WoldianGames Homepage WoldianGames Homepage
WoldianGames Homepage
  LOG ON

Hook City Archives


Return To Index


Two Weeks (DM SteveK) 
Wednesday August 7th, 2013 3:22:30 PM

The Iron Adventurers slowly leave Magistrate Alistair's townhouse. The air is one of sobriety, especially perhaps because this is one thing that they can't do anything about, and they are heroes of action!

Cyniq notes that (just like coming to the Townhouse and in travelling to the Temple for the feast [my apologies, I should have told everyone about this earlier]), that there are several times in the short walk where her magic detects Scrying in the vicinity. It happens more so in SouthHook, and to a lesser extent in NorthHook. Nearly every time she walks by a shop of magical items or services, there is a Clairaudience or Scrying or some other detection spell active.
.......................

Nearly two weeks pass and not much has changed. Alistair is still holding on, the neighborhood is still happy to have the Iron Adventurers in residence, MudTown is stil... well... a mud town. Sergeant Capon diligently, punctually, arrives every day to provide the morning report which takes 10 minutes but boils down to : situation normal.

Until a message arrives from the Temple of Ma'ab in the form of an acolyte with a sealed letter dictates by Torm to the Iron Adventurers.

"The caravan was last heard from going towards Wayfarer from Heranmar but never arrived! I fear the worst. Would the heroes try and find them?"

.......................

OOC: All Heroes get 500xp for role-playing at the Feast and around Town

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (HASTE) 
Wednesday August 7th, 2013 9:17:59 PM

Hmm, it turns out that going to see that cauldron could have been useful afterall...
Beri scratches his head as he does some rough calculations of the distance in his head.
Somewhere between Wayfarer and Heranmar... and who knows how far course they are now. As much as I hate to say it, I think us city boys need to get some horses for this one. Hope everyone knows how to ride.

ooc: I thought MudTown no longer existed... I assume we have time to stop at the catacombs and pick up a horse and saddle.

Restlin (Carl) -- AC: +8/+7/+6 CMD: 21 HP: 82/82 (Spells) Luck Points: 2 
Wednesday August 7th, 2013 10:01:36 PM

"FINALLY, something to do. I can magic myself up a horse, so no worries there. That way when beasts inevitably attack I don't have to worry about walking. I should go prepare..."

With that, Restlin heads upstairs to gather his belongings & get ready to head out.



Cyniq al'Lyz AC 18{22}/16{20}/14{18} -- CMD 19 -- HP 60/60 Spells Active: Detect Scrying 
Thursday August 8th, 2013 12:24:40 AM

I have my own transportation as well. Having just arrived, I haven't unpacked and I am ready to leave.

Cyniq smiles at the thought of getting away from this weird place, if only for a little while.

Anrete AC:30/17/30 CMD:32 HP:121/121 DR:2 
Thursday August 8th, 2013 2:32:37 AM

Anrete nods and set off towards the stable to prepare Copper for the journey.

Bosk AC: 28/13/25 CMD:22 HP 78 of 78 Spells 
Thursday August 8th, 2013 2:43:20 PM

The horned cleric laughs. They have yet to make a horse that can hold me, and I have yet to find a large enough mount that can carry my weight. Believe me, I have looked. Looking around at the others' reactions he adds, Oh, you do not need to worry. I will not slow you down any. I am as fast as any horse, and even with all of my armor and gear I can keep up. Gargul is a god of travel after all.

ooc: Bosk has 40ft movement = 32 miles a day (the speed of a pony and faster than a horse carrying a load)
or 50ft / 40 miles a day with long strider active (40 miles a day = horse with no / light load)

I will likely use long strider and carry a medium load / armor. Base speed = 40ft - 10ft for medium armor + 10 Longstrider = 40ft base movement = 32 miles a day. FYI this will also be using my lvl 1 pearl of power each day to recast longstrider.

If someone else needs it, the other option would be a lesser rod of extend, if someone has one I can borrow. I could then use my POP to cast Longstrider on myself and a second player, and the rod would extend the spell to 12hrs duration which is more than a full days travel.

Garret Goodbarrel [AC:31/29/26 HP:93/93 Ki:12/12 CMD: 29] 
Thursday August 8th, 2013 4:10:54 PM

Garret smiles when Bosk mentions his travel plans. He says quietly, "I, too, have little need of a horse. I am sure I will be able to keep up."

After that Cauldron (DM SteveK) 
Thursday August 8th, 2013 4:17:50 PM

clarification: MudTown is still very much alive and about the Wall of Tears which is the northern wall of Hook City. Only a few dozen people have moved to Five Mile House, and only a few dozen more made their way away from Hook City. All the merchants stayed, and those to cater to and prey on merchants are still in MudTown as well. The only difference is there are no permanent buildings in MudTown; there are lots and lots of tents.

..............................

It has been nearly a month since the New Iron Adventurers have first arrived in Hook City. Beriothian seems the only one of the group that needs a horse, and he is able to purchase one from a local stable without trouble. (ooc: don't go to Catacombs just for a horse and saddle. Annotate on your PC sheet and consider it bought.)

The group is able to look over a map of Gateway Downs and see that there are in fact TWO roads that lead from Heranmar to Wayfarer...

.................

Mode of Travel

Cyniq and Restlin: Mount spell
Bosk and Garrett: foot speed fast/faster than horse
Anrete: Copper
Sesha: ?
Caius: ?
Beriothian: ?

Sesha [AC 18 | HP 146/73 | CMD 14] [See Invisibility] 
Thursday August 8th, 2013 4:48:47 PM


When travel is discussed, Sesha smiles.

"For long travel alone, I simply walk in the shade. Travel through the Shadow Realms is fast, though not terribly accurate. If the plan is to start from Heranmar and retrace the footsteps of the caravan, I could have us there in a day. We could cover about 50 miles in an hour of travel. I wouldn't wanna use that magic while searching for something particular, but it's great for linear travel. I averaged about 400 miles per day traveling from It'lal to Bryn Baraz."

She shrugs.

"If that is not what you all want to do, I can just keep recasting my Flying Broom spell. It lasts about 2 hours per cast, if I couple it with a rod I bought that makes spells last longer. "

(Note to DM, assuming 8.4 hours of travel per day, I would need 3 casts of the spell. I have no problem rolling 3 Ley Line checks each day at the start of travel. There is a really small chance of failure when Bend Ley line is figured in as a move action before each Ley Check. Best case scenario I get some freebies. Worst case, I get a lost spell in there. Either is fine with me.)

Restlin (Carl) -- AC: +8/+7/+6 CMD: 21 HP: 82/82 (Spells) Luck Points: 2  d20+14=26 ;
Thursday August 8th, 2013 9:20:23 PM

Looking over the map, Restlin turns to Cyniq. "Divination magic and I don't get along...I don't suppose that's something you're good at? We could use a way to determine where they went. Failing that, we could just head to Heranmar and ask which direction they went when they left."

Hearing Sesha's idea, he stops to ponder any potential difficulties with heading to Heranmar via the Shadow Realms. If he can't think of a good reason not too, he'll conclude that it's probably a good idea. Otherwise he'll inform the others of any dangers.

***

Knowledge, Planes: 26

Bosk AC: 28/13/25 CMD:22 HP 78 of 78 Spells  d100=62 ;
Thursday August 8th, 2013 10:19:39 PM

Divination is not a specialty of mine, and I can only scry on those unfortunate enough to suffer my wrath, but I will see what I can do. In the morning I will prepare and cast a divination spell that can tell us wbich way to go. Can everyone be ready to leave tomorrow at sunrise? That should give us enough time to get Copper, let Beri purchase a sutible horse, and inform Torm and Capon we will look into the matter.

Cast Divination, d100+6 = 68 (success)

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (HASTE) 
Thursday August 8th, 2013 11:28:03 PM

I prefer traveling in a form with a bit better perception, but I'd rather keep my ability to change forms just in case it's needed for combat so I'll cave an get a horse for the time being. I agree with starting at Heranmar and then traveling normally. I'll pick out a horse and be back in no time, it's easier to pick out a horse when you can actually ask the horse what condition it's in.

Garret Goodbarrel [AC:31/29/26 HP:93/93 Ki:12/12 CMD: 29] 
Friday August 9th, 2013 9:30:02 AM

Garret eyes Sesha and says, "Are there any dangers traveling in such a realm? I mean, are we going to be going a place where other things may live who might not like us walking through their houses? If not, I think that would be a fine way to travel and I'd love to see that sort of place."

Caius HP 146 - AC 23/12/21 - F+12/R+7/W+5 - CMD 28 
Friday August 9th, 2013 10:26:37 AM

ooc: Sorry, everyone! I just got back from vacation at an Indiana State Park. A state park, mind you, where I was told by the head ranger himself over the phone that they had internet access at the visitor's lodge. I arrived to find that their satellite had been knocked down during a storm prior to our arrival.

Caius listens to Sesha and raises his eyebrows. "That sounds faster than any horse I can think of. I would be fine with you witchin' a spell on me."



Cyniq al'Lyz AC 18{22}/16{20}/14{18} -- CMD 19 -- HP 60/60 Spells Active: Detect Scrying 
Friday August 9th, 2013 11:00:35 AM

I am curious why the caravan did not inform someone of which road they took. Or that no person saw whether they left Heranmar heading west or heading south. A caravan leaving is not an insignificant event.

Cyniq nods in agreement with Bosk, sorry, that type of divination is not my forte. I could teleport myself and three others to Heranmar.

I thought hook city was currently landlocked, this map shows it on a coast.

Anrete AC:30/17/30 CMD:32 HP:121/121 DR:2 
Friday August 9th, 2013 11:45:13 AM

Anrete nods and leaves the planning to those wiser than he is - his forte is wacking heads off with his sword.

Bosk AC: 28/13/25 CMD:22 HP 78 of 78 Spells 
Friday August 9th, 2013 2:54:50 PM

Bosk tries his best to explain things to Cyniq. The Southern Continent has a mind of its own. The regions are like a puzzle composed of a set of dice. Every so often the pieces rearrange themselves. Sometimes they move location, rotate so that North becomes South and vice versa, and some times the pieces flip or switch out. An entire region might disappear, replaced with a new one which has an ancient history. It is for this reason that map making is considered taboo by many. Also, as a general rule, people cannot travel between the regions, some strange magic within the land itself prevents it. You are usually better off trying to travel to the edge of a region through magic, walking over the border on foot, and then using magic to get to your destination in the next region.

After that Cauldron (DM SteveK) 
Friday August 9th, 2013 3:43:56 PM

clarification: Yes, Hook City is a coastal town since the Great Migration. Only a mile wide isthmus of land connects the magical city to Gateway Downs. All other travel is by ship from LaborTown to other points around the Wold. Bosk recently learned there is a third option of travel, that from the SouthHook Harbor to the mysterious Ice Vien!
..............

Options are discussed and when the others are assured that Shadowwalking is no more dangerous and quite a bit faster than any means of transportation other than teleportation, the decision is to Shadowalk to Heranmar and track the Caravan from there. Sesha and the others learn another interesting specialty of the Southern Continent, the magical travelling barriers.

The only limitation of Sesha is that she can only take herself and 10 other beings, which means only 3 horses with the 8 advenurers. And since there are no familiars or other companions, the Witch is able to bring along Copper, and a horse each for Caius and Beriothian.

Cyniq wonders why the Caravan didn't have a planned route or that no one from Heranmar saw which route they took. Then she realizes both are probably true and it is currently unknown because the Iron Adventurers have not yet asked anyone the question.

Beri easily gets a good horse with lots of endurance. It's nice to be able to speak horse to horse!

Bosk prepared a Divination spell for the morning. He also suggests that the rest of this day is spent in preparing, informing Sergeant Capon and Torm of their plans, and collecting any more information they may be able to get about the lands between Heranmar and Wayfarer.

...............NOTES

PCs are able to post what they will do from this morning to the following morning before they head out. The planned route (that the DMs are assuming) is to walk/ride/fly from Iron Tower until they are across the Hook City Isthmus, then Shadow Walk to Heranmar and pick up the Caravan trail. Feel free to adjust this plan in your posts.

Sesha and Magic: I will prefer that Sesha roll for every arcane spell she casts. It is highly unlikely she will lose a spell but it could happen. More likely, she will get a free spell because of the strong Ley Lines. Because Witches get so few spells to start with, every little bit helps.

Sesha is also able to start with maximum temporary hit points because of her month's long work with the butcher in Labor Town.

Bosk: please specify the question for Divination. Per Corebook, a divination spell can provide you with a useful piece of advice in reply to a question concerning a specific goal, event, or activity that is to occur within 1 week.

Southern Magical Travel: Creatures can not use magical means to travel from one region of the Southern Continent to another region. Sages speculate that this is due to the last Great Migration and that the magical energies of each land are separated. High level casters often walk across a border, teleport to the next border, and repeat the process until they get where they want. This barrier is for all inter-dimensional travel including but not limited to teleportations, shadowwalking, dimension door, astral and etheral travel.

Bosk AC: 28/13/25 CMD:22 HP 78 of 78 Spells 
Friday August 9th, 2013 4:09:53 PM

Throughout the night Bosk thinks about how exactly to word his question when it comes to the divination. Should I ask which way the caravan went, where the caravan currently is, or perhaps where we should go in order to successfully find them. In the end the cleric decides to ask for the groups input since they will be following whatever divine inspiration he receives.

ooc: Suggestions?

Cyniq al'Lyz AC 18{22}/16{20}/14{18} -- CMD 19 -- HP 60/60 Spells Active: Detect Scrying 
Friday August 9th, 2013 5:45:06 PM

ask torm? His caravan, he's asking for our help. And he isn't volunteering the route/direction they took?

DMSteve: No, he didn't put it on the one page note delivered halfway across a big city by a very junior acolyte. Of course, he doesn't know the IA are going to look yet, either.

Restlin (Carl) -- AC: +8/+7/+6 CMD: 21 HP: 82/82 (Spells) Luck Points: 2 
Friday August 9th, 2013 10:50:02 PM

OOC: The player behind Restlin is feeling under the weather.

Restlin's fine for shadow walking to Heranmar & making brief jaunts back to the prime material plane to cross borders. All gears up and ready, the wizard's ready to go...

Bosk AC: 28/13/25 CMD:22 HP 78 of 78 Spells 
Saturday August 10th, 2013 12:04:33 PM

The blond taur look over towards Beri. You seem to have connected with the turtle, would you mind telling him we accept and trying to get some more information from him on your way back from the stables?

Lurking (Co-DM JonathanT) 
Sunday August 11th, 2013 8:42:58 PM

Hi guys;
I trust all you guys and gals remember me. I hope. :}

SteveK will be taking a well deserved break for a few days while I take over on Monday.

I've a planned visit to my parends second half of this week where SteveK will step in for a few days but I'll pick up again next monday. So I'l get us moving these first two days. I just hope you guys/gals stay alive long enough for my return. Muaaahahahahaha!

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (HASTE) 
Sunday August 11th, 2013 11:19:04 PM

I'm already back from the stable. I can ask for any information you like, but I am sure that if they knew more that they would have told us in the letter. I really think we should head out as soon as possible.

Anrete AC:30/17/30 CMD:32 HP:121/121 DR:2 
Monday August 12th, 2013 9:51:59 AM

Anrete spends the day preparing Copper and packing some home-made trail rations. As an after thought, Anrete also drops by the kitchen to grab some ingredients for future cutlery exploration on the road.

Sesha [AC 18 | HP 146/73 | CMD 14] [See Invisibility]  d100+16=99 ; d20+16=22 ; d20+19=32 ; d100+9=70 ; d20+19=30 ; d100+7=77 ; d20+19=22 ; d20+19=21 ; d20+19=32 ; d100+9=47 ;
Monday August 12th, 2013 10:33:42 AM

[ooc: Informative Post for DM's.]

Sesha is ready to transport everyone with her Shadow Walk spell. She also concentrates to maintain her flying broom spells as needed. She will use her Vedik's Headband of Focus to take 20 on the concentration check for Shadow Walks associated Bend Leyline.

1: Bend Leyline 36 vs DC 25. +11 to next Ley-Roll. (Shadow Walk)
1a: Ley Roll 99 vs: DC 15. Spell Slot not used.

2: Bend Leyline 22 vs DC 23. Fail.

3: Retry.
3a. Bend Leyline 32 vs DC 23. +9 to next Ley-Roll. (Flying Broom)
3ab. Spell Success.

4. Bend Leyline 30 vs DC 23. +7 to next Ley-Roll. (Flying Broom)
4a. Spell Success.

5. Two Failed Bend Leylines.
5a. Success 32 vs DC 23
5b. Spell Success.

There is no penalty for retrying on Bend Ley-line. Unless interrupted throughout the day, At the end of travel her spell slots will look like this, with the +1 representing her healing domain spells.

1st: 5/5+1, 2nd: 4/4+1, 3rd: 1/4+1, 4th: 2/2+1, 5th 2/2 +1


Cyniq al'Lyz AC 18{22}/16{20}/14{18} -- CMD 19 -- HP 60/60 Spells Active: Detect Scrying 
Monday August 12th, 2013 12:08:53 PM

Cyniq doesn't have anything to pack, as she hadn't unpacked. She will go through her gear and verify everything is packed where it should be, in good working order, and fully stocked.

Garret Goodbarrel [AC:31/29/26 HP:93/93 Ki:12/12 CMD: 29] 
Monday August 12th, 2013 1:34:31 PM

Garret steps back and lets those that know the locals better ask the questions about the caravan.

When Anrete heads into the kitchen, he finds Garret sitting on the counter, eating a large fig. He says through a partially full mouth, "You should bring some of these along on our trip. I find that I like them quite a bit. I'm not sure if they would be good in many things. I suspect perhaps with a cake or a pie they would make quite the snack. Have you ever had one?"

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (HASTE) 
Monday August 12th, 2013 8:49:28 PM

ooc: checking in

Lurking (Co-DM JonathanT) 
Monday August 12th, 2013 9:42:08 PM

OOC:I'm going go and clean the tub, then I'll post.
yeah, it's a man's job, y'know. :}

Bosk AC: 28/13/25 CMD:22 HP 78 of 78 Spells 
Monday August 12th, 2013 10:19:34 PM

Wow, that was quick! The cleric looks impressed at how fast Beri managed to secure a satisfactory mount. Being able to talk to the horses must really speed things up. I suppose I can ask Torm for any more information he has on what route they took. I might not have your gilded tongue, but he should be willing enough to give us the information if he has it. While I am out, does anyone need anything at the catacombs? Bosk will quickly head out to inform Torm that the Iron Adventurers accepted his request and will see what additional information he can get. He will also stop at the Catacombs on the way back to pick up any provisions the group needs.

For the divination question Bosk will asks, Which route should we take to find the missing caravan and determine what happened to them.

Caius HP 146 - AC 23/12/21 - F+12/R+7/W+5 - CMD 28 
Monday August 12th, 2013 11:45:09 PM

ooc: Checking in.

After that Cauldron (Co-DM JonathanT) 
Tuesday August 13th, 2013 1:17:24 AM

The Iron Adventurers start preparations for a long trip. But to where, exactly? The note mentioned somewhere between Herammar and Wayferer. That is a lot of terrain between the two, not to mention two different paths to take. Take the wrong path and you've lost weeks!

Bosk volunteers to cast a Divination spell, so in the morning, when all are packed and ready, mounts stomping their feet with impatience, Bosk sets up his incense sticks and places his offering (worth 25gp) in front of him, but before he gets a chance to start casting, Sgt Capon makes his usual appearance, putting the spell on hold.

It appears that Torm spent the night searching for the answers to the same questions the IA members had. By the use of a Commune spell, Torm was able to find out which road the caravan took and get a very close estimate to the location of the lost caravan. Sgt. Capon hands over a sealed envelope.

The envelop contains a parchment with a crude map scrawled on it and an 'X' on the road leading eastward from Fort Wayferer, about halfway between Wayferer and the next major town (next dot on the map to the right of Wayferer).

DM OOC: see the Gateway Downs map: Gateway Downs

With this information, the Divination spell is no longer necessary (unless you really want to) and the group heads out of town. Once across the borders of Hook City and onto the mainland proper, the IA members can now use their Shadow Walk spell to gain 50 miles in one hour. What would take weeks, takes only days. The odd side effect of such travel is the dispersement of the travelers each time the spell ends. The other side effect is the sensation of being somewhere, going somewhere, but not actually being anywhere, as the shadow realm is, well, shadows.

The group is cautioned not to let go of each other as getting lost in the shadow realm is not fun. Things go rather well despite the horses being unerved by the unusualness of the shadow real but the IA members manage to keep them from bolting.

After three days of this they pop out of the shadow realm at the end of the spell somewhere in the vicinity of where they think they should be according to Torm's map. "Think they should be" is very litteral, as traveling in the shadow realm is quirky and impossible to judge distances accurately.

The first thing the IA members need to do is find out where each other is and get back together. Then see if they can find out their exact location with respect to Wayfarer and the 'X' on the map.

DM Note: as per the spell, you are shunted 1d10 × 100 feet in a random horizontal direction from your desired endpoint. You are on/near a road that winds through forested hills.


