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  #106  
Old Jan 17th, 2014, 05:04 AM
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Kria seems to delight in her carnage as she rips her prey apart and soon if kira has to move more than 5 ft to attack
Dice claw attack:
d20+7 (17)+7 Total = 24
Dice claw damage:
1d4+7 (1)+7 Total = 8
if she can do a full round action this will be her attack instead
Dice claw attack:
d20+7 (13)+7 Total = 20
Dice claw damage:
1d4+5 (3)+5 Total = 8
Dice claw attack:
d20+7 (14)+7 Total = 21
Dice claw damage:
1d4+5 (4)+5 Total = 9
Dice tail attack:
d20+2 (17)+2 Total = 19
Dice tail damage:
1d6+3 (2)+3 Total = 5
goes for the next closest target. Skurvin does what he can to aid her by
Dice crossbow:
d20+4 (13)+4 Total = 17
Dice crossbow damage:
d8 4
firing his crossbow at the same creature.
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Last edited by Togot; Jan 17th, 2014 at 12:04 PM.
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  #107  
Old Jan 17th, 2014, 08:38 AM
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Happy at her ability to render one of the dreaded foes Post #27, OOC III thread says somebody’s ko’d and stunned for a round; someone check me on that if I’m missing somethingtemporarily incapacitated, the elf wizard turns her arcane focus to the enemies remaining on her side of the room. With expected elven precision, she brandishes a wand from her cloak, and an instant later sends her quarterstaff forth in a very rough introduction to the next unlucky foe in line. Yes Amolas, we’re lining ‘em up, alright!

Actions and Wizardly GoodnessMove: Whips out her wand.
Standard:Uses "Hand of the Apprentice" again to shoot her staff up to 30' at the next bad guy on her side of the room (presumably the guy with who's currently/just about to engage her in melee), then the staff instantly returns to her hand.
Dice Quarterstaff, do your superpowered attack thingy!:
1d20+5 (8)+5 Total = 13
Dice Damage, if applicable:
1d4 3
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Last edited by Geldar; Jan 17th, 2014 at 08:40 AM.
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  #108  
Old Jan 17th, 2014, 09:50 AM
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Belros could feel the blood continuing to flow from the wound in his side but he had to ignore the pain for the moment. If he didn't take care of this troglodyte before him there would be more of his blood pooling at his feet soon. With sweat on his brow despite the cool night air the holy cleric of Torag firms up his grip and attacks once more.

 
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  #109  
Old Jan 17th, 2014, 11:47 PM
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There is a sense that everyone just flat out gangs up on the remaining two Troglodytes and the Lizard Familiar. Each of you does not miss in their attack as Belros swings his war hammer and smashes Troglodyte in the ribs break its ribcage. Pogar's mighty swing of his battle axe is enough to cleave the same Troglodyte as the slice across it's chest cuts through muscle. Morton takes the opportunity to use his blade and lance a strike between its abdomen and chest.

It fall where it stands. Naum and his wolf work on the other remaining Troglodyte as Kria slashes with many claws repeatedly over and over again. Skurvin loads a bolt upon bow of cross bow and with a click of the nobles trigger finger the bolt sinks into the scaly flesh of the amphibian.

Naums summoned wolve ally tears at the Troglodytes arms as it wildly flails trying to get natures wrath from attacking anymore. In a culmination of epic proportions, Faunra and Amolas cast a magical spell that strikes the Lizard Familiar with her quarterstaff, easily bruising the chained beast.

Molrim looks for an opportunity to strike with his bow. The Ranger is precise and accurate. Known in this battle for drawing a lethal attack against the lizard man named Szazz. This bolt felled the leader with one shot one kill. As Reyd drops the Taldorian Codex down and jumps in to save Yargos, something terribly goes wrong. The waves crash against rock as it is difficult to breath and keep breath. The both of you are pulled under by the strong tidal waves and current of the Inner Sea. The two of you are now drowning.

If your fortitude can hold out you maybe able to save him but at this point saving yourself is possible. As you continue to go downward through the swirling miasma of water, you see Yargos slip underneath and reach out a hand to you. You can try another swim attempt or grab him with your strength and double the difficulty of the attempt.

