[LPF] Kostry Kopec

Satin Knights

First Post
Kalgor sidesteps to give Rylidak and Ausk room, draws his greatsword and takes up position to strike the first zombie that comes through.

Gragnor gracefully scurries through the muck and slime to get into the face of the screeching caster.

Rylidak, not hearing the stomping of the massive Ausk behind her, turns to see him frozen in thought. Knowing she cannot stand solidly on the slippery catwalk, she decides to make it even more slippery for the zombies. Pulling a liquid ice, she lobs it over Ausk's head, aiming to place it in front of him. It instead crashes against the wall past him ineffectively. "Ausk stopped moving!"

[sblock=actions]Kalgor: 5' step to F23, move draw weapon, std ready to hit a zombie, (no line of sight to see Ausk in trouble)
Gragnor: double full speed move to E3. Acrobatics +16 auto succeeds, does not notice Ausk
Rylidak: decent perception, move pull liquid ice, std throw, missing.
[/sblock][sblock=mini-stats]Kalgor AC 16 HP 54/54, Init +2, Perception +9/+11 vs human, Darkvision, Move 20' STR 18 Dex 14
+1 Greatsword +9, 2d6+7+1 dirty fighting trait when flanking, or
Handbo +8, d6+4
Comp Longbow, +7, d8+4..... Arrows 7 Normal, 5 CI, 3 Blunt, 2 Smoking
Sling +6, d4+4........ Sling bullets 16
Fort: +5, Reflex +5, Will +6, CMB +8, CMD 20
...Summoner Cantrips: Detect Magic, Acid Splash, Arcane Mark, Mage Hand, Jolt
...... . . Mage Cantrips: Read Magic, Prestidigitation, Umbrella
.,....Summoner 1st Lvl: 4/4 remaining; Lesser Rejuvenate Eidolon, Shield, Magic Fang, Expeditious Retreat
.,....Summoner 2nd Lvl: 1/1 remaining; Haste, Lesser Evolution Surge
..,,,Mage 1st Lvl Spells: 3; Mage Armor(3hr), Vanish(3r), Mage Armor*(3h), Bonded Amulet
...,,......,..Racial Spells: 1/day, not used; Daylight (60 minutes)
,.Summoner Monster II:
4/4 remaining; std action SLA summon, (3 min), Celestial Hyena, d3 Celestial dogs, d3 celestial eagles
.,,.........Battle Shaper: 4/4 remaining; swift action to grow a claw, bite or gore attack

...,,.......Combat Feats: Precise Strike
.............Consumables: 2 Alchemist's Fires, 1 Cure Light Wounds potion
Party Supplies: Wearing the Ring +1 Protection
...........Party Supplies:
1 of 2 scrolls of Umbrella (1 successfully used), 2 scrolls of Create Treasure Map, Scroll of Devolution, Scroll of Unfetter, 3 scrolls of See Invisibility, Scroll of Comprehend Languages, 1 potion of lesser restoration (1 also carried by Tyrien), 2 scrolls of remove curse, 1 scroll of invisibility purge, 4 Cure Light Wounds potions (each carrying one)

Effects: In hand, nothing, Bless

Gragnor HP: 26/26, AC 25 ..... Move 40'
Bite +8, d4; Claw +8, d3; Claw +8, d3 +1d6 Shock damage each
Fort +3, Reflex +7, Will +1, CMB +2, CMD 16, Evasion
Perception +14, Stealth +22, Darkvision
Acrobatics +18, Init +4, Precise Strike
Effects: STR 11-1
, Mage Armor 2.70 hours, Bless +1, Sickened -2

Rylidak Kel
Initiative: +1
Speed 20/30 (Heavy armor)
AC: 20 (Touch 11, Flat 19)
HP: 56 Current: 56
CMB: +10 CMD: 21 Fort: +8 Reflex: +5 Will: +6
Special: Immune fear, disease


Conditions:

In Hand: +1 aberration bane longsword

Consumables
Arrows: 20/20
CLW Wand charges: 50/50
Acid: 1/1
Alch Fire: 2/2
Liquid Ice: 1/2, 1 used
Antitoxin: 2/2
Holy Water: 3/3
Tanglefoot bag: 1/1
Universal Solvent: 1/1
Scroll Bull's Str: 1/1

Melee: +1 Longword +11/+6 (1d8+5/19-20) (+2 dmg two-handed)
Ranged: MW Composite Longbow +4 STR +8/+3 (1d8+4/x3)

