
GM Mort |

Yeah I see it now. Sometimes I need reminding. I don't always notice everything.

Mr. Whiskers |

Wow! Was checking what sort of equipment Dmitri had before casting and was surprised. Nice cloak and belt!
Mr. Whiskers gets out and lights a smokestick as he moves behind Dmitri.
Dmitri being on the edge can fire out without concealment. The Bok-Choy Baykok have to deal with 20% concealment to hit Dmitri, 50% for Mr. Whiskers.

GM Mort |

The Baykoks continue shooting at Dimitri, despite the smoke. "Kill the HUMAN." One of the baykoks orders.
rapidshot: 1d20 + 14 ⇒ (10) + 14 = 24
concealment,1 misses: 1d5 ⇒ 1
rapidshot: 1d20 + 14 ⇒ (7) + 14 = 21
concealment,1 misses: 1d5 ⇒ 2
bow: 1d20 + 9 ⇒ (7) + 9 = 16
concealment,1 misses: 1d5 ⇒ 5
bow: 1d20 + 4 ⇒ (8) + 4 = 12
concealment,1 misses: 1d5 ⇒ 2
rapidshot: 1d20 + 14 ⇒ (2) + 14 = 16
concealment,1 misses: 1d5 ⇒ 1
rapidshot: 1d20 + 14 ⇒ (8) + 14 = 22
concealment,1 misses: 1d5 ⇒ 1
bow: 1d20 + 9 ⇒ (7) + 9 = 16
concealment,1 misses: 1d5 ⇒ 2
bow: 1d20 + 4 ⇒ (3) + 4 = 7
concealment,1 misses: 1d5 ⇒ 2
rapidshot: 1d20 + 14 ⇒ (10) + 14 = 24
concealment,1 misses: 1d5 ⇒ 3
dmg: 1d8 + 4 ⇒ (6) + 4 = 10
neg energy dmg: 1d6 ⇒ 4
rapidshot: 1d20 + 14 ⇒ (20) + 14 = 34
concealment,1 misses: 1d5 ⇒ 4
dmg: 1d8 + 4 ⇒ (4) + 4 = 8
neg energy dmg: 1d6 ⇒ 2
bow: 1d20 + 9 ⇒ (4) + 9 = 13
concealment,1 misses: 1d5 ⇒ 1
bow: 1d20 + 4 ⇒ (19) + 4 = 23
concealment,1 misses: 1d5 ⇒ 4
bow confirm: 1d20 + 14 ⇒ (6) + 14 = 20
A combination of being flat on his back and being in a smoke cloud cuts down, to a large extent of the number of arrows that actually hit him. Dimitri takes 24 points of damage.

GM Mort |

Greta continues to double move towards the baykoks.
I'm counting 30 feet up on a double move, because airwalk is ascending at 45 degrees angle max, so total 60 feet up thus far.
Party up

Einar 'Kinslayer' Bjornson |
Also you can ascend at normal speed, but you need to make a DC 20 fly check. Your flight modifier is +7(caster level) + 4 (dex) +4 (good maneuverability)-3 (ACP), -2 (weather) , total +10. Should you enlarge it drops to a +8,because large gives -2 penalty. Or you can fire where you are and eat the -6 range increment, -2 weather, total of -8.
fly: 1d20 + 10 ⇒ (20) + 10 = 30
Having moved 80 ft toward the undead archers, Einar comes to a halt aiming his pistol at the nearest Baykok, he repeatedly squeezes the trigger firing three rounds. 'Blast I think the bow would do more damage...maybe I should have kept a rifle... Nah, the pistol looks cool stuck in the belt.'
- 2 [40 ft range] - 2 [weather] - 3 [neg. levels], full attack: +2 pistol
attack: 1d20 + 22 - 7 ⇒ (17) + 22 - 7 = 32 for damage: 1d8 + 2 ⇒ (1) + 2 = 3
attack: 1d20 + 17 - 7 ⇒ (16) + 17 - 7 = 26 for damage: 1d8 + 2 ⇒ (3) + 2 = 5
attack: 1d20 + 12 - 7 ⇒ (6) + 12 - 7 = 11 for damage: 1d8 + 2 ⇒ (8) + 2 = 10

Crummock-i-Phail |

Dimitri calmly continues his withering fusillade of bullets.
+1 Holy Reliable Rifle: 1d20 + 26 ⇒ (15) + 26 = 41, for 1d10 + 25 ⇒ (7) + 25 = 32 damage, +2d6 ⇒ (6, 1) = 7 Holy damage.
+1 Holy Reliable Rifle: 1d20 + 26 ⇒ (14) + 26 = 40, for 1d10 + 25 ⇒ (4) + 25 = 29 damage, +2d6 ⇒ (3, 5) = 8 Holy damage.
+1 Holy Reliable Rifle: 1d20 + 21 ⇒ (10) + 21 = 31, for 1d10 + 25 ⇒ (5) + 25 = 30 damage, +2d6 ⇒ (1, 5) = 6 Holy damage.
+1 Holy Reliable Rifle: 1d20 + 16 ⇒ (12) + 16 = 28, for 1d10 + 25 ⇒ (7) + 25 = 32 damage, +2d6 ⇒ (4, 1) = 5 Holy damage.
Geist pounces on whatever is left.
Bite: 1d20 + 18 + 2 ⇒ (6) + 18 + 2 = 26, for 1d8 + 9 ⇒ (3) + 9 = 12 damage, +1d6 ⇒ 2 Fire damage.
Grab: 1d20 + 22 ⇒ (19) + 22 = 41.
Claw: 1d20 + 18 + 2 ⇒ (12) + 18 + 2 = 32, for 1d6 + 9 ⇒ (5) + 9 = 14 damage, +1d6 ⇒ 5 Fire damage. +1d6 ⇒ 5 Acid damage.
Grab: 1d20 + 22 ⇒ (18) + 22 = 40.
Claw: 1d20 + 18 + 2 ⇒ (6) + 18 + 2 = 26, for 1d6 + 9 ⇒ (2) + 9 = 11 damage, +1d6 ⇒ 6 Fire damage. +1d6 ⇒ 5 Acid damage.
Grab: 1d20 + 22 ⇒ (8) + 22 = 30.
Rake: 1d20 + 18 + 2 ⇒ (20) + 18 + 2 = 40, for 1d6 + 9 ⇒ (5) + 9 = 14 damage, +1d6 ⇒ 2 Fire damage.
Grab: 1d20 + 22 ⇒ (12) + 22 = 34.
Rake: 1d20 + 18 + 2 ⇒ (15) + 18 + 2 = 35, for 1d6 + 9 ⇒ (4) + 9 = 13 damage, +1d6 ⇒ 3 Fire damage.
Grab: 1d20 + 22 ⇒ (2) + 22 = 24.
Crit Confirmation: 1d20 + 18 + 2 ⇒ (18) + 18 + 2 = 38, for 1d6 + 9 ⇒ (1) + 9 = 10 *ADDITIONAL* damage.

