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Grendel the Cruel!


"Check out the Big Brain" co-DM SteveK 
Monday June 29th, 2015 8:10:45 PM

Restlin slaps Beri on the back, and cheerfully anticipates stumbling into another trap. He hooks arms with Sesha and starts down the hallway.

Garret glances down the new hallway and speculates about what the next trap will be. He walks with the others towards the stairs, once again keeping eye at the rear of the group.

Bosk pushes his hair down flat, and praises Beri. The Horned Cleric then looks towards the stairs and inspects them for traps, finding not anything looking out of place on floor, walls, or ceiling.

Zane suggests that someone who flys and searches would move easily in the hallway. Figuring he has the best chance to survive, the minotaur carefully heads down the hall and searches carefully.

Beri the Vege-Pygmy hands the gems to Bosk, to keep them safe. He takes a look down the hall seeing as the Beri currently has no pockets to hold onto them. Beri makes his careful checks in the hall and carefully interacts with the walls to ensure it is not an illusion. It is not, and there seem to be no traps in the corridor...

Trellus pushes the lever back into place to avoid setting the blades off again on the way back, then slides into line behind Beriothian.
..........

With a corridor 10 foot wide, it is either two regular people or one Taur. Restlin abandons all caution, but since Sesha doesn't move, he can't get into the corridor first. Garrett and Bosk likewise only look carefully down the corridor, so it is Zane who is the first to enter... and nothing happens. Garrett follows, then Beri and Trellus.

Four of the Iron Adventurers are in the corridor, and four are still in the Pillar Room (Sesha, Restlin, Bosk, and Katinka). The heroes who have looked are quite sure there is no possibility of traps in the corridor.

The Stair is dark, once again needing magical or other means to see the way. Zane's pebble comes in handy as the stair is adorned with paintings showing a progression of the life of Grendel the Cruel. From the time he choked his twin to death in the crib, flayed his first Yngvardian, and put an entire camp to the torch. Each scene is more horrible and sadistic than the last, and Zane can see it continues at the top of the stair in another corridor, the susurrus of wind through the secret passage like the breathing of a monster.

"Check out the Big Brain" (co-DM JonathanT) 
Monday June 29th, 2015 9:14:23 PM

OOC: SteveK and JonT want to thank you all for your patience and perseverance through maybe some of the most difficult traps you've encountered so far. I hope I do a better job at describing these traps as the IA progress. Great job y'all so far in what is a difficult place to be in.

BTW, SteveK even has me scared stiff looking up the stairs! shiver...shiver

RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 94/109 -- Perm Arcane Sight, Darkvision, See Invisibility  d20+27=36 ; d20+37=53 ;
Monday June 29th, 2015 11:51:44 PM

Tink renews her invisibility and tries to fly close to the front - if not taking the lead. The muscle in the party have taken their fair share of knocks lately. If something is going to attack the group, let it attack her first.

Perception: 36 + Arcane Sight + DarkVision + See Invisibility + Detect Scrying
Stealth: 53 + 20 Moving Invisible + Hide in Plain Sight + Misdirection + Hide from Undead
Flying 5ft off the ground (Tink has a +25 Fly skill)


------------------
Spells in effect:
Arcane Sight - 120ft range. See magical auras automatically. Permanent.
DarkVision - 60ft range. Permanent.
Detect Scrying - Detect any person/object being scryed upon within 40ft. Dur 24hrs
Freedom of Movement - From Tishes Weave Elements (Water). Dur 5hrs.
Invisibility - From Ring - Dur 1min
Mage Armor - Dur 24hrs (Extended)
Misdirection - Misdirect the information from divination spells that reveal auras on Tink to instead seem like a pebble (Neutral, Not Magic, Not Lying, Not alive, etc) - Dur 24hrs (Extended)
Overland Flight - Fly Speed 40ft - Dur 24hrs (Cast Twice)
Protection from Evil - Dur 12mins
Resist Energy - Resist 30pts electricity damage from each attack. Dur 2hrs.
See Invisibility - See Invisible or Etheral objects. Permanent.
Telepathic Bond - Katinka, Shesha, Beriothian, Trellus, and Restlin. Dur 2hrs
Water Breathing - From Tishes Weave Elements (Water). Dur 5hrs.

Heroes Feast - From Sesha - +1 attack, +1 will, +4 vs fear
Hide from Undead - From Bosk
Status - From Trellus

------------------
Spells Available: Highlight to display spoiler: {
0 - Mage Hand, Message, Prestidigitation, Toro's Taur Try
1 - Mage Armor, Feather Fall, Grease, Prot from Evil, Roses Temp, Silent Image, Unseen Servant
2 - Misdirection, Alter Self (x2), Knock, Resist Energy, Resist Energy, Glitterdust
3 - Dispel Magic (x2), Haste, Haste, Prot from Energy, Shrink Item, Stinking Cloud
4 - Detect Scrying, Resilient Sphere, Summon Monster IV, Wall of Fire, Black Tentacles
5 - Overland Flight (x2), Wall of Force, Summon Monster V, Telepathic Bond
6 - Summon Monster VI, Summon Monster VI, Summon Monster VI, Tishe's Weave Elements
}

Sesha [AC 29 /18 To/25 Fl] | HP 74/85 | CMD 19][Cat's Grace, LR 30]  d6=4 ; d6=3 ; d100=28 ;
Tuesday June 30th, 2015 12:45:27 AM


Sesha starts down the corridor ahdn in hand with Restlin. As the make their way through the terrible art, she finds herself clutching her component pouch instead. She checks over Myrth, who is a little worse for wear after the lightning trap.

"Channel, then go ahead with Katinka. I doubt you'll be giving her away, being ethereal and all."

The ghostly girl nods, then channels to heal living creatures. She herself receives no benefit. Then she takes a spot of front with Katinka, passing through anyone in her way.

Sesha renews her Deathwatch spell, then carries on.

In Effect:

Barkskin - +5 Armor
Bears Endurance - +4 Con
Heroes Feast -+1 hit, will, and +4 fear
Shield of Faith -+4 Deflection to AC (Pot pot)
Cats Grace - Permanent +4 Dex
Detect Scrying - 24 hours - detects scry sensors.
Resist Lightning DR 40
Lesser Immortal Summons
Spectral Hand
Bull Strength


Restlin (Carl) -- AC: +12/+9/+10 CMD: 23 HP: 128/129 (Bear's endurance) (Spells) Luck Points: 10/10 
Tuesday June 30th, 2015 9:43:31 AM

Restlin mind wanders to the reason they're here in the first place: the Teucri. They've found some Teucri runes, so they're likely on the right path. Still, it would be nice to find a book or something.

Maybe Sesha was right about Hook City being too stuffy for its own good. Maybe they need a crisis to toughen them up again.

He watches Tink go by. Maybe she should let someone else mosey into a trap every now and then. Hardly seems fair that she takes the brunt of it. "Hey Tink," he starts telepathically. "Sure you want to fly out ahead again? We're not fooling anyone at this point, may as well mosey in with Sesha and I."

Garret Goodbarrel [AC:35/30/29 HP:114/112 Ki:9/13 CMD: 33]  d20+21=40 ;
Tuesday June 30th, 2015 4:54:09 PM

Garret looks at the paintings and his lips curl in disgust. "Why would someone paint such horrible things? Oh wait, Grendel, right."

"Well then, let's continue along, shall we?"

As he walks, he examines the paintings to see if there is anything odd about the paintings (perception: 40).

Beriothian -- AC:23/16/21 HP: 116/130 CMD = 19  d20+22=32 ; d20+19=32 ;
Tuesday June 30th, 2015 5:16:27 PM

Before entering (Beri does not enter the new hall at this time) Beri scans along the walls, the floors, and the ceiling for any signs of illusion, paying extra attention to wherever the wind appears to be coming from. He examines the walls as closely as he can without entering. Are there any decorations or fixtures? Any odd cracks? Any stones slightly off in color? He does not touch anything for fear of setting off the next trap before the croup is prepared... the hole time Beri remains tense and ready to jump or defend against a sudden surprise in case a colleague does something to accidentally set off a new trap.

perception=32
will save against illusions=32

Trellus (AC28/14t/26f, HP 128/158, CMD 22) Prot vs Electricty 120/120 
Tuesday June 30th, 2015 6:45:17 PM

Trellus glances at the paintings, his face becoming more sour looking as each one appears.

He stops behind Beri, and waits for the druid to complete his examinations.

Bosk AC: 33/16/29 CMD:28 hp (115/127 Bear's Endurance) Spells 
Tuesday June 30th, 2015 7:02:29 PM

So, it is decided. After a suicide hallway and a lightning room the plan to charge head on and face whatever may come. Let it not be said that an Avenger of Jancassis showed fear or an Iron Adventurer due caution. The horned cleric follows the group down the hallway lest his caution be mistaken for cowardice. Even though the group has no particular plan, Bosk is careful to float above the floor so as not to step on anything that might trigger a trap.

Active Spells and Abillities
-- -- -- -- -- -- -- -- -- -- -- -- -- -- --
Highlight to display spoiler: {Blur - Grants the subject concealment (20% miss chance) (Tink's Garment)
Fly - Fly Speed 40ft (Tink's Garment)
Mass Bears Endurance - [CL12] 12mins - +4 Con (Sesha)
Heroes Feast: - [CL12] 12hrs +1 attack, +1 will, +4 vs fear (Sesha)

Deathwatch - [CL 1] Permanent - Instantly know whether each creature is dead, fragile, fighting off death, healthy, undead, or neither alive nor dead (such as a construct).
Darkvision - [CL 8] 8hrs - Ability to see 60 feet even in total darkness
Chill Touch - [CL8] (8 charges) - Touch channels 1d6 negative energy plus 1 Str vs. Fort save. Undead = no damage but it must make Will save or flee as if panicked for 1d4 rounds + 1 round per CL.
Hide From Undead - [CL8] 1hr 20min - Undead cannot see, hear, or smell creatures warded by this spell. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures.

Agile Feet - (SU) 5 uses left - Ignore all difficult terrain and no penalties when moving through it.
Channel Energy - (SU) 0 uses left - Channel Energy to cause or heal damage
Dark Walk - (SU) 1 min left -gain concealment, a 20% miss chance, a +2 resistance bonus to saves, and a +8 bonus to Stealth checks
Sense Spirit - (SU) Sense the direction and distance to any disembodied spirit or soul 480 ft., even through material objects.

Blind Fighting - (Feat) - Reroll miss % from concealment. Invisible attackers get no advantage (+2 bouns) in melee for invisibility. No Acrobatics check needed to move at full speed while blind.
Two Weapon Fighting - (Feat) Penalties for fighting with two weapons are reduced
Improved Two Weapon Fighting - (Feat) - Second attack with off hand weapon
Multiattack - (Feat) - Secondary attacks with natural weapons take only a -2 penalty

Sacred Tattoo on Back - Class - Avenger cannot be flanked.
Ghost Touch - (Class) Weapon deals damage normally against incorporeal creatures, armor counts against the attacks of corporeal and incorporeal creatures. This allow sneak attacks on incorporeal.
Immune to Fear - (Class)
Immune to Snake, Spider and Scorpion Poisons - (Class)

Electric Resistance +5 - Steelgrass Armor
Poison appied to two weapons:
BLUE WHINNIS POISON on left horn cap
MEDIUM SPIDER VENOM on flail

Spells Available
Legacy Item: Feather Fall, See Invisibility
Domain: True Strike, Locate object, Divination, Dimension door
Level 0: Detect Victim, Detect Magic, Chill Touch, Detect Poison
Level 1:
Level 2:
Level 3: Invisibility Purge
Level 4:
}

"So it is Decided" co-DM SteveK 
Tuesday June 30th, 2015 7:50:37 PM

Tink renews her invisibility and flies to the front of Zane. Her stealthy movement and quick eyes are her means of avoiding anything... unpleasant.

Sesha starts down the corridor hand in hand with Restlin. As the make their way through the terrible art, she finds herself clutching her component pouch instead. She checks over Myrth, gives a suggestion, and the ghost girl provides a healing for nearby living creature before lofting beside Katinka.

Restlin thinks of several things until he doesn't see Tink go by. (ooc: Katinka is invisible and being stealthy. Restlin needs to make a Perception Check to see Tink.) The Wizard continues to 'mosey' with Sesha behind Garrett.

Garret is disgusted by the paintings and what they imply about Grendel, but doesn't see an option other than continueing along. He checks the paintings, but can see nothing out of the ordinary with them; they are painted on a smooth wall.

Beriothian is much more cautious than his companions, and does not enter the corridor. Instead he scans along the walls, the floors, and the ceiling for any signs of illusion (There are none). He checks out the wind (auto success due to Beri's Know Nature) and knows it is coming from up the stairs. He examines the walls and (other than the painted scenes directly on the walls) and can't see any decorations or fixtures, no odd cracks, no stones slightly off in color. With everyone in the corridor other than Bosk and Beri, it is pretty certain that any possible traps would have already been activated by the others.

(Beri; please list Beri's current active spells and form at the bottom of his Post...)

Trellus glances at the paintings, his face becoming more sour looking as each one appears. He stops behind Beri, and waits for the druid to complete his examinations.

Bosk follows the group down the hallway and is careful to float above the floor so as not to step on anything that might trigger a trap.

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

The walking order now is:

Katinka, Zane, Garrett, Restlin and Sesha side-by-side, Bosk. Katinka is floating above the first steps going up and Bosk has just entered the corridor.

Beriothian (the Vegy-Pygmy?) and Trellus are out of the corridor and still in the electrical room.