Restlin (Carl) -- AC: +8/+7/+6 CMD: 21 HP: 82/82 (Spells) Luck Points: 2 
Tuesday August 13th, 2013 8:20:33 AM

Restlin pops out of the shadow realms in what appears to be another forest. Finding himself without his companions, he activates his boots of levitation and floats on up. On the way, he casts dancing lights and brings forth 4 glowing orbs which swirl around him.

Hopefully, everyone's able to see that...he'd hate to go stumbling blindly through the forest looking for his friends.

Anrete AC:30/17/30 CMD:32 HP:121/121 DR:2  d20+10=18 ;
Tuesday August 13th, 2013 10:37:24 AM

Anrete pauses to survey his surrounding before proceeding to scout out the area for his companions.

-------------------------------------
Survival: 18

Sesha [AC 18 | HP 146/73 | CMD 14] [Flying Boom: 0/200 minutes][See Invisibility]  d10=8 ; d20+19=24 ; d20+19=25 ; d20+19=37 ; d100+12=94 ; d20+19=34 ; d100+9=102 ; d20+7=15 ;
Tuesday August 13th, 2013 11:24:38 AM


As she gathers her focus for that days Shadow Walk, Sesha spends a small bit of time searching for the tendrils of Magic she needs. She finds what she seeks, and the die is cast!

As she walks through the Shadow Realm, she can't help but feel happy. She was helping here, contributing great speed, and as far as she knew only a Blood Witch could access Shadow Walking so early in their career. She chats with Restlin about her magic as they walk, point out a number of spells she had access too already that came to her much earlier than they did other spellcasters. Of course, there were a lot of areas her learning was stunted. And the fact that she couldn't make things explode made her just a little jealous.

When they exit, she finds herself shunted pretty far. Finding a particularly strong leyline on her first attempt, she takes to the sky on her broom, the magic extended by her metamagic rod. Concerned she might need to draw more attention, she uses prestidigitation to trail a small 10ft line of pink smoke behind her while she looks for the others.

[1] 800 ft shunt.
[2] Two terrible Bend-Ley Lines. (Fail and +0).
[3] Cast success. Ley result 94, no slot expended for shadow walk.
[4] Bend Ley-line success vs DC 23. Cast success. No slot expended for Flying Broom.
[5] Usually unless in combat or using metamagic, I don't roll for 0 levels, as whether they are expended or cast free ususally doesn't matter. Let me know if you want me to play it different.
[6] Perception: 15

DM JonathanT: I'm ok with what you've got here.

Cyniq al'Lyz AC 18{22}/16{20}/14{18} -- CMD 19 -- HP 60/60 Spells Active: Detect Scrying  d20+18=23 ; d20+18=24 ; d20+18=25 ; d20+18=26 ; d20+18=29 ; d20+18=20 ; d20+18=22 ; d20+18=38 ; d20+18=22 ; d20+4=8 ; d10=9 d8=1
Tuesday August 13th, 2013 2:10:40 PM

Cyniq stumbles from the shadows realizing that whoever she was holding onto obviously let go of her hand. Which would explain why she sees only forested hills around her. With a gentle sigh she takes a moment to look and listen around her, checking that her immediate vicinity is clear of threats before listening for the sounds of her companions.

Casting fly, she floats up into the trees and checks the wind above the tree tops in addition to getting another look at the terrain around her.

Perception to hear Restlin cast levitate=23
Perception to see Restlin floating over the trees=24
Perception to hear Restlin cast dancing lights=25
Perception to see Restlin's dancing lights=26
Perception to hear Sesha cast flying broom=29
Perception to see Sesha on her flying broom=20
Perception to hear Sesha cast prestidigitation=22
Perception to see Sesha's pink smoke=38
Perception for anything else=22
Survival=8

I didn't see any indicators of how far or which direction people got shunted. So unless the DM has something specific, looks like Cyniq is 900' north of the target. (1 being north on d8)

After that Cauldron (Co-DM JonathanT) 
Tuesday August 13th, 2013 3:52:18 PM

OOC: It was so late last night I didn't roll the 'shunting' for each. Great to see you guys taking the initiative and doing that for me. :)

Garret Goodbarrel [AC:31/29/26 HP:93/93 Ki:12/12 CMD: 29]  d8=4 ; d10=4 ; d20+20=40 ;
Tuesday August 13th, 2013 6:17:48 PM

Garret stumbles out of the darkness, blinking his eyes and touching his arms to make sure he is solid again. He looks around and quickly spots Restlin high above. He calls out, "Hey, over here!"

OOC:
Random direction: 4 = SE. Random distance: 400 feet. Perception: 40!

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (HASTE)  d20+18=37 ;
Tuesday August 13th, 2013 6:37:57 PM

Hmm, we probably should have planned out how we would find each other ahead of time... well, now we know.. what are those lights popping up? Ahh, that must be the IA.
Beriothian throws his scarf around his neck, activating it's permanent prestidigitation spell. Soon the image of a glowing orange bat starts to flutter above his head as a beacon for his friends. Satisfied with the results the druid heads off to meet the closest light before him.
perception=37

Bosk AC: 28/13/25 CMD:22 HP 78 of 78 Spells  d10=8 ; d8=3 ; d20+14=26 ; d20+14=21 ; d20+14=33 ; d20+14=29 ; d20+14=31 ; d20+14=30 ; d20+14=19 ; d20+14=20 ; d20+14=16 ; d20+14=19 ; d20+14=31 ; d20+7=17 ; d20+5=13 ;
Tuesday August 13th, 2013 10:53:31 PM

As the group passes into the Shadow Realm Bosk watches with fascination, jealous that this witch who flaunts her abuse of Wold's Blood is able to so easily fully enter the realm that he is only capable of partially entering. How is it that this witch can cross over with such ease when he s the one who has nailed his shadow down in the Land of Rest and has a permanent connection with the Shadow Realm? Although his training as an Avenger has allowed him to master his emotions and keep them from betraying him, he still finds jealousy creeping into his mind more often than he cares to admit.

The sudden smell of fresh air washes over him as the party returns to the land of the living. The damp smell of the forest is a welcome and relaxing one. After taking a deep breath he turns towards the others and his heart sinks. They are all gone. Some time during the trip he must have let go of the others hands. He steps into the shadows of a tree trunk and tries to blend into the shadows as he looks and listens for the others, sure that they will readily be making them selves seen and heard despite the fact that a caravan had recently disappeared from the area.

The horned cleric silently makes his way towards the group as silently and as stealthily as possible using his survival skills and to move across the wooded terrain. If there is any sign of an enemy approaching he will partially enter the shadow realm to increase his stealth.

--------
Location is 800ft East of target
Perception to hear Restlin cast levitate=26
Perception to see Restlin floating over the trees=21
Perception to hear Restlin cast dancing lights=33
Perception to see Restlin's dancing lights=29
Perception to hear Sesha cast flying broom=31
Perception to see Sesha on her flying broom=30
Perception to hear Sesha cast prestidigitation=19
Perception to see Sesha's pink smoke=20
Perception to Hear Garret calling=16
Perception to see the glowing Beri Bat=20
Perception for anything else=31
Stealth=17
Survival=13

Active Spells
------------------
Death Watch (Permanent)
Chill Touch
Long Strider (Casting twice a day to cover travel time)

Caius HP 146 - AC 23/12/21 - F+12/R+7/W+5 - CMD 28 
Tuesday August 13th, 2013 11:03:26 PM

placeholder

After that wascally Cauldron (Co-DM JonathanT) 
Wednesday August 14th, 2013 12:27:00 AM

Restlin looks about him when he exits the Shadow Real. He could be a mere dozen yards away from friends, but the forest obscures much past the first 10' feet. He gets creative and and levitates, using his boots, up above the tree tops, bringing four glowing orbs from his Dancing Lights spell.

Anrete applies his survival skills and starts hunting for his friends. He finds that he is next to a road and gets out into the open.

Seshaswoops up skyward, on her broom, winding her way through tree branches, gathering some
salad on the way. She also has the notion to be more noticable and leaves a trail of pink smoke behind her. Once above the tree tops, she can see a long ways and sees Restlin floating not far away. She also notices Anrete on the road.

Cyniq finds herself on the slope of a forested hill but beind a ridge. She listens for her friends but decides to fly up above the tree tops for good measure. Besides, it is easier to fly down from the hillside than climb down. She easily sees Restlin, Anrete, and Sesha all spread out, but easily within flying distance.

Garret has the fortune to pop out near Restlin and sees him and his glowing orbs through a gap in the trees where a dead tree has fallen and calls out to his floating friend.

Beri hears Garret call out and starts heading that way. He pops a glowing orange bat above his head to draw attention as well.

Bosk remains vewy, vewy, cautious when he pops out. Using shadows, he takes a few moments
to discern his surroundings. It doesn't take long at all to determine just about where everone is. He can see them flying or floating around easily enough, all heading towards a central point.

Caius finds himself in the middle of a road. it is some 20' wide with grassy meadows on each side that lead to forested hills. Anrete walks out onto the road behind him and he sees others pop up above the tree tops and start converging to the road.

-----------------------------------------------------------------------

DM OOC: the Shadow Walk spell is amazing, but obviously caution must be taken. Good thing there
are no lakes or precipices nearby, eh?

DM IC:

In mere minutes the IA are back together again in the middle of a road. The target spot, though, could be behind them or in front of them. It could be several miles away or just around the corner. Not only that, Torm's revelations were not an exact location either, but an approximation.

However, now that the IA are fairly close, a more precise revelation may be possible.

The road runs East-West by the sun's reconning.

DM OOC: SteveK will pick up here for a few days. You guys decide which way to go, east or west, either
by the flip of a coin or Divination. But don't take too long discussing it. If you need more than one post as you reply to other's, do so.

I'll be at my parents and will check in when I can and answer questions. But since I may not be able to spend the necessary time for a good post, nor have access to my mapping tool, SteveK will keep things going. I plan to be back posting on Monday 19th. Don't get yourselves all killed until I get back. Deal?

co-DM SteveK: I'll post Thursday morning US Central Time.

Caius HP 146 - AC 23/12/21 - F+12/R+7/W+5 - CMD 28 
Wednesday August 14th, 2013 1:28:56 AM

"I would suggest we head east. We want the sun behind our heads in case we get in a fight with some locals. Don't want to have to squint while I'm swingin'."

Anrete AC:30/17/30 CMD:32 HP:121/121 DR:2  d20+10=24 ;
Wednesday August 14th, 2013 10:20:10 AM

Anrete applies his hard-earned wilderness experiences from Bryn Baraz and survey the road for clues.

Hmmmm...

---------------------------------------------
Survival: 24

Restlin (Carl) -- AC: +8/+7/+6 CMD: 21 HP: 82/82 (Spells) Luck Points: 2 
Wednesday August 14th, 2013 11:22:25 AM

Finding a lost caravan in the woods is something Restlin isn't built for. He's bad at this whole wilderness thing AND bad at divination.

He considers summoning a hound archon to help out, but it looks like his new friends (and old) are more than capable of dealing with the situation. He keeps out of their way. Caius' plan does sound like a winner, provided east ends up being the right direction to travel.

Bosk AC: 28/13/25 CMD:22 HP 78 of 78 Spells  d20+7=17 ;
Wednesday August 14th, 2013 12:23:37 PM

The blond taur stays in the shadows as the group discusses which way to go. Gargul's Unblinking Eye! I am sorry guys. I do not know how I could have over looked it. I prepared a locate object spell today, but not a divination spell. I did not remember how far off course Shadow Walking could take us and the locate object spell has a range of only about 640ft.

Sesha [AC 18 | HP 146/73 | CMD 14] [Flying Boom: 0/200 minutes][See Invisibility]  d100+10=72 ; d20+19=20 ; d20+19=30 ; d100+6=73 ;
Wednesday August 14th, 2013 2:46:27 PM


Sesha is glad to be with the others again, and grins sheepishly.

"Sorry everyone! Next time we should probably find a way to meet up, like a signal or something. And I woudln't be too hard on yourself Bosk. I should have explained the spell in more detail than "It's a little inaccurate.". Anyways, I'll ask Little Spirit for help."

Sesha unhooks Pot-pot and places him gently on the ground. She fishes around his in pack for a small number of pearls, and then tosses them into the cauldron.

She smiles and looks at Bosk. "I don't know why, but when I think of Little Spirit I see a pretty girl in white. I think she might like pearls. Anyways, can you help me with some water? I understand most Clerics can produce it without much effort."

With the cauldron full, she grows it until it reaches medium size. The water within bubbles, and the pearl floats to the top. It begins to break apart, releasing a billowy smoke with an opalescent sheen.

The Little Drow looks happy as she talks.

"Hello again Little Spirit! It's been so long since I had a chance to talk to you. I have done like you said, ya know. I heal anyone who needs it. And I'm out to help some people today! We are looking for a caravan that has gone missing. We know it went down this road, but which way?! Could you help us please?"

Then she whispers.

"I'm finally on my own Little Spirit. Free of It'lal AND the Ga'alin. I am trying my very best. I will know you soon. I promise I'm trying."

[1] 72% on Divination vs: 20%. Success.
[2] Bend Leyline +6, Ley check 73. 4th level slot expended.

1st: 5/5+1, 2nd: 4/4+1, 3rd: 3/4+1, 4th: 1/2+1, 5th 2/2 +1

Bosk AC: 29/14/26 CMD:26 HP 88 of 88 Spells 
Wednesday August 14th, 2013 3:51:46 PM

The horned cleric shakes his head. I am familiar with the spell, and I have traveled through the Shadow Realm before. Unfortunately the Catacombs recalled my masterwork coffee and I just was not thinking as clearly this morning as I should have been. Carelessness on my part. Fortunately I rarely make the same mistake twice. As for the water, that is no problem. That is one spell I did have the foresight to prepare, and I usually carry a lot of fresh water on me, just in case. We have had some bad luck with fires in the past. Some people just do not care who they hurt in order to get their way.

The cleric fills Sesha's pot, hoping Gargul is not offended by his actions, but assuming his god would not have brought the two groups together if he did not want them working together.

ooc: Coffee was a MW Perception tool I have/had that I lost after the most recent rules revamp.

Garret Goodbarrel [AC:31/29/26 HP:93/93 Ki:12/12 CMD: 29]  d20+9=25 ;
Wednesday August 14th, 2013 7:38:28 PM

Garret gathers with the others and looks both ways on the road. When he sees Anrete start looking around for clues, he walks over to him and points out a few marks on the ground, saying, "Here, look at these, too."

OOC:
Survival, aid another: 25.

Cyniq al'Lyz AC 18{22}/16{20}/14{18} -- CMD 19 -- HP 60/60 Spells Active: Detect Scrying  d20+4=10 ;
Wednesday August 14th, 2013 8:14:18 PM

Cyniq joined up with the others and cast phantom steed, knowing her fly spell would shortly expire. From prior experience, she knew to stay off the road and stood near by watching as Anrete walked across the road. Any signs of recent passage?

Pointing to some divots in the road she asks him Are those fresh?

Survival, aid another: 10


Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (HASTE)  d20+18=37 ; d20+16=25 ;
Wednesday August 14th, 2013 10:17:43 PM

With a wave of his hand the druid cancels out his prestidigitation spell and cancels his glowing bat beacon.
Well, the only two logical things to do are to head forward or head back towards town. Now that we are here I say we try to more narrowly identify the location Torm pointed out to us and start at that point.

perception = 37
survival=25

After that Cauldron (DM SteveK) 
Thursday August 15th, 2013 11:02:37 AM

Caius suggests they head east for tactical reasons.

Anrete applies his hard-earned wilderness experiences from Bryn Baraz and survey the road for clues. The barbarian is skilled and notes that the recent rains and soft road is easy to see many wagons and horses came through this way and were heading West.

Restlin sees his friends are more than capable of dealing with the situation and keeps out of their way.

Bosk stays in the shadows and laments. By Gargul's Unblinking Eye! He should have prepared a divination spell.

Sesha is glad to be with the others again, and sheepishly suggests signals for next time. For a direction, a Blood Witch always has a Divination at hand, and Pot-Pot merrily helps out. (And Bosk with some created water.) In the billowing smoke an image forms, the Iron Adventurers are on this road and walking into the sunset. Pot-Pot speaks aloud for all to hear, and it indeed sounds like a little girl. "She is happy, mistress, and so am I. Remember as your Spirit Familiar, I am the living connection between you and 'Little Spirit'."

Garret gathers with the others and looks both ways on the road. When he sees Anrete start looking around for clues, he walks over to him and helps out. Yes, one of the wagons was much heavier than the others!

Cyniq joins up, casts phantom steed, and assists Anrete to see there are the same number of wagons as the Revival Caravan.

Beriothian suggests to more narrowly identify the location Torm pointed out, and sees Anrete, Garrett, and Cyniq have already made the determination with Sesha and Bosk confirming with some magic.
...........................

The immediate question of which direction the Revival Caravan was last at is confirmed. At this point of the road, it is almost certain that the Revival Caravan was on the road, still had Ma'ab's Cauldron, and was heading west towards Wayfarer. Anrete estimates that the tracks are about a week old, and there have nearly been daily rain showers in this area. And with the setting sun, it looks like there is about 2, maybe 3 hours of daytime travel available.

From a quick look at the weather, the group will probably have a light rain by early evening.

Does the group want to go west and follow the tracks, set up camp here, or backtrack to the previous town to sleep out of the rain?

Lurking (Co-DM JonathanT) 
Thursday August 15th, 2013 5:11:43 PM

DM OOC: like I suspected, got tied up visiting with my parents until late last night. :}
Thanks SteveK for juming in on such short notice.

SteveK: Not a problem! I like to jum! :-)

Bosk AC: 29/14/26 CMD:26 HP 88 of 88 Spells 
Thursday August 15th, 2013 7:53:16 PM

The horned cleric thinks about the options for a minute. I think our best bet is to move off the path and camp here for the night. If we press forward as to gets dark we are more likely to walk into a trap, and going back to town is going to leave a trail people could follow. If we set up cam p here we can more easily cover our tracks and will be that much closer when we set out in the morning.

Cyniq al'Lyz AC 18{22}/16{20}/14{18} -- CMD 19 -- HP 60/60 Spells Active: Detect Scrying 
Thursday August 15th, 2013 8:06:17 PM

I agree, if they passed a week ago, a few hours are not likely to change things now. Cyniq looks about from her phantom steed, I'm not the best person for choosing a camp spot, being somewhat more inclined to ensure there is an inn available when I'm traveling.

Restlin (Carl) -- AC: +8/+7/+6 CMD: 21 HP: 82/82 (Spells) Luck Points: 2 
Thursday August 15th, 2013 9:14:46 PM

"Sleep in the rain? No...that's not going to happen. Pick a spot and I'll take care of the lodging."

Once a good spot is chosen, Restlin grips Gloomy and casts Secure Shelter.

OOC: Using arcane focus to cast secure shelter.

You conjure a sturdy cottage or lodge made of material that is common in the area where the spell is cast. The floor is level, clean, and dry. The lodging resembles a normal cottage, with a sturdy door, two shuttered windows, and a small fireplace.

The shelter must be heated as a normal dwelling, and extreme heat adversely affects it and its occupants. The dwelling does, however, provide considerable security otherwise - it is as strong as a normal stone building, regardless of its material composition. The dwelling resists flames and fire as if it were stone. It is impervious to normal missiles (but not the sort cast by siege engines or giants).

The door, shutters, and even chimney are secure against intrusion, the former two being secured with arcane lock and the latter by an iron grate at the top and a narrow flue. In addition, these three areas are protected by an alarm spell. Finally, an unseen servant is conjured to provide service to you for the duration of the shelter.

The secure shelter contains crude furnishings - eight bunks, a trestle table, eight stools, and a writing desk.

It lasts 16 hours. There's one bunk for each of us, though Bosk may be more comfortable on the floor.

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (HASTE) 
Thursday August 15th, 2013 11:30:53 PM

Camp out sounds like the best answer to me.
Beriothian listens to Restlin's suggestion.
I changed my mind, a cottage or lodge is infinitely better than camping out. Good idea Restlin.

Caius HP 146 - AC 23/12/21 - F+12/R+7/W+5 - CMD 28 
Thursday August 15th, 2013 11:40:37 PM

Caius stands in awe of Restlin's conjuration. "Well slap me silly and call me Sally. Ain't that just the best darn thing a man could have out in the wilderness. I could have used you on any of my dozens of needlessly uncomfortable survival marches, I tell you what."

Sesha [AC 18 | HP 146/73 | CMD 14] [Flying Boom: 0/200 minutes][See Invisibility]  d20+19=28 ; d100+5=54 ; d20+19=30 ; d100+7=45 ; d20+19=26 ; d100+3=48 ; d20+19=32 ; d100+9=62 ; d20+19=33 ; d100+10=74 ; d20+19=34 ; d100+11=51 ;
Friday August 16th, 2013 3:08:30 AM


When Sesha's divination is finished, she casts a wary glance at Pot-pot. She snaps her fingers, and the pot shrinks to a tiny size. She picks it up and carries it with her, the sits down on the ground and stares at it for a long time.