GM Mort |

Dimitri blasts one of them up, while Geist rips apart the other. Einar fires 3 shots, with only 2 finding their mark.
rapid shot: 1d20 + 14 ⇒ (18) + 14 = 32
concealment, 1 misses: 1d5 ⇒ 2
dmg: 1d8 + 4 ⇒ (3) + 4 = 7
neg dmg: 1d6 ⇒ 3
rapid shot: 1d20 + 14 ⇒ (15) + 14 = 29
concealment, 1 misses: 1d5 ⇒ 4
dmg: 1d8 + 4 ⇒ (8) + 4 = 12
neg dmg: 1d6 ⇒ 5
bow: 1d20 + 9 ⇒ (18) + 9 = 27
concealment, 1 misses: 1d5 ⇒ 5
dmg: 1d8 + 4 ⇒ (4) + 4 = 8
neg dmg: 1d6 ⇒ 1
bow: 1d20 + 4 ⇒ (12) + 4 = 16
concealment, 1 misses: 1d5 ⇒ 5
Dimitri takes another 40 points of damage
The last baykok makes a rather vailant effort of sticking a couple more arrows into Dimitri before he returns fire and blows it up.
Maggie: 1d20 + 26 ⇒ (14) + 26 = 40
dmg: 1d10 + 25 + 2d6 ⇒ (10) + 25 + (3, 3) = 41
Maggie: 1d20 + 26 ⇒ (2) + 26 = 28
dmg: 1d10 + 25 + 2d6 ⇒ (1) + 25 + (5, 4) = 35
Maggie: 1d20 + 21 ⇒ (10) + 21 = 31
dmg: 1d10 + 25 + 2d6 ⇒ (10) + 25 + (5, 1) = 41
Maggie: 1d20 + 16 ⇒ (16) + 16 = 32
dmg: 1d10 + 25 + 2d6 ⇒ (2) + 25 + (4, 6) = 37
The party manages to get Geist to bring in the mangled baykok corpse, and finds a +1 composite longbow (+3 str) on it. Unfortunately, two of the bows have fallen near the pile of corpses, and one of them has fallen into the dark waters.
Attempt to retrieve loot or just press on? Looking for the bow in the water will take up the fly and mirror image buff time(i.e since water is dark so you need to feel around - so fly and mirror image will run out), and a DC 12 swim check.

GM Mort |

"Hey guys, hopefully I didn't miss out too much," Dimitri says as he picks himself out from being flat on the air. "You know, I've never expected to be lying on air?"
Then he looks at Crummock. "I really appreciate you patching me up, but it seems that your ploy didn't work out too well. We'll need to find a better way so that I don't get pincushioned when there are things that need doing." Then he starts painfully pulling arrows out of himself.

GM Mort |

The party gets to the stone doors without further incident. The door is closed but not trapped.
Einar peeks through the door using the ring and sees a stone chamber, and another set of stone doors.
He opens the doors and then peeks through the second set of doors using the ring, to see the part of a stone chamber with the floor filled with shattered glass fragments.
The floor is considered difficult terrain due to the glass fragments everywhere. Anyone knocked prone in this room takes 1d6 points of slashing damage from the jagged shards each round she remains prone.
Enter?

GM Mort |

The main doors of the keep open into a grand entry hall. Pillars follow the lines of the curving walls, supporting a gallery lined with arrow slits looking outward. What used to be fancy glass candelabra on the ceiling has long since shattered, leaving nothing more than jagged shards of glass upon the floor. At the far end of the hall, two doors exit the chamber. Two staircases with stairwalls lead up to a gallery, 30 feet above.
THe celling is 60 feet high in this chamber, and the gallery stands 30 feet above the hall's floor.

Einar 'Kinslayer' Bjornson |
'Well I may not be much of a shooter but I'm one heck of a meat shield.' Einar turns, and nods to Dimitri "Keep that thing ready." Then winking at Greta. "Shall we?" With hammer drawn, he then enters the room moving carefully to the other side, waiting for something to make the crossing dangerous.

GM Mort |

10 baykoks pop out from where they were hidden in the bannisters, and gallery with their bows poised to fire on the party.
Mr Whiskers Init: 1d20 + 7 ⇒ (15) + 7 = 22
Einar Init: 1d20 + 5 ⇒ (12) + 5 = 17
Crummock Init: 1d20 + 1 ⇒ (6) + 1 = 7
Baykoks: 1d20 + 10 ⇒ (2) + 10 = 12
Mr Whiskers, Einar, Baykoks
Baykoks are 35 feet above ground level, so have a good whack. Indoors, no winds and range penalties apply, though there's still DT due to glass.

Mr. Whiskers |

How very predictable...
Mr. Whiskers gets out a scroll as he steps to the side. As he finishes reading it, mist rises all around him.
5' step, burn another scroll -- Obscuring Mist. 20' radius, 20' high. I am guessing that gives us total concealment but will require Dmitri to move in order to remove their concealment. At this scale, it is really tough to know exactly where the boundaries would be.
Edit to add: Put a yellow circle down to try and represent the borders.

Einar 'Kinslayer' Bjornson |
'the mist will help, Einar shifts his hammer to his left hand and draws the revolver in his right, shrugging his shoulders at Mister Whiskers.
If one of he Baykok enters the mist he will shoot at it: - 3 [neg. levels] attack: +2 pistol
attack: 1d20 + 22 - 3 ⇒ (10) + 22 - 3 = 29 for damage: 1d8 + 2 ⇒ (4) + 2 = 6
going to bed, if any of the Baykok enter and stay in the mist, Einar will drop the pistol, rage and swing with the hammer.

