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Oops! You're correct, Judah. He had not acted since your last action.
Acrobatics: 1d20 + 10 ⇒ (5) + 10 = 15
Everyone is up!
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Mathus Kohlheim |
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Drinks his own special brew to get dark vision and climbs up the ladder.
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Crypt Breaker's Draught (Su) Rather than develop mutagens that increase their natural armor and physical abilities at the expense of their minds, crypt breakers focus on the creation of special draughts that can enhance their senses. When a crypt breaker drinks one of these draughts he gains a +4 bonus on all Perception checks and gains one of the following special senses: darkvision 60 feet, low-light vision, or scent. While under the effects of a crypt breaker’s draught, the alchemist also gains light blindness.
Posted this a few days back
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The Things That Come |
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The pair of canid elementals followed their foe down the wall, flowing thorugh the stone like water.
Charge, Power Attack, Earth mastery: 1d20 + 9 ⇒ (2) + 9 = 11
Claw Damage, power attack, earth mastery: 1d4 + 8 ⇒ (2) + 8 = 10
Charge, Power Attack, Earth mastery: 1d20 + 9 ⇒ (20) + 9 = 29
Claw Damage, power attack, earth mastery: 1d4 + 8 ⇒ (1) + 8 = 9
Crit Confirm: 1d20 + 9 ⇒ (10) + 9 = 19
Bonus Damage: 1d4 + 8 ⇒ (2) + 8 = 10
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Mathus Kohlheim |
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The alchemist leans over the edge and awkwardly lobs a bomb at the figure...
1d20 + 7 ⇒ (5) + 7 = 12 for 2d4 + 4 ⇒ (1, 4) + 4 = 9
Sooo... 5 pts of force splash damage
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The thing beyond the door snaps at the fleeing figure but is unsuccessful. One of the elementals meets with more success, slamming the figure as the elementals follow it onto the wall. Mathus hurls a bomb which explodes near the figure, further damaging it. The figure's fatigue is showing, but it still stands. It hurls a hand ax at Lorant, grazing his shoulder. (Lorant takes 4 points of damage and needs to make a Fortitude save against poison (DC 15).) If the save fails, take 1d2 ⇒ 2 Strength damage.
It is then that a door opens beside the one from which the figure came and another figure steps out. This one looks like a man whose skin has been stripped from his body, exposing the muscle beneath. He is completely naked except for a bandolier containing several bottles across his chest. He pulls one of the bottles and consumes the contents.
The party is up!
STATUS
Enemy 1: -34 hp
Enemy 2: unhurt
Lorant: -4 hp
Cassiel: unhurt
Judah: unhurt
Mathius: unhurt
Enemy 1 vs. Lorant: 1d20 + 9 ⇒ (18) + 9 = 27 Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Enemy 2 Initiative: 1d20 + 7 ⇒ (3) + 7 = 10
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Cassiel Hawke |
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Mr. Pink's eyes widen in disgust and he immediately moves to engage the new arrival.
Power Attack: 1d20 + 5 ⇒ (20) + 5 = 25
Crit?: 1d20 + 5 ⇒ (2) + 5 = 7 Aww. :(
Damage?: 1d8 + 7 ⇒ (4) + 7 = 11
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Judah Locke |
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Judah, last round.
Judah glanced at the door in the vat room, glad it was jammed. This was someone they might acutally be able to take alive.
He felt an odd draining sensation as his worrisome ally pulled power. Judah couldn't tell if the thing was taking back what belonged to it, or siphoning something vital from him.
He didn't have time to wonder. With a quick adjustment, he swung himself around to the back side of the ladder so none of his allies were in his way, then slid down the rungs and back to the ground.
Stealth: 1d20 + 8 ⇒ (5) + 8 = 13
Judah casts Mage Armor on Gate using Share Spells, and then moves back down the ladder. Since it's dim/dark lighting, Judah uses Stealth at the end of his movement, hiding behind allies, or the nearby vat. Whatever is within 10 feet of the ladder.