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

Without any of the Iron Adventurers going up the stair, there is nothing more to see than has already been seen. The slow zephyr, in one moment blowing against the heroes faces and the next against their backs feels like a giant's breathing. (Know Nature or Know Dungeon DC 25: Highlight to display spoiler: { It seems like there must be an exit nearby, or a chimney to the outside!}



Restlin (Carl) -- AC: +12/+9/+10 CMD: 23 HP: 128/129 (Bear's endurance) (Spells) Luck Points: 10/10  d20+25=35 ;
Tuesday June 30th, 2015 9:12:00 PM

OOC: "Let it not be said that an Avenger of Jancassis showed fear or an Iron Adventurer due caution." -nominated.

Perception to see Tink: 35 - Keep in mind Restlin can see invisible.

Restlin gets to the stairs and starts going up, unless anyone is in his way. In that case, he pushes whomever is in his way up the stairs while saying "move it! We got a civilization to save!"



Zane (JCC) AC 27, AC 31 with shield spell, CMB 16, CMD 32, HP 134/166, Darkvision, Blindsense, 10 Lightning Resistance Character Sheet  d20+19=24 ;
Tuesday June 30th, 2015 9:23:41 PM

Zane begins to work his way up the steps, cautiously. He tries to perceive if any of the steps move or click or even if he hears a click and stays ready to bail on finishing the step.....

Perception 24

Sesha [AC 29 /18 To/25 Fl] | HP 74/85 | CMD 19][Cat's Grace, LR 30]  d20+18=22 ; d100=88 ;
Tuesday June 30th, 2015 10:28:25 PM


Sesha mock-swoons.

"So brave, Sir Restlin!"

As they travel, she does her best to not admit that the atmosphere -is- creepy. She casts a spell on the group, Mass Bulls Strength, then continues on. Ready to write off the last of her magical reserves, Sesha is pleased to find that whatever this place may be, strong ley magic runs through it.

Myrth heads on up the stairs and checks around.

Perception: 22

Sesha - Move with group
Standard - Cast Mass Bulls Strength


Bosk AC: 33/16/29 CMD:28 hp (115/127 Bear's Endurance) Spells  d20+19=31 ; d20+19=37 ;
Tuesday June 30th, 2015 11:02:46 PM

Bosk motions to those still in the room that they need to catch up as he follows the group. We might not have the tactful planning thing down yet, but at least we are not picking fights with people by casting calm emotions on them or setting every other building we investigate on fire.

As the group moves forward Bosk keeps an eye out for danger. Something about the draft doesn't feel right, but such knowledge is out side his realm of expertise. Does it feel to anyone else like something is brething and we are walking into a dragon's mouth? I swear, if f I see a uvula hanging down from the ceiling I am hooking the end of my lasso around it before it swallows!

Perception to check for enemies and things out of the ordinary = 31
Perception for traps = 37

Actions
-------
Held action to lasso uvula

Active Spells and Abilities
-- -- -- -- -- -- -- -- -- -- -- -- -- -- --
Highlight to display spoiler: {Blur - Grants the subject concealment (20% miss chance) (Tink's Garment)
Fly - Fly Speed 40ft (Tink's Garment)
Mass Bears Endurance - [CL12] 12mins - +4 Con (Sesha)
Heroes Feast: - [CL12] 12hrs +1 attack, +1 will, +4 vs fear (Sesha)
Mass Bull's Strength (Sesha) +4 Str (Bosk only receives a +2 bonus because of his belt of str)

Deathwatch - [CL 1] Permanent - Instantly know whether each creature is dead, fragile, fighting off death, healthy, undead, or neither alive nor dead (such as a construct).
Darkvision - [CL 8] 8hrs - Ability to see 60 feet even in total darkness
Chill Touch - [CL8] (8 charges) - Touch channels 1d6 negative energy plus 1 Str vs. Fort save. Undead = no damage but it must make Will save or flee as if panicked for 1d4 rounds + 1 round per CL.
Hide From Undead - [CL8] 1hr 20min - Undead cannot see, hear, or smell creatures warded by this spell. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures.

Agile Feet - (SU) 5 uses left - Ignore all difficult terrain and no penalties when moving through it.
Channel Energy - (SU) 0 uses left - Channel Energy to cause or heal damage
Dark Walk - (SU) 1 min left -gain concealment, a 20% miss chance, a +2 resistance bonus to saves, and a +8 bonus to Stealth checks
Sense Spirit - (SU) Sense the direction and distance to any disembodied spirit or soul 480 ft., even through material objects.

Blind Fighting - (Feat) - Reroll miss % from concealment. Invisible attackers get no advantage (+2 bouns) in melee for invisibility. No Acrobatics check needed to move at full speed while blind.
Two Weapon Fighting - (Feat) Penalties for fighting with two weapons are reduced
Improved Two Weapon Fighting - (Feat) - Second attack with off hand weapon
Multiattack - (Feat) - Secondary attacks with natural weapons take only a -2 penalty

Sacred Tattoo on Back - Class - Avenger cannot be flanked.
Ghost Touch - (Class) Weapon deals damage normally against incorporeal creatures, armor counts against the attacks of corporeal and incorporeal creatures. This allow sneak attacks on incorporeal.
Immune to Fear - (Class)
Immune to Snake, Spider and Scorpion Poisons - (Class)

Electric Resistance +5 - Steelgrass Armor
Poison appied to two weapons:
BLUE WHINNIS POISON on left horn cap
MEDIUM SPIDER VENOM on flail

Spells Available
Legacy Item: Feather Fall, See Invisibility
Domain: True Strike, Locate object, Divination, Dimension door
Level 0: Detect Victim, Detect Magic, Chill Touch, Detect Poison
Level 1:
Level 2:
Level 3: Invisibility Purge
Level 4:
}

RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 94/109 -- Perm Arcane Sight, Darkvision, See Invisibility  d20+11=17 ; d20+28=34 ; d20+38=40 ;
Wednesday July 1st, 2015 6:10:34 AM

It's funny that Bosk mentioned being inside a dragon, as that's exactly what it feels like for Tink. She tries to console herself that if a dragon's throat could fit Bosk, it would easily fit her. That is, it wouldn't have to chew her up.

With that glass-half-full attitude, she presses on and up...

Perception: 34 + Arcane Sight + DarkVision + See Invisibility + Detect Scrying + Spellcraft 31 (To ID any magical auras)
Stealth: 40 + 20 Moving Invisible + Hide in Plain Sight + Misdirection + Hide from Undead
Flying 5ft off the ground (Tink has a +25 Fly skill)


Garret Goodbarrel [AC:35/30/29 HP:114/112 Ki:9/13 CMD: 33] 
Wednesday July 1st, 2015 10:31:58 AM

Garret laughs and continues moving along with the others up the stairs. He says, "Not that I've ever been in a dragon's mouth before, that I can recall, but I'm pretty sure they don't come with stairs."

Bosk AC: 33/16/29 CMD:28 hp (115/127 Bear's Endurance) Spells 
Wednesday July 1st, 2015 1:29:24 PM

Bosk smiles. I have been eaten before, but I was chewed to pieces first, so I cannot tell you much about what things looked like on the inside. As he says this the cleric thins back to his spiritual journey to The Edge with Heather and his experiences being born, giving birth, getting eaten and having all knowledge temporarily at his command. Passively he brushes a finger over her eye as he wonders if there are other clerics of The Edge, or if Heather was the last of them.

Zane (JCC) AC 27, AC 31 with shield spell, CMB 16, CMD 32, HP 134/166, Darkvision, Blindsense, 10 Lightning Resistance Character Sheet  d20+19=37 ;
Wednesday July 1st, 2015 4:14:31 PM

Zane makes a comment on being eaten....
"I've been close to being munched on, but it was by a shark and that mouthful of teeth is more like a grinder than being chewed."
Still being careful, Zane continues up the steps moving at half speed. He keeps searching, listening and trying to feel changes as he takes the steps.

Perception 37

Beriothian -- AC:23/16/21 HP: 116/130 CMD = 19  d20+22=30 ; d20+19=36 ; d20+22=32 ; d20+19=39 ;
Wednesday July 1st, 2015 4:42:10 PM

Beri silently falls into line behind the others, continuing his vigalent search for unusual decorations and illusions. He will follow the group into the group as far as they travel this round, but will not enter the next room should he detect a trap.

perception=32
will save against illusions=32
(second set of rolls if we leave stairs and enter hall as a group)

active spells:
Telepathic link, druid form (current form - Vegepygmy)

0 (4)- Detect Magic, Light, Create Water, stabilize
1 (6)- *Elf Vision, Faerie Firex2, Entangle, cure light wounds x3
2 (6)- *Faerie Fire, Fog Cloud, Soften Earth and Stone, Warp Wood, spider climb, Flaming Sphere, restoration lesser
3 (5)- *Glibness, Sleet Storm, quench, Greater Magic Fang, wind wall, stone shape, Cure Moderate Wounds
4 (5)- *Lesser Planar Ally, dispel magic, cure serious sounds, Freedom of Movement, Air Walk x2
5 (3)- *Awaken, Cure Critical Wounds, Baleful Polymorph
6 (2)- *Legend Lore , Antilife Shell, Dispel Magic, Greater
Spells with * are Fey domain spells (and not included in spell counts)

Trellus (AC28/14t/26f, HP 128/158, CMD 22) Prot vs Electricty 120/120 
Wednesday July 1st, 2015 5:35:27 PM

The last one in the room, Trellus considers the open secret door. "If the stairs are a throat, then this is the mouth," he notes pensively.

The blond human pulls a grappling hook out of his Haversack and wedges it into the doorway, hoping to prevent full closure of the door should it decide to close on its on.
If a grappling hook won't work, he's also got a shovel.

He then trots ahead to catch up with the group.

--------------
Spells in effect:
- Protection from Energy (electricity) - immunity 120/120 hp for 130 minutes.
- Magic Vestment (Extended) on shield and armor. Duration 26 hrs, +3 enhancement bonus each
- Endure Elements. Duration 24 hours. No fortitude checks needed for hot environment.
- Status (Extended) on Katinka, Garret, Bosk, and Beriothian. Duration 26 hrs.
- Heroes Feast - The ambrosial food grants each creature that partakes a +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects for 12 hours. (24 extended)

Spell List:
Highlight to display spoiler: {
d - domain spell
^ - recast using pearl of power
* - cast

0 - Create Water(x2), Detect Magic, Light
1st - (6+1) Comprehend Languages, Detect Evil, Detect Undead, Endure Elements*, Hide from Undead, Shield of Faith, Sanctuary(d)
2nd - (6+1) Align Weapon, Eagle's Splendor, Lesser Restoration, Status*, Silence, Spiritual Weapon*, Bulls Strength(d)
3rd - (6+1) Dispel Magic (x2)*, Invisibility Purge, Protection from Energy* Searing Light(x2)*, Magic Vestment(d)*^
4th - (6+1) Freedom of Movement, Holy Smite, Restoration(x2)*, Neutralize Poison, tbd, Spell Immunity(d)
5th - (4+1)Disrupting Weapon, Greater Command, Flamestrike(x2)*, Spell Resistance(d)*
6th - (3+1)Blade Barrier*, Greater Dispel Magic, Heal*, Antimagic field(d)
7th - (2 +1) tbd, tbd, tbd(d)
}


"Move it! We got a civilization to save!" co-DM SteveK 
Wednesday July 1st, 2015 9:04:43 PM

Restlin gets to the stairs and starts going up, unable to see Katinka.
(ooc: Katinka has a Stealth of 40 this round even if someone can see Invisible)

Zane begins to work his way up the steps, cautiously. He doesn't notice any moving or clicking in the steps.

Sesha mock-swoons and tries not to get creeped out. She casts Mass Bulls Strength with a strong ley line. Myrth heads on up the stairs and checks around. Zane can see the ghost-girl up ahead. Nothing seems to strike her either.

Bosk motions for everyone else to catch up as he follows the group and keeps an eye out for danger. It is too obviously not a throat despite the moving air, but the minotaur keeps his lasso ready.

Tink presses on and up...

Garret laughs and continues moving along with the others up the stairs.

Beri silently falls into line behind the others, continuing his vigalent search and finding nothing significant.

Trellus considers the open secret door and jams his grappling hook in the sliding area. Whether it is good enough, only time will tell.

..........

With all the Iron Adventurers, some cautiously and some frolicking, moving forward, the rest of the stairs and the corridor beyond are traversed. The paintings on the wall only become worse and worse, and at the top of the stairs, the heroes notice something new. A painting depicts Grendel meeting a shadowy and demonic figure, and then the scenes get REALLY bad.

The stairs go up for 30 feet and another 30 feet of corridor, and then there is a room. Myrth returns, and Katinka and Zane can see a chamber 50 feet wide and 70 feet long. The chamber is lit with shafts of light from the ceiling which is only 20 feet above the floor. On the far side of the chamber is a one foot dias that has a Resilient Sphere enclosing a ten foot diameter.

The walking order is:
Katinka, Zane, Garrett, Restlin and Sesha side-by-side, Bosk, Beriothian (the Vegy-Pygmy and Trellus

Sesha [AC 29 /18 To/25 Fl] | HP 74/85 | CMD 19][Cat's Grace, LR 30] 
Thursday July 2nd, 2015 1:16:10 AM


As they walk, Sesha draws one of her glass daggers and drags it down the wall, defacing the pictures. She understood sacrifice, desire for power, and subjugation. Honestly, she did. But this was something far worse, one of those primal evils that make every other bad person look like tea time.

"I'd marry Malice before forgiving this guy if even half of these pictures are true."

She pauses a moment to cut through another painting.