Divine Weapon +1
Smite Evil: +2 to hit, +6 dmg, +2 deflection AC
Combat Feats: Power Attack (-2/+4), Furious Focus (ignore attack penalty 1st power attack ea round w/ two hands)

Lay on Hands: 7/7 (3d6; Mercies: Sickened, Staggered)
Smite Evil: 2/2 (Special: 2 LoH for extra Smite - Oath of Vengeance)
Divine Weapon: 6 minutes
Orc Ferocity: 1/1
Spells:1st (DC 15): Lesser Restoration, Bless
Effects: Bless[/sblock]
 
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jkason

First Post
Ausk's bill cuts through the re-animated flesh like it was so much paper. The zombie is still in the act of trying to reach for the half-orc as its torso slides sideways, falling into the heated mud below, followed only a moment later by its abandoned legs.

Before Ausk can turn his attentions to the other threat next to him, the magics from the other end of the room grip him, and he finds himself unable to move despite the rage flowing through his veins.

[sblock=ooc]Hold Person allows for a save each round, but it's a full round action, so you can go ahead and roll that on your next post, SS21. If he succeeds, Ausk has shaken off the spell, but he'll still lose his actions for the round.[/sblock]

[sblock=Actions and Status]Status

Anaerion: 44/44, Mage Armor, Sickened (normal beginning next round)
Ausk: 82/82, Sickened, Paralyzed
Gragnor: 26/26, Mage Armor, Unfettered, 1 STR damage, Sickened
Kalgor: 54/54
Rylidak: 56/56

* Sickened: -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.

Newcomer: Undamaged

Zombies (AC 12):
Z1: Undamaged, Prone
Z2: Undamaged
Z3: Undamaged, Prone
Z4: 0/12, Destroyed
Z5: Moderately Wounded, Prone
Z6: Undamaged
Z7: Undamaged
Z8: Undamaged[/sblock]

GM: Everyone up for this round
 

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jackslate45

First Post
Deciding that, since Kalgor was down below, another person up top would help defeat these creatures, Anaerion reaches into his pouch again, and pulls out the candle and pouch he used to summon the Archon yesterday. However, he casts his mind about for a animal that would useful on the walkways above, and decides on the spotted kitten. He focus hard on summoning, and the same runic circle that surrounded him before starts to glow, as he chants in Celestial to summon a creature from the planes above.

Free: 5' step F25
Full Round Spell: Summon Leopard at B21 Creature stats incoming. Feats replacing with Toughness and Precise Strike)


[sblock=Stats]
Initiative: +9 Perception: +2 (low-light vision)
AC: 17 (10 flat-footed, 13 Touch )
HP: 44 Current: 44
CMB: +1 CMD:14(10ff) Fort: +4 Reflex: +5 Will: +5
+2 Will vs. Enchantments
Special: Immune to Magical Sleep
Current Conditions in Effect: Mage Armor
Current Weapon in Hand: Crossbow +6 1d8

School Focus:
Shift: 15' Teleport as Dim Door. Does not Provoke AoO (8/8 remaining)
Summoner's Charm: Summoning Spells Last a total of 9 Rounds

Malkovian: Is Temperamental. Does not gain access to the following abilities.

Timely Inspiration: 3/3 Immediate Action, +2 Bonus, Range 60', Immediate action
Mage Hand: At will. Controllable by Malkovian
Bonus Power: Anaerion does not know this power.
Bonus Boon: Anaerion does not know this power.


Spells Prepared:
Level 0: Detect Magic, Read Magic, Acid Splash, Mending
Level 1: Mage Armor, Greasex2, Protection From Evil, Magic Missile, Silent Image
Level 2: Glittedustx2, Invisibility, Web, Create Pit
Level 3: Haste,SM3x1, Fly, Summon monster 3: Leaoprd
Arcane Bond: Available
[/sblock]
[sblock=Kitty]
"Kitty" HP: 28/28, AC 19 Move 30' Climb 20'
Bite +7, d6+3+grab; Claw +7, d3+3; Claw +7, d3+3
Fort +7, Reflex +7, Will +2, CMB +7/+11 Grapple, CMD 21/25 vs trip

Acrobatics +8
Feats: Toughness, Precise Strike,
Special: Smite Evil(+0/+3)
Effects: Resist Acid, Cold, Electricity 5 each.