An hour or so later, she starts poking the pot with her broom, pushing it around in a wide circle. Her good eye wild and hair disheveled, she merely grunts approval at Restlins magnificent spell.

Inside, she fills pot-pot with water from her waterskin and slurps it. She frowns, then spits the water into the fireplace, which she glares daggers at for sputtering too loudly.

Finally, exasperated, she sits down by Restlin and plunks the pot in front of her.

"That's never happened before Mage-preist. Pot-pot has always been unmistakenly masculine. Spirits don't really have a sex, but they usually identify themselves with a gender. You heard it. It sounded like a girl! A young girl! Like me! I don't like it when dependable spirits suddenly start changing!

Grumbling, she gets up and tries to do something useful. (Normally, she would still be beaming over a successful divination!)

With Pot-pot still holding water, she does her best to focus on the party at Torms. She remembers being told that only Ma'ab's worshipers would be traveling, so she focuses on the winner of the debate, hoping he would be with the procession. Then she begins to Scru.

If that search is fruitless, she tries to hone her minds eye on Ma'abs Cauldron itself, though she is aware that route is unlikely to succeed. Most artifacts resisted Scrying. As a last ditch effort, she will cycle through as many of Maabs worshipers as she can remember until something works or her magic is exhausted.

[1] Cast Scry using 3 3rd level slots, 1 4th level slot, and 2 5th level slots.
[2] Cast spells in that order until either a spell target sticks (ie, not someone sitting happily at home!) or Sesha runs out of spell slots capable of casting Scry, or she can recall no more of Ma'ab's followers.

Will Save vs Scry will be DC 20. (10+3+7)(Sesha has met these people, but does not have any of their possessions.)

1st: 5/5+1, 2nd: 4/4+1, 3rd: 0/4+1, 4th: 0/2+1, 5th 0/2 +1

Restlin (Carl) -- AC: +8/+7/+6 CMD: 21 HP: 82/82 (Spells) Luck Points: 1 
Friday August 16th, 2013 7:59:45 AM

Restlin listens to Sesha with genuine concern, but he's not an expert on these things.

"Well, you didn't say 'hello Pot-pot!' You said 'hello Little Spirit.' Plus you tossed in pearls because you thought she'd like them. Maybe you have more control over Pot-pot's manifestations into this world than you realize." He stands up and stretches. "Or maybe I have no idea what I'm talking about and Pot-pot is messing with you. Beri probably knows more about these things than I do."

Caravan Found (DM SteveK) 
Friday August 16th, 2013 8:40:00 AM

The Iron Adventurers decide to camp for the night. With Anrete and Beriothian in the group, it's as easy as yawning to find a suitable campsite, and then Restlin uses his arcane bond to create a suitable shelter for them all. Caius, a hardened veteran of dozens of campaigns, is more impressed about the instant rustic hunting lodge than all the fireballs and lightning bolts ever!

Sesha, however, is worried. Pot-Pot has rarely spoken, and always been masculine before. THIS has een something diffferent! To take her mind off the changes, she casts a series of Scrying spells to try and see the immediate area of some of the caravan. Sesha is certain that she had the winner of the debate firmly in mind, but the water in Pot-Pot remains still. There wasn't even any resistance as if another Will was overpowering her attempt to see. Just... nothing.

......................

The promised rains come, but the Iron Adventurers are snug and dry (if a little cramped) in the Shelter. Horses can't fit, but an impromptu lean-to (assuming here) by Anrete and Beri keep most of the rain off the equine members of the party.

Day dawns with a heavy dew, but bright in the sky. Breakfast is prepared, served, and cleaned. Spells are prepared for the day, and the Iron Adventurers are off.

It is only a couple of hours before the Iron Adventurers come across the remains of the Revival Caravan. In fact, if they pushed west last night, they would have arrived just about dusk!

The remnants of the caravan are strewn about the road: broken wagons, dead horses and corpses of the caravan personnel. The road is 20' wide. To the left there is an open meadow 100' from road edge to forest edge. To the right there is 30' of open ground before the forested hills begin. The hills are low and the slopes are manageable as Difficult terrain. The forest on both sides do not hinder movement except for Charge, but to provide partial cover.
....................

Caravan on the Road



Garret Goodbarrel [AC:31/29/26 HP:93/93 Ki:12/12 CMD: 29] 
Friday August 16th, 2013 10:13:04 AM

Garret looks over the carnage and says, "Well, I guess we found it. I'm going to head up for higher ground and see if I can see anything else."

He starts off up the steeper slope, looking for a place he can get a better view of the layout.

Cyniq al'Lyz AC 18{22}/16{20}/14{18} -- CMD 19 -- HP 60/60 Spells Active: Detect Scrying 
Friday August 16th, 2013 5:17:48 PM

Cyniq gets her first glance of the caravan remnants, her gaze taking in the bodies and the wanton destruction. With her face grim she recalls why she took up the path of a Justicar.

Did anyone ask how many people and wagons were in the caravan? Anrete, did you figure out which way they went? Getting on the trail before the rain washes it away will be vital.

Riding unnaturally silently, Cyniq circles about the caravan, unconcerned about where she goes as her phantasmal horse glides around, just above the surface of the ground.

Restlin (Carl) -- AC: +8/+7/+6 CMD: 21 HP: 82/82 (Spells) Luck Points: 1  d20+12=28 ;
Friday August 16th, 2013 7:50:59 PM

Still not of much use, Restlin will cast detect magic and hunt out any auras. His eyes also find anything lurking and invisible (he has a permenancy spell w/ see invisibility).

"Why do they always kill the horses? I have no love for the beasts, but it seems unnecessary, you know? Anybody finding anything?"

Then, he looks to the thick forest just beside them. He activates his boots of levitation and floats on up, looking for any hint of danger.

Perception: 28

Anrete AC:30/17/30 CMD:32 HP:121/121 DR:2  d20+15=22 ; d20+10=21 ;
Friday August 16th, 2013 7:56:45 PM

Anrete nods as he carefully glides among the ruin and searches for clues.

-----------------------
Perception: 22
Survival: 21

Caius HP 146 - AC 23/12/21 - F+12/R+7/W+5 - CMD 28  d20+8=22
Friday August 16th, 2013 11:40:05 PM

Caius begins combing the nearby tracks and treeline, looking for any clues.

Survival 22

Sesha [AC 18 | HP 146/73 | CMD 14] [Flying Boom: 0/200 minutes][See Invisibility]  d20+19=23 ; d20+19=30 ; d100+7=91 ; d20+7=18 ;
Saturday August 17th, 2013 6:39:13 PM


When the day starts out, Sesha reaches out for the nearest leylines, then bundles them to her magic. She is pleased with the strength she finds, and her Flying Broom spell is powered completely by the streams of Woldsblood.

As the others search the area, she offers Garrett a spot on her broom again.

"Care to come up for a better look Garrett? If you want higher ground, I can do much better than a rocky ledge. Besides, your eyes are much better than mine. And you aren't wearing an eyepatch."

She then heads upwards and circles the area, looking with Garrett for anything more unusual than a destroyed and ambushed caravan.

[1] Bend Ley Line 30 vs DC 23. Ley check 91. No slot expended.
[2] Flying Broom can allow passengers in exchange for decreased speed. Heading 40ft up w/ Garrett.
[3] Aid another on Garrets perception, 18.

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (HASTE)  d20+16=33 ; d20+18=22 ;
Sunday August 18th, 2013 3:08:24 PM

The druid watches Sesha and Garrett going to get a better look of the area.
Be careful you two, don't separate yourselves too far from the group. Whoever attacked the caravan may still be around waiting to attack the next group that wanders by.
Beri proceeds to examine the remains of the caravan, looking for both information on which way the attackers went after the ambush, and hoping to find some clues as to how many attackers there were and what their method of attack was. Did they attack from the trees with arrows or magic, or did they attack head on in the middle of the road?

survival = 33
perception = 22
---------------
spell list for new day
0 (4)- Detect Magic, Light, Create Water, stabalize
1 (6)- *Elf Vision, obscuring mist, Faerie Fire, Entangle, cure light wounds x3
2 (6)- *Faerie Fire, Fog Cloud, Soften Earth and Stone, Warp Wood x2, Flaming Sphere(x2)
3 (5)- *Glibness, Sleet Storm x2, Greater Magic Fang x2, Spike Growth, stone shape
4 (5)- *Lesser Planar Ally, Spike Stones x2, Freedom of Movement, Air Walk x2
5 (3)- *Awaken, Animal Growth x2, Cure Critical Wounds
Spells with * are Fey domain spells (and not included in spell counts)

Bosk AC: 29/14/26 CMD:26 HP 88 of 88 Spells 
Sunday August 18th, 2013 4:50:07 PM

The horned cleric walks about the caravan, looking for the highest ranking or most official looking corpse he can find before kneeling next to it. I need you guys to be my eyes and watch over me as I pray. I did not prepare a speak with dead spell today, but I had a feeling....Anyway, if you could keep an eye out I should be ready in about 15 minutes. Please be thinking of any questions you would like to ask one of the victims.

ooc: Bosk did not prepare speak with dead, but I did leave two spell slots empty for preparation later in the day. It should take me 15 minutes to prepare the additional spell. Per the SRD:

When preparing spells for the day, a divine spellcaster can leave some of her spell slots open. Later during that day, she can repeat the preparation process as often as she likes. During these extra sessions of preparation, she can fill these unused spell slots. She cannot, however, abandon a previously prepared spell to replace it with another one or fill a slot that is empty because she has cast a spell in the meantime. Like the first session of the day, this preparation takes at least 15 minutes, and it takes longer if she prepares more than one-quarter of his spells.


The speak with dead spell will allow Bosk to ask three questions and will take an additional 10 minutes to casr. I am planning to ask the following questions, but will accept suggestions:
1)Who attacked the caravan?
2)Where is the cauldron?
3)Do you have a message you want to to carry?

Bosk AC: 29/14/26 CMD:26 HP 88 of 88 Spells 
Sunday August 18th, 2013 5:10:24 PM

ooc: Are there isgns of a battle? Did the carravan have weapons drawn or bloody swords? Are there coroses not looking like they belong to the carravan?

Inspecting the Battle (DM SteveK) 
Monday August 19th, 2013 9:35:47 AM

Garret looks over the carnage and starts off up the steeper slope to the right of the road, looking for a place he can get a better view of the layout. The trees impair his vision, but a quick jump (not a problem for the amazing jumping halfling of calavaras county) gets him on top of the boulder at the edge of the trees. (GG,29) From here, he has a good view of the scarred wagons, horses dead in their traces, and the pile of corpses near the head of the caravan. (To see more, Garrett is gonna have to do a Perception Check.)

Cyniq's face is grim as she recalls why she took up the path of a Justicar. She recalls there would have been at least 20 people, probably more as they picked up converts who wanted to become clerics of Ma'ab. She asks some questions to Anrete, the tracker, as she silently rides about the carnage without her mount ever touching the ground.

Restlin will cast detect magic and hunt out any auras and checks to see if there is anyone hiding through magical invisibility. Doing a complete circle (6 rounds to cover a circle 60 feet radius), he can see no auras (other than on the Iron Adventurers) and no invisible creatures out in the open. He levitates up (assuming at EE,36) and looks into the thick forest, the pines concealing anything that might be there.

Anrete nods as he carefully glides among the ruin and searches for clues. The barbarian sees the battle happened about five days ago, an ambush from both sides of the road, ending in a melee over half of the meadow to the left. The winners then look like they feasted on the caravan noble races before piling them in a group at the head of the wagon train. Looking closely at the wagon that used to have Ma'ab's Cauldron, there are no drag marks or other marks leading such a heavy item away; it's like it disappeared into thin air!

Caius begins combing the nearby tracks and treeline, looking for any clues. He finds the same marks and conclusions as Anrete around the caravan, which takes a minute. The grizzled mercenary has to decide which side of the treeline to investigate first.

Sesha, riding comfortably on her broom, offers Garrett a spot much better than a rocky ledge.

Beriothian cautions the team not to get too separated, the attackers may still be close by after 5 days. He examines the remains of the caravan. The druid concludes that the ambush started with volleys of arrows and spells from the trees that took down horses and drivers, followed by a rush of heavier troops that concluded in the melee in the meadow to the left of the road. Not only did there seem to be surprise, but heavily outnumbered, Beri can identify over 50 enemy in the melee alone, and some of them mounted on horses. The caravaneers fought hard, but every living thing was slain. There appear to be no enemy dead in the area.

Bosk walks about the caravan and to the pile of corpses in front of the wagons, finding the remains of the winner of the debate at the Feast back in Hook City. The man's face is half-eaten, all major muscle groups are gone. Ravens and forest animals have been here and are gone, only the bugs taking care of what remains. He prepares himself for 15 minutes of meditation before being ready to Speak with Dead. (assuming at FF/GG,23/24)

....................
Please identify by grid location where your Hero is at (and height if appropriate)
Example: Joe is inspecting the dead horses at the closest wagon. (FF,41)

Terrain:
Hills are difficult terrain
Trees provide partial cover and no charging

Caravan on the Road

Garret Goodbarrel [AC:31/29/26 HP:93/93 Ki:12/12 CMD: 29]  d20+20=38 ;
Monday August 19th, 2013 9:42:50 AM

Garret nods to Sesha and takes up a place on the broom where he can look over the site better. He leaves the driving to Sesha as he looks around the area (Perception: 38). He points to one side and says, "Can you take us a little closer over there, I think I see something."

Restlin (Carl) -- AC: +8/+7/+6 CMD: 21 HP: 82/82 (Spells) Luck Points: 1 
Monday August 19th, 2013 10:10:30 AM

Restlin is levitating above T30.

He spies Sasha and Garret taking off and shakes his head. Beri's right, though he hopes he's not proven so...

***

Wife's in surgery. Short post today.

Sesha [AC 18 | HP 146/73 | CMD 14] [Flying Boom: 0/200 minutes][See Invisibility]  d20+7=9 ;
Monday August 19th, 2013 10:50:28 AM

Sesha waves to Beri before leaving the ground with Garrett.

I'll be careful! Promise!"

Sesha flies about 10 feet or so above the treeline. It's a modest height, but it seems necessary. She flies at a speed of 60ft, and is making a circle of the area, starting at X1, to A33, to X60, to TT33, back to X1. She tries her best to point out things to Garrett, but generally trusts his vision far more than her own.

[1] Aid Another: Fail

Bosk AC: 29/14/26 CMD:26 HP 88 of 88 Spells 
Monday August 19th, 2013 11:22:56 AM

ooc: Trixy DM, not telling us the corpses were chewed upon until after I prepared my spell and used up the slot. Fortunately this is magic, not physics! The only specifics the spell gives are . A damaged corpse may be able to give partial answers or partially correct answers, but it must at least have a mouth in order to speak at all. Due to the fact that Bosk has cast this spell several times on corpses in various stages of decay and mutilation can I get confirmation that the corpse is intact enough to get at least some response?

ooc: DMSteveK - not tricksy. Only one minute has passed and it's gonna take 14 more before Bosk will have his spell. As it was, I didn't read the spell and was figuring that Bosk was gonna get all his answers. Now I gotta think more!

Bosk AC: 29/14/26 CMD:26 HP 88 of 88 Spells  d20+14=23 ;
Monday August 19th, 2013 11:35:02 AM

Perception 23 to see if there is blood on any of the caravan peoples' swords. (I asked this question yesterday, looking for blood for an Avenger spell)

co_DM SteveK: sorry, I didn't realize that the blood question was related to a spell. I'll let JonT handle the answer.[/b]

Lurking (Co-DM JonathanT) 
Monday August 19th, 2013 3:59:54 PM

DM OOC: I'm back. As SteveK has posted for today, I'll pick it up for tomorrow's post.
Thanks, y'all, for your patience.

Man, those mountains are fabulous. Sigh, back to the Texas heat. :{

Cyniq al'Lyz AC 18{22}/16{20}/14{18} -- CMD 19 -- HP 60/60 Spells Active: Detect Scrying  d20+17=29 ;
Monday August 19th, 2013 4:22:48 PM

Cyniq keeps watch from the side of the road, her phantom steed is pointed back the way they came, at mm29/30.

perc=29

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (HASTE) 
Monday August 19th, 2013 7:33:43 PM

Beriothian examines the signs of battle, and boy are there a lot of them. He's not quite sure what the official size of a horde is, but that's the first word that comes to mind when he starts to count the different footprints.
Guys, I don't know what happened here, but was a small army of attackers. I would say 50 fighting out here with the caravan, and I wouldn't be surprised if they had as many archers and casters hidden in the trees, though I have no clue how many were attacking at range. Hopefully that will make them easier to track, but I think we need to be extremely cautious not to pick unnecessary fights today... that means no Calm Emotion no matter how lucky you may be feeling today.

Anrete AC:30/17/30 CMD:32 HP:121/121 DR:2 
Monday August 19th, 2013 8:37:59 PM

Anrete walks over to Bosk side peer at the corpse.

Gross!

---------------------------------------------
@ HH23

Caius HP 146 - AC 23/12/21 - F+12/R+7/W+5 - CMD 28 
Monday August 19th, 2013 11:31:42 PM

Caius surveys the bodies, a mixture of cool concentration and disappointment on his face. "Lookin' at the bodies and the caravan, it's obvious that we're dealin' with an organized strike force. The presence of mixed cavalry and infantry, with the general lack of burnin' and tearin' apart the wagons, tells me that these troops had a definite goal in mind. Clean execution, solid tactics. No pillagin', torturin', or rapin'. Definitely not your standard marauders or bandits." He stops walking and studies one of the corpses. "The ripped up bodies tell me that they have some monsters with them. Maybe war trolls, owlbears, or somethin' else. Somethin' they could unleash during battle that they could trust not to attack their own men, but still tear apart anything they get hold of. Weapons cause shearin' and bruisin', not tearin'. Those were made by claws and teeth."

He looks to the trees, suspicion narrowing his eyes. "Can any of you spellslingers detect someone hidden in the woods? If I were in charge, do not fail to believe that I would leave a lookout to watch for someone to follow."

ooc: Location EE,35. Caius has his longbow in his hand readied.

Bosk AC: 29/14/26 CMD:26 HP 88 of 88 Spells 
Tuesday August 20th, 2013 12:42:01 AM

ooc: Can I use CLE or mending / repair object to help restore the corpse to help with the spell.

co-DM SteveK: A dead body is not a 'person' anymore, but an 'object'. I would say 'yes'. The spell doesn't differentiate between organic and inorganic, and without the spark of life, a corpse is just organic material.

Garret Goodbarrel [AC:31/29/26 HP:93/93 Ki:12/12 CMD: 29]  d20+20=28 ; d20+20=30 ; d20+20=36 ;
Tuesday August 20th, 2013 9:26:02 AM

Garret holds on tightly to the broom as he continues to scan the ground for, well, anything moving at the moment, but also anything out of place. (Perceptions: 28, 30, 36).

Bosk AC: 29/14/26 CMD:26 HP 88 of 88 Spells 
Tuesday August 20th, 2013 2:42:47 PM

ooc: Does anyone have mending or make whole prepared today that could assist me? If not Bosk will also prepare a Make Whole spell for his empty lvl 2 spot.

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (HASTE) 
Tuesday August 20th, 2013 5:36:04 PM

ooc: sorry Bosk, decided not to prepare it today

Garret Goodbarrel [AC:31/29/26 HP:93/93 Ki:12/12 CMD: 29] 
Tuesday August 20th, 2013 6:18:43 PM

OOC: Sorry, Garret only has the opposite spell prepared... ;)

Bosk AC: 29/14/26 CMD:26 HP 88 of 88 Spells 
Tuesday August 20th, 2013 6:32:51 PM

ooc: This is why I like leaving two slots empty.

Sesha [AC 18 | HP 146/73 | CMD 14] [Flying Boom: 0/200 minutes][See Invisibility] 
Tuesday August 20th, 2013 10:05:58 PM

OOC: Sesha has it, but she's still circling about. IF a random group of badguys were to pop out, I'd much rather be circling with Garret then on the ground fixing corpses. If our next DM post doesn't reveal danger, Sesha can mend some dead for you.

Oh, and Check.

Lurking (Co-DM JonathanT) 
Tuesday August 20th, 2013 10:14:24 PM

DM OOC: Working on the post. :}

Caius HP 146 - AC 23/12/21 - F+12/R+7/W+5 - CMD 28 
Tuesday August 20th, 2013 11:21:18 PM

ooc: Checking in.

Inspecting the Battle (Co-DM JonathanT)  d20+3=19 ;
Tuesday August 20th, 2013 11:37:16 PM

DM Note: some of your stated actions take longer than another's, therefore it may not have been completed. Such as Borsk's (15 min.). But at least I know what you intended to do and where you were headed.

Sesha swoops down and scoops up Garret and they both soar upwards on her broom, promising to be careful, and levels out about 10' above the treetops. This puts the two around 50' up. She flies around in a circle. Garret tries to peer through the trees as he hangs on.