GM Mort |

The baykoks move slightly upwards (5ft) send a rain of arrows at where they last saw the human with the metal tube.
rapidshot: 1d20 + 18 ⇒ (6) + 18 = 24
total concealment,1 hits: 1d2 ⇒ 1
dmg: 1d8 + 4 ⇒ (1) + 4 = 5
neg dmg: 1d6 ⇒ 6
rapidshot: 1d20 + 18 ⇒ (10) + 18 = 28
total concealment,1 hits: 1d2 ⇒ 2
bow: 1d20 + 13 ⇒ (9) + 13 = 22
total concealment,1 hits: 1d2 ⇒ 1
dmg: 1d8 + 4 ⇒ (7) + 4 = 11
neg dmg: 1d6 ⇒ 1
bow: 1d20 + 8 ⇒ (15) + 8 = 23
total concealment,1 hits: 1d2 ⇒ 2
Dimitri fort: 1d20 + 16 ⇒ (20) + 16 = 36
rapidshot: 1d20 + 18 ⇒ (4) + 18 = 22
total concealment,1 hits: 1d2 ⇒ 2
rapidshot: 1d20 + 18 ⇒ (17) + 18 = 35
total concealment,1 hits: 1d2 ⇒ 1
dmg: 1d8 + 4 ⇒ (6) + 4 = 10
neg dmg: 1d6 ⇒ 6
bow: 1d20 + 13 ⇒ (9) + 13 = 22
total concealment,1 hits: 1d2 ⇒ 2
bow: 1d20 + 8 ⇒ (19) + 8 = 27
total concealment,1 hits: 1d2 ⇒ 2
rapidshot: 1d20 + 18 ⇒ (16) + 18 = 34
total concealment,1 hits: 1d2 ⇒ 2
rapidshot: 1d20 + 18 ⇒ (2) + 18 = 20
total concealment,1 hits: 1d2 ⇒ 2
bow: 1d20 + 13 ⇒ (19) + 13 = 32
total concealment,1 hits: 1d2 ⇒ 2
bow: 1d20 + 8 ⇒ (14) + 8 = 22
total concealment,1 hits: 1d2 ⇒ 1
dmg: 1d8 + 4 ⇒ (1) + 4 = 5
neg dmg: 1d6 ⇒ 1
rapidshot: 1d20 + 18 ⇒ (2) + 18 = 20
total concealment,1 hits: 1d2 ⇒ 2
rapidshot: 1d20 + 18 ⇒ (10) + 18 = 28
total concealment,1 hits: 1d2 ⇒ 1
dmg: 1d8 + 4 ⇒ (3) + 4 = 7
neg dmg: 1d6 ⇒ 2
bow: 1d20 + 13 ⇒ (15) + 13 = 28
total concealment,1 hits: 1d2 ⇒ 1
dmg: 1d8 + 4 ⇒ (4) + 4 = 8
neg dmg: 1d6 ⇒ 1
bow: 1d20 + 8 ⇒ (20) + 8 = 28
total concealment,1 hits: 1d2 ⇒ 1
dmg: 1d8 + 4 ⇒ (7) + 4 = 11
neg dmg: 1d6 ⇒ 4
Confirm: 1d20 + 8 ⇒ (7) + 8 = 15
extra bow damage: 2d8 + 8 ⇒ (8, 4) + 8 = 20
rapidshot: 1d20 + 18 ⇒ (9) + 18 = 27
total concealment,1 hits: 1d2 ⇒ 1
dmg: 1d8 + 4 ⇒ (4) + 4 = 8
neg dmg: 1d6 ⇒ 2
rapidshot: 1d20 + 18 ⇒ (18) + 18 = 36
total concealment,1 hits: 1d2 ⇒ 2
bow: 1d20 + 13 ⇒ (9) + 13 = 22
total concealment,1 hits: 1d2 ⇒ 1
dmg: 1d8 + 4 ⇒ (1) + 4 = 5
neg dmg: 1d6 ⇒ 4
bow: 1d20 + 8 ⇒ (10) + 8 = 18
total concealment,1 hits: 1d2 ⇒ 2
Dimitri fort: 1d20 + 16 ⇒ (19) + 16 = 35
rapidshot: 1d20 + 18 ⇒ (14) + 18 = 32
total concealment,1 hits: 1d2 ⇒ 1
dmg: 1d8 + 4 ⇒ (4) + 4 = 8
neg dmg: 1d6 ⇒ 3
rapidshot: 1d20 + 18 ⇒ (15) + 18 = 33
total concealment,1 hits: 1d2 ⇒ 1
dmg: 1d8 + 4 ⇒ (8) + 4 = 12
neg dmg: 1d6 ⇒ 4
bow: 1d20 + 13 ⇒ (7) + 13 = 20
total concealment,1 hits: 1d2 ⇒ 2
bow: 1d20 + 8 ⇒ (1) + 8 = 9
total concealment,1 hits: 1d2 ⇒ 1
Dimitri fort: 1d20 + 16 ⇒ (4) + 16 = 20
144 points of dmg done to Dimitri