[/sblock]
 
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jkason

First Post
[sblock=ooc]jackslate45, it doesn't look to me like Anaerion has line of effect to B21 (there's a wall between him and the square). He should be able to put the critter in B22, though, if that's okay? Just let me know when you post for the round, since the cat won't appear until then, anyway.[/sblock]

The man shrieks again as Gragnor closes on him. It's unclear if the fumes or the situation have finally gotten to him, but he definitely seems to have come over queasy. Looking about desperately, he decides there's only one way out, and from the squint of his eyes over the kerchief, Gragnor sees the man knows it's going to hurt. The spellcaster takes a step ... off the edge of the platform.

[sblock=ooc]I can't find strict rules on this. Myre himself is only taking a 5' step, but gravity means he's effectively moving more than that. I'm giving Gragnor an AoO since it seems fair.[/sblock]

The man hisses at the cat's swipe, then spits out a word charged with power, after which the remainder of his fall is decidedly gentle. Landing lightly on his feet, the man pulls a slimy, discolored tentacle from his pouch. His high-pitched voice encants as his arms swirl in esoteric patterns. Those who can see that far notice the tentacle shriveling and darkening until, with a gesture as if unleashing something, the man opens his hands to reveal them empty.

Not so is the floor at the other end of the long vat room. With a slurp and rumble, the floor suddenly sprouts rubbery, black tentacles, whipping out and latching onto both Ausk and Rylidak, squeezing both painfully.

The zombie closest to Ausk lashes out with a moan, and with his limbs entwined in powerful magical tendrils, Ausk isn't in a position to properly dodge the attack. The other undead continue their mindless march toward the half-orc. Again, a trio of zombies slip in the muck, two more falling into the hot mud below.

[sblock=Actions and Status] Myre: Move 5' step off the edge / fall (AoO from Gragnor)
Immediate: Cast Feather Fall after AoO resolves (no falling damage)
Standard: Cast Black Tentacles at intersection of G/H 21/22.

I had a bit of a headache trying to properly figure the spread effect with the stairs. What I came up with was that the area of effect is eaten up by 15' moving down the stairs (5' horizontal, 10' vertical), which let Kalgor and Anaerion escape the tentacly nastiness, darnit. :p

Tentacles roll a 26 on their combat maneuver check, which beats CMD for both Ausk and Rylidak. Both are now Grappled and take 6 damage.

Zombies:

Z2 attacks Ausk, hitting for 7 slam damage.
The other zombies all use their action to move. Z1 & Z8 fail their acro checks enough to fall in the muck and take fire damage from falling prone. Z3 simply falls prone. The others all move to close on Ausk (the only creature currently in their perception).

Status

Anaerion: 44/44, Mage Armor
Ausk: 69/82, Rage round 2, Sickened, Grappled (target CMD 22 for escape attempts)
Gragnor: 26/26, Mage Armor, Unfettered, 1 STR damage, Sickened
Kalgor: 54/54
Rylidak: 50/56, Grappled (target CMD 22 for escape attempts)

* Sickened: -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.

* Grappled: -4 Dex, -2 attacks and maneuvers (except grapple / escape grapple), no 2 handed actions, Concentration to cast, no AoO

Human caster: Undamaged, Sickened, AoO from Gragnor Pending

Zombies (AC 12):
Z1: Moderately Wounded, Prone
Z2: Undamaged
Z3: Undamaged, Prone
Z4: 0/12, Destroyed
Z5: Moderately Wounded
Z6: Undamaged
Z7: Undamaged
Z8: Moderately Wounded, Prone[/sblock]

[sblock=Environmental Notes]* The squares on B2 are all on the same level, but are 10 feet above the blue areas. I've screened the creatures who are down the level.

* Fumes in here are much more potent than out in the lobby. Base save Fort DC is 15 each round you're in the room to avoid being sickened while there.

* The walkways are slick. Moving at more than half speed requires a DC 5 Acrobatics check to avoid falling prone. Failing by 5 or more means you slip entirely off the walkway and fall to the vats below, taking fire instead of falling damage from the heated muck.

* You can use a free hand to make use of rails and chains to help steady you for a +5 on the Acro check, but that means the hand is not considered free for any actions during the round.

* Moving at full speed on the walkways gives a -5 on the Acro check.

* Area B3 is another 15' above the walkways in B2.