Bosk, once near the corps of who he thinks he recognizes as the winner of the Feast, things to call upon it for some answers but sees that much of the face and workable jaw joints are gone. He calls to his friends if they have a Mending spell to fix the jaw enough for the corpse to 'speak'.

While he waits or the answer, he notices that, of the discarded weapons, all useless now, none have any blood. However he does remember Anrete mentioning some evidence of rain since the battle.

Only Sesha seems to ahve the spell and she says she'll drop by once she completes her scouting.

Restlin, after verifying no invisible or magical auras withing 60' from his first sighting of the caravan, moves to a spot pretty much over the middle of the clearing and levitates up to keeping watch.The IA have learned to take to the air at the slightest hint of danger. It will only be a matter of time (one battle) and the new members of the IA will learn why.

DM Question: How high do you plan to levitate?

From her phantom steed, Cyniq watches the way they came for any surprises from their flanks.

Beriothian lets everyone know the info on the battle he gathers from his observations and surmises that there were probably archers and spell casters hidden in the trees and advises extreme caution. He also issues orders for no Calm Emotions spells, as that seems to agravate their opponents even more.

DM Note: I'm going to put Beri near Restling's hovering spot, as that's where the huge portion of the battle occured. If that's not right, it's because I don't have your suggested spot.

Anrete walks over to where Bosk is inspecting the leader of the caravan, or what's left of him, and utters a very descriptive verb.

Caius also comments on the mix of the strike force and how it so effectively wiped out the caravan escort guards, no simple task. He stops next to one of the wagons as he makes his inspections and notices the sheer number of spent arrows stuck all over the place. He asks for sharp eyes to look for hidden watchers in the trees and readies his bow.

-------------------------------------------------------------

The initial investigations reveal much about the battle and while some of the IA start looking closer for more details and a way to talk tot he dead, or what's left of them, others scout and keep watch. Tensions are high despite the fact the battle was at least a week ago.

The IA manages to get themselves spread out as the look over the scene. The stench of decay is heavy and the flies are more than just a nuisance. Some flies are just pesky, but some actually like to bite!

Halfway through Sesha and Garret's reconoitering swing, they notice a horrifying movement from the horse carcasses!
Restlin from his vantage point also sees it as it happens. Caius, right next to a horse carcass sees it close up!

With loud snorting and harsh whynning, spewing magots from their throats, they scramble to their rotten feet, their harneses slipping off, only having been on them for appearances, and with glowing eyes seek out the living!

DM Note: Notice on the first map the locations of the horse corpses. The current map shows them after their move.

The undead horses spot their targets and make a bee-line towards the IA members on the ground.
Anrete finds himself fending off one maggot infested horse, Bosk two, Caius three, and Beriothian two.

The horse-corpse right next to Caius is the only one that has an opportunity to take a nasty bite out of an IA member.

Bite Attack = 19, miss AC23.

DM Note to Bosk: you'll have to use your judgement as to whether you are flatfooted this round or not. Do you presume that Sesha will make it back around in 15min to cast the mending spell and start your meditation for that event?

Being flatfooted this round will not give the horse an attack (it made two moves), but being flatfooted may prevent AoO as the horse closes, that's why I ask. You make the judgement call.

Map: Lost Caravan 2

Inspecting the Battle (Co-DM JonathanT) 
Tuesday August 20th, 2013 11:53:47 PM

DM Comment: are you guys able to see the map? I was thinking that you could blow it up from google docs but that does not seem possible. Are you guys saving it off as a .jpg and then blowing it up?

Caius HP 146 - AC 23/12/21 - F+12/R+7/W+5 - CMD 28  d20+18=36 d20+18=35 d10+20=30 d10+20=30 d6=6 d6=6 d10=4 d10=5
Wednesday August 21st, 2013 12:28:58 AM

ooc: I'm having some real trouble seeing anything. I tried saving it as a picture and zooming, but I'm on a chromebook and there is only so much I can do.

Caius' face turns grim as he draws his sword. The black blade crackles with electricity running up and down its length. He faces the horse south of him. The warrior whispers to himself, "The Boar Rushes Down the Mountain." He swings a powerful diagonal slash which starts behind the right shoulder, and then curves into a horizontal slash.

ooc: Move action to draw sword, standard action to attack. Power Attack and Vital Strike against horse to the south.
Attack 36 (possible critical)
Damage 35 + 6 shock = 41

Attack 35 (critical confirmation)
Damage 30 + 10 shock = 40

ooc: That might be the best rolls I will ever get with this character.

Edit: Forgot Vital Strike.

Sesha [AC 18 | HP 146/73 | CMD 14] [Flying Boom: 0/200 minutes][See Invisibility] 
Wednesday August 21st, 2013 12:51:28 AM


Sesha squints at the figures in the road, watching with disinterest as Restlin levitates and a few others poke around the caravan. When dead horses wake up and start trying to eat her friends, she reacts as best she can.

"Hang on Garrett! We have to help them!"

She turns the broom and zips towards the battle, dropping to an altitude of about 20 ft. She figures Garrett can make that drop easily. She saw him jump on an earth elemental once. This is probably nothing!

[1] Double move to W4.

Bosk AC: 29/14/26 CMD:26 HP 88 of 88 Spells 
Wednesday August 21st, 2013 2:36:25 AM

Bosk had / has Death Watch active. What was the conditiin of the horses when he first saw them?

Death Watch: Using the powers of necromancy, you can determine the condition of creatures near death within the spell's range. You instantly know whether each creature within the area is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), healthy, undead, or neither alive nor dead (such as a construct). Deathwatch sees through any spell or ability that allows creatures to feign death.

Restlin (Carl) -- AC: +10/+9/+8 CMD: 21 HP: 82/82 (Spells) Luck Points: 1  d20+14=18 ; d20+9=12 ; d20=15 ;
Wednesday August 21st, 2013 8:55:59 AM

Restlin recoils in horror. He's seen zombies before, heck..he's been punched right in the face by one, but this seems particularly worrysome.

He runs through a mental checklist of possible reasons for maggoty horses rising from the dead. (Knowledge, Arcana: 18)

Seeing Caius could use a hand, Restlin begins summoning one to aid him.

***

Casting Summon Monster IV to bring forth a hound archon. My feats/class abilities give a +4 to str/con. It lasts 12 rounds and appears at the beginning of the next one. (S)He'll be in X32.

Since I'm levitating and not flying, I understand I don't need to make a fly check. In case I'm wrong, fly check is 12, I'm 30' in the air. Please let me know either way.

AC this round is 25/24/23. (Defensive roll: 15)

Sorry I was MIA yesterday. My wife is recovering from a pretty major surgery. Shouldn't be an issue from here.

Garret Goodbarrel [AC:31/29/26 HP:93/93 Ki:12/12 CMD: 29]  d20+13=22 ; 2d6+1=4 ; 2d6=7 ;
Wednesday August 21st, 2013 10:13:57 AM

Garret cries out to Sesha, "Here we go again!" He stands on the broom above the attacking horses and waits for just the right moment. He jumps up, and drops like a stone towards the back of one of the undead beasts, aiming a foot at the spine of the creature.

OOC:
W4? Did you mean W34? I'm presuming that move takes us overtop an undead horse, otherwise Garret will just hang on for the ride.

Hit AC: 22, Damage: 4+7=11

A weird question: I wonder if I can use the charge attack when dropping straight down 20 feet...

Anrete AC:30/17/30 CMD:32 HP:121/121 DR:2  d20+18=26 ; d20+13=16 ; d20+8=14 ; 2d6+9=16 ; 2d6+9=15 ; 2d6+9=18 ;
Wednesday August 21st, 2013 10:35:33 AM

"Ye can't make a stew out of stinky dead horsey! Darn!"

Anrete draws his greatsword in a single swift motion, hacking at the approaching undead horse with 3 powerful swings.

----------------------------------
Quickdraw and attack horse
Attack 1: AC26 DMG16
Attack 2: AC16 DMG15
Attack 3: AC14 DMG18


Sesha [AC 18 | HP 146/73 | CMD 14] [Flying Boom: 0/200 minutes][See Invisibility] 
Wednesday August 21st, 2013 2:39:01 PM

OOC: No, W4 sadly. With a passenger, the spell is limited to 40ft. And you can't run while flying the broom, so 80ft was all we had.

Cyniq al'Lyz AC 18{22}/16{20}/14{18} -- CMD 19 -- HP 60/60 Spells Active: Detect Scrying 
Wednesday August 21st, 2013 2:48:59 PM

Cyniq casts protection from evil on herself and moves to HH37/HI37.

Bosk AC: 29/14/26 CMD:26 HP 88 of 88 Spells 
Wednesday August 21st, 2013 4:04:30 PM

I am having trouble viewing the map.

Bosk AC: 31/16/28 CMD:28 HP 88 of 88 Spells 
Wednesday August 21st, 2013 4:20:09 PM

Since the horses made noise and Bosk has Death Watch active I will assume he is not flat footed.

The horned cleric watches as the maggoty corpses arise. The cleric casts magic circle against evil and draws his sword in prepetation for their inevitable approach.

ooc: Note that evil summoned creatures cannot enter the area 10ft around Bosk and everyone within 10ft gets protection from evil.

Garret Goodbarrel [AC:31/29/26 HP:93/93 Ki:12/12 CMD: 29] 
Wednesday August 21st, 2013 5:38:02 PM

Garret nudges Sesha, "Look over there! Come on, we've got to get over there to help them out! Won't this thing go any faster? I can run faster than this! Drop lower, I'll make a run for it!"

OOC:
Change to previous post!

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (HASTE) 
Wednesday August 21st, 2013 10:54:16 PM

Blast, it's such a pain having to stay in human form to talk... well, looks like I'm going mute again.
Beriothian transforms into a large air elemental as a standard action, then takes a five foot step away from the horses before flying into the air (perfect flight, so no need for flying rolls).

Air Elemental
+2 size bonus to your Strength, +4 size bonus to your Dexterity, and a +4 natural armor bonus.
You also gain fly 60 feet (perfect), darkvision 60 feet, and the ability to create a whirlwind.
-----------------------
spell list
0 (4)- Detect Magic, Light, Create Water, stabilize
1 (6)- *Elf Vision, obscuring mist, Faerie Fire, Entangle, cure light wounds x3
2 (6)- *Faerie Fire, Fog Cloud, Soften Earth and Stone, Warp Wood x2, Flaming Sphere(x2)
3 (5)- *Glibness, Sleet Storm x2, Greater Magic Fang x2, Spike Growth, stone shape
4 (5)- *Lesser Planar Ally, Spike Stones x2, Freedom of Movement, Air Walk x2
5 (3)- *Awaken, Animal Growth x2, Cure Critical Wounds
Spells with * are Fey domain spells (and not included in spell counts)

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (HASTE) 
Wednesday August 21st, 2013 10:58:32 PM

ooc: forgot to put my coordinates... Q-31, 20 feet up

Inspecting the Battle (Co-DM JonathanT)  d20+9=25 ; d20+9=28 ; d20+11=22 ; d20+11=26 ; d6+6=11 ;
Thursday August 22nd, 2013 12:34:32 AM

DM Notes:
A) I'll try a different resolution. I saved it on my PC as .jgp and was able to blow it up a good bit.

B) I didn't realize they have the condition Staggered, but nothing realy changed.

C) I didn't know Bosk had permanent Death Watch. Presumably, at some point, he'd get within 30' of a horse and notice it was Undead. All I can say is just go ahead and kill them, and remember to keep all Permanent spells listed on your Encounter Posts. Sorry. :}
Oh, you need not worry about any other corpses from the fight.

Caius reacts quickly to the sudden undead menaces menacingly menacing him. He manages to cleave one in front of him. It starts to crumble into a pile of putride flesh and bones but before it hits the ground it explodes! Putride flesh, busted bones, and maggots splatter on everything around it!

Caius needs to roll a Fort save vs DC12. He still faces two.

Sesha stops her scouting and zooms her broom in for the rescue. She manages to get to W44 and down to 20'.

Restlin doesn't like zombies and combs his brain for the various reasons an otherwise dead looking horse would just up and get up. Undead seems the most logical, and is confirmed when Caius kills one.

He begins summoning a Hound Archon to aid in the fight.
BTW: still need to know how high you floated.

DM Note: you are correct that you don't need a fly check for levitating, as you are limited to just Up and Down.

Hope your wife recovers without complications. :)

Garret hangs on as the broom lurches to top speed. Seeing the ground getting close, he knows he can easily make the jump, but at such speed, he'll need to make an Acrobatic check DC20 to not tumble.

DM Note: assume you jump off this round, so make your Acrob check first and if you succeed, you start your next action on the ground and ready to go, otherwise you start prone.

And, no, sorry, can't use a Charge as part of your drop. :}

Anrete is used to killing, even killing the already killed. He deftly slips his greatsword out and slices and dices the zombie horse coming at him. He muses that he can't make stew out of undead flesh as he does so, but then it explodes in his face, leaving not a smidget of goo big enough for a stew anyway.

Anrete: roll a Fort save DC12.

Cyniq casts Protection from Evil on herself then moves to help Caius.

Bosk stops his preparations and meets his attackers by casting Magic Circle against Evil.

Beri takes flight also, but in the form of an Air Elemental! He's such a Puff of Air isn't he? Then flitters up 20'.

-------------------------------------------------------------------------------

The IA knock out two of the zombified draft horses and make preparations to finish off the other six.

The two zombyfied horses that approach Bosk attempt to pound their hoofs into his chest.

(DM OOC: I don't think zombies are summoned, but you still have the +2 AC and +2 resistance bonuses to saves)

Hoof (slam) Att1: hit AC25
Hoof (slam) Att2: hit AC28

The two zombyfied horses on Caius attempt the same:
Hoof (slam) Att1 (flanking): hit AC22
Hoof (slam) Att2 (flanking): hit AC28

One hits for 11 damage and Caius needs a second Fort save DC12.

The two zombyfied draft horses that had gone after Beri find themselves empty handed and try to stand on their hind legs and hit Restlin with their front hooves, but fortunately he's too high.

Map:Lost Caravan 3

OOC: this map I saved as .jpg and viewed it through Windows picture viewer. Try that.



Restlin (Carl) -- AC: +10/+9/+8 CMD: 21 HP: 82/82 (Spells) Luck Points: 1  d20+13=14 ; d20=14 ;
Thursday August 22nd, 2013 10:19:15 AM

OOC: My post stated I was 30' in the air.

DM: I looked but still missed it. Thanks for posting it again.

Restlin's hound archon bursts onto the scene just as that horse Caius hit burst into goo. In a well practiced, twinkling Celestial, Restlin shouts out, "Excuse me, good sir. Would you mind helping my friends Caius and Cyniq with those beasts over there?" He points at the eastern wagon.

IF that explosion looked big enough to hit Restlin if the ones below him die, he'll levitate up to 20' higher, but only high enough to not get any gunk on him. IF NOT, he'll stay put.

Noting the two horses below him, he decides to keep them in place for those more suited to cutting things up to finish. He'll cast black tentacles over the area they're in. .

***

Black tentacles is centered on U31-V30 w/ a 20' radius. I don't know if you want to roll their CMB for grapple, but I sure hope so since I rolled a nat 1 w/ a result of 14. Their CMD for purposes of escaping the grapple is 23.

Black tentacles

AC this round is 24/23/22.

Garret Goodbarrel [AC:31/29/26 HP:93/93 Ki:12/12 CMD: 29]  d20+24=28 ;
Thursday August 22nd, 2013 10:54:44 AM

Garret watches as the broom lowers, zooming along. He actually stands up on the rear of the broomstick and then leaps forward into the air, just ahead of Sesha and the broom. He flies down towards the ground at high speed, still moving forward at the same rate as the broom. When the grassy ground appears close, he tucks into a ball and heads for the ground.

When he hits the ground, feet appear out of the ball of halfling and they land on the ground. He hits once, bounces into the air, spins about, then lands on his feet, suddenly moving forward faster than even the broom can fly (Acrobatics: 28, run: 200). He takes off with great speed towards Restlin as he sees the horses exploding around him. The explosions of the bodies cause him to pause and he brings himself up, stopping suddenly just short of the undead horses (V34). He looks at the strange creatures, suddenly unsure if he wants to be part of the explosions when the beasts actually seem to be rather fragile.

Caius HP 146 - AC 23/12/21 - F+12/R+7/W+5 - CMD 28  d20+18=19 ; d20+13=31 ; d10+17=25 ; d20+12=14 ; d20+12=29 ; d6=1 ; d10=6 ; d20+12=22
Thursday August 22nd, 2013 12:09:24 PM

ooc: Fortitude save 14, successful.

Despite the muck and gore, Caius is unfazed as he faces the next opponent. "The Courtier Taps his Fan." He swings with a simple but powerful overhand blow, starting from a high guard stance. Unfortunately, he slips in the rotting viscera and loses his balance momentarily as the swing goes wide. He recovers quickly, adjusting his footing. "Threadin' the Needle." He dispenses with flourish and makes a simple and fast strike, thrusting quickly toward the shoulder.

Full Attack w/ Power Attack
1. Attack 19 (nat 1)

2. Attack 31 (possible critical), Damage 23

3. Attack 25 (critical confirmation), Damage 43

Edit: I rolled my attack rolls with PA, but not my damage rolls. Fixed.

Edit 2: Second Fortitude save 22.

Current HP: 135/146

Anrete AC:30/17/30 CMD:32 HP:121/121 DR:2  d20+13=22 ; d20+18=38 ; d20+18=24 ; d20+13=28 ; d20+8=15 ; 2d6+9=18 ; 2d6+9=11 ; 2d6+9=12 ; 2d6+9=16 ;
Thursday August 22nd, 2013 1:21:11 PM

Anrete sighs as he wades through the splattered zombie and continues hacking at the next undead.

----------------------------
Fort22 (passed)
Move 5 ft to HH24

Attack1: AC38 threat24 DMG 18+11(crit)
Attack2: AC28 DMG12
Attack3: AC15 DMG16


Garret Goodbarrel [AC:31/29/26 HP:93/93 Ki:12/12 CMD: 29] 
Thursday August 22nd, 2013 3:20:29 PM

OOC: Update (my post and Restlin's overlapped) -- Garret will stop just short of the tentacles.

Sesha [AC 18 | HP 146/73 | CMD 14] [Flying Boom: 0/200 minutes][See Invisibility]  d100=41 ; d100=63 ; d4=1 ; d20+6=26 ; d20+6=10 ;
Thursday August 22nd, 2013 3:33:44 PM


"Thanks for the heads up, Pot-pot".

Sarcasm is obvious.

"Are there any undead or spirits other than these few?"

After briefly communing with Pot-pot, Sesha watches the undead horses with a bit of wonder. This is a first! She realizes quickly that in all of her adventures, while she's heard of the ever present undead threat around the Wold, this is her first face to face with them!

She swings her broom in line between the two camps and hovers in place, observing the field. She concentrates for a moment, pulling the forces of Woldsblood into the material and shaping it to her desires.

Her hand glows blue for a moment, shedding a glowing copy of itself into the material realm. The spectral hand floats, awaiting a command. It doesn't wait long.

"My first undead! I'll have a bit of you for my collection!"

Sesha stretches her arm out towards one of the horses snapping at Restlins feet. As she does, the Spectral Hand travels quickly, mimicking her movements.

The hand reaches the target, and erupts with small incorporeal versions of small vermin, snakes, and insects. The quickly transfer from the hand to the undead, then collect tiny samples and bits from it's decaying body, then withdraw back to the Spectral Hand, which withdraws back to the Witch who spawned it.

[1] Move Action: Single Move to Y 33.
[2] Standard Action: Spectral Hand. Ley Check 41 vs DC 20. Pass. Lose 1 Hp.
[3] Swift/Immediate Action: Eye of Newt 63 vs DC 20. Pass.
[4] Hit Touch AC 26 [Nat 20. Not sure is this can crit and get two components?] Confrim vs Touch AC 10.

Spectral Hand
Eye of Newt"

1st: 5/5+1, 2nd: 3/4+1, 3rd: 4/4+1, 4th: 1/2+1, 5th 2/2 +1

Bosk AC: 31/16/28 CMD:28 HP 88 of 88 Spells  d20+11=19 ; d20+10=14 ; 2d8+5=10 ; d20+10=17 ; d8+5=13 ; d20+9=29 ; d8+5=8 ;
Thursday August 22nd, 2013 6:18:15 PM

Bosk waits as the horses approach, their undead nature clearly visible to the Grim Avenger. Fools! Fear me, flee from my presence! As the horse to the west approaches Bosk swings his horn at it, knowing he only needs to touch the undead to have the desired effect and send it running. He then turns his fury upon the horse, swinging his bastard sword at its head, thrusting the armor spike on his knee at its flank and then swooping his horn down in an arch towards the things back.

actions
-------------------
AoO on horse at 25,26/DD,EE as it approaches with Horn (touch attack) / Chill Touch = TOUCH AC 19
An undead creature you touch must make a successful Will saving throw or flee as if panicked for 1d4 rounds + 1 (6) round per caster level.
Atk same horse of it made its save, if not atk horse at 21,22/GG (same as Anrete)
Hit AC 14 for 10dmg (P/B)
Hit AC 17 for 13dmg (P/B
Hit AC 29 for 8dmg (P/B)


Inspecting the Battle (Co-DM JonathanT) 
Thursday August 22nd, 2013 9:18:43 PM

DM OOC: Caius, you need a second Fort save. The first was for the explosion, the second is for being hit for 11 damage. Please update header.