"Lets figure out what we know. He's dead, probably, or some variant of it. That means enchantments and necromancy are probably out. Luckily, Bosk and I both see dead people, so we should know pretty quick. It also looks like he's been possessed, willingly or not, so there's also a chance that one of us could be targeted. Protection from Evil is a key defense."

She cuts a smiley face in another picture.

"Thats both a strength and toughness spell on you guys. Don't get confused though, if you have a belt providing the same benefits, only the the stronger will apply. If I run out of spells, which is likely at this point, I'll have to use my staff. It's also likely that its going to run out of charges, it's seen a lot of use today."

She cuts another image, though this time pocketing a bit of it, perhaps it will come in useful as a spell component? (DM verify I can use as a tinker with magic component?)

"Any of you fighting types want to take on the form of something bigger with more teeth? Bosk, weren't you almost out of spells?"

DM SteveK Lesser Tinker says that Sesha can personally collect components for use later. She can collect anything she wants (within encumbrance restrictions). The determination of 'appropriate' occurs at the time of casting: whether THAT particular component with THAT spell in THAT situation is appropriate for a bonus.
As always, this is a heroic campaign, and it is fun when PCs can use their powers, so your DM will honor any reasonable connection.

RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 94/109 -- Perm Arcane Sight, Darkvision, See Invisibility  d20+28=48 ; d20+38=57 ;
Thursday July 2nd, 2015 6:40:21 AM

Tink decides that now is the time for someone a little tougher than her to take the lead. She flies just inside the chamber and to the left

"I'm flying into the room and ducking to the left" she relays over the telepathic link "Resilient sphere up ahead. I can trying dispelling it, but who knows what's inside. I'm thinking a fight is about to start...."

Perception: 48 + Arcane Sight + DarkVision + See Invisibility + Detect Scrying + Spellcraft 31 (To ID any magical auras)
Stealth: 57 + 20 Moving Invisible + Hide in Plain Sight + Misdirection + Hide from Undead
Flying 5ft off the ground (Tink has a +25 Fly skill)


------------------
Spells in effect:
Arcane Sight - 120ft range. See magical auras automatically. Permanent.
DarkVision - 60ft range. Permanent.
Detect Scrying - Detect any person/object being scryed upon within 40ft. Dur 24hrs
Freedom of Movement - From Tishes Weave Elements (Water). Dur 5hrs.
Invisibility - From Ring - Dur 1min
Mage Armor - Dur 24hrs (Extended)
Misdirection - Misdirect the information from divination spells that reveal auras on Tink to instead seem like a pebble (Neutral, Not Magic, Not Lying, Not alive, etc) - Dur 24hrs (Extended)
Overland Flight - Fly Speed 40ft - Dur 24hrs (Cast Twice)
Protection from Evil - Dur 12mins
Resist Energy - Resist 30pts electricity damage from each attack. Dur 2hrs.
See Invisibility - See Invisible or Etheral objects. Permanent.
Telepathic Bond - Katinka, Shesha, Beriothian, Trellus, and Restlin. Dur 2hrs
Water Breathing - From Tishes Weave Elements (Water). Dur 5hrs.

Heroes Feast - From Sesha - +1 attack, +1 will, +4 vs fear
Hide from Undead - From Bosk
Status - From Trellus

------------------
Spells Available: Highlight to display spoiler: {
0 - Mage Hand, Message, Prestidigitation, Toro's Taur Try
1 - Mage Armor, Feather Fall, Grease, Prot from Evil, Roses Temp, Silent Image, Unseen Servant
2 - Misdirection, Alter Self (x2), Knock, Resist Energy, Resist Energy, Glitterdust
3 - Dispel Magic (x2), Haste, Haste, Prot from Energy, Shrink Item, Stinking Cloud
4 - Detect Scrying, Resilient Sphere, Summon Monster IV, Wall of Fire, Black Tentacles
5 - Overland Flight (x2), Wall of Force, Summon Monster V, Telepathic Bond
6 - Summon Monster VI, Summon Monster VI, Summon Monster VI, Tishe's Weave Elements
}

Restlin (Carl) -- AC: +14/+11/+12 CMD: +14 HP: 128/129 (Bear's endurance) (Spells) Luck Points: 10/10  d20=12
Thursday July 2nd, 2015 8:28:41 AM

"Well, on the bright side, we get to prepare before we dispel that sphere. On the other, whatever's inside may get to watch us do it."

Restlin will wait until everyone's ready to dispel that sphere. He will cast two spells prior to that (in the following order):

Summon Monster V - Celestial Woolly Rhinoceros - 15 rounds total (augmented summoning feat gives it a +4 to str & con. celestial template)
Protection from evil - 2 minutes

He'll position himself at a distance from the globe, but try to stay within 15 feet of anyone facing the thing head on. Anyone within 15' of Restlin gets a +1 to saves, attacks, and skills.

AC will be 26/23/24 on the first round if combat breaks out.

Garret Goodbarrel [AC:35/30/29 HP:114/112 Ki:9/13 CMD: 33] 
Thursday July 2nd, 2015 9:16:21 AM

Garret steps into the room as well and shifts a little to the right. He looks around and says, "I can attack that thing, but I don't know if that will do anyone any good..."

Bosk AC: 33/16/29 CMD:28 hp (115/127 Bear's Endurance) Spells 
Thursday July 2nd, 2015 10:47:38 AM

Seeing the resilient sphere, Bosk does several things. Reaching into his bag the cleric pulls out a bit of flubber and uses it (lotto item casts cl 1 jump on the cleric...because it expires this week) and a scroll of hide from undead (CL 1) which he casts on himself.

I have a scroll of silence and dispel magic, if you think they will help. Unfortunately, the gifts the gods have bestowed on me have come at a price. I am not the divine caster that Trellus is, not by a long shot. (I am short 4 caster levels, so I have fewer spells and they are less powerful. Fine for converting for healing, but not good at causing dmg or overcoming spell resistance) I also have a scroll of stone shape, if we want to try caging this guy in.

Digging through his bag the blond taur also sees that he has two potions of enlarge person, expertly crafted by Sesha, and the room looks big enough for two huge Iron Adventurers. He also spots some cold iron caltrops which might be perfect for spreading around the sphere.

So, what is the plan? How do we get Mr. Grumpy out of his shell and what preparations do we want to make? Should we surround the sphere and fly above it, or do we assume it is another trap? Do we cancel the sphere with dispel magic, or do we sit and wait for it to expire?

Sesha [AC 29 /18 To/25 Fl] | HP 74/85 | CMD 19][Cat's Grace, LR 30] 
Thursday July 2nd, 2015 1:10:28 PM

Sesha spots the potion and smiles.

"Bigger is fine, but what about something really mean?"

She grins.

"Ever fancied being a Dragon? I've got a scale from one of the green ones. What about a manticore or a tiger? If you and Zane are not interested, that's my first move after running out of spells."

Bosk AC: 33/16/29 CMD:28 hp (115/127 Bear's Endurance) Spells 
Thursday July 2nd, 2015 1:30:22 PM

Be a dragon? You can do that???!!! How....I mean YES!!! I would LOVE to be a dragon!!!

The cleric's eyes go wide at the thought as he envisions stomping around as the largest and most respected / feared of ancient of creatures.

Zane (JCC) AC 27, AC 31 with shield spell, CMB 16, CMD 32, HP 146/166(178), Darkvision, Blindsense, 10 Lightning Resistance Character Sheet 
Thursday July 2nd, 2015 3:18:16 PM

Zane will accept the potion, as his magic level is getting low, "I'll take a potion of enlarge, It'll save my meager magic for when needed." Cane casts 2 spells, Heroism and Shield, then says, "Let me know just before we drop the sphere, I'll cast a new spell I just figured out, Haste on everyone if close enough."
At the mention of being turned into a dragon, "I'll stay away from that, I am already walking a thin line as it is, plus, It'll make me smaller and I'm not sure your spell would take effect on me, unless it is a Bronze Dragon Scale you have. My blood would fight the change to another type I fear. And I think I can do it on my own, something feels more like a dragon to me now than just my extremities." (Zane is Bronze Bloodline, not sure if it would even work on him)
Zane will take up position where he'll be in range (15' reach) and cast Haste just before they bring down the Sphere.

Effects on Zane:

Self Cast:
Mage Armor (extended 12 hours)
See Invisibility 40 minutes left
Shield 7 minutes
Haste 7 rounds (cast just before the sphere drops)
Heroism 70 minutes

Others Cast:
Mass Bulls Strength
Mass Bears Endurance

Potions:
Enlarge Person 1 minute


Sesha [AC 29 /18 To/25 Fl] | HP 74/85 | CMD 19][Cat's Grace, LR 30]  d20+23=33 ; d100=49 ;
Thursday July 2nd, 2015 3:57:50 PM


Sesha grins at Bosk.

"Ask and you shall receive."

She casts the Greater Polymorph on Bosk, and frowns as he shrinks down in size!

"Well, it's not a big dragon, but a dragon none-the-less! Don't blame me, I've never used this spell before."

She puts her hand on her chin and thinks.

"You should be able to speak. Dragons have voices."

Medium Green Dragon stats Highlight to display spoiler: { You become a Medium chromatic dragon. You gain a +4 size bonus to Strength, a +2 size bonus to Constitution, a +4 natural armor bonus, fly 60 feet (poor), darkvision 60 feet, a breath weapon, and resistance to one element. The size bonuses stack with your other strength and con bonuses, but the 4 natural armor replaces the +1 you get as a Taur. You will lose your bonus from armor, but your other constant effects will apply, such a Ebyrons tears. You will gain +1 ac from shrinking to medium, and gain another +1 to hit since you are no longer large. You also gain one bite (1d8), two claws (1d6), and two wing attacks (1d4). The wings are secondary attacks, made at -3 since you have multi-attack. All the other attacks are at your full bab. Your breath weapon is a 30ft cone of acid. You can only use the breath weapon once per casting of this spell. All breath weapons deal 6d8 points of damage and allow a Reflex save DC 23 for half damage.

Green dragon: 30-foot cone of acid, resist acid 20, swim 40 feet.

I think your new AC is 24, HP + another 14, and another +2 hit and damage on each attack from your new strength. Your Taur Charge should still apply.
}

Trellus (AC32/18t/30f, HP 155/158, CMD 22) Prot vs Electricty 120/120  3d8+5=27 ; d20+11=15 ; d20+11=14 ; 10d6=31 ; 10d8=42 ;
Thursday July 2nd, 2015 8:12:35 PM

Trellus casts Shield of Faith on himself, helping out for direct attacks.

He positions himself slightly behind and to the left of Zane, nods his readiness to Katinka, and prepares a spell.

Ready Action - If something looking a lot like Grendel appears when the sphere is brought down, Trellus casts Searing LIght - ranged touch atk hits ac 15 - hero point reroll 14 - sigh. If that hit, 31 hp Damage to undead, or 42 hp damage to undead vulnerable to light.

--------------
Spells in effect:
- Protection from Energy (electricity) - immunity 120/120 hp for 130 minutes.
- Magic Vestment (Extended) on shield and armor. Duration 26 hrs, +3 enhancement bonus each
- Endure Elements. Duration 24 hours. No fortitude checks needed for hot environment.
- Status (Extended) on Katinka, Garret, Bosk, and Beriothian. Duration 26 hrs.
- Heroes Feast - The ambrosial food grants each creature that partakes a +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects for 12 hours. (24 extended)
- Shield of Faith +4 deflection to AC for 14 minutes

Others Cast:
Mass Bulls Strength
Mass Bears Endurance

Spell List:
Highlight to display spoiler: {
d - domain spell
^ - recast using pearl of power
* - cast

0 - Create Water(x2), Detect Magic, Light
1st - (6+1) Comprehend Languages, Detect Evil, Detect Undead, Endure Elements*, Hide from Undead, Shield of Faith*, Sanctuary(d)
2nd - (6+1) Align Weapon, Eagle's Splendor, Lesser Restoration, Status*, Silence, Spiritual Weapon*, Bulls Strength(d)
3rd - (6+1) Dispel Magic (x2)*, Invisibility Purge, Protection from Energy* Searing Light(x2)*, Magic Vestment(d)*^
4th - (6+1) Freedom of Movement, Holy Smite, Restoration(x2)*, Neutralize Poison, tbd, Spell Immunity(d)
5th - (4+1)Disrupting Weapon, Greater Command, Flamestrike(x2)*, Spell Resistance(d)*
6th - (3+1)Blade Barrier*, Greater Dispel Magic, Heal*, Antimagic field(d)
7th - (2 +1) tbd, tbd, tbd(d)
}


Beriothian -- AC:23/16/21 HP: 116/130 CMD = 19  d20+22=32 ; d20+22=27 ; d20+19=33 ;
Thursday July 2nd, 2015 8:34:35 PM

I have greater dispell magic that could be used, but I have a hunch that would be better used to summon support to help us. Also, this is almost certainly not the form I want to be fighting in. We are probably also better off double checking for traps and the like before engaging in combat, I wouldn't count on this being the only safe room in this pyramid.