* The gray screened area is filled with Black Tentacles. Entering the area triggers an auto-grapple attempt (success also causes damage). Even if you avoid the grapple, the area is difficult terrain.[/sblock]

GM: Gragnor AoO to resolve, then everyone is up for the next round
 

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sunshadow21

Explorer
OOC: Ausk has finally found a way to be useful; a punching bag that keeps the enemy busy.


Ausk just laughs at the fool's attempt to stop him, as he easily breaks free, and moves toward the zombies and out of the tentacles (to G-17), pulling out his morningstar as he does so.
 
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Satin Knights

First Post
Gragnor bites the departing caster as he jumps off of the edge of the platform. Then he coils his hind muscles and springs off the platform himself to attack this man in the truest form of a pounce that a cat can do. While the bite doesn't sink through, one of the claws tears deep into this evil man, shocking him.

Seeing the nasty tentacles erupt from the ground, Kalgor knows he needs to kill off this caster quickly. Dropping the greatsword and pulling his bow while he moves, he climbs the other stairwell to get a vantage point to take a shot.

Rylidak struggles against the tentacles, but is not quite able to get free of their grasp.

[sblock=oops!]Gragnor's attacks were at an additional +1 from Bless[/sblock][sblock=actions]Gragnor takes the AoO,
Gragnor pounces the way pounce is supposed to be done!!!, (acrobatics +16 auto succeeds down jump reducing it to a 5' fall for no damage), Move ends in E4
Kalgor: Free drop +1 greatsword, double move to B21 while drawing bow
Rylidak: std to struggle to get free, failing
[/sblock]

[sblock=mini-stats]Kalgor AC 16 HP 54/54, Init +2, Perception +9/+11 vs human, Darkvision, Move 20' STR 18 Dex 14
+1 Greatsword +9, 2d6+7+1 dirty fighting trait when flanking, or
Handbo +8, d6+4
Comp Longbow, +7, d8+4..... Arrows 7 Normal, 5 CI, 3 Blunt, 2 Smoking
Sling +6, d4+4........ Sling bullets 16
Fort: +5, Reflex +5, Will +6, CMB +8, CMD 20
...Summoner Cantrips: Detect Magic, Acid Splash, Arcane Mark, Mage Hand, Jolt
...... . . Mage Cantrips: Read Magic, Prestidigitation, Umbrella
.,....Summoner 1st Lvl: 4/4 remaining; Lesser Rejuvenate Eidolon, Shield, Magic Fang, Expeditious Retreat
.,....Summoner 2nd Lvl: 1/1 remaining; Haste, Lesser Evolution Surge
..,,,Mage 1st Lvl Spells: 3; Mage Armor(3hr), Vanish(3r), Mage Armor*(3h), Bonded Amulet
...,,......,..Racial Spells: 1/day, not used; Daylight (60 minutes)
,.Summoner Monster II:
4/4 remaining; std action SLA summon, (3 min), Celestial Hyena, d3 Celestial dogs, d3 celestial eagles
.,,.........Battle Shaper: 4/4 remaining; swift action to grow a claw, bite or gore attack

...,,.......Combat Feats: Precise Strike
.............Consumables: 2 Alchemist's Fires, 1 Cure Light Wounds potion
Party Supplies: Wearing the Ring +1 Protection
...........Party Supplies:
1 of 2 scrolls of Umbrella (1 successfully used), 2 scrolls of Create Treasure Map, Scroll of Devolution, Scroll of Unfetter, 3 scrolls of See Invisibility, Scroll of Comprehend Languages, 1 potion of lesser restoration (1 also carried by Tyrien), 2 scrolls of remove curse, 1 scroll of invisibility purge, 4 Cure Light Wounds potions (each carrying one)

Effects: In hand, nothing, Bless

Gragnor HP: 26/26, AC 25 ..... Move 40'
Bite +8, d4; Claw +8, d3; Claw +8, d3 +1d6 Shock damage each
Fort +3, Reflex +7, Will +1, CMB +2, CMD 16, Evasion
Perception +14, Stealth +22, Darkvision
Acrobatics +18, Init +4, Precise Strike
Effects: STR 11-1
, Mage Armor 2.70 hours, Bless +1, Sickened -2

Rylidak Kel
Initiative: +1
Speed 20/30 (Heavy armor)
AC: 20 (Touch 11, Flat 19)
HP: 56 Current: 50
CMB: +10 CMD: 21 Fort: +8 Reflex: +5 Will: +6
Special: Immune fear, disease