GM Mort |

Hearing no further cries of pain from the mist, they turn to the only other person they can see, partially obscured - Greta.
rapidshot: 1d20 + 18 ⇒ (20) + 18 = 38
concealment,1 misses: 1d5 ⇒ 4
dmg: 1d8 + 4 ⇒ (5) + 4 = 9
neg dmg: 1d6 ⇒ 4
rapidshot: 1d20 + 18 ⇒ (15) + 18 = 33
total concealment,1 misses: 1d5 ⇒ 1
bow: 1d20 + 13 ⇒ (9) + 13 = 22
concealment,1 misses: 1d5 ⇒ 4
dmg: 1d8 + 4 ⇒ (7) + 4 = 11
neg dmg: 1d6 ⇒ 3
bow: 1d20 + 8 ⇒ (9) + 8 = 17
concealment,1 misses: 1d5 ⇒ 5
dmg: 1d8 + 4 ⇒ (4) + 4 = 8
neg dmg: 1d6 ⇒ 2
bow: 1d20 + 8 ⇒ (19) + 8 = 27
Greta fort: 1d20 + 19 ⇒ (9) + 19 = 28
bow confirm: 1d20 + 8 ⇒ (13) + 8 = 21
bow confirm dmg: 2d8 + 8 ⇒ (3, 2) + 8 = 13
rapidshot: 1d20 + 18 ⇒ (8) + 18 = 26
concealment,1 misses: 1d5 ⇒ 5
dmg: 1d8 + 4 ⇒ (5) + 4 = 9
neg dmg: 1d6 ⇒ 1
rapidshot: 1d20 + 18 ⇒ (19) + 18 = 37
concealment,1 misses: 1d5 ⇒ 1
bow: 1d20 + 13 ⇒ (18) + 13 = 31
concealment,1 misses: 1d5 ⇒ 1
bow: 1d20 + 8 ⇒ (20) + 8 = 28
concealment,1 misses: 1d5 ⇒ 4
dmg: 1d8 + 4 ⇒ (4) + 4 = 8
neg dmg: 1d6 ⇒ 2
Greta fort: 1d20 + 19 ⇒ (3) + 19 = 22
bow confirm: 1d20 + 8 ⇒ (13) + 8 = 21
bow confirm dmg: 2d8 + 8 ⇒ (3, 1) + 8 = 12
rapidshot: 1d20 + 18 ⇒ (1) + 18 = 19
concealment,1 misses: 1d5 ⇒ 3
rapidshot: 1d20 + 18 ⇒ (20) + 18 = 38
concealment,1 misses: 1d5 ⇒ 3
dmg: 1d8 + 4 ⇒ (7) + 4 = 11
neg dmg: 1d6 ⇒ 3
bow: 1d20 + 13 ⇒ (14) + 13 = 27
concealment,1 misses: 1d5 ⇒ 2
dmg: 1d8 + 4 ⇒ (4) + 4 = 8
neg dmg: 1d6 ⇒ 1
bow: 1d20 + 8 ⇒ (1) + 8 = 9
concealment,1 misses: 1d5 ⇒ 4
Greta fort: 1d20 + 9 ⇒ (10) + 9 = 19
bow confirm: 1d20 + 18 ⇒ (1) + 18 = 19
rapidshot: 1d20 + 18 ⇒ (14) + 18 = 32
concealment,1 misses: 1d5 ⇒ 1
rapidshot: 1d20 + 18 ⇒ (1) + 18 = 19
concealment,1 misses: 1d5 ⇒ 1
bow: 1d20 + 13 ⇒ (12) + 13 = 25
concealment,1 misses: 1d5 ⇒ 1
bow: 1d20 + 8 ⇒ (4) + 8 = 12
concealment,1 misses: 1d5 ⇒ 5
Greta fares better with less of them on her, and the fog obscuring their vision enough that the last one entirely misses.
Greta takes 105 points of damage, Party up

Mr. Whiskers |

Mr. Whiskers asks "Do we stay or do we go?"
Speaking can be done out of turn as a free action.
He then casts wall of force at a height of 10' above the group's heads and quietly moves a little bit.
Stealth: 1d20 + 8 ⇒ (3) + 8 = 11

GM Mort |

I was confused on whether habit of winter explorer and the Frontoviks gas mask would allow you to see through obscuring mist or not – but verdict s out -Fog and mist are the same – so Einar and Crummock can see through it fine.
Since they can see everything
Einar and Crummock see Dimitri turned into a pincushion by arrow storm, despite many of them missing him due to the mist. He gasps in pain, then collapses on empty air, his trenchcoat drenched with his blood. Even after he collapses, two more arrows strike his prone form. Einar and Crummock notice he’s not breathing…

Crummock-i-Phail |

With a sigh, Crummock moves over to Dimitri, and pumps life-force back into the man.
"Ye can't die yet!"
Breath of Life: 5d8 + 14 ⇒ (7, 3, 3, 6, 8) + 14 = 41.
Crummock then nods in satisfaction, as Dimitri staggers to his feet.
He then pushes Geist to move to the edge of the fog.

GM Mort |

Greta moves deeper into the fog, making sure she’s under the cover of the wall of force. ”Urm - postoji li postavljen signal o tome kad bismo trebali izaći i napadati ih?” She asks the party, then repeats herself in Draconic, "Urm - er víst merki um hvenær við ættum að fara út og ráðast á þá?"
Urm – is there a set signal on when we should go out and attack them?

GM Mort |

One Baykok fires on Greta’s last seen position, but hits only the wall of force.
”Hey – there’s something blocking my arrows! They’re being deflected by something!”
Another Baykok tries from another angle on Greta’s last seen position, but also hits only the wall of force. ”I’m not getting the right angle, either, my arrows are bouncing as well.”
The third one yells, ”I see something over there!” And points at Geist, then fires at Geist, also landing on the wall of force. ”It seems something is blocking attacks from above – we need to get lower!”
One baykok descends, then fires an arrow at Geist.
bow: 1d20 + 20 ⇒ (1) + 20 = 21
concealment, 1 misses: 1d5 ⇒ 2
”There’s no cover at the ground level!” It yells as the arrow passes into the fog, but clangs off Geist’s breastplate.
Then the rest fly down and fire at Geist. Those with red borders are not on ground level, about 40 feet above. The rest are 5 ft above ground level
bow: 1d20 + 20 ⇒ (18) + 20 = 38
concealment, 1 misses: 1d5 ⇒ 3
bow: 1d20 + 20 ⇒ (15) + 20 = 35
concealment, 1 misses: 1d5 ⇒ 5
bow: 1d20 + 20 ⇒ (17) + 20 = 37
concealment, 1 misses: 1d5 ⇒ 5
bow: 1d20 + 20 ⇒ (4) + 20 = 24
concealment, 1 misses: 1d5 ⇒ 4
bow: 1d20 + 20 ⇒ (6) + 20 = 26
concealment, 1 misses: 1d5 ⇒ 5
bow: 1d20 + 20 ⇒ (4) + 20 = 24
concealment, 1 misses: 1d5 ⇒ 3
There's lots of clanking but nothing actually hits Geist...
Party up