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The Open Gate |
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Gate, Last round
I don't know if the other enemy is noticable throughb the doorway behind Gate, but just in case-
Perception: 1d20 + 5 ⇒ (1) + 5 = 6
Lol, nope!
The shadow creature stepped off the catwalk silently and let its massive wings carry it towards it's prey.
based on the map, Gate doesn't have a straight line to the spider guy (the catwalk and vats are in the way, so no charge and he has to make a fancy flying turn to reach his target.
Flying Turn (DC 15): 1d20 + 10 ⇒ (5) + 10 = 15
Swoopy Bitey: 1d20 + 7 ⇒ (20) + 7 = 27
Bite: 1d6 + 4 ⇒ (1) + 4 = 5
Fly to Hover (DC 15): 1d20 + 10 ⇒ (4) + 10 = 14 Crud.
After swooping in to attack, the nightmarish creature was forced to land. There just wasn't enough room to maneuvvor it's great wings.
With Mage Armor, AC is now 20 (18 this round from Charging
EDIT: Crit Confirm!
1d20 + 7 ⇒ (14) + 7 = 21
Bonus Crit Damage: 1d6 + 4 ⇒ (3) + 4 = 7
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Lorant Endronil |
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Fortitude Save: 1d20 + 1 ⇒ (12) + 1 = 13
Mr. Yellow seethes as the handaxe strikes him and his yellow outfit quickly stains red with blood. He turns and tries to strike at the skinless freak, knocking it right in the head, but feels the strength draining from his arms, weakening the blow's potency.
Sap: 1d20 + 5 ⇒ (20) + 5 = 251d6 + 1 ⇒ (1) + 1 = 2
EDIT: Crit Confirm?: 1d20 + 5 ⇒ (1) + 5 = 6
He furiously thinks on what manner of monster he's fighting.
Which knowledge check do you want me to roll, GM?
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Make it a Knowledge (nature) check, please.
Mathus, it has been 30 minutes or so since you came in.
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Judah Locke |
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Judah and his mob, this round
Judah looked up at the skinless freak who had followed the first through the doorway. This was bad.
"W̭̻͇̥̯e̱̱̘͓̦̟ͅ ̻ṋ̼e̪̫̖̤̤ͅe̬̲͎͓͔̼d҉̪̰̠̻̤ ̡̝̭͉͔͉ͅt͞o͉̱ ̪̟̠͓̬̻h͟ṷ̪̫̠͢ͅŗr͖̬̻̟̦̦y̸͉̻͔̮̼̱͎ ͉̘͈̮͇̩͉u͇͍͈̯̩͠p͕͓̜!̲̺̭" he hissed to no one in particular.
The unknown thing tethered to Judah from an incomprehensible distance heard, and helped.
Casting Haste on the Party, and Gate. Don't forget your bonuses.
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The Open Gate |
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After swooping down at it's prey, the great inky thing hit the wall in a crouch, fell to the ground, and sprang right back up into the air to continue it's savage assault.
Jump/flap to 5' adjust up and Full Attack
Bite 1: 1d20 + 8 ⇒ (7) + 8 = 15
Damage: 1d6 + 4 ⇒ (4) + 4 = 8
Bite 2 (from Haste): 1d20 + 8 ⇒ (16) + 8 = 24
Damage: 1d6 + 4 ⇒ (3) + 4 = 7
Claw 1: 1d20 + 8 ⇒ (17) + 8 = 25
Damage: 1d4 + 4 ⇒ (2) + 4 = 6
Claw 2: 1d20 + 8 ⇒ (8) + 8 = 16
Damage: 1d4 + 4 ⇒ (2) + 4 = 6
It's great wings held it aloft as it savaged the man on the wall.
Fly to Hover (DC 15): 1d20 + 10 ⇒ (5) + 10 = 15
AC is now 21 (haste and mage armor)
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The Things That Come |
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As before, the monsters in the walls flanked like the wolves they vaguely resembled. The stone became a flurry of edges and clubs.