Conditions:

In Hand: +1 aberration bane longsword

Consumables
Arrows: 20/20
CLW Wand charges: 50/50
Acid: 1/1
Alch Fire: 2/2
Liquid Ice: 1/2, 1 used
Antitoxin: 2/2
Holy Water: 3/3
Tanglefoot bag: 1/1
Universal Solvent: 1/1
Scroll Bull's Str: 1/1

Melee: +1 Longword +11/+6 (1d8+5/19-20) (+2 dmg two-handed)
Ranged: MW Composite Longbow +4 STR +8/+3 (1d8+4/x3)

Divine Weapon +1
Smite Evil: +2 to hit, +6 dmg, +2 deflection AC
Combat Feats: Power Attack (-2/+4), Furious Focus (ignore attack penalty 1st power attack ea round w/ two hands)

Lay on Hands: 7/7 (3d6; Mercies: Sickened, Staggered)
Smite Evil: 2/2 (Special: 2 LoH for extra Smite - Oath of Vengeance)
Divine Weapon: 6 minutes
Orc Ferocity: 1/1
Spells:1st (DC 15): Lesser Restoration, Bless
Effects: Bless, Grappled, [/sblock]
 
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jackslate45

First Post
Once the summoning is completed, the leopard appears slightly behind the spot Anaerion hoped. Shouting loudly in Celestial "By the planes above that guide us, help Kalgor defeat the foe!"

Hoping that will guide the leopard for now, Anaerion casts a spell of invisiblity on himself, and starts to follow Kalgor up the other side.

Anaerion:
Standard: invisibility
Move: move to b23
Swift: Teleport to B21(Assuming he can see B20 he would go there)

Kitty
Double move to B10 Acro incomming

[sblock=Stats]
Initiative: +9 Perception: +2 (low-light vision)
AC: 17 (10 flat-footed, 13 Touch )
HP: 44 Current: 44
CMB: +1 CMD:14(10ff) Fort: +4 Reflex: +5 Will: +5
+2 Will vs. Enchantments
Special: Immune to Magical Sleep
Current Conditions in Effect: Mage Armor
Current Weapon in Hand: Crossbow +6 1d8

School Focus:
Shift: 15' Teleport as Dim Door. Does not Provoke AoO (8/8 remaining)
Summoner's Charm: Summoning Spells Last a total of 9 Rounds

Malkovian: Is Temperamental. Does not gain access to the following abilities.

Timely Inspiration: 3/3 Immediate Action, +2 Bonus, Range 60', Immediate action
Mage Hand: At will. Controllable by Malkovian
Bonus Power: Anaerion does not know this power.
Bonus Boon: Anaerion does not know this power.


Spells Prepared:
Level 0: Detect Magic, Read Magic, Acid Splash, Mending
Level 1: Mage Armor, Greasex2, Protection From Evil, Magic Missile, Silent Image
Level 2: Glittedustx2, Invisibility, Web, Create Pit
Level 3: Haste,SM3x1, Fly, Summon monster 3: Leaoprd
Arcane Bond: Available
[/sblock]
[sblock=Kitty]
"Kitty" HP: 28/28, AC 19 Move 30' Climb 20'
Bite +7, d6+3+grab; Claw +7, d3+3; Claw +7, d3+3
Fort +7, Reflex +7, Will +2, CMB +7/+11 Grapple, CMD 21/25 vs trip

Acrobatics +8
Feats: Toughness, Precise Strike,
Special: Smite Evil(+0/+3)
Effects: Resist Acid, Cold, Electricity 5 each.

[/sblock]






[sblock=ooc]jackslate45, it doesn't look to me like Anaerion has line of effect to B21 (there's a wall between him and the square). He should be able to put the critter in B22, though, if that's okay? Just let me know when you post for the round, since the cat won't appear until then, anyway.

That works. Also, I pray that this guy is a wizard... Black Tentacles would be AWESOME.

[/sblock]
 
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jkason

First Post
[sblock=ooc]Who's crazy idea was it to set up a combat with all these environmental status variables, anyway? Oh, wait. Sigh. No one but myself to blame the headache on. :) [/sblock]

Rylidak's struggles against the tentacles are not going well, as the field of otherwordly appendages manages to crush her further.