Crummock-i-Phail |

Crummock casts Heal on Dimitri.
Dimitri then steps forward, and unloads on the Baykok(s) that he can see.
+1 Holy Reliable Rifle: 1d20 + 26 ⇒ (13) + 26 = 39, for 1d10 + 25 ⇒ (9) + 25 = 34 damage, +2d6 ⇒ (1, 6) = 7 Holy damage.
+1 Holy Reliable Rifle: 1d20 + 26 ⇒ (8) + 26 = 34, for 1d10 + 25 ⇒ (8) + 25 = 33 damage, +2d6 ⇒ (4, 1) = 5 Holy damage.
+1 Holy Reliable Rifle: 1d20 + 21 ⇒ (4) + 21 = 25, for 1d10 + 25 ⇒ (10) + 25 = 35 damage, +2d6 ⇒ (3, 1) = 4 Holy damage.
+1 Holy Reliable Rifle: 1d20 + 16 ⇒ (19) + 16 = 35, for 1d10 + 25 ⇒ (8) + 25 = 33 damage, +2d6 ⇒ (3, 3) = 6 Holy damage.
Geist, meanwhile, pounces on a different target.
Bite: 1d20 + 18 + 2 ⇒ (14) + 18 + 2 = 34, for 1d8 + 9 ⇒ (8) + 9 = 17 damage, +1d6 ⇒ 6 Fire damage.
Claw: 1d20 + 18 + 2 ⇒ (17) + 18 + 2 = 37, for 1d6 + 9 ⇒ (4) + 9 = 13 damage, +1d6 ⇒ 1 Fire damage. +1d6 ⇒ 6 Acid damage.
Claw: 1d20 + 18 + 2 ⇒ (8) + 18 + 2 = 28, for 1d6 + 9 ⇒ (2) + 9 = 11 damage, +1d6 ⇒ 2 Fire damage. +1d6 ⇒ 1 Acid damage.
Rake: 1d20 + 18 + 2 ⇒ (9) + 18 + 2 = 29, for 1d6 + 9 ⇒ (6) + 9 = 15 damage, +1d6 ⇒ 4 Fire damage.
Rake: 1d20 + 18 + 2 ⇒ (14) + 18 + 2 = 34, for 1d6 + 9 ⇒ (4) + 9 = 13 damage, +1d6 ⇒ 3 Fire damage.

GM Mort |

Maggie confirm: 1d20 + 16 ⇒ (11) + 16 = 27
dmg: 3d10 + 75 ⇒ (10, 10, 8) + 75 = 103
Dimitri fires Maggie at the baykoks riddling one with bullets the ending another with a head shot.
Geist damages the one he pounces on badly, but does not manage to finish it.

Einar 'Kinslayer' Bjornson |
'Well at least they moved to where I can hit them.' setting the pistol down, Einar hustles out of the fog, casting shield as he begins Raging his cambions ancestry becoming apparent as he inlarges. He swings his hammer at the undead nearest him. "You should have stayed higher."
drops pistol, 20 ft move, Attack: + 2 (large) hammer rage large, PA, FF, (AC 37) 7 mirror images
attack: 1d20 + 28 ⇒ (1) + 28 = 29 for damage: 3d6 + 19 + 12 + 2 ⇒ (2, 4, 1) + 19 + 12 + 2 = 40 maybe he should have stuck with the pistol...
hopefully will take a little pressure off of Dimitri

GM Mort |

Einar manages to make a fair sized crater in the floor, missing the baykok entirely.

Mr. Whiskers |

Doh! Just realized that I hadn't taken an action yet!
On iPad and the layers are getting in the way of me moving my character
Mr. Whiskers tries to quietly move along the wall until he can see out of the mist. Seeing two baykok with bows above him, he conjures an area of black Tentacles on the upper balcony so as to grapple them. He feeds in a little extra power in order to make the spell slightly stronger.
40 ft above ground, but positioned above the balcony that is 35' up means that the tentacles should be able to reach.
Stealth: 1d20 + 8 ⇒ (2) + 8 = 10
CM to grapple: 1d20 + 15 + 2 + 4 + 1 ⇒ (2) + 15 + 2 + 4 + 1 = 24
damage: 1d6 + 4 ⇒ (2) + 4 = 6

GM Mort |

The tentacles reach for the baykoks but the baykoks manage to not get grappled.
Sorry, that was really a rather low roll...didn't beat their CMD 31. Heroism would make no difference.

Mr. Whiskers |

Actually, that was four consecutive low rolls..and I just realized that I forgot to add in the heroism..

GM Mort |

The three baykoks above the balcony quickly make themselves scat over the black tentacles area and fire at Einar. Now 55 ft above ground level
longbow: 1d20 + 20 ⇒ (14) + 20 = 34
real Einar? 1 hits: 1d7 ⇒ 3
longbow: 1d20 + 20 ⇒ (13) + 20 = 33
longbow: 1d20 + 20 ⇒ (7) + 20 = 27
2 of Einars doppelgangers pop.
The one grappled by Geist attempts to howl to get itself free.
Geist will: 1d20 + 18 ⇒ (8) + 18 = 26
Geist isn't the least bothered by the howl.
One of the middle baykoks tries to shoot Geist, while moving further up into the air.Now 10 ft up in the air - blue border
rapid shot: 1d20 + 18 ⇒ (12) + 18 = 30
rapid shot: 1d20 + 18 ⇒ (3) + 18 = 21
bow: 1d20 + 13 ⇒ (6) + 13 = 19
bow: 1d20 + 8 ⇒ (8) + 8 = 16
"I can't hit that bloody tiger!"
Looking at Map - if you're using frost thunder hammer you have 10 ft reach while large - so you threaten only two of them.
The other middle baykok fires on Einar then flies up slightly, hoping to paralyze him so that his companions can move out of hammer range. Now 10 ft up in the air - blue border
rapid shot: 1d20 + 18 ⇒ (5) + 18 = 23
rapid shot: 1d20 + 18 ⇒ (16) + 18 = 34
1d5, 1 hits: 1d5 ⇒ 3
bow: 1d20 + 13 ⇒ (3) + 13 = 16
bow: 1d20 + 8 ⇒ (17) + 8 = 25
Another of Einars doppelgangers pop.4 doppelgangers left
The other two threatened by Einar start trying to flap off, and Einar whacks at them as they go.
Einar AOO: 1d20 + 23 ⇒ (9) + 23 = 32
dmg: 3d6 + 33 ⇒ (1, 4, 6) + 33 = 44
Einar AOO: 1d20 + 23 ⇒ (10) + 23 = 33
dmg: 3d6 + 33 ⇒ (1, 4, 4) + 33 = 42
They fire a single shot at Einar.
longbow: 1d20 + 21 ⇒ (3) + 21 = 24
longbow: 1d20 + 21 ⇒ (2) + 21 = 23
Both of the arrows fall short, leaving Einar and his doppelgangers alone.
Right. red is 55 ft above ground, yellow 30 feet, and blue 10 feet. Unbordered is 5 feet above ground.
Party up

Einar 'Kinslayer' Bjornson |
Einar takes a step to the northwest and swings his hammer repeatedly at the undead just within his reach. "Finally something to hit."
5 ft step NW, Attacks blue: Full attack + 2 (large) hammer rage large, PA, FF, (AC 37) 4 mirror images
attack: 1d20 + 28 ⇒ (1) + 28 = 29 for damage: 3d6 + 19 + 15 + 2 ⇒ (2, 6, 4) + 19 + 15 + 2 = 48
attack: 1d20 + 19 ⇒ (13) + 19 = 32 for damage: 3d6 + 19 + 15 + 2 ⇒ (2, 2, 1) + 19 + 15 + 2 = 41
attack: 1d20 + 13 ⇒ (17) + 13 = 30 for damage: 3d6 + 19 + 15 + 2 ⇒ (3, 2, 5) + 19 + 15 + 2 = 46

GM Mort |

The first blow makes another crater in the ground, but the second and third blows land, and severely damage the baykok.