Elemental 1, 5' adjust to flank, full attack
Slam, power attack, flanking: 1d20 + 8 - 1 + 2 ⇒ (20) + 8 - 1 + 2 = 29
Damage, power attack: 1d6 + 6 + 2 ⇒ (1) + 6 + 2 = 9
Crit Confirm: 1d20 + 8 - 1 + 2 ⇒ (10) + 8 - 1 + 2 = 19
Bonus Crit Damage: 1d6 + 6 + 2 ⇒ (1) + 6 + 2 = 9
Claw 1, power attack, flanking: 1d20 + 8 - 1 + 2 ⇒ (5) + 8 - 1 + 2 = 14
Damage, power attack: 1d4 + 6 + 2 ⇒ (1) + 6 + 2 = 9
Claw 2, power attack, flanking: 1d20 + 8 - 1 + 2 ⇒ (17) + 8 - 1 + 2 = 26
Damage, power attack: 1d4 + 6 + 2 ⇒ (1) + 6 + 2 = 9
Elemental 2, 5' adjust to flank, full attack
Slam, power attack, flanking: 1d20 + 8 - 1 + 2 ⇒ (3) + 8 - 1 + 2 = 12
Damage, power attack: 1d6 + 6 + 2 ⇒ (1) + 6 + 2 = 9
Claw 1, power attack, flanking: 1d20 + 8 - 1 + 2 ⇒ (6) + 8 - 1 + 2 = 15
Damage, power attack: 1d4 + 6 + 2 ⇒ (3) + 6 + 2 = 11
Claw 2, power attack, flanking: 1d20 + 8 - 1 + 2 ⇒ (3) + 8 - 1 + 2 = 12
Damage, power attack: 1d4 + 6 + 2 ⇒ (1) + 6 + 2 = 9
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Mathus Kohlheim |
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The surgeon looks at the cold iron dagger on his belt and swears. He can't get past his ally to use it... he shrugs and throws a bomb behind the skin stealer, so at least it takes the secondary blast.
attack bomb vs sq: 1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 17 for 2d4 + 4 + 1 ⇒ (4, 1) + 4 + 1 = 10
That should give 6 force damage as blast damage... not much but it won't hit an ally,
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Lorant Endronil |
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"The pieces are starting to come together!" Mr. Yellow says as he strikes at the skin stealer!
Sap 1: 1d20 + 5 + 1 ⇒ (6) + 5 + 1 = 121d6 + 1 ⇒ (2) + 1 = 3
Sap 2: 1d20 + 5 + 1 ⇒ (6) + 5 + 1 = 121d6 + 1 ⇒ (4) + 1 = 5
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Last Round
Gate leaps from the catwalk, spreading its great wings, and glides over to the being on the wall, striking with its bite. The figure drops from the wall to the floor, bleeding out.
This Round
Cassiel, Mathus, and the elementals do an incredible amount of damage to the skin stealer, but it still stands. Lorant's attacks miss the target.
I'll let Gate change its action since its prey fell, then I'll continue with the skin stealer's action.
STATUS
Enemy 1: -39 hp, bleeding out
Skin Stealer: -42 hp
Lorant: -4 hp
Cassiel: unhurt
Judah: unhurt
Mathius: unhurt
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The Open Gate |
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Rebounding off the floor with a leap and a flap, the inky winged thing launched itself toward the next prey.
Fly (ascend): 1d20 + 10 ⇒ (12) + 10 = 22 Ascending costs double movement. Pythagorus says the distance of the angle up to the catwalk is just over 20 feet, so all Gate can do this action is move.
Gate is now north of the Skin Stealer, flanking with Yellow.
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Mathus Kohlheim |
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The doctor hands off a cold iron dagger to Judah.
Got it... use this on that skin stealing Fey. THAT'S likely our suspect!!
He then moves towards to fallen figure, intent on rendering first aid when he arrives.