"Filthy mercenaries and your filthy pets!" shrieks the man. "Stupid! Help me here!" he calls out to the zombie closest him, which has started shambling up the ladder. With a groan, the creature obeys, moving in to flank the cat (Gragnor is due an AoO on the zombie if he wants it). Its fellows, meanwhile, do their best to assualt the intruders. In the case of the fallen zombies, that's little more than rising back to their feet. The two next to Ausk manage to further bruise the raging oracle, however.

The remaining zombie, unable to reach the half-orc, has its attention drawn by the swiftly-moving cat. It turns with a moan, but joins the continuing Zombie Follies routine by falling flat on its back as it tries to move on the slick walkway.

"You nasty creature," snarls the man to Gragnor. "I'm going to rip what you just took from me out of your miserable soul." He swings his arms carefully, not giving Gragnor an opening, muttering under his breath, until his hands become deathly pale. The man grins malisciously and lashes out, but despite the opening Gragnor's charge and the zombie minion provide, he can't seem to connect.

[sblock=Spellcraft DC 27 (Anaerion/Kalgor) or 25 (Ausk)]The man has cast Vampiric Touch[/sblock]

[sblock=Actions and Status]I went ahead and made Fort saves for the leopard, Anaerion, and Kalgor, since they're all back in the room. Only the leopard failed his, so it's Sickened.

Kalgor was already in B21, so I let Anaerion 'port to B20, since that was your preferred location, anyway. Note: since Anaerion is invisible, Kalgor doesn't know he's there unless Anaerion mentions it.

If someone knows of specific rules on this front, please point me to them. otherwise, I'm going with this:

If Anaerion tells Kalgor where he is: Bowshots will deal with Anaerion as providing soft cover as normal.

If he keeps quiet: apply the 50% miss chance to any bowshot that crosses Anaerion's square (i.e., instead of missing an attempt to hit him, there's a chance you may hit him instead of your target).

My assumption is Anaerion'll probably pipe up, but I don't want to decide for you.

Enemies:

Black Tentacles: succeed on grapple attempt for an additional 8 damage to Rylidak
Zombies 1,3,8: move action: stand
Zombies 4,7: attack Ausk. Both hit for a total of 16 damage
Zombie 6: move action toward leopard. Fails Acro check. Prone
Zombie 5: Move action to move into flank. Succeeds Acro check. (draws AoO)
Caster: Cast defensive check succeeds. Standard action cast, misses melee touch to deliver the spell.


Status



Anaerion: 44/44, Mage Armor, Bless, Invisible
Ausk: 53/82, Rage round 3, Sickened, Bless
Gragnor: 26/26, Mage Armor, Unfettered, 1 STR damage, Sickened, Bless
Kalgor: 54/54, Bless
Rylidak: 42/56, Grappled (target CMD 22 for escape attempts), Bless
Celestial Leopard: Sickened, 8/9 rounds remaining

* Sickened: -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.

* Grappled: -4 Dex, -2 attacks and maneuvers (except grapple / escape grapple), no 2 handed actions, Concentration to cast, no AoO

Human caster (AC 15): Moderately wounded

Zombies (AC 12):
Z1: Moderately Wounded
Z2: Undamaged
Z3: Undamaged
Z4: 0/12, Destroyed
Z5: Moderately Wounded
Z6: Undamaged, Prone
Z7: Undamaged
Z8: Moderately Wounded[/sblock]


[sblock=Environmental Notes]* The squares on B2 are all on the same level, but are 10 feet above the blue areas. I've screened the creatures who are down the level.

* Fumes in here are much more potent than out in the lobby. Base save Fort DC is 15 each round you're in the room to avoid being sickened while there.

* The walkways are slick. Moving at more than half speed requires a DC 5 Acrobatics check to avoid falling prone. Failing by 5 or more means you slip entirely off the walkway and fall to the vats below, taking fire instead of falling damage from the heated muck.

* You can use a free hand to make use of rails and chains to help steady you for a +5 on the Acro check, but that means the hand is not considered free for any actions during the round.

* Moving at full speed on the walkways gives a -5 on the Acro check.

* Note the Acro check is not required for moves that only contain rows 1-6.

* Area B3 is another 15' above the walkways in B2.

* The gray screened area is filled with Black Tentacles. Entering the area triggers an auto-grapple attempt (success also causes damage). Even if you avoid the grapple, the area is difficult terrain.[/sblock]
 

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