Mr. Whiskers |

Hearing all the noise from Einar's hammer, Mr. Whiskers creeps forward. With a flick of his wrist, a staff appears in his hand. Giving a command word, a bolt of electricity flies out and hits the baykok that Einar has badly damaged. Then separate bolts shoot from it to the other baykok's nearby. As quickly as he brought it out, he stores it back in the glove again.
Retrieve Staff of Electricity from Glove of Storing. Chain Lightning. Store staff in glove again.
Stealth, heroism: 1d20 + 8 + 2 ⇒ (6) + 8 + 2 = 16
Chain Lightning: 15d6 ⇒ (3, 1, 5, 1, 5, 6, 1, 3, 2, 3, 1, 5, 6, 3, 5) = 50 DC 22 Reflex on primary target, 20 on secondary targets

GM Mort |

The badly damaged baykok is obliterated by Mr Whiskers chain lightning. Even on successful save it'd splat, so I didn't bother to roll the save.
The lighting then arcs to the 3 nearest baykoks, taking out one of them that were damaged by Einar's hammer earlier. The other looks very badly charred by the lightning.
ref save v DC20: 1d20 + 11 ⇒ (8) + 11 = 19
ref save v DC20: 1d20 + 11 ⇒ (3) + 11 = 14
ref save v DC20: 1d20 + 11 ⇒ (13) + 11 = 24
The final baykok at 10 feet above ground level manages to dodge the lightning partially. Takes 22 dmg on successful save

Crummock-i-Phail |

Dimitri steps forward, and attempts to splat the two baykoks that he can see.
Geist's pet, and the Blue one.
+1 Holy Reliable Rifle: 1d20 + 26 ⇒ (7) + 26 = 33, for 1d10 + 25 ⇒ (1) + 25 = 26 damage, +2d6 ⇒ (1, 4) = 5 Holy damage.
+1 Holy Reliable Rifle: 1d20 + 26 ⇒ (11) + 26 = 37, for 1d10 + 25 ⇒ (2) + 25 = 27 damage, +2d6 ⇒ (3, 3) = 6 Holy damage.
+1 Holy Reliable Rifle: 1d20 + 21 ⇒ (3) + 21 = 24, for 1d10 + 25 ⇒ (7) + 25 = 32 damage, +2d6 ⇒ (3, 4) = 7 Holy damage.
+1 Holy Reliable Rifle: 1d20 + 16 ⇒ (9) + 16 = 25, for 1d10 + 25 ⇒ (10) + 25 = 35 damage, +2d6 ⇒ (4, 4) = 8 Holy damage.
Crummock flaps over, and casts Divine Favor on Geist.
Geist, with his current chew toy no longer moving, pounces on one of the 'upper balcony' baykoks.
Bite: 1d20 + 18 + 2 + 3 ⇒ (13) + 18 + 2 + 3 = 36, for 1d8 + 9 + 3 ⇒ (1) + 9 + 3 = 13 damage, +1d6 ⇒ 5 Fire damage.
Grab: 1d20 + 22 + 2 + 3 ⇒ (2) + 22 + 2 + 3 = 29.
Claw: 1d20 + 18 + 2 + 3 ⇒ (2) + 18 + 2 + 3 = 25, for 1d6 + 9 + 3 ⇒ (5) + 9 + 3 = 17 damage, +1d6 ⇒ 4 Fire damage. +1d6 ⇒ 2 Acid damage.
Grab: 1d20 + 22 + 2 + 3 ⇒ (17) + 22 + 2 + 3 = 44.
Claw: 1d20 + 18 + 2 + 3 ⇒ (9) + 18 + 2 + 3 = 32, for 1d6 + 9 + 3 ⇒ (2) + 9 + 3 = 14 damage, +1d6 ⇒ 1 Fire damage. +1d6 ⇒ 5 Acid damage.
Grab: 1d20 + 22 + 2 + 3 ⇒ (6) + 22 + 2 + 3 = 33.
Rake: 1d20 + 18 + 2 + 3 ⇒ (11) + 18 + 2 + 3 = 34, for 1d6 + 9 + 3 ⇒ (2) + 9 + 3 = 14 damage, +1d6 ⇒ 2 Fire damage.
Grab: 1d20 + 22 + 2 + 3 ⇒ (5) + 22 + 2 + 3 = 32.
Rake: 1d20 + 18 + 2 + 3 ⇒ (20) + 18 + 2 + 3 = 43, for 1d6 + 9 + 3 ⇒ (3) + 9 + 3 = 15 damage, +1d6 ⇒ 5 Fire damage.
Grab: 1d20 + 22 + 2 + 3 ⇒ (3) + 22 + 2 + 3 = 30.
Crit Confirmation: 1d20 + 18 + 2 + 3 ⇒ (4) + 18 + 2 + 3 = 27, for 1d6 + 9 + 3 ⇒ (5) + 9 + 3 = 17 *ADDITIONAL* damage.

GM Mort |

Dimitri splats the two Baykoks he can see and Geist splatters the other flying Baykok on the balcony.
Also, should have been 25 points of lightning damage earlier for that baykok, it was a typo of mine.