Beri tries to see through any illusions (especially the sphere in the center), and also looks around for any possible traps, paying special attention to the walls and any decorations this room may have.

perception = 32,
illusion = 33

active spells:
Telepathic link, druid form (current form - Vegepygmy)

0 (4)- Detect Magic, Light, Create Water, stabilize
1 (6)- *Elf Vision, Faerie Firex2, Entangle, cure light wounds x3
2 (6)- *Faerie Fire, Fog Cloud, Soften Earth and Stone, Warp Wood, spider climb, Flaming Sphere, restoration lesser
3 (5)- *Glibness, Sleet Storm, quench, Greater Magic Fang, wind wall, stone shape, Cure Moderate Wounds
4 (5)- *Lesser Planar Ally, dispel magic, cure serious sounds, Freedom of Movement, Air Walk x2
5 (3)- *Awaken, Cure Critical Wounds, Baleful Polymorph
6 (2)- *Legend Lore , Antilife Shell, Dispel Magic, Greater
Spells with * are Fey domain spells (and not included in spell counts)

"Mr. Grumpy out of his shell" co-DM SteveK 
Thursday July 2nd, 2015 9:52:20 PM

Sesha defaces pictures, becoming more inventive as the pictures become more horrible. She considers what they know of Grendel the Cruel.

Tink flies inside the chamber and to the left, allowing someone else to take the lead. The great magical aura of the Pyramid Palace foiling any attempt to see lesser auras.

Restlin talks about what everyone should do to get ready to take down the Resilient Sphere and begins casting a Summon Monster spell...

Garret steps into the room as well and shifts a little to the right.

Bosk considers several things, but can only do one at a time. Squeezing past Sesha, Restlin, and Zane, he looks about, confirming he can't see another exit to the room. Sesha starts a conversation about turning one of the heroes into a dragon...

Zane would love to get a potion, but casts Heroism first.

Trellus casts Shield of Faith on himself, and positions himself slightly behind and to the left of Zane.

Beriothian considers the spells at his disposal. The Vege-druid also gets himself in the room to check for illusions and traps, not finding any.
.......

Further actions and thoughts are not possible, not yet. For as soon as Katinka crosses the threshold of the Throne Room, the Resilient Sphere wavers and vanishes, and a giant, black-armored skeleton is seen sitting in the basalt throne.

Garrett and Bosk are also in the room as an ugly red glow slithers up the great sword and rests as two coals in the skeletons eyes. And... a voice speaks, words vibrating through the very stones of the Pyramid, and making the pale light through the air shafts seem feeble and weak.

"Who dares disturb Grendel the Cruel? Yngvardian worms, your souls will feast the demons tonight. I call all Gaelians to slay you where you stand!"
......

COMBAT ROUNDS

Iron Adventurers have the initiative.

Map Throne Room Battle

Note: Only one polymorph spell can affect an opponent at one time. This includes Enlarge and Reduce spells.

RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 94/109 -- Perm Arcane Sight, Darkvision, See Invisibility  d20+28=43 ; d20+38=58 ;
Friday July 3rd, 2015 12:08:21 AM

That is one big skeleton. "I better help the team"

Tink quickly casts a Haste spell, targetted at J8 (Tink, Bosk, Zane, Restlin, Sesha and Garret are now all Hastened) and then tries to hide in the corner of the room (Fly to K3)

Perception: 43 + Arcane Sight + DarkVision + See Invisibility + Detect Scrying + Spellcraft 31 (To ID any magical auras)
Stealth: 58 + 20 Moving Invisible + Hide in Plain Sight + Misdirection + Hide from Undead
Flying 5ft off the ground (Tink has a +25 Fly skill)


------------------
Spells in effect:
Arcane Sight - 120ft range. See magical auras automatically. Permanent.
DarkVision - 60ft range. Permanent.
Detect Scrying - Detect any person/object being scryed upon within 40ft. Dur 24hrs
Freedom of Movement - From Tishes Weave Elements (Water). Dur 5hrs.
Haste - Dur Rnd 1/13 - Tink, Bosk, Zane, Restlin, Sesha and Garret
Invisibility - From Ring - Dur 1min
Mage Armor - Dur 24hrs (Extended)
Misdirection - Misdirect the information from divination spells that reveal auras on Tink to instead seem like a pebble (Neutral, Not Magic, Not Lying, Not alive, etc) - Dur 24hrs (Extended)
Overland Flight - Fly Speed 40ft - Dur 24hrs (Cast Twice)
Protection from Evil - Dur 12mins
Resist Energy - Resist 30pts electricity damage from each attack. Dur 2hrs.
See Invisibility - See Invisible or Etheral objects. Permanent.
Telepathic Bond - Katinka, Shesha, Beriothian, Trellus, and Restlin. Dur 2hrs
Water Breathing - From Tishes Weave Elements (Water). Dur 5hrs.

Heroes Feast - From Sesha - +1 attack, +1 will, +4 vs fear
Hide from Undead - From Bosk
Status - From Trellus

------------------
Spells Available: Highlight to display spoiler: {
0 - Mage Hand, Message, Prestidigitation, Toro's Taur Try
1 - Mage Armor, Feather Fall, Grease, Prot from Evil, Roses Temp, Silent Image, Unseen Servant
2 - Misdirection, Alter Self (x2), Knock, Resist Energy, Resist Energy, Glitterdust
3 - Dispel Magic (x2), Haste, Haste, Prot from Energy, Shrink Item, Stinking Cloud
4 - Detect Scrying, Resilient Sphere, Summon Monster IV, Wall of Fire, Black Tentacles
5 - Overland Flight (x2), Wall of Force, Summon Monster V, Telepathic Bond
6 - Summon Monster VI, Summon Monster VI, Summon Monster VI, Tishe's Weave Elements
}

Sesha [AC 29 /18 To/25 Fl] | HP 74/85 | CMD 19][Cat's Grace, LR 30] 
Friday July 3rd, 2015 1:08:29 AM


Sesha considers the situation and gives Bosk a final chance.

"How bout it big guy, Dragon or no?!"

Restlin (Carl) -- AC: +16/+13/+12 CMD: +14 HP: 128/129 (Bear's endurance) (Spells) Luck Points: 10/10 
Friday July 3rd, 2015 5:04:01 PM

After many adventures, Restlin has learned not to parlay with the obviously evil before attacking. So instead of responding, he just finishes his summon spell, bringing a big ol' woolly rhinoceros from...wherever it is those things come from.

Rhino materializes at N7-O8. Hopefully it has the sense to charge.

That done, and with no where to go, he squeezes Sesha's hand and gives her his best "we're totally going to kill this giant skeleton" look. At least he hopes that's what it looks like. He then grabs his holy symbol and asks Wardd nicely to look after him (protection from evil).

***

Summon Monster V - 15 rounds
Protection from evil - 12 rounds
Mage armor - long enough
Haste - However long Tink's spell lasts

Anyone within 15' of Restlin gets a +1 to saves, attack, or skill rolls.
Zane, I cast Resist Energy - electricity on you. It should still be active.


Beriothian -- AC:23/16/21 HP: 116/130 CMD = 19 
Friday July 3rd, 2015 6:10:22 PM

Should I summon something like a Dire Tiger to help us, or transform real quick?
Beri decides that should nobody comment on a summon Beri will transform into a large earth elemental and will wait to summon something until the situation can dictate the best creature to help

active spells:
1 to saves, attack, or skill rolls.
Telepathic link, druid form (current form - Vegepygmy)

0 (4)- Detect Magic, Light, Create Water, stabilize
1 (6)- *Elf Vision, Faerie Firex2, Entangle, cure light wounds x3
2 (6)- *Faerie Fire, Fog Cloud, Soften Earth and Stone, Warp Wood, spider climb, Flaming Sphere, restoration lesser
3 (5)- *Glibness, Sleet Storm, quench, Greater Magic Fang, wind wall, stone shape, Cure Moderate Wounds
4 (5)- *Lesser Planar Ally, dispel magic, cure serious sounds, Freedom of Movement, Air Walk x2
5 (3)- *Awaken, Cure Critical Wounds, Baleful Polymorph
6 (2)- *Legend Lore , Antilife Shell, Dispel Magic, Greater
Spells with * are Fey domain spells (and not included in spell counts)

Bosk AC: 33/16/29 CMD:28 hp (115/127 Bear's Endurance) Spells 
Friday July 3rd, 2015 9:31:11 PM

Bosk shakes his head at Sesha's offer. Not today. Not enough time to prepare for that. Thanks though.

Bosk AC: 33/16/29 CMD:28 hp (115/127 Bear's Endurance) Spells  d20+4=17 ;
Friday July 3rd, 2015 9:51:08 PM

Bosk moves away from the room entrance and drinks his potion of enlarge person. It sounds like we might be expecting company. I suggest we all get inside this room and seal off the corridor if possible.

Actions
------------------------------------
Move to O,P/5,6 (Move Action)
Drink Potion of enlarge person (Standard Action)
Knowledge Arcana 17 to determine what type of creature Grendel is. (Typically does not take an action)

Active Spells and Abilities
-- -- -- -- -- -- -- -- -- -- -- -- -- -- --
Highlight to display spoiler: {Blur - concealment (20% miss chance) (Tink's Garment)
Fly - Fly 40ft (Tink's Garment)
Mass Bears Endurance - [CL12] 12mins - +4 Con (Sesha)
Heroes Feast: - [CL12] 12hrs +1 attack, +1 will, +4 vs fear (Sesha)
Mass Bull's Strength (Sesha) +4 Str (Bosk only +2 because of belt)
Haste

Deathwatch - [CL 1] Permanent - Know creature status: dead, fragile, fighting off death, healthy, undead, or neither (ie construct).
Darkvision 60' - [CL 8] 8hrs
Chill Touch - [CL8] (8 charges) - 1d6 ngative energy +1 Str (Fort DC). Undead = no damage; Will DC or flee 1d4 rounds+1rd per CL.
Hide From Undead - [CL8] 1hr 20min - Undead cannot detect. Intelligent Undead get Will DC

Agile Feet - (SU) 5 uses left - Ignore all difficult terrain penalties.
Channel Energy - (SU) 0 uses left[i]
Dark Walk [i]- (SU) 1 min left -gain concealment, 20% miss, +2 save resistance, +8 Stealth

Sense Spirit - (SU) Direction/distance to any disembodied spirit or soul 480 ft., even through material objects.

Blind Fighting - (Feat) - Reroll miss % from concealment. Invisible attackers get no advantage (+2 bouns).
Sacred Tattoo Cannot be flanked.
Ghost Touch - (Class) Normal Weapon and Armor = ghost touch vs incorporal. Allow sneak attacks on incorporeal.
Immune to Fear - (Class)
Immune to Snake, Spider and Scorpion Poisons - (Class)

Electric Resistance +5 - Steelgrass Armor
Poison appied to two weapons:
BLUE WHINNIS POISON on left horn cap
MEDIUM SPIDER VENOM on flail

Spells Available
Legacy Item: Feather Fall, See Invisibility
Domain: True Strike, Locate object, Divination, Dimension door
Level 0: Detect Victim, Detect Magic, Chill Touch, Detect Poison
Level 1:
Level 2:
Level 3: Invisibility Purge
Level 4:
}

Garret Goodbarrel [AC:35/30/29 HP:114/112 Ki:9/13 CMD: 33] 
Friday July 3rd, 2015 10:02:24 PM

Garret starts forward when the creature speaks, but just before he starts out running towards it, he remembers the massive number of traps throughout this place. He decides to wait until the thing comes to them.

Beriothian -- AC:23/16/21 HP: 116/130 CMD = 19 
Friday July 3rd, 2015 10:17:52 PM

Beri will enter after Bosk if no traps go off (k11), prior to his transforming

Zane (JCC) AC 31, CMB 16, CMD 32, HP 146/166(178), Character 
Friday July 3rd, 2015 11:08:43 PM

Zane moves into the room to O,P/5,6 and casts Enlarge Person on himself.
Zane smiles as he becomes huge and his ham sized fists become even larger. "I'm ready for whatever, any real plan here?" he asks his friends....

Effects on Zane:
Darkvision
Blindsense
Lightning Resist 10

Self Cast:
Mage Armor (extended 12 hours)
See Invisibility 40 minutes left
Shield 7 minutes
Haste 13 rounds
Heroism 70 minutes
Enlarge Person 7 minutes

Others Cast:
Mass Bulls Strength
Mass Bears Endurance
Resist energy : lightning



RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 94/109 -- Perm Arcane Sight, Darkvision, See Invisibility  d20+11=16 ;
Saturday July 4th, 2015 6:38:39 AM

Tink searches her mind for exactly what type of 'being' this skeleton is. Perhaps it has a weakspot?

Knowl Religion: 16 :(

"The Quickly Expected Company" co-DM SteveK  d20+16=25 ; d20+27=31 ; d20+27=45 ; 2d6+21=28 ; 2d6+21=28 ; 2d6=9 ; 2d6=10 ;
Saturday July 4th, 2015 8:51:47 AM

Tink quickly casts a Haste spell and makes Tink, Bosk, Zane, Restlin, Sesha and Garret all Hastened!), then tries to hide in the corner of the room. She tries to remember something like this giant skeleton, and comes up with a blank mind.

Sesha considers the situation and gives Bosk a final chance.

Restlin has learned not to parlay with the obviously evil before attacking! He finishes his summoning spell, squeezes Sesha's hand, then grabs his holy symbol and asks Wardd nicely for some protection from evil.

Restlin's Whooly Rhino sees the large skeleton and conducts an immediate charge, which is responded with Grendel's Readied Attack and AOO! The Whooly Rhino never even gets close enough to try and hit Grendel. Two great swings of the skeleton's sword and it disappears in a puff of smoke! (Perception DC 15 Highlight to display spoiler: { The sword strokes had bursts of freezing cold in addition to the damage of the murderous blade.}

Beri, no traps still going off, moves forward and can only get to the entrance of the room on his little Vegypygmy legs before transforming into an earth elemental!

Bosk shakes his head at Sesha's offer, not today, then moves away from the room entrance and drinks his potion of enlarge person. "It sounds like we might be expecting company."