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (HASTE) 
Thursday August 22nd, 2013 9:55:41 PM

Her first undead? Are undead rare outside of Hook City? We live in a haunted tower, have dough off an army of Zombies, and have even conversed with the dead... and we've only been in Hook City a few months. Could it be that in other parts of the world that when you die you actually tend to stay dead?

Beriothian starts to channel one of his Animal Growth spells into a Summon Nature's Ally spell to bring forth a cyclops to help aid the group.

spell list
0 (4)- Detect Magic, Light, Create Water, stabilize
1 (6)- *Elf Vision, obscuring mist, Faerie Fire, Entangle, cure light wounds x3
2 (6)- *Faerie Fire, Fog Cloud, Soften Earth and Stone, Warp Wood x2, Flaming Sphere(x2)
3 (5)- *Glibness, Sleet Storm x2, Greater Magic Fang x2, Spike Growth, stone shape
4 (5)- *Lesser Planar Ally, Spike Stones x2, Freedom of Movement, Air Walk x2
5 (3)- *Awaken, Animal Growth x2, Cure Critical Wounds
Spells with * are Fey domain spells (and not included in spell counts)

Cyniq al'Lyz AC 18{22}/16{20}/14{18} -- CMD 19 -- HP 60/60 Spells Active: Detect Scrying  d20+9=28 ; d20+9=15 ; d10+1=11
Friday August 23rd, 2013 12:39:40 AM

Cyniq sidesteps her mount to flank one of the creatures before swinging her sword.

Hit AC 28, confirm 15, damage 11

Inspecting the Battle (Co-DM JonathanT)  d20+10=30 ; d20+10=28 ; 2d8+8=21 ; d20+4=23 ; d20+9=23 ; d20+9=27 ; d6+6=11 ; d20+8=9 ; d20+9=11 ; d8=8 ; d4=4 ;
Friday August 23rd, 2013 12:57:54 AM

DM Note: I don't know if the new resolution map helped the chromebook, I know nothing of chromebooks.

Restlin finds himself out of reach of the undead horses. By the looks of it, only those within 5' of an explosion get slimed.

The Hound Archon pops into view and the mage very politely asks it to help his friends and points to Caius and Cyniq.

He then casts Black Tentacles to try to snag the undead. The Hound Archon scampers off just before black tentacles errupt where he popped in.

The Archon brandishes his mw greatsword and takes a swipe at Undead Horsy flanking Caius.
Att d20+10= 30, Crit roll = 28(confirmed) dmg = 21. The Undead Horse is still 'alive'.

Garret leaps off the broom with a flourish and hits the ground running, but comes to an abrubt halt at the edge of the flaying black tentacles.

Caius fends off the evil rot that tries to take hold of his flesh when the horse burst (but still needs a roll for being hit) and counter attacks. His first swing goes wild as squashed maggots cause him to slip. His second swing, though lops off the undead horse's head.

The body immediately explodes, throwing more maggots!

Need another Fort save DC12

Anrete steps up and swings his greatsword three times, smashing it's skull to pieces. It, then, of course, blows up, splattering both Anrete and Bosk with undead goo.

Fort DC12 roll from Bosk and Anrete

Sesha takes a moment to study the undead, a first for her, and chids Pot-Pot for not informing her of them. 'These are animated, not guided by spirits' comes a snappy reply.

The witch then casts her Spectral Hand and sends it to collect some Undead samples.

DM Note: I think Crits only count for attacks that do damage. My guess is you only get one component. Opinions are welcome.

Bosk helps his ego by calling the undead horses fools, then uses a horn and Chill Touch to scare it away.

Bosk's horn touches the incoming Undead Horse.
Will save DC11 (i think, you didn't specify) = 23

The Chill Touch has no effect on the Undead Horse and it comes into melee range. Bosk's surprize at the Undead's tenacity is seen as he overcompensates on his first attack and misses.
His next two do hit, though, for 21 dmg.

Beri-cloud starts summoning a Cyclops to help fight the Undead.

Cyniq sees only one undead horse near her and moves her horse next to Caius and takes a huge chunk out of it. It still 'lives', though.

---------------------------------------------------------------------

DM OOC: for the Black Tentacles, I'd like you to roll the CMB each round. It uses your stats and it is your attack, so you do the rolls.

Black Tentacles errupt in a 20' radius below Restlin. The tentacles immediately attack all in the area (CMB 14) but don't manage to grab anything.

The two undead horses notice an easy target come running up (Garret) and turn on it.
The move to face Garret.

The Undead Horse on Bosk's tries to slam a hoof past the minotaur's defenses:
Att d20+9= 23
It misses.

The Undead Horse facing Caius feels the Archon's blade and turns on it.
Att d20+9 = 27, hit dmg = 11
Fort save DC12 = 9 fail

The two undead horses move to face Garret. They looks nasty, and big, and huge, and gross, and, well, y'know.

Restlin, Garret, Sesha, Beri:
Perception roll DC35: Highlight to display spoiler: { 12 skeletal humanoids emerge from the forest and fire a volley of arrows at Restlin.}

Restlin: if he makes his Perception roll, he sees what's coming, otherwise, he's flatfooted.

A hail of arrows rush from the forest targetting Restin's back.
ATT Volley of Arrows DC15 = 11

The hail of arrows narrowly miss Restlin and pepper the ground to his left.

If the IA didn't see the arrows coming, they now know something is in the woods. When you look, you see a small army of skeletal humanoids brandishing bows at the forest's edge.

Map: Lost Caravan 4

Restlin (Carl) -- AC: +10/+9/+8 CMD: 21 HP: 82/82 (Spells) Luck Points: 1  d20+13=29 ; d6+4=6 ;
Friday August 23rd, 2013 6:24:53 AM

(Restlin can't possibly make that perception roll. That's not a complaint or anything, it's just why I'm not rolling.)

"GREAT YONDRIM'S GHOST!" shouts the wizard as the volley of arrows pass right by him. He pats himself down and is pleased to find no holes. He grins skyward and gives Wardd a thumbs up.

Not wanting to push his luck, he casts invisibility on himself before levitating up an additional 5 feet.

The black tentacles continue trying to grapple the undead horses remaining. They seem to have much better luck this time around! (Grapple: 29 Damage: 6)
***

Action: Cast invisibility
Move: 5' up

Summon Monster: 11 rounds
Black tentacles: 7 rounds
Invisibility: 8 minutes



Cyniq al'Lyz AC 18{22}/16{20}/14{18} -- CMD 19 -- HP 60/60 Spells Active: Detect Scrying  d20+9=23 ; d20+4=8 ; d10+1=4 ;
Friday August 23rd, 2013 11:23:45 AM

damn those super stealthy skellies!

Cyniq ,ameuvers to keep the horse between her and Caius and swings again.

Possible hit AC=23, damage 4

My internet gateway blew up so my connection may be spotty for a bit, going to see if I can hotspot my cell phone for my desktop.

Anrete AC:30/17/30 CMD:32 HP:121/121 DR:2 
Friday August 23rd, 2013 1:22:31 PM

OOC: the map is a broken link for me. I can't see anything.

Garret Goodbarrel [AC:31/29/26 HP:93/93 Ki:12/12 CMD: 29] 
Friday August 23rd, 2013 2:04:07 PM

Garret sees that the tentacles appear to have the exploding undead horses in their grasp and he turns to see the skeletons fire a volley of arrows. He moves quickly straight at one, hoping that he can make quick work of them before they destroy him.

OOC:
Move straight west to skeletons, double move, run, whatever it takes to get me up to them.

Caius HP 146 - AC 23/12/21 - F+12/R+7/W+5 - CMD 28  d20+21=38 d20+25=42 d10+11=20 d10+11=14 d6=2 d10=6 d20+12=28
Friday August 23rd, 2013 11:45:35 PM

Caius turns to the remaining undead horse. "Two Hares Leapin'." He makes two vertical slashes that arc in a windmill fashion, beginning on low left and arcs to high right, then coming back from low right to high left.

After striking the horse, he moves forward to the next wagon, taking cover behind the wheel.

Standard Action
Attack 38 (possible critical)
Damage 22

Attack 42 (critical confirmation)
Damage 20

Fortitude save vs. gore splatter, 28

Move Action
CC, 30

Current HP: 135/146

Anrete AC:30/17/30 CMD:32 HP:121/121 DR:2  d20+13=26 ; d20+18=34 ; 4d6+9=22 ;
Saturday August 24th, 2013 12:26:31 PM

Anrete nimbly weaves around the large minotaur and slashes at the neck of the undead horse.

"Die foul horsey! Time to meet thy maker!"

--------------------------------------
Fort26 vs 13(passed)
Move to FF26
Vital Strike @ Horse: AC34 DMG22


Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (HASTE)  10d8+40=89 ; d20+13=16 ; d20+8=26 ; 3d6+9=16 ; 3d6+9=20 ;
Sunday August 25th, 2013 12:47:33 PM

As the spell finished being cast the cyclops appears behind the hose next to GT (I think that's W-35). Not receiving any instructions from his mute summoner he looks around and figures out the undead horses are clearly the enemy. He raises his great axe and swings at the undead beasts before him.

attack 1=16
damage=16

attack 2=26
damage=20
----------
Cyclops
*Augment Summoning*
HP=89 (10d8+20+20(for constitution bonus from augmented summoning)=89)
Str 25, Dex 8, Con 19, Int 10, Wis 13, Cha 8
Base Atk +7; CMB +13; CMD 22
Feats Alertness, Cleave, Great Cleave, Improved Bull Rush, Power Attack
Skills Intimidate +9, Perception +11, Profession (soothsayer) +10 Sense Motive +5, Survival +6; Racial Modifiers +8 Perception
Languages Common, Cyclops, Giant
SQ flash of insight

ooc: need to head out, Beri's actions coming later today

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (HASTE) 
Sunday August 25th, 2013 5:58:37 PM

Seeing his cyclops spring into action Beri calls forth a flaming sphere right on top of the nearest standing horse (v4?).

spell list
0 (4)- Detect Magic, Light, Create Water, stabilize
1 (6)- *Elf Vision, obscuring mist, Faerie Fire, Entangle, cure light wounds x3
2 (6)- *Faerie Fire, Fog Cloud, Soften Earth and Stone, Warp Wood x2, Flaming Sphere(x2)
3 (5)- *Glibness, Sleet Storm x2, Greater Magic Fang x2, Spike Growth, stone shape
4 (5)- *Lesser Planar Ally, Spike Stones x2, Freedom of Movement, Air Walk x2
5 (3)- *Awaken, Animal Growth x1 Cure Critical Wounds
Spells with * are Fey domain spells (and not included in spell counts)

Bosk AC: 31/16/28 CMD:28 HP 88 of 88 Spells 
Sunday August 25th, 2013 5:59:05 PM

Bosk watches as Anrete slashes at the undead horse. With a nod of approval the cleric breaks out into a run and charges the skeletal archers, knowing it will take all his energy to get to them before they can attack again. I might not be able to kill them before they reload, but at least I can get close enough to make it more difficult for them. The ground shakes as he charges forward, a mobile wall of muscle and metal. GO BACK TO THE SHADOWS FROM WHERE YOU WERE SPAWNED!

Actions:
Run to I,J/23,24 (just in front of SH2, threatening SH1,SH2, and SH3 with 10ft reach)

Active Spells:
Chill Touch: 5 Charges Left
Long Strider: 6 hours
Death Watch: Permanent
Magi Circle Against Evil (10ft Radius round Bosk): 50min 54sec
Ghost Touch: Permanent
Channel Energy: Two Charges


Sesha [AC 18 | HP 146/73 | CMD 14] [Flying Boom: 0/200 minutes][See Invisibility]  d100=98 ; 3d8+10=19 ;
Monday August 26th, 2013 11:29:07 AM

Sesha considers the battle at hand, then swings her broom over behind the wagon near Caius. She channels positive magics through her body, and thus her spectral hand, which touches Caius and discharges the healing powers through him.

[1]Move to EE6, at about 10ft up.
[2]Cast Cure Serious Wounds (Arcane). Ley Check 98 vs DC 20, no slot used.
[3]I forgot to empower the heal, but I think Caius is at full anyways. Caius heal 19 hp.

Garret Goodbarrel [AC:31/29/26 HP:93/93 Ki:12/12 CMD: 29]  d20+16=30 ; 2d6+2=7 ;
Monday August 26th, 2013 12:04:46 PM



OOC:
Adjustment to last post (slipping in just before the DM, I hope) -- I think Garret can reach that first skeleton and get a charge attack. I'm not sure, but just in case, I'll roll a charge attack on SK9: Hit AC 30, dam: 7

DM OOC: yes, just in time. Had I not had to mow the lawn... :}

Inspecting the Battle (Co-DM JonathanT) 
Monday August 26th, 2013 2:44:51 PM

DM OOC: Beri, your link sends me to a CSheet that says your are only Druid 7.

Post coming up soon. Just finished a BLT w/ avocado and cheese, or a BLTAC.

New battle ensues (Co-DM JonathanT)  d20+8=23 ; d20+10=19 ; d8+4=12 ; d20+1=21 ; d20+7=26 ; d6+6=12 ; d20+11=25 ; 6d8=32 ; d20+11=25 ; 5d6=23 ; 5d8=28 ; d6=4 ; d6=2 ;
Monday August 26th, 2013 6:12:17 PM

DM Comment: I know the Perception check was high. I used all the appropriate variables available due to the circumstances. But you should always roll, because you could get a N20 and thus succeed.

Also, it seems that in the excitement of combat, some FORT rolls are being forgotten, maybe prompting me to roll for you?

Also, if the monsters need to make a save (ie: flaming sphere) please give me the DC. Thanks.

Restin shivers in his skivvies when the dozen arrows narrowly miss him and promplty casts Invisibility and skoots up another 5'.

Cyniq maneuvers her steed to put the undead horse between herself and Caius, putting herself next to the Hound Archon. Her swing is rather feeble but hits just in the right spot to finish the undead horse off.

Of course, it then explodes, forcing Cyniq, Caius, and Archon FORT saves DC12.

Garret leaves the undead horses to the magical tentacles and moves his little feet as fast as he can, charging at one of the newly arrived skelletal humanoids. His fist connects to it's spine and it crumbles.

Caius tries his "Two Hares Leaping" maneuver but Cyniq best him to it and maggot gore covers him again. (DM: see Cyniq's above)

Now free, he moves forward and hides behind a wagon wheel.

Anrete splashes through a large puddle of undead goo and finishes off the last of their zombie horses, which promptly blows up.

Anrete and Bosk need Fort saves DC12

Beri-cloud finishes his summoning and a Cyclops pops into view behind where Garret had been. The cyclop's one eye immediately takes in the zombie horses and being of large size, easily reaches out with his great axe and wastes one of them. Being more than 5' away from it, he avoids the maggoty blast.

Beri-cloud continues to add to the fray by adding a ball of flame over the last Zombie horse.
The sphere is pulled down by gravity ontop of the z-horsey.

REF save DC19 negates.

Bosk (after he rolls a Fort save) is alerted to the new threat and having none in front of him anymore, dashes pell-mell towards the skeletal archers. If undead knew fear, their knobbly knees would be knocking at the fierce mintaur's earth-shaking charge!

Run 115' feet (just 15'over your Charge limit).

DM OOC: Bosk needs to make a Fort save for last round and this round, DC12.

Sesha leaves no wound on Caius when she flies over to him and using her spectral to heal him.
DM OOC: Since Caius moved to hide behind the wagon wheel, I've put you there.

The Hound Archon tries to avoid the effects of the blast:
FOR DC12 = 23, made it

The H-Archon moves to take on the next Zombie Horse in sight.
Att d20+10 = 19, dmg 12

---------------------------------------------------------------------------------

The Black Tentacles try to grapple the hind-quarters of the last remaining Zombie Horse and manage to
grasp it this time, dmg 6.

This last one is also beset by a Flaming Sphere and tries to avoid it:
REF DC19 = 21 (N20!) YAY! way to go, Undead!

(DM OOC: I forgot to calculate in the -4 on Dex, but a N20 still makes the save.)

Unlike normal, living, creatures beset by tentacles and fire spheres, it does not try to leave it's spot but turns on the Hound Archon:
Att hit AC26, dmg 12

Despite the Archon's Prot vs Evil bonus, and entangled hind quarters, the zombie proves to be a toughy.

Bosk and Garret Perception 20: Highlight to display spoiler: { A husky, croaky voice in the woods draws your attention. You see semi-hidden in the trees some 40' away, a nightmarish armor clad humanoid mounted on a nightmarish black horse giving the archers the orders.}

The 11 skeletal archers split into two groups, one targeting Bosk, the other Garret, and move to encicle the two.

Group 1 Archers fire their arrows at Bosk in a concentrated volley.
DM OOC: I think Bosk gets an AoO on SH2.)
Att DC15 = 25
Arrows sprout from Bosk's boddy for 32 (-5 if SH2 is killed), REF DC15 for 1/3rd damage.

Group 2 Archers fire their arrows atGarret in a concentrated volley.
ATT DC15 = 25
Arrows sprout from Garret's boddy for 28 (-5 per arrow you managed to block/grab), REF DC15 for 1/3rd damage.

Lound crashing noises from the hill to the left side of the road catch the attention of the remainder of the group. Bounding down the hillside through the trees comes more undead. Two of them are large skeletal humanoids that seem to burn but not be consumed. Five others, although resembling zombies in their skin and other features, move alarming nimble and wield morning stars.

Their full move brings them right up to their enemies, that is, the IA.

The dried fleshy undead resemble bugbears in their mangy hair and funky gait. The burning skeletons seem to be some form of giant wielding great clubs.

Anrete can feel intense heat coming from the fiery skeleton. Take 4pts fire damage at start of turn.
Sasha's broom starts to smoulder. Broom takes 2pts fire damage at start of turn.

Map: Lost Caravan 5



New battle ensues (Co-DM JonathanT) 
Monday August 26th, 2013 6:21:45 PM

DM OOC: the map may take a second or two to come up due to the resolution, so give it a moment. It did or me.

Sesha [AC 21 | HP 146/73 | CMD 14] [Bears Endurance 0/10 minutes - 20/20HP][Flying Boom: 0/200 minutes][Shield of Faith 0/10 minutes][See Invisibility]  d100=87 ;
Monday August 26th, 2013 6:59:09 PM

Sesha curses as her broom starts to burn. This isn't a place she can stay for long. She zips away and upwards, watching the battle for a moment to consider her next move.

She observes Garret and Bosk, surrounded by Archers. She hasn't seen Bosk fight, but knows the Cleric likely has an edge against undead.

She makes concerned note of the quick moving zombies and the large skeletons on the southern half of the battle.

"I think Pot-pot, they'll need us there."

In the back of her mind, she's pleased to see Restlin floating high above the melee and relatively safe.

Refocusing on the task at hand, she realizes she can't do much damage to the undead. Without time to search for a ley-line, she trusts chance and begins casting. Channeling some of her highest magic, she searches deep within herself for power and finds it in ample supply. Anrete, Cyniq, Caius, and herself are all suddenly fortified by a powerful transmutation which floods them with endurance and stamina.

As she casts her spell, she feels the familiar shielding from Pot-pot. New voice or not, her friend still cared. She smiles and thinks to the Cauldron. "Thanks friend.."

[1] Move Action: Fly over Caius to AA 29.
[2] Ley Check 87 vs DC 20. Success with no slot expended.
[3] Cast Mass Bears Endurance. (+4 Enchancement bonus to con for Anrete, Cyniq, Caius, and Sesha. That's a 20hp gain. The only exception is Anrete, who already has a +2 bonus to con. So he gains 10hp from the spell. This also applies a +2 to fortitude saves and any other con based rolls. )
[4] Pot-pot casts Shield of Faith on Sesha. (+3 Deflection bonus to AC for 10 minutes)

Cyniq al'Lyz AC 18{22}/16{20}/14{18} -- CMD 19 -- HP 60/60 Spells Active: Detect Scrying  d20+5=21 ; d20+7=11 ;
Monday August 26th, 2013 7:34:47 PM

Fort save=21

Was the perc check just to see them come out of the woods, or is it still standing?

It looks like one of the zombie things is near Cyniq, she'll swing, wildly at it as she spins and backs up 5'.

Hit AC=11

skill rolls do not auto succeed on 20, nor do they critically fail.