GM Mort |

Greta moves to the edge of the fog.
The Baykok at 30 feet takes a 5 ft step flying and continues shooting at Einar. The other two try to shoot at Geist.
At Einar
rapidshot: 1d20 + 18 ⇒ (6) + 18 = 24
rapidshot: 1d20 + 18 ⇒ (2) + 18 = 20
bow: 1d20 + 13 ⇒ (18) + 13 = 31
bow: 1d20 + 8 ⇒ (3) + 8 = 11
Einar loses a doppelganger but other then that he's fine.
At Geist
rapidshot: 1d20 + 18 ⇒ (9) + 18 = 27
rapidshot: 1d20 + 18 ⇒ (4) + 18 = 22
bow: 1d20 + 13 ⇒ (10) + 13 = 23
bow: 1d20 + 8 ⇒ (17) + 8 = 25
rapidshot: 1d20 + 18 ⇒ (8) + 18 = 26
rapidshot: 1d20 + 18 ⇒ (8) + 18 = 26
bow: 1d20 + 13 ⇒ (9) + 13 = 22
bow: 1d20 + 8 ⇒ (8) + 8 = 16
Geist has a whole rain of arrows bouncing off his armor.
Greta airwalks up, then strikes at the one that was struck by lightning, and it falls to the ground.
ranseur: 1d20 + 17 ⇒ (17) + 17 = 34
dmg: 2d4 + 22 ⇒ (4, 3) + 22 = 29
Party up

Crummock-i-Phail |

Geist pounces on another Baykok, like a cat let loose among pigeons.
Bite: 1d20 + 18 + 2 + 3 ⇒ (2) + 18 + 2 + 3 = 25, for 1d8 + 9 + 3 ⇒ (5) + 9 + 3 = 17 damage, +1d6 ⇒ 3 Fire damage.
Claw: 1d20 + 18 + 2 + 3 ⇒ (18) + 18 + 2 + 3 = 41, for 1d6 + 9 + 3 ⇒ (3) + 9 + 3 = 15 damage, +1d6 ⇒ 3 Fire damage. +1d6 ⇒ 6 Acid damage.
Claw: 1d20 + 18 + 2 + 3 ⇒ (12) + 18 + 2 + 3 = 35, for 1d6 + 9 + 3 ⇒ (3) + 9 + 3 = 15 damage, +1d6 ⇒ 1 Fire damage. +1d6 ⇒ 4 Acid damage.
Rake: 1d20 + 18 + 2 + 3 ⇒ (15) + 18 + 2 + 3 = 38, for 1d6 + 9 + 3 ⇒ (5) + 9 + 3 = 17 damage, +1d6 ⇒ 5 Fire damage.
Rake: 1d20 + 18 + 2 + 3 ⇒ (9) + 18 + 2 + 3 = 32, for 1d6 + 9 + 3 ⇒ (2) + 9 + 3 = 14 damage, +1d6 ⇒ 5 Fire damage.
Dimitri, meanwhile, moves to the edge of the fog, and takes a single pot-shot at the other one.
+1 Holy Reliable Rifle: 1d20 + 28 ⇒ (7) + 28 = 35, for 1d10 + 25 ⇒ (7) + 25 = 32 damage, +2d6 ⇒ (5, 5) = 10 Holy damage.
Crummock then charges forward, stabbing at the same Baykok that Dimitri shot.
(+3) MW Cold Iron Starknife: 1d20 + 27 + 2 ⇒ (14) + 27 + 2 = 43, for 1d4 + 13 ⇒ (3) + 13 = 16 damage.

GM Mort |

Geist shreds up his baykok.
If there were feathers, feathers would fly all over the place...alas no.
Dimitri shoots the last baykok and Crummock stabs it but it doesn't want to go down!

GM Mort |

Urgh. Not sure if Einar is on tonight...I think I'll just bot him. He won't mind, anyway.
Einar flies up and clobbers the last Baykok.
smack: 1d20 + 28 ⇒ (9) + 28 = 37
dmg: 3d6 + 36 ⇒ (3, 1, 6) + 36 = 46
Combat over
Looting the bodies, the party finds 10 +1 composite (+3 str) longbows. Greta takes one of the longbows for herself, then asks Einar if he can spare 20 arrows. "I don't want to have things flying on top of me but I can't shoot them."
Fly and mirror image spells also ran out while looting and all

GM Mort |

”It seems I owe you one again.” Dimitri claps Crummock on his shoulder. ”It was really an odd feeling. I was in the fog looking down at my own body, when you pulled me back in.”
”Sorry everyone. I seem to be top on the hit list.” Dimitri gives everyone a slightly rueful grin.
Then he looks at his bloodstained trench coat. ”I really ought to get this cleaned and patched up.”
”Anyone knows any good laundry services or tailors out here?” He quips.
"Could you fix this please?" Greta grumbles as she starts tugging arrows out of herself.
Greta is down 105 pts of hp. Me thinks the rest of the party is fine.

GM Mort |

Both doors are closed, but not locked or trapped
Left door
The party hears slushing noises from the double doors. Looking through it through the door, Einar sees roiling waves of flesh and amid the fatty surges wriggle half-formed limbs and a dripping tumorous faces. There’s like a pack of those creatures. (12) Coffered stone arches support the lower celling of the chamber. The celling is a lot lower in the next room, only 20 feet high. Einar is unable to see what the floor is made up off due to all those rolling waves of flesh on it
Mr Whiskers also hears someone cast fog cloud, somewhere in the room beyond.
Right door
On the right door, Einar peeks through to see a stairway leading up into the darkness. The floor is made out of stone and does not have any glass on it. Not DT
Go retcon healing, and also, wanna open any doors?

Crummock-i-Phail |

Crummock grins at Dimitri.
"Aye, well, I be doin' what I can tae make sure that ye stay among the livin'."
He then nods to Greta, a serious expression on his face.
"Of course!"
CLW: 1d8 + 1 ⇒ (5) + 1 = 6.
CLW: 1d8 + 1 ⇒ (8) + 1 = 9.
CLW: 1d8 + 1 ⇒ (7) + 1 = 8.
CLW: 1d8 + 1 ⇒ (4) + 1 = 5.
CLW: 1d8 + 1 ⇒ (8) + 1 = 9.
CLW: 1d8 + 1 ⇒ (4) + 1 = 5.
CLW: 1d8 + 1 ⇒ (5) + 1 = 6.
CLW: 1d8 + 1 ⇒ (7) + 1 = 8.
CLW: 1d8 + 1 ⇒ (5) + 1 = 6.
CLW: 1d8 + 1 ⇒ (5) + 1 = 6.
CLW: 1d8 + 1 ⇒ (2) + 1 = 3.
CLW: 1d8 + 1 ⇒ (8) + 1 = 9.
CLW: 1d8 + 1 ⇒ (5) + 1 = 6.
CLW: 1d8 + 1 ⇒ (4) + 1 = 5.
CLW: 1d8 + 1 ⇒ (1) + 1 = 2.
CLW: 1d8 + 1 ⇒ (4) + 1 = 5.
CLW: 1d8 + 1 ⇒ (6) + 1 = 7.
He then nods to the door to the right.
"Let's see what is beyond that door."