Garret starts forward when the creature speaks, but just before he starts out running towards it, he remembers the massive number of traps throughout this place. He decides to wait until the thing comes to them.

Zane moves into the room beside Bosk (to O,Q/7,9 since Bosk is already at O,P/5,6) and casts Enlarge Person on himself.

.....

Grendel stands, his black armor partially covered by his billlowing black cape, the greatsword in two clawed hands still flickering with red and now pale blue energies. "Animals! Jackals! Ants! Yngvardians who have sought to end me have only brought forth my renewed empire! Grendel is unleashed!" (Sense Motive DC 20 Highlight to display spoiler: {Grendel has Readied another counter attack.})

To the left and right of the Throne Room, the walls melt (Spellcraft DC 13 Highlight to display spoiler: { Stone Shape} and eight more figures step out where they had been imprisoned ages past in the solid walls. Six more armored skeleton-figures, and two dried and mummified humans who still retain demonic ceremonial regalia! (Sense Motive DC 20 Highlight to display spoiler: {It appears each had to activate their own StoneShape spell. Between that activation and the 5 foot step movement out of the wall, they do not have any readied attacks.}
......

COMBAT ROUNDS

Grenel the Cruel
Mummy Priest
Mummy Priest
Skeleton Champion
Skeleton Champion
Skeleton Champion
Skeleton Champion
Skeleton Champion
Skeleton Champion

Map Throne Room Battle


RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 94/109 -- Perm Arcane Sight, Darkvision, See Invisibility  2d6+13=19 ;
Saturday July 4th, 2015 9:45:59 AM

(OOC: Autopass Perception, Sense Motive and Spellcraft checks)

"Hmm, probably not the best spot to be standing"

Tink reaches into her bag of tricks and casts a Wall of Fire (from L3 to X3. 2d6+13=19pts damage. 38pts damage though to any undead in the path)

With her invisibility broken, Tink flies south to K9.

"Watch yourselves! He's ready to strike again!"

------------------
Spells in effect:

Wall of Fire - L3 to X3 - Hot side north - Duration 13rnds

Arcane Sight - 120ft range. See magical auras automatically. Permanent.
DarkVision - 60ft range. Permanent.
Detect Scrying - Detect any person/object being scryed upon within 40ft. Dur 24hrs
Freedom of Movement - From Tishes Weave Elements (Water). Dur 5hrs.
Haste - Dur Rnd 1/13 - Tink, Bosk, Zane, Restlin, Sesha and Garret
Mage Armor - Dur 24hrs (Extended)
Misdirection - Misdirect the information from divination spells that reveal auras on Tink to instead seem like a pebble (Neutral, Not Magic, Not Lying, Not alive, etc) - Dur 24hrs (Extended)
Overland Flight - Fly Speed 40ft - Dur 24hrs (Cast Twice)
Protection from Evil - Dur 12mins
Resist Energy - Resist 30pts electricity damage from each attack. Dur 2hrs.
See Invisibility - See Invisible or Etheral objects. Permanent.
Telepathic Bond - Katinka, Shesha, Beriothian, Trellus, and Restlin. Dur 2hrs
Water Breathing - From Tishes Weave Elements (Water). Dur 5hrs.

Heroes Feast - From Sesha - +1 attack, +1 will, +4 vs fear
Hide from Undead - From Bosk
Status - From Trellus

------------------
Spells Available: Highlight to display spoiler: {
0 - Mage Hand, Message, Prestidigitation, Toro's Taur Try
1 - Mage Armor, Feather Fall, Grease, Prot from Evil, Roses Temp, Silent Image, Unseen Servant
2 - Misdirection, Alter Self (x2), Knock, Resist Energy, Resist Energy, Glitterdust
3 - Dispel Magic (x2), Haste, Haste, Prot from Energy, Shrink Item, Stinking Cloud
4 - Detect Scrying, Resilient Sphere, Summon Monster IV, Wall of Fire, Black Tentacles
5 - Overland Flight (x2), Wall of Force, Summon Monster V, Telepathic Bond
6 - Summon Monster VI, Summon Monster VI, Summon Monster VI, Tishe's Weave Elements
}

Garret Goodbarrel [AC:35/30/29 HP:114/112 Ki:8/13 CMD: 33]  d20+19=34 ; d20+19=26 ; 2d8+3=11 ; 2d8=5 ; 2d8+3=9 ; d20+14=23 ; d20+14=22 ; 2d8+3=5 ; 2d8+3=8 ; d20+9=21 ; 2d8+3=13 ; d20+19=35 ; d20+19=37 ; 2d8+3=17 ; 2d8+3=13 ;
Saturday July 4th, 2015 10:51:10 AM

Garret, seeing the other creatures appear, is glad he did not rush the big evil guy. He only pauses a second as he is glad to have a target other than Grendel himself. He doesn't know how this is going to go, but he takes a quick step to the side and turns into a blur of hands and fists once again.

OOC:
5' Step to L11, then full attack on M12 guy with one additional attack using ki strike:
Hit AC/Damage: 34/16, 26/9, 23/5, 22/8, 21/13, 35/17, 37/13

In effect: Haste

Zane (JCC) AC 31, CMB 16, CMD 32, HP 146/166(178), Character  d20+14=30 ; d20+14=30 ; d20+14=28 ; 3d8+7=22 ; 3d8+7=21 ; 3d8+7=22 ; d20+13=15 ; d20+13=19 ; d20+8=16 ; d20+13=14 ; 3d8+16=33 ; 3d8+16=26 ; 3d8+16=30 ; 3d8+16=31 ;
Saturday July 4th, 2015 12:52:37 PM

As the 3 skeletons step in his range, Zane takes his AoO's on each of them.
Attack AoO 1- 30, Damage- 22 (12,m)
Attack AoO 2- 30, Damage- 21 (12,p)
Attack AoO 3- 28, Damage- 22 (12,s)

Seeing that Garret has stepped up, Zane takes a 5' step to p,q,r/8,9,10 and strikes at 12,s with a flurry putting his full strength into them.
Attack Flurry 1- 15 Damage 33 (if hit)
Attack Flurry 2- 19 Damage 26 (if hit)
Attack Flurry 3- 16 Damage 30 (if hit)
Attack Haste - 14 Damage 31 (if hit)

"Guess I'm better at reacting today....."

Effects on Zane:
Darkvision
Blindsense
Lightning Resist 10

Self Cast:
Mage Armor (extended 12 hours)
See Invisibility 40 minutes left
Shield 7 minutes
Haste 13 rounds
Heroism 70 minutes
Enlarge Person 7 minutes

Others Cast:
Mass Bulls Strength
Mass Bears Endurance
Resist energy : lightning

DM SteveK: sorry, John, but the new undead only did a 5 foot step, no AOOs



Restlin (Carl) -- AC: +16/+13/+12 CMD: +14 HP: 128/129 (Bear's endurance) (Spells) Luck Points: 10/10  d20=13 ;
Saturday July 4th, 2015 2:13:29 PM

(autopass all skill checks)

Restlin gasps as his rhino is cut down almost instantly. "That rhino was no pushover. This thing is dangerous everyone."

The magepriest has ideas, but hopes these undead bunch up a bit more. In the meantime, he begins summoning a hound archon...

***

Move: Nothing
Standard: Summon hound archon - arrives next round

Protection from evil - 11 rounds
Mage armor - long enough
Haste - However long Tink's spell lasts

AC this round is 29/26/25

Sesha [AC 29 /18 To/25 Fl] | HP 74/85 | CMD 19][Cat's Grace, LR 30]  d20+23=26 ; d100=98 ; d4=1 ; 8d6=37 ;
Sunday July 5th, 2015 1:46:10 PM

"Myrth! Get ready!"

Sesha instead casts her Greater Polymorph spell on Myrth, using her spectral hand to deliver the spell. Myrth is transformed into a Chimera, a monstrous creature with 3 heads!

Myrth swoops down to K11-L12, and unleashes a line of lightning breath through the Skeletal Champions, but it dissipates before reaching the mummy priest.

--Sesha-
Move: Bend Leyline
Standard: Greater Polymorph via Spectral Hand
Ley Check: 100 - no slot expended.

--Myrth--
Move: 30 ft down to K11-L12 (SW corner of room)
Standard: Lightning Line (8d6 damage, usable again in one round) 37 damage, lightning based, DC 19 for half.

In Effect:

Barkskin - +5 Armor
Bears Endurance - +4 Con
Heroes Feast -+1 hit, will, and +4 fear
Shield of Faith -+4 Deflection to AC (Pot pot)
Cats Grace - Permanent +4 Dex
Detect Scrying - 24 hours - detects scry sensors.
Resist Lightning DR 40
Lesser Immortal Summons
Spectral Hand
Bull Strength

Myrth
------

Beast Shape IV
Resist Lightning 40

Trellus (AC32/18t/30f, HP 134/134, CMD 22) Prot vs Electricty 120/120  d20+10=15 ; 5d8=18 ; 10d6=41 ; d20+18=35 ;
Sunday July 5th, 2015 3:52:46 PM

The sounds of combat erupt. Trellus hastens up the stairs, and gets enough of a view over Beriothian's shoulder to see threads are pretty twisted.
"Light," he mutters unhappily.

The blond man pulls up behind Restlin and Sesha, and casts a spell.
"I need to get through, dudes," he notes to both them and the druid.

Meanwhile, the spell detonates in a blast of bright light, catching Grendel, and mummy and a skeleton in its effect.


- Move to G8
- Knowledge Religion 15 check to figure out what exactly we're dealing with
- Cast Holy Smite. 20' radius burst centered at U-T/5-6, expecting to catch the dudes at S3, V3, and W7.
18 hp damage to each evil creature in the area (or 41 hp damage to an evil outsider) and causes it to become blinded for 1 round. A successful Will saving throw vs DC 22 reduces damage to half and negates the blinded effect.
Caster check 35 to overcome spell resistance

--------------
Spells in effect:
- Protection from Energy (electricity) - immunity 120/120 hp for 130 minutes.
- Magic Vestment (Extended) on shield and armor. Duration 26 hrs, +3 enhancement bonus each
- Endure Elements. Duration 24 hours. No fortitude checks needed for hot environment.
- Status (Extended) on Katinka, Garret, Bosk, and Beriothian. Duration 26 hrs.
- Heroes Feast - The ambrosial food grants each creature that partakes a +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects for 12 hours. (24 extended)
- Shield of Faith +4 deflection to AC for 14 minutes

Others Cast:
Mass Bulls Strength

Spell List:
Highlight to display spoiler: {
d - domain spell
^ - recast using pearl of power
* - cast

0 - Create Water(x2), Detect Magic, Light
1st - (6+1) Comprehend Languages, Detect Evil, Detect Undead, Endure Elements*, Hide from Undead, Shield of Faith*, Sanctuary(d)
2nd - (6+1) Align Weapon, Eagle's Splendor, Lesser Restoration, Status*, Silence, Spiritual Weapon*, Bulls Strength(d)
3rd - (6+1) Dispel Magic (x2)*, Invisibility Purge, Protection from Energy* Searing Light(x2)*, Magic Vestment(d)*^
4th - (6+1) Freedom of Movement, Holy Smite*, Restoration(x2)*, Neutralize Poison, tbd, Spell Immunity(d)
5th - (4+1)Disrupting Weapon, Greater Command, Flamestrike(x2)*, Spell Resistance(d)*
6th - (3+1)Blade Barrier*, Greater Dispel Magic, Heal*, Antimagic field(d)
7th - (2 +1) tbd, tbd, tbd(d)
}


Restlin (Carl) -- AC: +16/+13/+12 CMD: +14 HP: 128/129 (Bear's endurance) (Spells) Luck Points: 10/10 
Monday July 6th, 2015 2:11:08 PM

"Hey, mister," Restlin starts while moving aside for Trellus. He points to Sesha before continuing, "this here's no dude...I think. Dude's are guys, right? Anyway, good luck up there..."

Garret Goodbarrel [AC:35/30/29 HP:114/112 Ki:8/13 CMD: 33] 
Monday July 6th, 2015 2:42:33 PM

Garret glances briefly back at the others as he continues his assault on the skeleton.

OOC:
I forgot to mention that Garret's strikes are lawful and magical if that makes a difference here.

Beriothian -- AC:23/16/21 HP: 116/130 CMD = 19 
Monday July 6th, 2015 7:07:52 PM

Beri moves out of the way to let others in (k-5). For a moment he considers the sheer joy it would bring to cast baleful polymorph on this undead fiend and turn him into a toad, but such a thing would likely just lead to a ridicule and a good pummeling. Beri decides it's best to used be a little more realistic with the spell and summons forth an Ettin to help deliver a few extra blows for their team.

***active spells***
+1 to saves, attack, or skill rolls.
-+2 size bonus to Strength, +4 size bonus to Dexterity, +4 natural armor bonus.
-immune to bleed damage, critical hits, and sneak attacks while in elemental form.
-gain darkvision 60 feet and the ability to earth glide.