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (HASTE)  d20+13=18 ; d20+8=27 ; 3d6+9=21 ; 3d6+9=20 ;
Monday August 26th, 2013 10:58:28 PM

Beriothian moves the fireball to P-27 and then starts casting again, this time summoning spike stones starting at i-24 to i-9 and pushes it back into the woods as far as it will reach (visually it's just below Bosk and just to the left of Gt and shouldn't hit anyone in our party)

Spell list
0 (4)- Detect Magic, Light, Create Water, stabilize
1 (6)- *Elf Vision, obscuring mist, Faerie Fire, Entangle, cure light wounds x3
2 (6)- *Faerie Fire, Fog Cloud, Soften Earth and Stone, Warp Wood x2, Flaming Sphere(x2)
3 (5)- *Glibness, Sleet Storm x2, Greater Magic Fang x2, Spike Growth, stone shape
4 (5)- *Lesser Planar Ally, Spike Stones x2, Freedom of Movement, Air Walk x2
5 (3)- *Awaken, Animal Growth x1 Cure Critical Wounds
Spells with * are Fey domain spells (and not included in spell counts)

----------------
The cyclops advances to M-6 and attacks SH7 (and sh 12 if 7 falls on first attack)
attack 1=18
damage=21

attack 2=27
damage=20
----------
Cyclops
*Augment Summoning*
HP=89 (10d8+20+20(for constitution bonus from augmented summoning)=89)
Str 25, Dex 8, Con 19, Int 10, Wis 13, Cha 8
Base Atk +7; CMB +13; CMD 22
Feats Alertness, Cleave, Great Cleave, Improved Bull Rush, Power Attack
Skills Intimidate +9, Perception +11, Profession (soothsayer) +10 Sense Motive +5, Survival +6; Racial Modifiers +8 Perception
Languages Common, Cyclops, Giant
SQ flash of insight

ooc: I'm not sure why that link keeps getting set to my old character sheet... it should be updated again now.

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (HASTE) 
Monday August 26th, 2013 11:02:31 PM

ooc: looks like it extends to the block to the left of A

Caius HP 146 - AC 23/12/21 - F+12/R+7/W+5 - CMD 28  d20+20=29 ; d10+20=22 ; d6=4 ;
Monday August 26th, 2013 11:50:36 PM

Caius charges the nearest foe, jumping into the attack. "The Thistledown Floats on the Whirlwind" His blade is held chest high, and close to the body as the swordsman makes a leaping spin to behead the opponent. His sword does not move more than a foot from its place against his body, instead using the body's momentum through the spin to apply the force.

Attack JZ4, charge and Power Attack, end in space DD29.

Attack 29
Damage 26

=====
HP: 166/146, +2 Fortitude



New battle ensues (Co-DM JonathanT)  d20+7=17 ; 2d8+7=15 ; d6=1 ;
Tuesday August 27th, 2013 12:04:31 AM

DM OOC:
Was the perc check just to see them come out of the woods, or is it still standing?

The Perc check was for something else. They'll probably make the check, then can tell you.

Skill rolls: True. I got skills and Saves mixed up.

Sesha:
The witch 'spurs' her broom to escape the flaming large skeleton. The huge flaming thing of giant proportians has quite a reach, as good as that of Bosk. As Sesha tries to escape, the long skeletal arm takes adavantage (AoO) and swings its club at the back end of the broom.

DM Comment: I'm using the Smashing an Object rule giving the broom an AC = 10 + size mod (0) + Dex mod of 2(as a moving object, Dex mod = rider's) = 12
Broom Hardness = 5
Broom Hit Points = 10
(These are the figures for a two handed hafted weapon- ie: polearm)

Large Flaming Skeletal Humanoid AoO on Broom = hit AC 17, smashing the broom for 15 pts damage (+2 from the fire) for a total of 17 pts.

Unless there is more to the broom that I am aware of, the broom splinters into usefull kindle wood.

Sesha is thrown from her broom when it is smashed.
Acrobatic check DC15 to soften fall of 10' (no damage) fail = 1pt.
Acrobatic check roll that beats DC20 you manage to keep from tumbling, fail you are prone.

roll a d3 for direction of fall: 1 = 11O'clock; 2 = 12 O'clock (ie, straight ahead); 3 = 1 O'clock,
Roll d4 for number of squares from DD,30 (your starting point).

Questions? ask away.

Bosk AC: 31/16/28 CMD:28 HP 77 of 88 Spells  d20+12=15 ; d20+7=26 ;
Tuesday August 27th, 2013 1:08:02 AM

Fort Save = 15, Pass (Sorry, I didn't roll the save last round because I could pass the save with a natural 1)
Reflex Save = 26 fo reduced damage

DM QUESTION
ooc: Can you explain the hit AC to me. You wrote Att DC15 = 25. Are the arrows bypassing armor and doing damage against touch AC? If so, does having Ghost Touch armor overcome it? (It is really late here, so please let me know if I am overlooking something. After midnight I sometimes get confused)

Bosk AC: 31/16/28 CMD:28 HP 77 of 88 Spells  d20+12=23 ; 2d8+5=17 ;
Tuesday August 27th, 2013 1:25:05 AM

As the skeletons encircle him Bosk swings out at the one in front of him, hoping to put a swift end to his foe.

AoO Hit Ac 23 for 17dmg

DM Question #2 Can you tell me if this attack hit and/or killed the skeleton. This will effect my HP and will influence my decision to fight more offensively or defensively this round.

Bosk AC: 31/16/28 CMD:28 HP 77 of 88 Spells  d20+14=29 ; d20+10=24 ; d20+10=27 ; d20+9=12 ; 2d8+5=16 ; d8+5=6 ; d20+5=19 ; 2d8+5=19 ;
Tuesday August 27th, 2013 3:29:12 AM

Adrenaline courses through the blond taur's veins heightening his senses. In the distance he can hear a husky, croaky voice in the woods. Turning his head he sees semi-hidden in the trees some 40' away, a nightmarish armor clad humanoid mounted on a nightmarish black horse giving the archers the orders. This gives his just the advanced warning he needs to avoid many of the flurry of arrows that fly towards him. Over there. Hidden in the trees on a mount is someone shouting orders to the undead! Bosk points towards their mounted leader before redoubling his efforts to slay the necrotic archers around him.

Actions
---------------
5ft step down and right
Perception check = 29 Success!
Atk 1 w/ bastard sword (p/b dmg), hit AC 24 for 16gmg
Atk 2 w/ armor spike (TWF), (p/b dmg), hit AC 27 for 6 dmg
Atk 3 w/natural horn atk, hit AC 12 (I assume this misses)
Atk 4 w/ bastard sword, hit ac 19 for 19 dmg

Active Spells:
Chill Touch: 5 Charges Left
Long Strider: 6 hours
Death Watch: Permanent
Magi Circle Against Evil (10ft Radius round Bosk): 50min 48sec
Ghost Touch: Permanent
Channel Energy: Two Charges


Restlin (Carl) -- AC: +10/+9/+8 CMD: 21 HP: 82/82 (Spells) Luck Points: 1  d20+18=38 ; d6+4=7 ;
Tuesday August 27th, 2013 5:12:35 AM

Restlin curses in a manner befitting most sailors and town drunkards when, once again, the melee-loving folks he adventures with rush quickly towards the new groups of enemies and get themselves separated. Seeing clumps of enemies everywhere with fellow Iron Adventurers smack dab in the middle, he does two things.

A: He makes a mental note to once again advise his friends to not immediately rush into melee range when there are several fully capable casters able to take advantage of groups of enemies.

B: He decides he needs more mobility. Gripping his silent spell metamagic rod, he casts fly before swooping over to DD28 and descending to 25'.

Meanwhile, the black tentacles tear into the undead horse like an absolute boss. Pleased that this spell is finally working as intended, he calls out in celestial mid-move, "hound-friend, might I suggest you withdraw before that horse explodes? You're in a target rich environment, I assure you!"

***

Summon Monster: 10 rounds
Black tentacles: 6 rounds
Invisibility: 8 minutes
Fly: 8 minutes

Black tentacles' continued grapple: Nat20 for a 38 - 7 damage

Anrete AC:30/17/30 CMD:32 HP:117+10+20/121 DR:2+1  d20+14=34 ; d20+17=24 ; 4d6+21=40 ;
Tuesday August 27th, 2013 9:40:52 AM

Anrete grins in battlerage as he swings wildly creating a wall of razor around him, smashing viciously at the zombie to his left as he ducks the large burning skeleton.

OOC:
Shouldn't Anrete get OOA at least one of the zombies? Cuz they can't reach that position unless they do a roundabout way?

-----------------------
Effects
Bear Endurance: +4 con
Enraged: +4 Str/Con, +2 Will, -2 AC, +4 Save vs Spell/Supernatural/Spell-like, +1 DR
Guarded Stance (1/6 rounds) +2 Dodge

Actions
Fort vs 13: 34 (Passed)
Move Action: Guarded Stance
Power Attack Vital Strike: AB24 DMG40



Anrete AC:30/17/30 CMD:32 HP:117+10+20/121 DR:2+1 
Tuesday August 27th, 2013 9:41:32 AM

OOC: Note that Anrete cannot be flanked unless they have rogue level higher than level 10.

New battle ensues (Co-DM JonathanT) 
Tuesday August 27th, 2013 10:22:50 AM

DM OOC:
OOC: Note that Anrete cannot be flanked unless they have rogue level higher than level 10.

OK.

OOC: Shouldn't Anrete get OOA at least one of the zombies? Cuz they can't reach that position unless they do a roundabout way?

DM ANS: I'll look at their path again. On first walkthrough it didn't look like it.

Sesha [AC 21 | HP 145/73 | CMD 14] [Bears Endurance 0/10 minutes - 20/20HP][Shield of Faith 0/10 minutes][See Invisibility]  d20+2=3 ; d20+2=6 ; d3=2 ; d4=1 ;
Tuesday August 27th, 2013 10:58:01 AM

Sesha curses as she is unceremoniously dumped on the ground by her lack of a mount. Not quite sure what happened, her options are fewer, but her actions remain unchanged.

Sesha, Caius, Anrete, and Cyniq benefit from her Mass Bears Endurance spell.

[.5] Knocked prone in CC 30, which is Caius old square.
[1] Move Action: Stand from prone.
[2] Cast Mass Bears Endurance.

New battle ensues (Co-DM JonathanT) 
Tuesday August 27th, 2013 11:04:39 AM

DM OOC:
Questions from Bosk:

Can you explain the hit AC to me. You wrote Att DC15 = 25. Are the arrows bypassing armor and doing damage against touch AC? If so, does having Ghost Touch armor overcome it? (It is really late here, so please let me know if I am overlooking something. After midnight I sometimes get confused)

DM ANS: I figured you guys would be a little confused by this 'new' attack - Volley of Arrows. I discussed this form of mass combat with SteveK and he was OK with it. It is an adaptation of 3.5 mass combat rules but works pretty much the same as Pathfinder Siege Artillery rules. I wanted to experiment with it when the number of attackers were small and not unbalancing to the game if proved unworkable. If it didn't work then I'd know not to use it with larger numbers where the damage would be more critical.

Read the Siege rules on catapult and you'll have the general idea. Unlike large rocks, which ignore much of your armor, arrows still have to deal with it. The Attack is not directed at the PC (or NPC), but at the square. Second, there has to be someone of Command level directing the attack. Third, there has to be 5 or more attackers targetting the same square. Fourth, the attackers use the same missile weapons.

Once that is determined, the ATT is based upon the Commander's stats and the DC is 15. If the roll misses, all arrows miss, as in the attack on Restlin. If the roll hits, damage is rolled according to the number of arrows. The REF save is to take into account your armor and DEX.

Given that on any attack their is a chance to roll a hit (even if only a N20), and given the number of arrows, the odds are that some, even if only one, will hit. That's why it does not work with less than 5 attackers.

Ex: you catch up with the goblin raiders. They are all 1 HD with a BAB of +1 and DEX +1, but there are 50 slingers. Do I roll for all 50 and take up the entire die roll box with 49 meaningless rolls as I need to hit AC30 and I only get one N20?
As you come into range, the goblin war chief commands all 50 slinger to attack the square the lead PC is in. A hail of sling stones fly towards that square. If they all land correctly, a percentage will do damage, the rest will be either dodged or bounce off armor and shield. Thus the REF save for 1/3 damage.

We can discuss this at length over e-mail if you wish, but if you think this is fair enough, I'll go with it.

Can you tell me if this attack hit and/or killed the skeleton. This will effect my HP and will influence my decision to fight more offensively or defensively this round.

DM ANS: yes, you kill it.



Bosk AC: 31/16/28 CMD:28 HP 77 of 88 Spells 
Tuesday August 27th, 2013 11:29:29 AM

ooc: That makes sense. I have never used that method before. If I were to use Shadow Walk and gain concealment would 20% dmg automatically miss, or is it a 20% chance of 0dmg (I would huess the first option). Lastly, I forgot to a target in my post and cannot get the map big enough to read on my phone, but anyone skeleton in reach should be fine. If it dies (redies?) move on to the next.

New battle ensues (Co-DM JonathanT) 
Tuesday August 27th, 2013 11:54:11 AM

From Anrete:
OOC: Shouldn't Anrete get OOA at least one of the zombies? Cuz they can't reach that position unless they do a roundabout way?

DM ANS: These zombies are 'different' than your average normal zombie, thus their capability to discern a safe path. Are you referring to JZ5? There is a safe path down Row 28, then up 5' to close. Unless Anrete has Reach.

On the other hand, JZ4 normally would have had an AoO on Sesha, but I figured that SO2 knocking her away would not be considered a proper 'move', much like a Bull Rush pushing a PC out of a square does not cause that PC to provoke AoO.

New battle ensues (Co-DM JonathanT) 
Tuesday August 27th, 2013 12:17:43 PM

From Bosk:
If I were to use Shadow Walk and gain concealment would 20% dmg automatically miss, or is it a 20% chance of 0dmg (I would huess the first option).

DM ANS: good question.
I didn't see anywhere in the Shadow Walk spell the 20% concealment thing.
This is what I found reading the spell:
It would seem that since Shadow Walk takes you to 'the edge of the material plane where it borders the Plane of Shadow', the question would be: Are you there, or not there?

The spell says that the effect is largely illusory, but he path is quasi-real, whatever that means.

Here's a wild quess: treat PCs using Shadow Walk as if they were a creature conjured by the Shadow Conjuration spell. That is, the viewer would need to make a Will save to see the shadow forms. In which case the viewer can still direct fire to a square, just not knowing which one (sound and smell probably not revelant here). If the viewer makes the Will save, he can target the square, but since the Shadow Walkers are actually on the Plane of Shadow and not the Material Plane, they automatically miss. The PC would see the arrows fly right through him and stick in the ground.

A smart Commander would follow the shadowy forms and hold his action until the PC came out onto the Material Plane and trigger the held action.

How does that sound?

Addendum: Alternatively, a Perception Check to see the shadowy forms. We can discuss.

Garret Goodbarrel [AC:31/29/26 HP:85/93 Ki:12/12 CMD: 29]  d20+20=33 ; d20+12=15 ; d20+14=17 ; d20+14=21 ; d20+9=16 ; d20+9=23 ; 2d6+1=11 ; 2d6+1=9 ; 2d6+1=6 ; 2d6+1=7 ;
Tuesday August 27th, 2013 12:40:41 PM

Garret watches as the skeleton crumbles under his blow. As the other skeletons move around him in an organized manner, he notices someone, or something, else in the trees (Perception: 33). He hears the thing direct the skeletons and he reaches out to grab an arrow as the volley flies towards him. While he grabs the single arrow, he ducks under a number of the other arrows, but a few still strike him (Reflex: 15).

Garret steps forward (to I34) as he yells out to Bosk, "There's something in the woods there, giving them direction!" He tries to focus on the location of the directions called out as he launches into a series of kicks and punches on the nearest skeleton (SH8).

OOC:
Calculating damage: -5 for grabbed arrow, -2/3 for reflex save: 28-5 = 23 * 1/3 = 8. My guess is that evasion doesn't help out with this kind of attack?

Attacking SH8 with flurry of blows: Hit AC/Dam: 17/11, 14/9, 16/6, 23/7

PS: Crazy combat, great job DMs keeping up with it all!

Bosk AC: 31/16/28 CMD:28 HP 79 of 88 Spells 
Tuesday August 27th, 2013 2:05:10 PM

Sorry, I meant the Grim Supernatural Abillity, not the spell.

Darkwalk (SU): The grim can partly or completely enter the Realm of Shadow, for a duration of one minute per level per day. This duration may be used all at once or in separate blocks, though any use rounds up to the nearest full minute. To do this, a Grim must make a DC 10 check, adjusted up by +2 for every person that the grim brings along, using either their Concentration Check (including Combat Casting), or 2x their Grim Levels as a modifier. Only willing people can be brought along, and only if they are all holding hands; those with the grim must make a Will save vs DC 20 or take 1d6 points of temporary Con damage as they enter the Realm of Shadows. Those accompanying the grim automatically return to the Wold when the grim does. A failed check uses up a one-minute block for the day.

At 2nd level, the grim can partly enter the Realm of Shadows, gaining concealment, a 20% miss chance, a +2 resistance bonus to saves, and a +8 bonus to Stealth checks.

At 4th level, the grim can fully enter the Realm of Shadow and can then see but not affect those who remain in the Wold. This is treated as Etherealness.

At 6th level, the grim can fully enter the Realm of Shadow and also affect those who remain in the Wold. This is treated as Incorporeality.

At 8th level, the grim can enter the Realm of Shadow and travel quickly to another place in the Wold. This effectively lets the grim teleport from place to place, traveling up to 100 miles per minute. At 10th level, the grim can not only enter the Realm of Shadow, but can also travel to other dimensions and planes, including the Lands of Rest. The DM sets the travel times required.

Note that under concealment it also says:

Concealment Miss Chance

Concealment gives the subject of a successful attack a 20% chance that the attacker missed because of the concealment. Make the attack normally--if the attacker hits, the defender must make a miss chance d% roll to avoid being struck. Multiple concealment conditions do not stack.

Bosk AC: 31/16/28 CMD:28 HP 79 of 88 Spells 
Tuesday August 27th, 2013 2:55:55 PM

ooc: Can anyone cast a silencing spell on the leader?

New battle ensues (Co-DM JonathanT) 
Tuesday August 27th, 2013 3:22:19 PM

DM OOC:
Garret asked:
My guess is that evasion doesn't help out with this kind of attack?

Evasion: At 2nd level a monk can avoid damage from many area-effect attacks...

Good question.
Is this an 'area' attack? And why does it say 'many' and not define what does not fall into this category?

Let's say they were catapult rocks fired at the square, would the Evasion work?
What if there were 5 mages casting Acid Arrow as a Volley? Acid Arrows do not give a save, it is based upon a To Hit roll.

I would say that Evasion would not apply in as much as if only one arrow had been shot and scored a hit.
If I had rolled for each arrow, Evasion would not have applied, right? (ie: no REF save)
This system is to speed up vast numbers of same kind missile attacks aimed at the same target and to prevent a PC with AC35 from mowing down 1000 1st level archers without a scratch. :)

New battle ensues (Co-DM JonathanT) 
Tuesday August 27th, 2013 5:12:23 PM

DM OOC:
Darkwalk (SU):

Ok. Let's see. The concealment rules cover direct attacks. What about a Fireball?
I can either increase the DC by 5 (a 20% increase) and go through the attack as normal, or keep the DC as is and decrease the damage.

I'm leaning on increasing the DC. The reason is that this is an All-or-Nothing attack in a specific square. If the Commander can't pinpoint the square very good due to concealment, then it is going to be harder for him to direct the attack. This also works under Cover conditions.

So let's say the Commander has to hit a DC20 . Perhaps he mistakes foliage shadows for yours and misses. Or perhaps he gets really lucky.

P.S. I don't want to have to roll a 20% miss chance for 100 arrows come sometime down the line. :)

Bosk AC: 31/16/28 CMD:28 HP 79 of 88 Spells 
Tuesday August 27th, 2013 6:01:10 PM

I think that will work, as long as you don't start giving the commanders all a +5 bonus to spot Bosk:)

As long as we are talking about line of sight and cover, do we have line of of sight to the commander and does he have cover against us? How about the other way around?

DM JonathanT: The trees give him cover, and it goes both ways. I'll have him on the map. All he needs is Line of Sight to command the Archers and Line of Sight to the target square.

Caius HP 146 - AC 23/12/21 - F+12/R+7/W+5 - CMD 28 
Tuesday August 27th, 2013 8:08:53 PM

ooc: Checking in. So many questions! Let the DM make a regular post! :)

Bosk AC: 31/16/28 CMD:28 HP 79 of 88 Spells 
Tuesday August 27th, 2013 8:09:27 PM

ooc: Letting

Cyniq al'Lyz AC 18{22}/16{20}/14{18} -- CMD 19 -- HP 60/60 Spells Active: Detect Scrying  d20+7=22 ; d10+1=6 ; d6=3 ; d20+16=32 ;
Tuesday August 27th, 2013 11:16:34 PM

Cyniq continues to maneuver and swing at a skellie, especially if she can get one flanked.

Hit AC=22
Dam=6

She'll look around to see if she has a line of effect and the distance to the mounted skellie in the woods.

Perc=32

ignore the second d6, error from device

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (HASTE) 
Wednesday August 28th, 2013 12:16:08 AM

ooc: I think I already posted this turn, but I am very confused now...

DM OOC: you did, so did Cyniq. She can just cut-n-past or redo next round.