GM Mort |

Opening the double doors the party heads up the stairs, to a featureless room that has a door to the south and an opening to the north. Through the opening of course, everyone finds their favourite monster. More Baykoks! 6 of them to be exact.
One of them yells, ”My queen! The intruders have breached the castle!”
Mr Whiskers Init: 1d20 + 7 ⇒ (3) + 7 = 10
Einar Init: 1d20 + 5 ⇒ (3) + 5 = 8
Crummock Init: 1d20 + 1 ⇒ (7) + 1 = 8
Baykoks again!: 1d20 + 10 ⇒ (14) + 10 = 24

GM Mort |

Two of the baykoks adjust their positions slightly, then fire on Dimitri.
rapidshot: 1d20 + 18 ⇒ (16) + 18 = 34
dmg: 1d8 + 4 ⇒ (7) + 4 = 11
neg dmg: 1d6 ⇒ 4
rapidshot: 1d20 + 18 ⇒ (14) + 18 = 32
dmg: 1d8 + 4 ⇒ (5) + 4 = 9
neg dmg: 1d6 ⇒ 6
bow: 1d20 + 13 ⇒ (3) + 13 = 16
dmg: 1d8 + 4 ⇒ (1) + 4 = 5
neg dmg: 1d6 ⇒ 2
bow: 1d20 + 8 ⇒ (14) + 8 = 22
dmg: 1d8 + 4 ⇒ (2) + 4 = 6
neg dmg: 1d6 ⇒ 2
Dimitri fort: 1d20 + 15 ⇒ (16) + 15 = 31
rapidshot: 1d20 + 18 ⇒ (11) + 18 = 29
dmg: 1d8 + 4 ⇒ (1) + 4 = 5
neg dmg: 1d6 ⇒ 6
rapidshot: 1d20 + 18 ⇒ (11) + 18 = 29
dmg: 1d8 + 4 ⇒ (3) + 4 = 7
neg dmg: 1d6 ⇒ 6
bow: 1d20 + 13 ⇒ (3) + 13 = 16
dmg: 1d8 + 4 ⇒ (2) + 4 = 6
neg dmg: 1d6 ⇒ 3
bow: 1d20 + 8 ⇒ (2) + 8 = 10
dmg: 1d8 + 4 ⇒ (6) + 4 = 10
neg dmg: 1d6 ⇒ 4
Dimitri fort: 1d20 + 15 ⇒ (2) + 15 = 17
Dimitri feels himself paralyzed for 1 round!
Paralyzed gives -5 modifier to AC
The third one shifts a little and starts firing, but its vision is partially blocked by the wall. Giving cover because I can’t get a straight line – attacks made with cover factored in
rapidshot: 1d20 + 14 ⇒ (16) + 14 = 30
dmg: 1d8 + 4 ⇒ (1) + 4 = 5
neg dmg: 1d6 ⇒ 4
rapidshot: 1d20 + 14 ⇒ (9) + 14 = 23
dmg: 1d8 + 4 ⇒ (2) + 4 = 6
neg dmg: 1d6 ⇒ 5
bow: 1d20 + 9 ⇒ (19) + 9 = 28
dmg: 1d8 + 4 ⇒ (4) + 4 = 8
neg dmg: 1d6 ⇒ 6
bow: 1d20 + 4 ⇒ (4) + 4 = 8
dmg: 1d8 + 4 ⇒ (7) + 4 = 11
neg dmg: 1d6 ⇒ 1
bow confirm: 1d20 + 9 ⇒ (5) + 9 = 14
dmg: 2d8 + 8 ⇒ (7, 5) + 8 = 20
Dimitri fort: 1d20 + 15 ⇒ (3) + 15 = 18
"Right! One down! Make sure he doesn't come back."
A baykok then flies around the corner, hovering above Dimitri's fallen form, then attempts to consume his soul...
Dimitri fort: 1d20 + 15 ⇒ (2) + 15 = 17
Dimitri's face turns an ashen grey as his soul is devoured by the baykok. The baykok seems glow with an unholy light, its movements swifter.
The other two fly over and shoot a single shot at Crummock. One of the arrows catches him by surprise.
longbow: 1d20 + 20 ⇒ (9) + 20 = 29
longbow: 1d20 + 20 ⇒ (18) + 20 = 38
dmg: 1d8 + 4 ⇒ (6) + 4 = 10
neg dmg: 1d6 ⇒ 3
Party up. Baykoks are 20 feet in the air except for the one next to Dimitri - 5 feet in the air. Grey borders were the ones shooting at Dimitri.

Crummock-i-Phail |

With a sigh, Crummock steps forward, and attacks the Baykok that just destroyed Dimitri's soul.
(+3) MW Cold Iron Starknife: 1d20 + 27 ⇒ (16) + 27 = 43, for 1d4 + 13 ⇒ (1) + 13 = 14 damage.
(+3) MW Cold Iron Starknife: 1d20 + 22 ⇒ (10) + 22 = 32, for 1d4 + 13 ⇒ (2) + 13 = 15 damage.
(+3) MW Cold Iron Starknife: 1d20 + 17 ⇒ (3) + 17 = 20, for 1d4 + 13 ⇒ (2) + 13 = 15 damage.
Geist then attempts to tear apart the Baykok next to him.
Bite: 1d20 + 18 + 2 ⇒ (9) + 18 + 2 = 29, for 1d8 + 9 ⇒ (1) + 9 = 10 damage, +1d6 ⇒ 6 Fire damage.
Claw: 1d20 + 18 + 2 ⇒ (7) + 18 + 2 = 27, for 1d6 + 9 ⇒ (1) + 9 = 10 damage, +1d6 ⇒ 2 Fire damage. +1d6 ⇒ 3 Acid damage.
Claw: 1d20 + 18 + 2 ⇒ (8) + 18 + 2 = 28, for 1d6 + 9 ⇒ (4) + 9 = 13 damage, +1d6 ⇒ 5 Fire damage. +1d6 ⇒ 6 Acid damage.

GM Mort |

Crummock stabs at the baykok twice, the last stab not stabbing through its leathery hide.
Geist bites and claws at the Baykok, but is unable to finish it off.
No pounce, so no rakes