***spell list***
0 (4)- Detect Magic, Light, Create Water, stabilize
1 (6)- *Elf Vision, Faerie Firex2, Entangle, cure light wounds x3
2 (6)- *Faerie Fire, Fog Cloud, Soften Earth and Stone, Warp Wood, spider climb, Flaming Sphere, restoration lesser
3 (5)- *Glibness, Sleet Storm, quench, Greater Magic Fang, wind wall, stone shape, Cure Moderate Wounds
4 (5)- *Lesser Planar Ally, dispel magic, cure serious sounds, Freedom of Movement, Air Walk x2
5 (3)- *Awaken, Cure Critical Wounds, Baleful Polymorph
6 (2)- *Legend Lore , Antilife Shell, Dispel Magic, Greater
Spells with * are Fey domain spells (and not included in spell counts)

Bosk AC: 31/15/28 (AC lowered dut to enlarge person) CMD:28 hp (115/127 Bear's Endurance) Spells  d20+15=35 ; d20+15=27 ; 2d8+5=16 ; 2d8+5=13 ; 4d6=10 ; d20+15=27 ; d8+5=6 ; 4d6=12 ; d20+13=24 ; d8+5=11 ; 4d6=11 ; d20+10=21 ; 2d8+5=9 ; 4d6=11 ; d20+10=19 ; d8+5=13 ; 4d6=14 ; d20+17=20 ; 2d8+5=20 ; 4d6=14 ; 3d6=7 ; 3d6=6 ; 2d6+5=13 ; 2d6+5=12 ; 3d8+5=18 ; 3d8+5=26 ; 3d8+5=23 ; 2d6+6=13 ; 3d8+6=19 ;
Monday July 6th, 2015 7:32:00 PM



As the walls dissipate and their undead residents come forth Bosk tightens his grip on his sword and takes a step forward to face them. Does this remind anyone of Malphaz Arena? Lets see who can decapitate the most skeletons and knock the heads back into the "goal" just like last time. The cleric then unleashes hit power upon the undead. Gargul shall judge your souls tonight![b]

Actions
-- -- -- -- -- -- -- -- --
5ft step East to P,Q,R,/4,5,6
Full Attack (start with M3 unless they die, then P3 until they die, then S3)
Atk 1 with Bastard Sword - Hit AC 35 (Nat 20) Confirm Crit = 28 for 28 dmg ([b]54dmg if crit
) (10 dmg from sneak)
Off Hand Atk 1 with Armor Spike - Hit AC 27 for 26 dmg (12 is sneak)
Natural Attack, Horn Gore -- Hit AC 24 for 24 dmg (11 sneak)
Atk 2 with Bastard Sword, Hit AC 21 for 34dmg (11 sneak)
Off Hand Atk 2 with Armor Spike, Hit AC 19 for 27dmg (14 sneak)
Extra Attack from Haste, Hit AC 20 for 33 dmg (14 sneak)

(I had to reroll the damages, I forgot they changed when I became enlarged)

Active Spells and Abilities
-- -- -- -- -- -- -- -- -- -- -- -- -- -- --
Highlight to display spoiler: {Blur - concealment (20% miss chance) (Tink's Garment)
Fly - Fly 40ft (Tink's Garment)
Mass Bears Endurance - [CL12] 12mins - +4 Con (Sesha)
Heroes Feast: - [CL12] 12hrs +1 attack, +1 will, +4 vs fear (Sesha)
Mass Bull's Strength (Sesha) +4 Str (Bosk only +2 because of belt)
Haste

Deathwatch - [CL 1] Permanent - Know creature status: dead, fragile, fighting off death, healthy, undead, or neither (ie construct).
Darkvision 60' - [CL 8] 8hrs
Chill Touch - [CL8] (8 charges) - 1d6 ngative energy +1 Str (Fort DC). Undead = no damage; Will DC or flee 1d4 rounds+1rd per CL.

Agile Feet - (SU) 5 uses left - Ignore all difficult terrain penalties.
Channel Energy - (SU) 0 uses left[i]
Dark Walk [i]- (SU) 1 min left -gain concealment, 20% miss, +2 save resistance, +8 Stealth

Sense Spirit - (SU) Direction/distance to any disembodied spirit or soul 480 ft., even through material objects.

Blind Fighting - (Feat) - Reroll miss % from concealment. Invisible attackers get no advantage (+2 bouns).
Sacred Tattoo Cannot be flanked.
Ghost Touch - (Class) Normal Weapon and Armor = ghost touch vs incorporal. Allow sneak attacks on incorporeal.
Immune to Fear - (Class)
Immune to Snake, Spider and Scorpion Poisons - (Class)

Electric Resistance +5 - Steelgrass Armor
Poison appied to two weapons:
BLUE WHINNIS POISON on left horn cap
MEDIUM SPIDER VENOM on flail

Spells Available
Legacy Item: Feather Fall, See Invisibility
Domain: True Strike, Locate object, Divination, Dimension door
Level 0: Detect Victim, Detect Magic, Chill Touch, Detect Poison
Level 1:
Level 2:
Level 3: Invisibility Purge
Level 4:
}

Bosk AC: 31/15/28 (AC lowered dut to enlarge person) CMD:28 hp (115/127 Bear's Endurance) Spells 
Monday July 6th, 2015 7:34:33 PM

Ignore the sneak damage. I mistakenly thought I had a spell in effect that I do not.

"Battle is Joined!" co-DM SteveK  2d4=7 ; d20+9=28 ; d20+9=23 ; d20+9=19 ; d20+13=24 ; d4=3 ; d20+15=30 ; d20+15=33 ; d20+15=32 ; d20+15=20 ; d20+15=21 ; d20+15=35 ; d20+15=17 ; d20+15=17 ; d8+10=15 ; d8+10=13 ; d8+10=13 ; 11d6=41 ; d4=2 ; 11d6=35 ; d100=31 ; d100=87 ; d20+27=29 ;
Monday July 6th, 2015 8:58:19 PM

Tink casts a Wall of Fire and burns four of the new undead. They are not happy. The justicar flies away from the potential attackers and calls out a warning about Grendel. The waves of heat are so hot, they even affect Bosk. Bosk takes 7 fire damage

Garret, happy he didn't rush in, pauses a second, takes a quick step and turns into a blur of hands and fists!

Zane takes a 5' step to position himself and strikes with a series of hits that would crush the side of a house if he connects. He doesn't.

Restlin gasps as his rhino is cut down, calling for his friends to watch out. In the meantime, he begins summoning a hound archon...

Sesha calls for her ghost-girl companion casts her Greater Polymorph spell on Myrth, using her spectral hand to deliver the spell. Myrth is transformed into the form of a Chimera, a monstrous, incorporal creature with 3 heads! The ghost-girl looks to get in position to use her lightning line, but Garrett is in one area and a Wall of Fire is in another, so Myrth hits the closest Skeletal Champion not engaged with Garrett.

Trellus hastens up the stairs, and mutters his signature curse; "Light," He needs to get through, but first casts Holy Smite, catching Grendel, a mummy and a skeleton. The blonde cleric must be distracted, for he can't think of the types of undead the Iron Adventurers are facing.

Beri moves out of the way to let others in, then he begins to cast a summons to bring forth an Ettin. He does get a little too close to Katinka's Wall of Fire and is slightly singed. Beri takes 3 fire damage.

Bosk steps and destroys one of the Skeleton Champion.
.....

The Skeleton Champions move to engage. Some of them only take a 5 foot step and some move further, and the Huge minotaurs get to have a field day. Bosk gets AOOs against # 5 and 6. Zane gets AOOs against #2 and 3.

#1 swings its longsword at Garrett and misses.

#2 strikes hard at Zane, drawing a bloody gash! (Attack 33 crit, 32 yes! Dam 15+13 Zane takes 28 dam)

#3 also strikes at Zane, and gets air

#4 is killed by Bosk's attack!

#5 crits against Bosk, but can't dig in. (Attack 35 crit, 17 miss. Dam 13 Bosk takes 13 dam)

#6 runs in but misses against Bosk

The two mummies move to the center of the room, the halting step and malevolence causing despair in any living creature nearby! (Bosk and Zane Will DC 16 or be paralyzed by fear for 2 rounds)

Mummy Priest #1 moves away from the wall and casts a Flame Strike at the entrance of the Throne Room, catching Beri, Katinka, and Trellus! (Take 41 damage, Reflex DC 20 for half. fire resistance only takes care of half damage) (Myrth is missed because of her incorporability)
(Beri; roll a DC 15+damage dealt or lose the summoning spell)

Mummy Priest #2 raises its hands and another Flame Strike blasts Beri, Myrth, Katinka, and Trellus! (Take 35 damage, Reflex DC 20 for half. fire resistance only takes care of half damage) (Myrth is struck)
(Beri; roll a DC15+damage dealt or lose the summoning spell)

Grendel growls in rage. "Die, foul Yngvardian scum!", he shouts, and charges Zane! (Zane and Bosk get an AOO against Grendel). His great sword rises and ... misses the Huge Minotaur!
.....

COMBAT ROUNDS

Grendel the Cruel AC 28 Dam 9
Mummy Priest AC 30
Mummy Priest AC 30 Dam 56
Skeleton Champion AC 25 Dam 50
Skeleton Champion AC 25 Dam 9
Skeleton Champion AC 25
Skeleton Champion DEAD
Skeleton Champion AC 25 Dam 38
Skeleton Champion AC 25 Dam 47

Map Throne Room Battle

Bosk AC: 31/15/28 (AC lowered dut to enlarge person) CMD:28 hp (102/127 Bear's Endurance) Spells  d100=41 ;
Monday July 6th, 2015 9:17:26 PM


Rolling for concealment - fail the attack against Bosk hit. Dmg subtracted.
(Bosk is immune to fear)

More to come, but I wanted to make these rolls in case it impacts other players moves.

Trellus (AC32/18t/30f, HP 79/134, CMD 22) Prot vs Electricty 120/120  d20+9=27 ; d20+9=17 ; 14d6=44 ;
Monday July 6th, 2015 10:23:32 PM

Not one, but two flame strike spells engulf the cleric. He hisses in pain, and then responds in kind. A pillar of flame slams into a mummy and Grendel.

Way too preoccupied to respond to Restlin's comment, Trellus hurries forward.

Cast Flame Strike, centered at T-U/5-6 for 44 hp damage. Reflex DC 23 halves.

Move to O7.

Reflex saves 27 and 17.

--------------
Spells in effect:
- Protection from Energy (electricity) - immunity 120/120 hp for 130 minutes.
- Magic Vestment (Extended) on shield and armor. Duration 26 hrs, +3 enhancement bonus each
- Endure Elements. Duration 24 hours. No fortitude checks needed for hot environment.
- Status (Extended) on Katinka, Garret, Bosk, and Beriothian. Duration 26 hrs.
- Heroes Feast - The ambrosial food grants each creature that partakes a +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects for 12 hours. (24 extended)
- Shield of Faith +4 deflection to AC for 14 minutes

Others Cast:
Mass Bulls Strength

Spell List:
Highlight to display spoiler: {
d - domain spell
^ - recast using pearl of power
* - cast

0 - Create Water(x2), Detect Magic, Light
1st - (6+1) Comprehend Languages, Detect Evil, Detect Undead, Endure Elements*, Hide from Undead, Shield of Faith*, Sanctuary(d)
2nd - (6+1) Align Weapon, Eagle's Splendor, Lesser Restoration, Status*, Silence, Spiritual Weapon*, Bulls Strength(d)
3rd - (6+1) Dispel Magic (x2)*, Invisibility Purge, Protection from Energy* Searing Light(x2)*, Magic Vestment(d)*^
4th - (6+1) Freedom of Movement, Holy Smite*, Restoration(x2)*, Neutralize Poison, tbd, Spell Immunity(d)
5th - (4+1)Disrupting Weapon, Greater Command, Flamestrike(x2)**, Spell Resistance(d)*
6th - (3+1)Blade Barrier*, Greater Dispel Magic, Heal*, Antimagic field(d)
7th - (2 +1) tbd, tbd, tbd(d)
}

RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 57/109 -- Perm Arcane Sight, Darkvision, See Invisibility  d20+15=22 ; d20+15=24 ;
Monday July 6th, 2015 10:43:52 PM

OOC: Lol! I like Myrth's image on the map :)

Ref Save vs DC20: 22=Pass
Ref Save vs DC20: 24=Pass
Tink takes 37pts damage in total


Tink body erupts not once, but twice in flames! "This is why I prefer to hide from a fight" she reminds herself.

Tink casts a Glitterdust spell at location U8 (Grendal, Enemy 1 and Enemy 2 are all within 10ft of that point. Will Save DC19 or be blinded for up to 13 rounds. New saving throw allowed each round)

After that it is time for a tactical withdrawal. It's like retreating - but bravely. Tink flies to G8.

------------------
Spells in effect:

Haste - Duration 3/13rnds - Tink, Bosk, Zane, Restlin, Sesha and Garret
Wall of Fire - L3 to X3 - Hot side north - Duration 2/13rnds
Glitterdust - Grendal, Enemy 1 and Enemy 2 - Duration 1/13rnds

Arcane Sight - 120ft range. See magical auras automatically. Permanent.
DarkVision - 60ft range. Permanent.
Detect Scrying - Detect any person/object being scryed upon within 40ft. Dur 24hrs
Freedom of Movement - From Tishes Weave Elements (Water). Dur 5hrs.
Mage Armor - Dur 24hrs (Extended)
Misdirection - Misdirect the information from divination spells that reveal auras on Tink to instead seem like a pebble (Neutral, Not Magic, Not Lying, Not alive, etc) - Dur 24hrs (Extended)
Overland Flight - Fly Speed 40ft - Dur 24hrs (Cast Twice)
Protection from Evil - Dur 12mins
Resist Energy - Resist 30pts electricity damage from each attack. Dur 2hrs.
See Invisibility - See Invisible or Etheral objects. Permanent.
Telepathic Bond - Katinka, Shesha, Beriothian, Trellus, and Restlin. Dur 2hrs
Water Breathing - From Tishes Weave Elements (Water). Dur 5hrs.