New battle ensues (Co-DM JonathanT)  d20+10=22 ; d20+7=16 ; d20+7=12 ; d20+7=17 ; d20+7=17 ; d20+7=19 ; d6=3 ; d20+2=4 ; d20+2=3 ; d20+2=22 ; d8=2 ; d20+2=22 ; d8=8 ; d20+2=11 ; d20+2=4 ;
Wednesday August 28th, 2013 12:24:43 AM

Caius springs into action and steps forward to protect Sesha and makes a powerful leaping whirlwind jab at JZ4. The zombie sucks in some air through the new hole it its body then collapses.

Sesha utters witchy curses as her broom starts smoldering from the heat of the burning skeleton. Her first instinct is to fly away and she commands her broom to do just that. However the giant sized fiery skeleton reaches out, swiping its great club and catches the back part of the broom, splintering it into kindling!

The witch goes tumbling to the ground right where Caius had just left. She proptly jumps up and casts Mass Bear's Endurance on her friends surrounding her.

DM Note: Anrete has Supersition Rage Power I think. He'll have to make a save, even from allies. What would that DC be?

Cyniq tries to back up her phantom steed to protect Sesha and in the process her swing at a zombie misses.

Beri-cloud wills his flaming sphere to move away from the zombie horse towards the skeletal archers.

DM OOC: A normal Flaming Sphere can move only 30'/round. Can yours move further? Otherwise I'll put it at S30.

Beri-cloud casts Spiked Stones in the area of the skeletal archers.

DM NOTE TO EVERYONE: the Spiked Stones is not visible to anyone. Only Beri knows its area of effect. Only Rogues can detetect them with a Perception check. You'll have to play your PC without the knowledge of where the area of effect is. And even then, that is a quess on Beri's part as most of it goes into the woods where even he can't see.

The Cyclops advances to help out Garret, taking out two skeletal archers with his mighty fists.

Bosk wipes out the poor hapless skeletal archer that tried to fire its bow while within range of the minotaur's swing. He catches a glimps of the commander of the undead and points at it, yelling out his new find.

The minotaur takes a step down and right, unknowingly narrowly avoiding a zone of spike stones. From his new position, he hacks and slashes away, splintering bones everywhere, all but his horn hitting some poor skeleton.

DM OOC: the dotted square lines around Bosk is just my border for his occupied square.

Restlin curses (DM OOC: i can't repeat what he said here) as he watches the IA split up all over the place and makes mental notes to lecture the IA on strategy. He then takes flight using his rod, as his levitation just isn't fun enough. He flies over next to Caius.

Meanwhile, he calls out to the Hound Archon to let the tentacles do their thing and help take on the others.

The Hound Archon complies and heads towards JZ2, swinging his sword:
Att d20+10 = 22
His swing smashes armor but does not penetrate.

The tentacles constrict the zombie horse for a bit more damage.

Anrete stays put and splatters his neighbor bugbear zombie, scattering bits of armor and flesh.

DM OOC: oh, did I forget to mention these zombies are wearing armor? ooops. Sorry.

DM OOC to Anrete: because of your Superstition Barbarian Rage Power, you will automatically try to resist the
Bear's Endurance cast by Sesha. If you make the save, you will have successfully avoided it's effects. If you fail
the save, then you'll be able to benefit from it.


Garret also sees the commander of the undead as he grabs an arrow, then ducks a few more. Stepping forwared, he
yells to Bosk to tell him about the commander then proceeds to make dog chew toys out of SH8.

---------------------------------------------------------------------------------

The lone zombie horse tries to break free but is unable to. Maybe next round.

JZ2 swings it's morning start at the Hound Archon:
Att d20+7 = 16, misses

JZ3 steps forward and attacks Cyniq with it's morning star:
Att d20+7 = 12, misses as bad as she missed it.

SO2 steps forward and swings it's huge club at Caius:
Att d20+7 = 17, miss

JZ and SO1 both attack Anrete
JZ Att d20+7 = 17, miss
SO2 Att d20+7 = 19, miss

DM Note to Anrete, Cyniq, Caius: the fire from the burning skeleton does 3pts damage.

On the other side, the destruction of the skeletal archer squads prevent them form acting in unison and they fire their arrows seperately.
SH1, SH2, and SH5 fire at Bosk:
SH1 d20+2=4, miss
SH2 d20+2=3, miss
SH3 d20+2=22, N20, whatya know! damage 2
confirm crit = 22! two N20's for a skeletal archer! damage is 10 then!

WOW!

SH10 and SH11 shoot at Garret:
SH10 d20+2=11, miss
SH11 d20+2=4, miss

The Commander calls out to Bosk in its unearthly guttral voice. The words are unrecognizable but Bosk feels a chill.

Bosk needs to make a Fort save DC22, save negates.

Map: Lost Caravan 6

Sesha [AC 21 | HP 145/73 | CMD 14] [Bears Endurance 0/10 minutes - 20/20HP][Shield of Faith 0/10 minutes][See Invisibility] 
Wednesday August 28th, 2013 12:46:46 AM

[ooc: DC = 22 ( 10+ 7 Cha mod, 5th level spell).

Bosk AC: 31/16/28 CMD:28 HP 79 of 88 Spells  d20+12=28 ; d20+4=17 ; d20+13=15 ;
Wednesday August 28th, 2013 1:50:56 AM

ooc: Is it SH3 or 5 that hit Bosk? Does Bosk get an AoA on them since he has a 10ft reach?
Fort Save = 28 (pass)
Knowledge Arcana to identify spell (if free action only) = 17
Knowledge Spellcraft to identify spell (if free action only) = 15


Anrete AC:30/17/30 CMD:32 HP:117+10+20/121 DR:2+1 
Wednesday August 28th, 2013 3:01:39 AM

OOC: I was assuming Sesha got off the spell before I raged??

Restlin (Carl) -- AC: +11/+10/+9 CMD: 21 HP: 82/82 (Spells) Luck Points: 1  d20=20 ; d20+18=19 ; d6+4=8 ; d20=20
Wednesday August 28th, 2013 5:48:49 AM

Restlin decides to get things moving a bit more quickly...literally.

He swaps out the silent rod for his extend metamagic rod & casts haste on himself and his nearby friends.

***

Affects himself, Cyniq, Anrete, Sesha, and Caius. If Anrete has to resist, DC is 27 (Level 3 + 18 int + 20 (rule variant for mendicant) = 27).

Summon Monster: 9 rounds
Black tentacles: 5 rounds
Invisibility: 8 minutes
Fly: 8 minutes
Haste: 12 rounds
See invisibility: Permanent

Tentacles' grapple check is a 19. 8 damage

AC this round is 31/30/29. That's TWO nat20s this round and one nat1.

Anrete AC:30/17/30 CMD:32 HP:114+10+20/121 DR:2+1  d20+12=14 ; d20+17=35 ; d20+17=27 ; d20+12=25 ; d20+7=14 ; 2d6+21=29 ; 2d6+21=32 ; 2d6+21=29 ;
Wednesday August 28th, 2013 11:11:49 AM

Kicking the fallen zombie aside, Anrete continues his aggressive swings with his massive greatsword and simultaneously lashing out at and keeping his undead foes at bay.

---------------------
Effects
Bear Endurance: +4 con
Enraged (2/27 rounds): +4 Str/Con, +2 Will, -2 AC, +4 Save vs Spell/Supernatural/Spell-like, +1 DR
Guarded Stance (2/6 rounds) +2 Dodge

Actions
Will vs 22: 14 (fail vs Bear Endurance)
Fort vs 27: 35 (pass vs Haste)
Full Power Attack vs Large burning Skeleton:
1. AB27 DMG29
2. AB25 DMG32
3. AB14 DMG29

OOC:
Sorry guys! I forgot to ask someone to sub for Anrete! I am bringing my parents for a 1 week holiday tommorrow, and will probably not have any internet connection until 6th Sep.

Erm... can someone sub for me? For the next round?

Cyniq al'Lyz AC 18{22}/16{20}/14{18} -- CMD 19 -- HP 60/60 Spells Active: Detect Scrying  d20+8=21 ; d20+3=7 ; d10+1=10 ; d10+1=11 ;
Wednesday August 28th, 2013 12:11:19 PM

I only posted once a day, did we have a round last more than one day?

Cyniq's swings at the skeleton that tried to hit her.

First strike noted in last post, hit ac 23 (+1 haste), dam 6.

Haste attack ac=21, dam 10 (ignore 2nd dam roll).

Cyniq then moves back 5 feet, away from whoever is causing the flame damage.

Total hp -3

Garret Goodbarrel [AC:31/29/26 HP:85/93 Ki:12/12 CMD: 29]  d20+20=40 ;
Wednesday August 28th, 2013 12:30:30 PM

Garret watches as the battle unfolds around him and he easily spots the sharp stones that Bosk summons out of the corner of his eye (Perception: 40, nat 20). He works his way quickly through the light forest, closing with the leader of the skeletons and getting a good look at him (it?).

Bosk AC: 31/16/28 CMD:28 HP 69 of 88 Spells  d20+10=13 ; d20+10=18 ; d20+9=11 ; 2d8+5=14 ; 2d8+5=19 ; 2d8+5=17 ; d8+5=12 ; d8+5=8 ; d20+5=24 ;
Wednesday August 28th, 2013 4:45:55 PM

Bosk winces as one of the skeletal archers pierces his defenses, the wound doing more damage then he would have expected. Suddenly he feels a slight chill as the commander tries to use some unknown magic on him, but fortunately Bosk is able to fight it off. The cleric clenches his teeth and steps up to the two archers in front of him, determined to finish them off so the Iron Adventurer's can regroup and take the leader on together.

Actions
----------------------
5ft step up and left
Atk 1 w/ bastard sword Hit AC 13 for 14 dmg
Atk 2 w/ armor spike (two) Hit AC 18 for 12 dmg
Atk 3 w/ horn (natural horn atk) Hit AC 11 for 8 dmg
Atk 4 w/ Bastard Sword Hit AC 24 for 19dmg
(rolls to identify the spell were rolled in my previous post)

Active Spells:
----------------------------------------
Chill Touch: 5 Charges Left
Long Strider: 6 hours
Death Watch: Permanent
Magi Circle Against Evil (10ft Radius round Bosk): 50min 42sec
Ghost Touch: Permanent
Channel Energy: Two Charges


New battle ensues (Co-DM JonathanT) 
Wednesday August 28th, 2013 9:43:28 PM

DM OOC:

Bosk asks:
ooc: Is it SH3 or 5 that hit Bosk? Does Bosk get an AoA on them since he has a 10ft reach?

DM JT: SH5, sorry. I don't see ay others within your 10' reach. It may not look like it but they are 15' away.

Anrete:
OOC: I was assuming Sesha got off the spell before I raged??

DM JT: I mistakenly thought you were already Enraged. Since Sesha did go first, you are correct, no save to avoid beeing tougher necessary.

Cyniq:
I only posted once a day, did we have a round last more than one day?

DM JT: not really, but it felt like it.

Garret:
Spotting the zone is one thing, avoiding the damage is another. Having stepped into the zone to attack SH8, your speed is reduced to half (see spell description). Also, and I forgot this last round, you would have taken damage, but I forgot about it.

So, moving out of the zone or through the zone you will take damage. I need to know your path. At least you know the extent of the zone. Please give me the co-ordinates of your move, and remember you start out at half speed.




Cyniq al'Lyz AC 18{22}/16{20}/14{18} -- CMD 19 -- HP 60/60 Spells Active: Detect Scrying 
Wednesday August 28th, 2013 11:05:07 PM

Also interested in knowing when I know where the boss is in the forest.

DM JT: got that ansered in the post, but I'll just say it here too. He/It is too far into the forest to see from your position.

Caius HP 146 - AC 23/12/21 - F+12/R+7/W+5 - CMD 28  d20+19=23 ; d20+20=35 ; d20+19=29 d20+19=21 d20+14=23 d10+20=26 d10+20=27 d10+20=28 d6=3 d6=2 d10=10 d6=2
Wednesday August 28th, 2013 11:25:40 PM

Caius is infused with magical energy and rushes toward an enemy. "Kissin' the Adder." He executes a series of quick thrusts to the torso, aimed more specifically at the heart. Or rather, what used to be the heart.

Attack SO2
1. Attack 23
Damage 38

Edit:

2. Attack 29 (nat 20)
Damage 28

2b. Attack 21 (crit confirmation)
Damage 37

3. Attack 23
Damage 30

HP 163/146, +2 Fort, +30ft move, +1 attack bonus, extra attack on full attack


New battle ensues (Co-DM JonathanT)  2d6=10 ;
Wednesday August 28th, 2013 11:28:04 PM

DM OOC: I need Beriothian, Caius, Sesha's actions, and Garret to tell me what path he takes to reach the commander.

I'm posting the results of the actions so far, but I can't wait up for the rest of the posts. I'll pick up the rest tomorrow and post the monsters actions.


---------------------------------------------------------------------

Restlin gets restless and casts Haste on his friends.

Anrete, after feeling the effects of Sesha's Bear Endurance spell goes into his barbarian rage.

DM JT: Now this time Anrete needs to make, er, fail, his save in order to be hasted. If I read it right, to 'resist' an effect, you need to roll the DC or higher, right? Therefore to resist the Haste effect, which the barbarian will unconsciously try to do, he needs to roll 27 or higher, right?

If Anrete's roll is 35 to resist a DC27 spell, that then would mean he shruggs off the effects and thus is not hasted, right?


Anrete, imbued with rage (and other stuff) tears into the burning giant-sized skeleton and his fury sends flaming bones a-flying. Literally! As the flaming skeleton is splintered by the mighty sword, it explodes!

Anrete is engulfed in that fiery explosion!
fiery damage = 10, REF save DC13 for half.

Cyniq tries to spy what Bosk and Garret are shouting about but the forest impedes her view.
Next best thing to do is then to strike at the fiery skeleton in front of her. Now hasted, both slashes with her sword barely connect but the damage is very minimal.

She then knudges her mount (which, being phantom, does it take damage of any sort?) back 5' to get away from the flames.

Garret's keen eyes and expertise in spotting traps sees much of the layout of the zone of spiked stones. He wants to get to the commander, who is in the middle of the zone, but how to do it without getting hit by the spikes as well?

Bosk
Knowledge Arcana/Spellcraft check: you are unable to discern the nature of the Commander's action, either because it is so 'unatural' or perhaps not even a spell.

The minotaur winces at the pain of a puny arrow. What he should fear more is the commander's unnatural power! However the cleric shakes off whatever the commander was trying to do and moves to finish off more archers.

His bastard sword swing misses an archer as it passes between ribs. The armor spike does hit, surprisingly. The horn misses horribly, but the second swing of the bastard sword connects.

Both skellies are destroyed.

Part 2 tomorrow.

New battle ensues (Co-DM JonathanT) 
Wednesday August 28th, 2013 11:33:04 PM

Part 1b:
Caius:

Since SO1 is dead, might as well stay put and go after SO2, which is right next to you.
Go ahead and adjust your post. If you don't move, you get your hasted attack. If you move more than a 5' step, you don't get your hasted attack.

Also are you guys remembering to:
DM Note to Anrete, Cyniq, Caius: the fire from the burning skeleton does 3pts damage.

This occurs at the start of your turn.

Picking up tomorrow for Part 2.


Caius HP 146 - AC 23/12/21 - F+12/R+7/W+5 - CMD 28 
Wednesday August 28th, 2013 11:42:54 PM

Edited my post above.

Bosk AC: 31/16/28 CMD:28 HP 69 of 88 Spells 
Wednesday August 28th, 2013 11:45:08 PM

ooc: Can agile feet bypass spike stone? (I would only use this if I see someone get injured by it to tip Bosk off to its presence or immediately upon Bosk encountering it)

● Cleric Travel Domain: Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (HASTE)  d20+13=25 ; d20+8=11 ; 3d6+9=21 ; 3d6+9=18 ;
Wednesday August 28th, 2013 11:53:16 PM

Cyclops
---------------
The cyclops moves west to j6 and attacks the creature ant i1 (can't read the number), and will attack sh10 should j6 fall
attack 1=25
damage=21

attack 2=11
damage=18

Cyclops
*Augment Summoning*
HP=89 (10d8+20+20(for constitution bonus from augmented summoning)=89)
Str 25, Dex 8, Con 19, Int 10, Wis 13, Cha 8
Base Atk +7; CMB +13; CMD 22
Feats Alertness, Cleave, Great Cleave, Improved Bull Rush, Power Attack
Skills Intimidate +9, Perception +11, Profession (soothsayer) +10 Sense Motive +5, Survival +6; Racial Modifiers +8 Perception
Languages Common, Cyclops, Giant
SQ flash of insight

ooc: fire ball can only move 30 feet, any math mistakes were due to the combination of a small screen and a large grid

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (HASTE) 
Wednesday August 28th, 2013 11:59:36 PM

Looks like this is even harrier than I though. We may need another hand to help out...
With another wave of attackers arriving Beri starts to channel his second animal growth spell to summon an ettin.

Spell list
0 (4)- Detect Magic, Light, Create Water, stabilize
1 (6)- *Elf Vision, obscuring mist, Faerie Fire, Entangle, cure light wounds x3
2 (6)- *Faerie Fire, Fog Cloud, Soften Earth and Stone, Warp Wood x2, Flaming Sphere(x2)
3 (5)- *Glibness, Sleet Storm x2, Greater Magic Fang x2, Spike Growth, stone shape
4 (5)- *Lesser Planar Ally, Spike Stones x2, Freedom of Movement, Air Walk x2
5 (3)- *Awaken, Animal Growth x0 Cure Critical Wounds
Spells with * are Fey domain spells (and not included in spell counts)

Sesha [AC 21 | HP 145/73 | CMD 14] [Bears Endurance 0/10 minutes - 20/20HP][Shield of Faith 0/10 minutes][See Invisibility]  d100=73 ;
Thursday August 29th, 2013 10:26:36 AM

Not fond of being backed into a corner, Sesha slips around the wagon to it's front. She checks in on the Iron Adventurers fighting the other half of the battle, and is concerned when she cannot spot Garret.

She channels only a tiny amount of magic, enough for her to see the remaining vitality of creatures.

[1]Move to AA26.
[2]Cast Deathwatch
[ooc]Sorry for the delay!

Garret Goodbarrel [AC:31/29/26 HP:85/93 Ki:12/12 CMD: 29]  d20+12=17 ; d20+14=16 ; 2d6+1=7 ;
Thursday August 29th, 2013 12:57:15 PM

OOC:
I was confused on the spike stones. I'm guessing now that they are the 10 black squares on the left side of the map? If so, Garret's not going that way, as that would cause, what, 5 or 6 d8 damage with no save plus saves for injuries? No thanks! Instead, he'll move over to SH7 and attempt to take out that guy. Since that's right at the edge, I don't know if he needs to take damage or save. Just in case, here's a reflex save: 17.

Then, he should still get one attack on SH7: Hit AC 16 Damage: 7.

I guess that will take it for the last move, but I guess the next move would have to depend on the guy in the woods (and stones) action.

Restlin (Carl) -- AC: +11/+10/+9 CMD: 21 HP: 82/82 (Spells) Luck Points: 1 
Thursday August 29th, 2013 5:06:46 PM

Checking in. I'm correct in thinking we're still waiting on the DM to finish the last turn, yes?

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (HASTE) 
Thursday August 29th, 2013 9:08:07 PM

ooc: checking in

New battle ensues (Co-DM JonathanT) 
Thursday August 29th, 2013 9:34:25 PM

DM JT OOC:
Bosk asked:
Can agile feet bypass spike stone?

DM JT: no. This is not 'difficult terrain'. It is spikes of stones that poke up and down as you try to cross the terrain as a magical trap. Unlike 'difficult' terrain where you can see the obstacles in time to avoid them, these spikes pop up right under your foot. The spell description states that damage is automatic and a Ref Save to prevent that damage from hindering your movement for the next 24 hours or until healed.

Garret asked:
I was confused on the spike stones. I'm guessing now that they are the 10 black squares on the left side of the map?

DM JT: Yes. Sorry I forgot to add that to the map notes.

Now, to finish up the round. I'll have it posted as soon as possible.



New battle ensues (Co-DM JonathanT)  2d6=10 ; d8=2 ; d20+10=22 ; d20+11=13 ; d20+7=15 ; d20+7=12 ; d20+7=23 ; d20+2=8 ; 5d8=15 ; d20+7=18 ; d20+14=19 ;
Thursday August 29th, 2013 11:36:06 PM

DM JT: Sorry about the map. I've not had any problems before but this is the largest scale I've done so far. I'll be trying another program for the next large scale battles that are sure to come.

Part 2:

Caius, with a speed and agility of someone slightly faster than normal, executes a series of jabs a slytherin proud and the three jabs brings the burning skeleton to it's knees, for just the briefest moment, and then blows up in a fiery blast!

Caius takes 10 fire damage, REF DC13 for half.

Beri-cloud's cyclops lumbers over towards Garret's skeletal archers and swings its mighty club twice. The first swing sends bits and pieces of bones all over the place but the second swing manages to hit a tree instead.

