 hp]
Cassiel
Creature 3 [dead]
Surprise round over! Lorant is up!
Lorant crit damage: 1d6 + 2 ⇒ (4) + 2 = 6
Cassiel Attack (Power Attack): 1d20 + 5 ⇒ (20) + 5 = 25 Damage: 1d8 + 7 ⇒ (1) + 7 = 8
Crit?: 1d20 + 5 ⇒ (14) + 5 = 19 Crit damage: 1d8 + 7 ⇒ (5) + 7 = 12
| Lorant Endronil |
Mr. Yellow continues to whale on the creature.
Attack: 1d20 + 6 ⇒ (11) + 6 = 171d6 + 2 ⇒ (4) + 2 = 6
"I thought we were trying to minimize casualties," he hisses.
WhtKnt
|
Lorant connects with his foe, leaving it senseless and stunned. It is at exactly 0 hp. Creature 2 stubbornly strikes at Mathus, the blow missing by mere inches.
Attack vs. Mathus: 1d20 + 4 ⇒ (9) + 4 = 13 Damage: 1d6 + 3 ⇒ (1) + 3 = 4
The party is up!
Status
Lorant
Mathus vs. Creature 2 [-6 hp]
Cassiel
Creature 1 [0 hp]
Creature 3 [dead]
| Mathus Kohlheim |
Using a swashbuckling trick the Doktor attempts to parry the errant blow and land a reposite...
Panache point Parry: 1d20 + 8 + 2 ⇒ (11) + 8 + 2 = 21
OoA Riposte: 1d20 + 8 + 2 ⇒ (19) + 8 + 2 = 29 for 1d6 + 2 ⇒ (3) + 2 = 5 confirm?
OoA Riposte crit confirmed?: 1d20 + 8 + 2 ⇒ (7) + 8 + 2 = 17 for 1d6 + 2 ⇒ (6) + 2 = 8
He catches the blow with the forte of his blade and lunges back at the foe.
Current round after I get feedback on the above...
WhtKnt
|
The remaining creature is swiftly dispatched, Mathus adding a note of finality by skewering it. You have one that is disabled and two dead.
| Judah Locke |
Judah ushered his elementals inside, revealing them in all their unnatural glory and quietly shut the door, hoping nobody noticed that he hadn't done anything in that fight.
"Head towards the nearest people who aren't this group, but stay hidden," he said quietly to his bizarre minions.
| The Things That Come |
The two earthen creatures warped themselves like wet clay into forms that looked like someone had tried to sculpt a dog from memory, but gotten the number of legs and mouths wrong. They padded quietly past the group in pursuit of their master's bidding.
Scouting with Tremorsense towards the next group of living creatures.
Stealth: 1d20 + 7 ⇒ (15) + 7 = 22
| Judah Locke |
"Grab anything that looks like it could be useful... uh, as evidence. Don't bother searching the place now. We'll come back," Judah whispered to the group. He waved for them to follow and headed after his otherworldly hunting dogs.
| Lorant Endronil |
Mr. Yellow produces a rope from his bag and grabs the unconcious creature.
"Let's tie this one up and quickly. It doesn't need to be smart enough to speak, its form is enough to introduce reasonable doubt that our body snatcher could have been something besides The Beast."
He begins doing so with whoever wants to help him.
| Mathus Kohlheim |
We aren't done yet... not by a half, he says venturing deeper within,
Stealth: 1d20 + 3 ⇒ (20) + 3 = 23
| Judah Locke |
Almost forgot to stealth myself: 1d20 + 8 ⇒ (10) + 8 = 18
GM, I wanted to remind you about the distance penalties for perception. I don't know how far away the next group of enemies are, but it might matter.
WhtKnt
|
The "dogs" head out the door to the courtyard and back to the single door (the one that you jammed) where they wait patiently. Note, however, that there is another double door at the back of this room (the elementals have ignored it).
| Judah Locke |
"Once of you guard the front door. The rest with me," Judah said heading to the double doors in the back of the room. His elementals didn't think there was anyone back there, but he was paranoid.
He checked the door for locks and hazards wand gave the others a quick hand motion to form up up on either side, just like they had out front.
Maintain stealth, check the lock
Search for traps: 1d20 + 10 ⇒ (18) + 10 = 28
Disable Device (if neccessary: 1d20 + 10 ⇒ (19) + 10 = 29
WhtKnt
|
With no traps apparent, Judah opens the double doors carefully and slowly. This simple stable contains two stalls filled with straw, one of which holds an ancient horse one step away from the knacker’s yard.
| Judah Locke |
Relieved, Judah shut the door, locked it, and quickly jammed the mechanism so the lock wouldn't open easily.
I'll use that disable device rool to jam the door. I don't want anyone coming in unexpectedly, or having an easy escape route if they run through here.
He motioned for the others to head towards the other door, and gave the room one more quick sweep.
I'm looking for any "secret door" signs, like a trap door to an attic in the celing, or a bookcase with scrapes on the floor. Take 10 for 20
| Judah Locke |
Judah shut the door behind him when he went back outside, and quickly detatched the jammer from the other door. He checked his bear trap again just to be sure it was ready, then gave the rest of the crew a head nod before yanking the door open and stepping aside.