Heroes Feast - From Sesha - +1 attack, +1 will, +4 vs fear
Hide from Undead - From Bosk
Status - From Trellus

------------------
Spells Available: Highlight to display spoiler: {
0 - Mage Hand, Message, Prestidigitation, Toro's Taur Try
1 - Mage Armor, Feather Fall, Grease, Prot from Evil, Roses Temp, Silent Image, Unseen Servant
2 - Misdirection, Alter Self (x2), Knock, Resist Energy, Resist Energy, Glitterdust
3 - Dispel Magic (x2), Haste, Haste, Prot from Energy, Shrink Item, Stinking Cloud
4 - Detect Scrying, Resilient Sphere, Summon Monster IV, Wall of Fire, Black Tentacles
5 - Overland Flight (x2), Wall of Force, Summon Monster V, Telepathic Bond
6 - Summon Monster VI, Summon Monster VI, Summon Monster VI, Tishe's Weave Elements
}

Bosk AC: 31/15/28 (AC lowered dut to enlarge person) CMD:28 hp (102/127 Bear's Endurance) Spells  d20+17=34 ; d20+17=36 ; d20+17=37 ; d20+17=30 ; 3d8+7=18 ; 3d8+7=20 ; 3d8+7=19 ; 3d8+7=27 ; 2d6=10 ;
Monday July 6th, 2015 10:47:21 PM

As his opponents move in around him Bosk swings his deadly, now 15ft, bastard sword at his oncoming opponents. The first is a hit, the second critically devastating, and then Grendel. Unleashing his fury the cleric activates Eberyon's Tear for extera damage as his blade finds its mark.

Actions - AoO
---------------------------
AoO 1 against #5 hit ac 34 for 18dmg
AoO 2 against #6 hit ac 36 confirm crit 37 (nat 20) for 39dmg
AoO 3 against Grendel hit ac 30 for 27dmg with eberyon's tear (bane) for 10 extra dmg total = 37dmg

(Bosk has combat reflexes and can make up to 4 AoO)

I will finish my turn later. I am out of time for now.

Sesha [AC 29 /18 To/25 Fl] | HP 74/85 | CMD 19][Cat's Grace, LR 30]  d100=22 ; d20+4=9 ;
Monday July 6th, 2015 10:52:51 PM

(Dont forget Bosks will save vs fear! And don't forget the bonus from Heroes Feast!)

Myrth yells suddenly, and is gone! (assuming the baddies beat a whopping SR 14.)

Sesha frowns. That couldn't really be avoided. These guys were way above Myrth's abilities. It was easy to forget that her ghost friend died early on in her career as a cleric.

She retrieves a small pearl from her waistband and crushes it, then sends her Spectral Hand out to Zane. His skin hardens, and is able to resist some of the damage coming his way. Then she will step forward 5 ft, hoping for a better view.

Move: 5ft adjustment.
Standard: Stoneskin, Zane. Component subtracted from sheet. (The actual component, not the gp value.)
Ley Check: 22 = success.



Zane (JCC) AC 31, CMB 16, CMD 32, HP 118/166(178), Character  d20+15=20 ; d20+17=32 ; d20+17=31 ; d20+17=33 ; 3d8+7=14 ; 3d8+7=25 ; 3d8+7=26 ; d20+17=33 ; 2d8+7=17 ; 3d8+7=13 ; d20+15=23 ; d20+15=17 ; d20+10=24 ; d20+15=32 ; 3d8+16=25 ;
Monday July 6th, 2015 11:02:31 PM

(Will save 20) (auto save but rolled anyways)
AoO #2 Attack 32, Damage 14
AoO #3 Attack 31, Damage 25
AoO #6 Attack 32, Damage 26 (15' reach)
AoO on Grendel Attack 33, Damage 13 (the 2d8 roll was wrong)
________________________________________________________

Zane takes a 5' step back away from Grendel, temporarily stepping out of the flanking attack. He then does a flurry of attacks on Grendel, that sword is way too dangerous, he'll just have to survive the skeletons.

Most of his attacks miss but the left hoof that came around in a spinning kick connected on Grendel.

"Gonna need some help here and quick, that pile of bones scored a real hit on me, And thanks." He adds as he feels his skin become stone like.

All Attacks with Power attack
Flurry 1 23
Flurry 2 17
Flurry 3 24
Haste 1 32 Damage 25



Garret Goodbarrel [AC:35/30/29 HP:114/112 Ki:8/13 CMD: 33]  d20+20=27 ; d20+20=36 ; 4d8+3=13 ; 2d8+3=8 ; d20+15=18 ; d20+15=22 ; d20+10=19 ; d20+20=26 ; 2d8+3=12 ;
Tuesday July 7th, 2015 8:00:43 AM

Garret feels extremely small with all the huge and giant things in the room now. He doesn't have much time to think about it as he easily ducks under the attack of the still standing skeleton warrior. The last time he fought a skeleton it certainly fell a lot faster than this one did. As he continues his attacks, he slides to the side, hoping the skeleton will fall and he can move on to others before Grendel really starts hurting his friends. He punches away, not feeling his fists hitting the old bones, but is slightly distracted as he tries to keep an eye on what is going on around him.

OOC:
5' Step to M11
Attacks on Skeleton Champion #1 (AC 25): 27, 36, 18, 22, 19, 26
Damage: 13+8+12 = 33

In effect:
- Haste
- Heroes Feast - The ambrosial food grants each creature that partakes a +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects for 12 hours. (24 extended)

Restlin (Carl) -- AC: +16/+13/+12 CMD: +14 HP: 128/129 (Bear's endurance) (Spells) Luck Points: 5/10  d20+16=18 ; d20=19 ;
Tuesday July 7th, 2015 8:31:56 AM

Restlin's hound archon appears at W9, hopefully ready to attack that stupid mummy (Archon has +4 str/con due to feats).

He moseys forward with Sesha to I7. He kinda wants to get up there with the rest of his friends, but he's not leaving her behind in this corridor. That would not be chivalrous...

What he does instead is focus on that nasty, freezy blasting sword that demon thing up there has. Surely a wizard of Restlin's talent could do something about it. "Let's find out!" he says aloud suddenly. He grips Shiny and telepathically requests a bit of help with his intellect. He then casts dispel magic at the thing.

***

Move: 5'
Standard: Dispel magic on Grendel's sword - Dispel check 18 (bummer)

Fox's cunning: 4 rounds

AC this round is 35/32/31

Bosk AC: 31/15/28 (AC lowered dut to enlarge person) CMD:28 hp (102/127 Bear's Endurance) Spells  d20+15=25 ; 3d8+7=17 ; d20+15=17 ; d20+14=31 ; 2d6+7=16 ; d20+10=24 ; d20+10=23 ; d20+17=30 ; 3d8+7=26 ;
Tuesday July 7th, 2015 3:12:56 PM

Die, foul Yngvardian scum! As Grendel calls out the blond taur bares his teeth and raises his hackles. After you! As a cleric of Gargul Death is not my enemy... You are!

The din of battle seems to fade around him as the Horned cleric continues to attack in a blur of fur and steel. His attacks of opportunity (above) were devastating and he tries to replicate the success. His massive bastard sword finds its mark, if barely. He immediately follows up with his armor spike, but the attack misses by a long shot. Disappointed, he follows up with his his horn. This time he finds his mark and makes a solid hit. Once again he follows up with his bastard sword, but when the 15ft blade misses he curses and switches to an easier touch attack figuring the flow will save cannot be any worse than his aim has turned. Suddenly, reinvigorated by the haste spell, he makes one last attack, solid and devastating.

Actions
---------------------------------------------
Full Attack (start with #5 unless they die, then #6 until they die, then attack Grendel)

Atk 1 with Bastard Sword - Hit AC 25 for 17 dmg
Off Hand Atk 1 with Armor Spike - Hit AC 17 (miss)
Natural Attack, Horn Gore -- Hit AC 31 for 16 dmg
Atk 2 with Bastard Sword, Hit AC 24 (miss)
Off Hand Atk 2 with Armor Spike, Hit AC 23 using Chill Touch (miss)
Extra Attack from Haste, Hit AC 30 for 26 dmg

Active Spells and Abilities
-- -- -- -- -- -- -- -- -- -- -- -- -- -- --
Highlight to display spoiler: {Blur - concealment (20% miss chance) (Tink's Garment)
Fly - Fly 40ft (Tink's Garment)
Mass Bears Endurance - [CL12] 12mins - +4 Con (Sesha)
Heroes Feast: - [CL12] 12hrs +1 attack, +1 will, +4 vs fear (Sesha)
Mass Bull's Strength (Sesha) +4 Str (Bosk only +2 because of belt)
Haste

Deathwatch - [CL 1] Permanent - Know creature status: dead, fragile, fighting off death, healthy, undead, or neither (ie construct).
Darkvision 60' - [CL 8] 8hrs
Chill Touch - [CL8] (7 charges) - 1d6 ngative energy +1 Str (Fort DC). Undead = no damage; Will DC or flee 1d4 rounds+1rd per CL.

Agile Feet - (SU) 5 uses left - Ignore all difficult terrain penalties.
Channel Energy - (SU) 0 uses left[i]
Dark Walk [i]- (SU) 1 min left -gain concealment, 20% miss, +2 save resistance, +8 Stealth

Sense Spirit - (SU) Direction/distance to any disembodied spirit or soul 480 ft., even through material objects.
Dimensional Hop - (SP)  At 8th level, you can teleport up to 10 feet per cleric level per day as a move action .
Greater Insight - (SP)  At 8th level, Pick one of these senses: Darkvision 120 ft, Scent, Tremorsense 20 ft. You have this sense for one minute per cleric level. You can use this ability once per day at 8th level, and one additional time per day for every four levels beyond 8th.

Blind Fighting - (Feat) - Reroll miss % from concealment. Invisible attackers get no advantage (+2 bouns).
Sacred Tattoo Cannot be flanked.
Ghost Touch - (Class) Normal Weapon and Armor = ghost touch vs incorporal. Allow sneak attacks on incorporeal.
Immune to Fear - (Class)
Immune to Snake, Spider and Scorpion Poisons - (Class)
Combat Reflexes - (Feat) Can make 1 AoO per Dex bonus. Can make AoO while Flat Footed

Electric Resistance +5 - Steelgrass Armor
Poison appied to two weapons:
BLUE WHINNIS POISON on left horn cap
MEDIUM SPIDER VENOM on flail

Spells Available
Legacy Item: Feather Fall, See Invisibility
Domain: True Strike, Locate object, Divination, Dimension door
Level 0: Detect Victim, Detect Magic, Chill Touch, Detect Poison
Level 1:
Level 2:
Level 3: Invisibility Purge
Level 4:
}

(Post edited to correct AC on Chill Touch ATK and clarify that it was a miss)

Beriothian -- AC:23/16/21 HP: 61/130 CMD = 19  d20+11=12 ; d20+11=17 ; 4d8+5=21 ;
Tuesday July 7th, 2015 6:32:56 PM

Beri suddenly finds himself being torched mercilessly. All thoughts of completing his spell are lost, only the searing pain fills his mind. Beri takes a 5 foot step south away from the fire wall and casts cure critical wounds hoping to keep standing a little longer.

***active spells***
+1 to saves, attack, or skill rolls.
-+2 size bonus to Strength, +4 size bonus to Dexterity, +4 natural armor bonus.
-immune to bleed damage, critical hits, and sneak attacks while in elemental form.
-gain darkvision 60 feet and the ability to earth glide.

***spell list***
0 (4)- Detect Magic, Light, Create Water, stabilize
1 (6)- *Elf Vision, Faerie Firex2, Entangle, cure light wounds x3
2 (6)- *Faerie Fire, Fog Cloud, Soften Earth and Stone, Warp Wood, spider climb, Flaming Sphere, restoration lesser
3 (5)- *Glibness, Sleet Storm, quench, Greater Magic Fang, wind wall, stone shape, Cure Moderate Wounds
4 (5)- *Lesser Planar Ally, dispel magic, cure serious sounds, Freedom of Movement, Air Walk x2
5 (3)- *Awaken, Cure Critical Wounds, Baleful Polymorph
6 (2)- *Legend Lore , Antilife Shell, Dispel Magic, Greater
Spells with * are Fey domain spells (and not included in spell counts)

"Healing Undead" co-DM SteveK  d20+10=28 ; d20+13=32 ; d20+9=16 ; d20+9=21 ; d20+13=29 ; d20+11=16 ; 2d4=4 ; d20+9=18 ; d20+4=24 ; d20+15=21 ; d20+15=25 ; d20+15=26 ; d20+10=20 ; d20+10=23 ; d20+10=21 ; 6d6=19 ; 11d6=28 ; d20+27=32 ; d20+22=23 ; d20+17=26 ; d20+12=27 ;
Tuesday July 7th, 2015 8:51:07 PM

Trellus is fried by the mummies and responds in kind. A pillar of flame slams into a mummy and Grendel! They both are able to avoid some of the damage, but the mummy is burned anyways, and the cleric of Domi moves forward...

Tink body erupts not once, but twice in flames! She casts a Glitterdust spell, not something normally thought of as an anti-undead spell, but one of the mummy priests is blinded! Then the halfling moves further away into the corridor.

Bosk swings his deadly sword at his opponents moveing around him, sending one scattering as a series of bones. He follows up with a series of attacks, some glancing off of armor and some devastatingly effective! He remains near the Wall of Fire and is slightly singed (Bosk takes 4 fre damage)

Myrth yells suddenly, and is gone! (SR 16, so close!)

Sesha frowns, but slightly relieved that the ghost can't really die again. She sends her Spectral Hand out to Zane, making his skin as hard as stone. Then she will step forward, hoping for a better view.