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The skin stealer swings a heavy mace in Lorant's direction, smashing into the dhampir with the force of a runaway cart! Lorant takes 12 points of damage and must make a DC 20 Fort save or suffer 1d3 Con damage!
Anyone who has not yet posted for the new round may do so. Lorant, I have your moves.
STATUS
Enemy 1: -39 hp, bleeding out
Skin Stealer: -42 hp
Lorant: -16 hp, poisoned
Cassiel: unhurt
Judah: unhurt
Mathius: unhurt
Mace vs. Lorant: 1d20 + 11 ⇒ (16) + 11 = 27 Damage: 1d8 + 5 ⇒ (7) + 5 = 12 plus poison
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Mathus Kohlheim |
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Hasted
The Doktor hurries down to stabilise Enemy 1...
Heal +13: 1d20 + 13 ⇒ (17) + 13 = 30
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Judah Locke |
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Judah winced as Lorant staggered under the impact of the mace. He looked at the cold iron dagger in his shaking hand and did not like his odds. He dashed over to his stoney hounds.
"Get me up there,"
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The Things That Come |
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The creatures grasped Judah with mouths and claws and hauled him gracelessly up the wall. He could feel the stone rolling behind him in ways that stone was never supposed to.
Judah's skin crawled, which made him think of the stone even more, and this skin-thief they were fighting.
Every time he thought he'd gotten used to the horrors he'd become mired in, something new showed him how much worse things could get.
The creatures set him down on the catwalk and waited in the walls for new orders.
Carrying Judah up to the catwalk.
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The Open Gate |
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The shadow-winged specter pounced on it's master's foe.
Bite, haste, flanking: 1d20 + 7 + 1 + 2 ⇒ (14) + 7 + 1 + 2 = 24
Damage: 1d6 + 4 ⇒ (6) + 4 = 10
Bite (haste bonus attack), haste, flanking: 1d20 + 7 + 1 + 2 ⇒ (20) + 7 + 1 + 2 = 30
Damage: 1d6 + 4 ⇒ (5) + 4 = 9
Crit Confirm: 1d20 + 7 + 1 + 2 ⇒ (10) + 7 + 1 + 2 = 20
Crit Bonus Damage: 1d6 + 4 ⇒ (2) + 4 = 6
Claw 1, haste, flanking: 1d20 + 7 + 1 + 2 ⇒ (14) + 7 + 1 + 2 = 24
Damage: 1d4 + 4 ⇒ (3) + 4 = 7
Claw 2, haste, flanking: 1d20 + 7 + 1 + 2 ⇒ (7) + 7 + 1 + 2 = 17
Damage: 1d4 + 4 ⇒ (2) + 4 = 6
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Mathus Kohlheim |
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Desna im Himmel, the Doktor swears, faced now with TWO patients.
Leaving the fallen foe, he uses his hasted speed to rush towards Mr. Yellow.
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As Mathuves to stabilize the fallen enemy, Judas rides his minions up to the catwalk. The shadow-winged specter pounces on the skin stealer, bringing it low with tooth and claw! In the same instant, Cassiel is by the fallen Lorant's side, laying on hands. Lorant regains 7 hit points!
NOTE: Lorant is still, as of this time, poisoned. I need two Con saves, please (one for the last round and one for this round).
Battle over!
STATUS
Enemy 1: -39 hp, unconscious
Skin Stealer: -74 hp, bleeding out
Lorant: -9 hp, poisoned, unconscious
Cassiel: unhurt
Judah: unhurt
Mathius: unhurt
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Judah Locke |
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By strict RAW, the second save is the one that will cause the damage. That means the healer types have one round to get some healing into you. On the second round, it depends on initiative. If you're higher than the healers on the list, your failed poison save happens before the healers can take a second action."
In more wibbly wobbly rules interpretation, Lorant could Delay his "action" (failing the save) even if he's unconcious, which would push the save to the end of the round.
Either way, I think you'll be alright as long as you're healed at least 8 points in the round you made the save.