Out of CharacterReyd you are drowning, I need another Fortitude save DC 15 a Swim attempt at DC 15 and or a strength ability test and a swim test at DC 19 to save Yargos. IF you pass both you have saved Yargos and yourself and got back to shore. If you fail the fortitude save you take water drowning damage. If you want to pass the swim test to save yourself it will be easier. Saving yourself and Yargos will be more difficult move.
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  #110  
Old Jan 18th, 2014, 12:15 AM
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Reyd crashes back against the rocks as a huge wave washes over him. His head is hit and it starts to bleed. He feels groggy, and through the haze of the dark salty water and the blood, he can make out Yargo's outline as he too is smashed against the treacherous rocks. For a moment, Reyd tries to regain his composure, as his
Dice Rolling fortitude against DC15, drowning:
1d20+1sch15 (1 (natural 1))+1   Total = 2
lungs start screaming for air.

Out of the black water, Reyd can make out Yargos's hand reaching out towards him. He grabs at his wrist, using his
Dice Strength check to grab Yargos:
1d20+2 (6)+2 Total = 8
strength to hold on to the slippery flesh. To no avail. Yargos' wrist slips from Reyd's fingers and he falls into the inky dark.

Reyd starts to feel his lungs getting smaller. His chest hurts. There's nothing else to do but swim for the surface and save himself. He
Dice Rolling a swim check:
1d20+7sch15 (3)+7 Total = 10
swims against the waves.

Last edited by coldmug; Jan 18th, 2014 at 12:26 AM.
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  #111  
Old Jan 18th, 2014, 12:54 AM
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Skurvin only allows himself a moment of satisfaction before putting his mind back tot eh matter at hand. Reyd was gone, as was Yargos and the book. “Kria,” he says crisply. “Find Reyd and Yargos.”

His eidolon who was licking her claws clean of blood as if it were honey, quickly rushes after the two, a vicious smile on her red lips.

Skurvin looks to his comrades as he reloads his crossbow. “I think it prudent we all follow suit. Our friend may have walked into another ambush.”
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  #112  
Old Jan 18th, 2014, 12:58 AM
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"Oh yes!

You shouldn't have bloody hit me then you dumb... Frog! Thing! "
he shouts at the dead Troglodyte, while gingerly touching the cut he'd been given.

"I count two for me. It may be bad form to be keeping scores, but I count two for me.

Speaking of keeping score, are we all accounted for?

Anyone seen Gill? Where did they go?"


OOCI know Reyd is missing but we may not all be aware after the melee confusion.
Dice Perception:
1d20+5 (11)+5 Total = 16


EDIT: Togot posted at the same time as me, making my post a bit redundant. It doesn't matter. We need to make a move on this anyway.

Last edited by Captain K; Jan 18th, 2014 at 01:01 AM.
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  #113  
Old Jan 18th, 2014, 12:02 PM
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"Yes, let us find the others quickly," answers Belros, ignoring the pain in his side. Taking up his hammer and re-setting his shield, the cleric then looks at the others. "Anyone in need of healing? Torag will heal those faithful."

The large cleric waits to see if anyone needs his help.
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  #114  
Old Jan 18th, 2014, 01:00 PM
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Faunra also takes but a brief solace in how well the party faired before taking to the next task. That being, where is that gods-foresaken bookman they came to find; and while they're at it, where's Reyd? The elf wizard
Dice Perception:
1d20+4 (10)+4 Total = 14
might have seen someone slip out, but such is not for certain.

I've a flesh wound but it's not bad; save your channeling for the others Belros. Let's see if we can find our man - or I mean men.

She engages with her party as they make their next mutual move.