Fearing even worse enemies in the forest, Beri-cloud starts another summoning.

Sesha is uncomfortable having the wagon to her back and not much of an escape route. She's used to just flying away. Moving to the front of her wagon she takes a moment to take in the scene.
Casting Deathwatch, she searches for signs of life.
Of those in her 30' range, her friends seem to be doing very well. the dead undead ones are dead, and JZ5, JZ3 and JZ2 are still Undead in good shape.

You can see Garret, just not the Commander in the forest.

Garret realizes that he has stepped into a magical zone of spiked stones. As long as he does not move he will be OK. But not moving is not in his nature. He sees the cyclops take out all the skeletal archers around him except for one in the spiked zone. He also sees one lone skeletal archer threatning Bosk.

Instead of risking mucho footsy damage going after SH10, he leaves the spiked stones zone and heads towards SH5.

DM Comment: I'm going by what I think you'd do here. I know you want to leave the area and and the most logical thing would be to get Bosk free of threats.

The little monk takes 2pts damge from starting in the zone. He needs a REF save vs DC22 (10+spl lvl+ Beri's Wis Mod). Failing a save: Speed is half normal until healed or 24 hours have passed as our footsies hurt.

DM: I can put you next to SH5 but no attack this round as your movement is halved and it takes more than 50 move to get there. If you want to be somewhere else, just let me know. Your hit AC16 missed anyway.

The Hound Archon continues its attack on JZ2:
Att d20+10 = 22
The Archon has hit a little bad luck as his swing misses again.

DM OOC: I'll move the flaming sphere another 30' to complete your intent from last round.

------------------------------------------------------

For whatever reason, the Black Tentacles stopped their attack and the zombie horse breaks free. Still commanded to kill the living, it attacks the Hound Archon.
Att hit AC11, miss

JZ2, regocnizing a denizen of the celestial plane, continues to attack the Hound Archon as well.
Att hit AC15, miss

JZ3 steps forward and attacks Cyniq
Att hit AC12, miss

JZ5 attacks Anrete
Att hit AC23, miss.

SH5 takes a step away from Garret and fires anothe arrow at Bosk.
Att hit AC8, miss.

The Commander now makes his move. He targets Bosk and spurs his nightmarish horse to charge the minotaur cleric. He quickly finds out there's spiked stones all over the place and his mount can't charge, but does get there.
Damage to Mount = 12, REF save = 18, fail, mount move is now halved.

DM Note to Bosk: you'll get an AoO.
However the undead commander is now right up in Bosk's face, swinging a gleaming longsword. This grim headless rider is surrounded by an aura of menace.

Bosk feels the fear surrounding it. Will save DC19 negates. Fail you become Frightened (unless imune to Fear).

It swings its blade, hit AC19. Apparently it misses.

Map: Lost Caravan 7b

Map updated. Only change is the commander is 10' from Bosk and adjusted the spike stones damage for the horse to reflect 5' less feet moved.

Caius HP 146 - AC 23/12/21 - F+12/R+7/W+5 - CMD 28  d20+7=13 d20+19=25 d20+19=32 d20+14=27 d20+10=25 d20+10=23 d20+10=13 d6=1 d6=5 d6=3 d10+20=23 d10+20=21 d10+20=24
Thursday August 29th, 2013 11:41:15 PM

ooc: Reflex check 13, save successful.

Caius brushes off the worst of the fire and takes a short step to the next opponent. "Courtier Taps his Fan." He executes a simple but powerful overhand blow, starting from a high guard stance

5'-step south, full attack w/ power attack on JZ3.

1. Attack 25, Damage 24

2. Attack 32, Damage 26

3. Attack 27, Damage 27

HP 158/146, +2 Fort, +30ft move, +1 attack bonus, extra attack on full attack

ooc: Sorry, accidentally rolled 1d20+10 instead of 1d10+20.

Bosk AC: 31/16/28 CMD:28 HP 69 of 88 Spells 
Friday August 30th, 2013 1:55:15 AM

ooc: As an Avenger Bosk is in total control of his emotions and immune to fear :)

Restlin (Carl) -- AC: +11/+10/+9 CMD: 21 HP: 82/82 (Spells) Luck Points: 1  d20=2 ;
Friday August 30th, 2013 9:34:52 AM

The supernaturally hastened Restlin flies silently to P25, swapping his extend rod for his silent rod as he does so.

Seeing Bosk and Garret are very outnumbered, he decides to bring in more help. He once again calls on the metamagic silent spell rod & reaches out to the celestial planes for aid.

Meanwhile, the black tentacles wave menacingly at anyone nearby.

***

AC this round is 13/12/11 - Did I mention I'm invisible and being silent? I totally am...

Summon Monster (hound): 8 rounds
Black tentacles: 4 rounds
Invisibility: 8 minutes
Fly: 8 minutes
Haste: 11 rounds
See invisibility: Permanent

Garret Goodbarrel [AC:31/29/26 HP:85/93 Ki:12/12 CMD: 29]  d20+12=24 ; d20+14=26 ; 2d6+1=6 ;
Friday August 30th, 2013 11:50:17 AM

Garret jumps as a stone pokes up out of the ground. The stone catches on his toe and he turns and rolls as the stone seems to reach for him, but he rolls out of the hazardous area and back in the relative safety of the "normal" grass (Reflex: 24). He stands and looks back just a moment as he scans the large area of the ground covered with the dangerous and moving spikes.

Trotting along the edge, towards the other skeletons, he notices the skeletons being destroyed behind him and he watches as he moves parallel to the mounted creature in the woods. He moves towards the last skeleton outside as it moves away from him. He sees that the creature in the woods has chosen to fight from within the dangerous stones, and Garret is happy to let it do so, hoping that the stones will find their mark. Keeping an eye on that creature, Garret slips over to the last skeleton outside (move to about K or L 26) and casually gives it a backhand (hit AC 26, Damage: 6).

Bosk AC: 31/16/28 CMD:28 HP 69 of 88 Spells  d20+12=21 ; 2d8+5=11 ;
Friday August 30th, 2013 1:59:51 PM

As the commander charges Bosk raises his sword up high and brings it down on the horse. Although it doesn't feel right attacking the horse, the cleric feels the move makes the most tactical sense.

AoO on horse when it is 10ft away. Hit AC 21 for 11dmg.

Question for DM Can you tell me if the horse died, threw the rider, or if the commander is not prone or unmounted. Otherwise I will need numerous if/then statements to cover all the options. Also, is the horse also undead, a normal horse, or something different? Since Bosk can has Death Watch Activated, can you tell me how close to death it is?

Sesha [AC 21 | HP 145/73 | CMD 14] [Bears Endurance 0/10 minutes - 20/20HP][Shield of Faith 0/10 minutes][See Invisibility]  d100=13 ;
Friday August 30th, 2013 2:47:48 PM

Sesha is torn. Both sides seem to have things well under control. Since most of her magic has little effect on undead, she decides she might as well help Caius dispatch his enemies quicker. She starts to cast Enlarge Person on the fighter, touching him on the shoulder with her spectral hand and letting her magic flow into him. Unless he resists, at the start of the next round he gains +2 Strength, -2 Dex, 10ft Reach, -1AC and to hit, and his weapon deals damage 1 category larger.

[1]Swift Action: Arcane Armor Training
[2]1 Round Action: Cast Enlarge Person on Caius.
[3]Ley Check 13 vs DC 10 success.

New battle ensues (Co-DM JonathanT) 
Friday August 30th, 2013 9:14:44 PM

DM JT:
Bosk questions answered:

A) The Commander's horse is a heavy warhorse but not Undead. On the other hand, it isn't 'normal' either and I forgot that Bosk's Magic Circle is 10', thus preventing the horse from closing. It will pull up 10' away from Bosk. Thus no AoO.

Sorry about that. I'll update the map shortly.

Bosk AC: 31/16/28 CMD:28 HP 69 of 88 Spells  d20+10=25 ; 2d6+7=10 ; d20+7=20 ; 2d6+7=12 ;
Friday August 30th, 2013 10:25:56 PM

Seeing the horse stop feet from him Bosk realized that his protective spell must be working quickly switches to his Gurisame giving him a 20ft reach!!! He then unleashes upon the horse.

Actions
---------------
Dram Guirsame
Hit AC 27 for 10dmg
Hit AC 20 for 12dmg (Note: I drew a new weapon and couldn't remember if I needed a full round action to use my second attack for having a high BAB. I may only get one attack.)

New battle ensues (Co-DM JonathanT) 
Friday August 30th, 2013 11:07:30 PM

DM JT: Drawing a weapon.
Drawing a weaon is a Move action. If you move, you can combine drawing a weapon with the move if your BAB is +1 or higher. However, if you don't Move, drawing a weapon is not a free action unless you have the Quick Draw Feat.

I presume you just drop your sword (free action) rather than sheath it (Move action).


Caius HP 146 - AC 23/12/21 - F+12/R+7/W+5 - CMD 28 
Friday August 30th, 2013 11:13:36 PM

ooc: Checking in.

Bosk AC: 31/16/28 CMD:28 HP 69 of 88 Spells 
Friday August 30th, 2013 11:20:54 PM

Can I draw the weapon as part of a 5ft step? If so I will do that and drop the sword in the square up and to Bosk's right (farthest from the commander) and 5ft step in that direction.

ooc: Sorry, my character isn't the strongest or the fastest, but he has quite a few tricks up his sleeve and they all seem to be coming out in this battle.

DM JT: yes, a 5' step counts as a Move and allows you to draw a weapon as a free action.

Thanks!

New battle ensues (Co-DM JonathanT) 
Sunday September 1st, 2013 7:13:33 PM

DM JT: I've got the post ready but for Beri, Cyniq, and Anrete. Does anyone want to play Anrete for a round? If I don't get a post (since he said he'd be out for a bit) I'll have him do something, but I'd rather you guys tell me what he does.

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (HASTE)  d20+13=21 ; d20+11=28 ; 3d6+9=17 ; 3d6+9=21 ;
Sunday September 1st, 2013 10:10:14 PM

The cyclops, seeing only sh10 standing still focuses his attack on him. Should he fall the cyclops will move towards another group, ending on square Q5.
---------------
attack 1=21
damage=17

attack 2=28
damage=21

Cyclops 1
*Augment Summoning*
HP=89 (10d8+20+20(for constitution bonus from augmented summoning)=89)
Str 25, Dex 8, Con 19, Int 10, Wis 13, Cha 8
Base Atk +7; CMB +13; CMD 22
Feats Alertness, Cleave, Great Cleave, Improved Bull Rush, Power Attack
Skills Intimidate +9, Perception +11, Profession (soothsayer) +10 Sense Motive +5, Survival +6; Racial Modifiers +8 Perception
Languages Common, Cyclops, Giant
SQ flash of insight

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (HASTE)  10d8+40=87 ; d20+13=31 ; d20+8=25 ; 3d6+9=19 ; 3d6+9=17 ;
Sunday September 1st, 2013 10:38:48 PM

A second cyclops appears at BB4 as Beri finishes his spell. Quickly figuring out that the undead are the enemies the cyclops advances towards JZ2 and attacks the creature with it's giant weapons.

attack 1=31
damage=19

attack 2=25
damage=17

-------------
Cyclops 2
*Augment Summoning*
HP=87 (10d8+20+20(for constitution bonus from augmented summoning)=89)
Str 25, Dex 8, Con 19, Int 10, Wis 13, Cha 8
Base Atk +7; CMB +13; CMD 22
Feats Alertness, Cleave, Great Cleave, Improved Bull Rush, Power Attack
Skills Intimidate +9, Perception +11, Profession (soothsayer) +10 Sense Motive +5, Survival +6; Racial Modifiers +8 Perception
Languages Common, Cyclops, Giant
SQ flash of insight

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (HASTE) 
Sunday September 1st, 2013 10:45:53 PM

Having finished his summoning spell, Beriothian moves the fireball on top of SH5.

Spell list
0 (4)- Detect Magic, Light, Create Water, stabilize
1 (6)- *Elf Vision, obscuring mist, Faerie Fire, Entangle, cure light wounds x3
2 (6)- *Faerie Fire, Fog Cloud, Soften Earth and Stone, Warp Wood x2, Flaming Sphere(x2)
3 (5)- *Glibness, Sleet Storm x2, Greater Magic Fang x2, Spike Growth, stone shape
4 (5)- *Lesser Planar Ally, Spike Stones x2, Freedom of Movement, Air Walk x2
5 (3)- *Awaken, Animal Growth x0 Cure Critical Wounds
Spells with * are Fey domain spells (and not included in spell counts)

Caius HP 146 - AC 23/12/21 - F+12/R+7/W+5 - CMD 28 
Monday September 2nd, 2013 10:23:22 PM

ooc: Checking in.

Bosk AC: 31/16/28 CMD:28 HP 69 of 88 Spells 
Tuesday September 3rd, 2013 11:36:34 AM

Checking in

Cyniq al'Lyz AC 18{22}/16{20}/14{18} -- CMD 19 -- HP 53/60 Spells Active: Detect Scrying  d20+7=16 ; d3=3 ; d20+7=24 ; d3=1 ; d20+2=4 ; d10+1=10 ;
Tuesday September 3rd, 2013 12:33:17 PM

Cyniq will hit the adjacent creature, then back up again.

Hit AC 16, 24, 4.
Damage from the one likely hit=10

Ignore the d3 rolls, screen went wonky after clicking for a d20 roll. Corrected the to hit bonus on the last d20 roll

Anrete (Posted by Jeff O)  d20+8=27 ; d20+9=28 ; d20+17=26 ; d20+12=27 ; d20+7=24 ; 2d6+21=31 ; 2d6+21=26 ; 2d6+21=29 ;
Tuesday September 3rd, 2013 4:11:04 PM

Subbing for Anrete: AC:30/17/30 CMD:32 HP:109+10+20/121 DR:2+1

Anrete shrugs off the minor flames from the exploding skeleton and quickly turns to attack the skeleton remaining near him (JZ5).

OOC:
Rolling to resist haste (DC 27): 27 Success! No wait, we wanted to fail THAT one! No haste for you.

Exploding skeleton fire save (DC 13): 28 Save: Half Damage (5).

Attacking JZ5:
Hit AC/Dam: 26/31 ; 27/26 ; 24/29

Effects
Bear Endurance: +4 con
Enraged (3/27 rounds): +4 Str/Con, +2 Will, -2 AC, +4 Save vs Spell/Supernatural/Spell-like, +1 DR
Guarded Stance (3/6 rounds) +2 Dodge


Garret Goodbarrel [AC:31/29/26 HP:85/93 Ki:12/12 CMD: 29] 
Tuesday September 3rd, 2013 4:12:09 PM

Garret kicks the bones of the un-animated skeleton at his feet.

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (HASTE) 
Tuesday September 3rd, 2013 7:31:27 PM

ooc: checking in

New battle ensues (Co-DM JonathanT) 
Tuesday September 3rd, 2013 9:39:27 PM

OOC: DM JT. Post coming right up in just a few moments (if my cat will let me.)

New battle ensues (Co-DM JonathanT)  d20+7=13 ; 3d6+9=21 ; d20+13=16 ; 3d6+9=19 ; d20+10=11 ; d20+7=11 ; d20+7=23 ; d8=3 ; d8=6 ; d20+7=27 ;
Tuesday September 3rd, 2013 10:54:23 PM

Caius manages to duck some of the fire damage from the destruction of the burning skeleton and sets off to decimate the next undead. Three slashes and JZ3 ends up at his feet.

Restlin remains invisible and doesn't sneeze, keeping his clothes from flapping, and flies over towards Garret and Bosk, wherein he starts another summoning spell.

Garret keeps his footsies from taking more damage from the stones and is able to keep the magical trap from hindering further movement. He slips up to the last of Bosk's skeletal archers and with one slap of the hand, manages hit the spine and snap it.

Hafling Monks RULE!

Sesha hopes to help out further by enhancing her friends power. She does not tell her friend Caius what she is doing but touches his shoulder with her Spectral Hand and casts Enlarge Person on him.

DM JT: Caius, you do not have to accept the spell if you feel you'd do better without it.

Bosk whirls around as he hears a horse crashing through the forest and is elated to see that it cannot charge the minotaur as, to his surprize, spikey stones keep popping up and injuring it. Then to greater surprize the huge warhorse suddenly pulls up 10' short, its glowing red eyes and smokey snort revealing that it desires to pound the minotuar into the grass but something prevents it from closing.

Bosk hears a snarl and maybe some form of undead cursing coming from the headless horseman.

DM JT: picture the Headless Horseman from Sleepy Hollow.

Bosk sees that he can't reach the commander with his sword despite his long arms and large size without stepping forward, and doing so would push the horse back and out of reach again. So he drops his sword in exchange for his polearm and steps back a step. Now the horse is 20' feet away and in range of his polearm. He slashes down with it twice, but only connecting once as the horse dodges a swipe.

DM JT: see notes below on his Ride Check.

Beri-cloud finishes his next summoning spell and another cyclops pops into the material plane to join what's left.

DM JT: I can't place it at BB34 as there's a zombie horse next to that space and there's not enough room, between it and the wagon. I'll place it next to the zombie horse and it will attack the zombie horse.

Beri-cloud then, with his mind, moves the flaming sphere on top of the pile of bones that was SH5 before Garret was done with it.

Cyniq spins her horse around to face JZ2 (Free Move) and slices at it numerous times but it's armor and shield defects all but one slice.

Anrete's barbarian frenzy is in full swing (no kidding) when he dodges some of the fire burst but unfortunately his mind is so focused on the battle he does not notice the Haste spell being cast by his friends and his unconscious tendency to reject magic prevents the spell to take effect on him. His fury, though, decimates the strange armored zombie in front of him.

DM Note: i didn't have to keep the damage tally on hardly any of the monsters. :{

Cyclops #1 reaches out and smacks SH10:
d20+7 = 13 +7 (str) -1(size) = 19, dmg = 21 (DM JT: the att roll was Base only, forgot strength).
Bits and pieces of bone go raining every which directions.

Cyclops #2 bashes zombie draft horse:
d20+13 = 16, dmg = 19
The last zombiefied draft horse crumples.

The Hound Archon tries to finish off JZ2:
Att d20+10 = 11, miss, the sword bouncing off the zombie's shield.

---------------------------------------------------

JZ2 aims it's hatred at the celestial being, the Hound Archon:
d20+7 = 11, miss

The Headless Horseman attempts to reign his mount to avoid the polearm:
Ride Check on second att (DC20) = 23.
Bosk's second attack is dodged due to the Headless Horseman's Ride skill.

The Headless Horseman turns the mount to its left and attempts to get out of the spiked stones.
Dmg = 3 + 6 = 9.

The last 10 feet out of the zone was all that took to finish off the fiendish horse and the Headless Horseman finds itself on foot on the forest floor as its fiendish mount is destroyed.

But that's not the end, folks. The Headless Horseman (would sneer if there was a head) laughs a horrible, echoing laugh, and in seconds another black fiendish stalion with glowing red eyes and smoke blowing out of its nostrils reappears.

Fast Mount: 27!

Bosk blinks and where a horse vanished, another reapears and the Headless Horseman is mounted again! His laugh echoes stil as it spurs its new mount through the forest.

Map: Lost Caravan 8

DM OOC: in case you were wondering, the Summon Mount is a Standard Action (his first action this round) and as other summoned creatures, the new mount can act, in full, the round it appears in. Next, Fast Mount is a Free action, so the Headless Horseman still has a move left, taking the new mount 50' away.

Bosk AC: 31/16/28 CMD:28 HP 69 of 88 Spells 
Tuesday September 3rd, 2013 11:05:06 PM

ooc: Does Bosk get an AoO as the hirse and rider leave the threatened zone?

Caius HP 146 - AC 23/12/21 - F+12/R+7/W+5 - CMD 28 
Tuesday September 3rd, 2013 11:46:31 PM

ooc: Is JZ3 still alive? You mentioned it was destroyed in your post, but it is still on the map.

Restlin (Carl) -- AC: +11/+10/+9 CMD: 21 HP: 82/82 (Spells) Luck Points: 1  d20=4 ;
Wednesday September 4th, 2013 9:10:44 AM

His summoning complete, a brilliant ball of light and energy appears at nearby (O-28). Restlin gives no orders so as not to give away his position; he trusts the archon will recognize evil when it sees it and act appropriately.

Taking a scenic route, the mage/priest flies south and around to the west before ending up at J-24. Still holding his silent rod, he pulls strength from Gloomy to caste haste once again. This time, it targets Bosk and Garret.

***

AC: 15/14/13

Move: Fly to J24
Action: Silent haste on Bosk and Garrett
Lantern Archon

Summon Monster (hound): 7 rounds
Summon Monster (Lantern archon): 12 rounds
Black tentacles: 3 rounds
Invisibility: 8 minutes
Fly: 8 minutes
Haste: 10 rounds
Haste: 12 rounds (Bosk & Garrett)
See invisibility: Permanent

Return To Index      Next Part
Copyright © 1980-2024 WoldianGames. All rights reserved.
Privacy Policy - Terms of Service - Site Map - Contact Us - SRD
 
WoldianGames Homepage