OOCDrama, feel free to ignore my Perception check if there's no way Faunra could've seen Gill and Reyd leave. Also, it was lost in the shuffle but I think Faunra took 1 point of damage in the fight; I read that in an ooc thread and deducted it. Just 1 point so no biggie.
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  #115  
Old Jan 19th, 2014, 02:59 AM
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The battle is over and now all but Reyd pause and catch their breaths. The lizard folk lay strewn upon the ground in a lifeless embodiment of faceless features of death. The exact damage was brutal and efficient. Each of you honed to a deadly and precise path of destruction upon those that chose to stand against you. It wasn't so much at this point that you are the enemy, but Yargos Gill unwillingness to surrender allowed his faction to stand and protect the interest of Mr. Gill.

Now in the face of passing danger, there still posed a threat of a new found problem. Yargo and his Taldorian Book is missing and Reyd chose to chase after him. Your perceptions are accurate and up to date. Eighteen seconds after Yargo charged off fleeing from the Rogues pursuit, it is now just shortly after and not too far from he eminent lurking danger involving Reyd & Yargo. If you choose to pursue, this is where you come in as healers channel their powers to heal themselves and others.

Some wounds will take time to mend but scratches to the skin, nicks and the other piercing effects of their aquatic javelins will need to become wrapped and anointed with healing salves and balms. Those that choose to give chase to your friend, find the passage with little difficulty. The room enters from above as the cellar opens through a large hewn door, carved out from the fringes of the other dimensions of the rooms walls.

The passage leads straight with some turns and twist but continues to lead outside where the thick and pallid bound tome lye open as the wind briskly turns the pages. The sound of waves crashing upon the rocks as a lone sail boat is un attended and crashing against the sides of the makeshift port. Through your combined acumen, you deduce that the two are under water and drowning. They are not visibly seen or heard so they must be sinking towards the fathomable depths of the Inner Sea.
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  #116  
Old Jan 19th, 2014, 03:09 AM
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Skurvin and Kria give chase as neither was injured. Upon reaching the end, Skurving picks up the book, making sure the prize is secured. Upon realizing the predicament of the others, he turns to Kria. "Save Reyd."

Without hesitation, the eidilon
Dice Swim check:
d20+10 (3)+10 Total = 13
jumps into the water
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Last edited by Togot; Jan 19th, 2014 at 03:09 AM.
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  #117  
Old Jan 19th, 2014, 03:27 AM
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Morton knows he talks too much.

Even when he is running and diving into the water he has to say something unneeded.

"Keep an eye out," he yells as he drops his sword, tosses of his hat and Ives into the water.

OOC
Dice Swim:
1d20+4 (3)+4 Total = 7


Con is 16 when drowning is a concern.

Last edited by Captain K; Jan 19th, 2014 at 03:29 AM.
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  #118  
Old Jan 19th, 2014, 05:01 AM
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Not being used to the water, Kria is smashed around on the rocks as she searches for her quarry. Her muscular tail
Dice second swim check:
d20+10 (20)+10 Total = 30
propels her foreword as she starts to get the hang of it.
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  #119  
Old Jan 19th, 2014, 05:19 AM
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Kria navigates through the murky depths. Holding her breath, her natural instincts are accustomed to the cold temperatures of the water. passing coral, seaweed and schools of fish, the greenish water becomes more blue and indigo with time. Her natural sight in depths of the dark regions of her extraplanar home is easy able to detect the sinking Rogue. Swimming faster and faster, you reach him and grab him as your feet begin the momentum up, swimming with all your might. There is no telling how long Reyd has been under as you break the surface of the water, you are helped up by the noble named Skurvin. The Summoner has gained much use out of you.
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  #120  
Old Jan 19th, 2014, 05:30 AM
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As Kria emerges, prey in hand, she causally tosses him at Skurvin's feet. "Glad to have you back," he says with disinterest to Reyd while thumbing through the book without looking at the man. When he looks at Kria to thank her, he notices her injuries, and his cool demeanor wavers.

Concern shows on Skurvin's face as he steps forward. Without hesitation he reaches up a hand to her lips and intentionally pricks his finger on one of her fangs. He then gently strokes her cheek and whispers, "
Dice Rejuvenate Eidolon lesser:
1d10+3 (7)+3 Total = 10
Be whole."
Kria's injuries begin to heal.
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