Zane does a much better job striking #2 and #3 (#6 did not LEAVE a threatened square and so does not get an AOO), and slams Grendel with a savage fist. The minotaur/dragon takes a step away from Grendel, avoiding the flanking attack, then his flurry of attacks gets his left hoof connecting in a spinning kick on Grendel!

Garret feels extremely small with all the huge and giant things in the room now, but continues his attacks, punching away, and feels the skeleton finally, finally go down!

Restlin's hound archon appears near Mummy #1, but is unable to get through the strong defenses. The Wizard moseys forward with Sesha. Thinking, he focuses on Grendel's sword, gripping Shiny, and tries to dispel magic, without success.

Beri suddenly finds himself being torched mercilessly, and his spell is lost in a wave of searing pain. The druid/earth elemental steps away from the Wall of fire and seeks to heal even a little.

.....

The remaining skeleton champions adjust into a battle line, (only 5 foot steps, no AOOs) and they are much harder to hit! But they can still attack with their swords, all missing Zane and Bosk.

Mummy #1 releases a Negative Energy Pulse that heals the undead nearby!

Mummy #2 casts a spell on itself, DC 21Highlight to display spoiler: {Harm}, and all it's wounds disappear!

Grendel looks pretty bad, but his cloak moves like the wings of a million black bats, and all his wounds disappear! Well, all but three pretty bad cracks. The King doesn't seem to care, and turns his gaze on the two minotaurs. "You will die and your souls will be mine to feed upon." A devestating blast of energy rolls forth in a cone of quickened black negative energy! (Bosk, Zane, Trellus, and Beri take 28 damage Reflex Dc22 for half)

And the evil King isn't done, striking his sword against Bosk three times and missing every time, even with Grendel's sacrilegious aura! "So, it is the others who will die first. So be it."

.....

COMBAT ROUNDS

Grendel the Cruel AC 28 Dam 00
Mummy Priest AC 30 Blinded!
Mummy Priest AC 30 Dam 00
Skeleton Champion DEAD
Skeleton Champion AC 29 Dam 4
Skeleton Champion AC 29 Dam 6
Skeleton Champion DEAD
Skeleton Champion AC 29 Dam 37
Skeleton Champion DEAD

Map Throne Room Battle

Zane (JCC) AC 31, CMB 16, CMD 32, HP 98/166(178), Character  d20+14=16 ; d20+15=31 ; d20+15=25 ; d20+10=15 ; d20+15=21 ; 3d8+16=20 ; d20+14=16 ;
Tuesday July 7th, 2015 10:08:00 PM

(just curious, Bosk got a AoO on #6, why didn't I?)
Zane takes the blast of negative energy, even with a heroic effort, he can't avoid the blast wave.
Unleashing a flurry of blow, Zane decides the skeletons are somewhat more dangerous, he starts on #2.
Unfortunately he only hits once, with his initial elbow strike.

Flurry 1 31 Damage 20
Flurry 2 25
Flurry 3 15
Haste 21

Effects on Zane:
Darkvision
Blindsense
Lightning Resist 10

Self Cast:
Mage Armor (extended 12 hours)
See Invisibility 40 minutes left
Shield 7 minutes
Haste 11 rounds
Heroism 70 minutes
Enlarge Person 7 minutes

Others Cast:
Mass Bulls Strength
Mass Bears Endurance
Resist energy : lightning
Stoneskin

OOC: skeleton #6 had left a threatened square of Bosk but only entered a threatened square of Zane.

Sesha [AC 29 /18 To/25 Fl] | HP 74/85 | CMD 19][Cat's Grace, LR 30]  d20+7=27 ; d20+24=43 ; d100=75 ; 4d8+13=28 ;
Tuesday July 7th, 2015 11:46:05 PM


With Zane shored up, even just a little, Sesha raises an eyebrow at Trellus.

"Are you going to plug those holes, or should I? I'm better and bringin' em back than I am keepin' em up!"

Not really having the time to wait for an answer, Sesha notices her spectral hand flicker. That spell about done, she thinks a moment about her next one.

She takes a moment to observe the mummies. Are they wearing anything that might seem to serve as a cursed item or focus for a spell to control them? Are they wearing anything at all?

Perception 27: Nat 20.

While her brain processing that information, she decides in the mean time try and help Zane. Her spectral hand floats out and taps Zane for 28 x 1.5 = 42 HP.

Move: Bend Leyline
Standard: Cure Critical Wounds, Arcane
Ley Check: 75 + 16 = 91- no slot expended



Bosk AC: 31/15/28 (AC lowered dut to enlarge person) CMD:28 hp (87/127 Bear's Endurance) Spells  d20+13=32 ; d20+15=35 ; d20+15=30 ; 3d8+7=26 ; 3d8+7=25 ; d20+15=34 ; d20+15=26 ; 2d6+7=14 ; d20+14=21 ; d20+10=16 ; d20+10=12 ; d20+17=33 ; 3d8+7=26 ; 2d6=11 ;
Wednesday July 8th, 2015 12:14:36 AM

Bosk laughs when Grendel threatens him, and then immediately decides to save him for last after not being able to land a hit. Do not turn your back on me...All life hangs by a thread...I AM THAT THREAD!!! The Grim Avenger then unleashes another volley of attacks, half of them hitting with brutal accuracy.

Actions
---------------------
Reflex save = 32 - Pass

Full Attack against Grendel

Atk 1 with Bastard Sword - Hit AC 35 Confirm Crit 30 for 51 dmg (25 and 26 )
Off Hand Atk 1 with Armor Spike - Hit AC 34 confirm crit 26 (not a crit) for 14dmg
Natural Attack, Horn Gore -- Hit AC 21 - miss
Atk 2 with Bastard Sword, Hit AC 16 (miss)
Off Hand Atk 2 with Armor Spike -- Hit AC 12 (Miss)
Extra Attack from Haste, Hit AC 33 for 26 dmg with eberyon's tear (bane) for 11 extra dmg total of 37dmg

Total dmg to Grendle 102 dmg.

Active Spells and Abilities
-- -- -- -- -- -- -- -- -- -- -- -- -- -- --
Highlight to display spoiler: {Blur - concealment (20% miss chance) (Tink's Garment)
Fly - Fly 40ft (Tink's Garment)
Mass Bears Endurance - [CL12] 12mins - +4 Con (Sesha)
Heroes Feast: - [CL12] 12hrs +1 attack, +1 will, +4 vs fear (Sesha)
Mass Bull's Strength (Sesha) +4 Str (Bosk only +2 because of belt)
Haste

Deathwatch - [CL 1] Permanent - Know creature status: dead, fragile, fighting off death, healthy, undead, or neither (ie construct).
Darkvision 60' - [CL 8] 8hrs
Chill Touch - [CL8] (7 charges) - 1d6 ngative energy +1 Str (Fort DC). Undead = no damage; Will DC or flee 1d4 rounds+1rd per CL.

Agile Feet - (SU) 5 uses left - Ignore all difficult terrain penalties.
Channel Energy - (SU) 0 uses left[i]
Dark Walk [i]- (SU) 1 min left -gain concealment, 20% miss, +2 save resistance, +8 Stealth

Sense Spirit - (SU) Direction/distance to any disembodied spirit or soul 480 ft., even through material objects.
Dimensional Hop - (SP)  At 8th level, you can teleport up to 10 feet per cleric level per day as a move action .
Greater Insight - (SP)  At 8th level, Pick one of these senses: Darkvision 120 ft, Scent, Tremorsense 20 ft. You have this sense for one minute per cleric level. You can use this ability once per day at 8th level, and one additional time per day for every four levels beyond 8th.

Blind Fighting - (Feat) - Reroll miss % from concealment. Invisible attackers get no advantage (+2 bouns).
Sacred Tattoo Cannot be flanked.
Ghost Touch - (Class) Normal Weapon and Armor = ghost touch vs incorporal. Allow sneak attacks on incorporeal.
Immune to Fear - (Class)
Immune to Snake, Spider and Scorpion Poisons - (Class)
Combat Reflexes - (Feat) Can make 1 AoO per Dex bonus. Can make AoO while Flat Footed

Electric Resistance +5 - Steelgrass Armor
Poison appied to two weapons:
BLUE WHINNIS POISON on left horn cap
MEDIUM SPIDER VENOM on flail

Spells Available
Legacy Item: Feather Fall, See Invisibility
Domain: True Strike, Locate object, Divination, Dimension door
Level 0: Detect Victim, Detect Magic, Chill Touch, Detect Poison
Level 1:
Level 2:
Level 3: Invisibility Purge
Level 4:
}


Garret Goodbarrel [AC:35/30/29 HP:114/112 Ki:8/13 CMD: 33]  d20+18=36 ;
Wednesday July 8th, 2015 7:49:45 AM

Garret smiles as he watches the skeleton turn back into a pile of bones. He kicks them one time to make sure they're down and then looks around the battlefield briefly. He sees that the battle still rages and he cannot tell if the heroes are ahead or not. He spots Zane engaged with two of the skeletons with Grendel swinging his sword right behind them, so he heads out to hopefully help Zane.

Garret runs full speed towards the nearest skeleton warrior. Just before he reaches the skeleton, he drops into a slide, feet first, as he attempts to knock the skeleton's feet out from underneath him.

OOC:
Move to Q11, Attempt to trip: 36 (vs Skeleton #2 CMD). Yes, invokes an AOO against Garret, but his AC vs. the AOO is 39 (due to Mobility feat).

In effect:
- Haste
- Heroes Feast - The ambrosial food grants each creature that partakes a +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects for 12 hours. (24 extended)

Restlin (Carl) -- AC: +16/+13/+12 CMD: +14 HP: 128/129 (Bear's endurance) (Spells) Luck Points: 5/10  d20+12=21 ; d20=9 ;
Wednesday July 8th, 2015 12:29:50 PM

"Brother, that Bosk really knows how to deal with bad guys," Restlin says to no one in particular. He sees a cluster of undead and decides to take advantage...

***

Move: None
Standard: Confusion at U10-T11. Should get 1, 2, & 3. Will save DC 21.

AC this round is 25/22/21.

Carl - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 57/109 -- Perm Arcane Sight, Darkvision, See Invisibility  d20+13=19 ;
Wednesday July 8th, 2015 12:36:33 PM

Tink recognizes Restlin's failed attempt at dispeling the magic on Grendel's sword. She decides to try again herself.

Move: None
Standard: Dispel magic on Grendel's sword: 19

Spells in effect:

Haste - Duration 4/13rnds - Tink, Bosk, Zane, Restlin, Sesha and Garret
Wall of Fire - L3 to X3 - Hot side north - Duration 3/13rnds
Glitterdust - Grendal, Enemy 1 and Enemy 2 - Duration 2/13rnds

Arcane Sight - 120ft range. See magical auras automatically. Permanent.
DarkVision - 60ft range. Permanent.
Detect Scrying - Detect any person/object being scryed upon within 40ft. Dur 24hrs
Freedom of Movement - From Tishes Weave Elements (Water). Dur 5hrs.
Mage Armor - Dur 24hrs (Extended)
Misdirection - Misdirect the information from divination spells that reveal auras on Tink to instead seem like a pebble (Neutral, Not Magic, Not Lying, Not alive, etc) - Dur 24hrs (Extended)
Overland Flight - Fly Speed 40ft - Dur 24hrs (Cast Twice)
Protection from Evil - Dur 12mins
Resist Energy - Resist 30pts electricity damage from each attack. Dur 2hrs.
See Invisibility - See Invisible or Etheral objects. Permanent.
Telepathic Bond - Katinka, Shesha, Beriothian, Trellus, and Restlin. Dur 2hrs
Water Breathing - From Tishes Weave Elements (Water). Dur 5hrs.

Heroes Feast - From Sesha - +1 attack, +1 will, +4 vs fear
Hide from Undead - From Bosk
Status - From Trellus

------------------
Spells Available: Highlight to display spoiler: {
0 - Mage Hand, Message, Prestidigitation, Toro's Taur Try
1 - Mage Armor, Feather Fall, Grease, Prot from Evil, Roses Temp, Silent Image, Unseen Servant
2 - Misdirection, Alter Self (x2), Knock, Resist Energy, Resist Energy, Glitterdust
3 - Dispel Magic, Haste, Haste, Prot from Energy, Shrink Item, Stinking Cloud
4 - Detect Scrying, Resilient Sphere, Summon Monster IV, Wall of Fire, Black Tentacles
5 - Overland Flight (x2), Wall of Force, Summon Monster V, Telepathic Bond
6 - Summon Monster VI, Summon Monster VI, Summon Monster VI, Tishe's Weave Elements}


Sesha [AC 29 /18 To/25 Fl] | HP 74/85 | CMD 19][Cat's Grace, LR 30] 
Wednesday July 8th, 2015 3:17:11 PM


Sesha slaps her spectral hand to her forehead.

"Mage priest! They are DEAD. You can't enchant them! What did they teach you in those fancy wizard schools?"



Trellus (AC32/18t/30f, HP 89/134, CMD 22) Prot vs Electricty 120/120  d20+9=25 ; 2d8+14=24 ;
Wednesday July 8th, 2015 6:29:38 PM

Reflex 25

Being on the wrong end of all these spells bites grass.
Trellus hears Sasha and sort of waves his hand in a completely unhelpful way.
But, he does follow up her healing spell with one of his own, targeting pretty much everyone nearby, including the bad guys.

It dawns on the blond human that Bosk is every bit as dangerous as a certain half-orc barbarian he grew up with, and just might take this dude all by himself. It's the mummies that are the problem.

Via the telepathic link, he sends to Katinka, Sesha, and Restlin.
Hit the mummies. Or can you do that teleport thing and get me over there?"

Spontaneously cast Mass Cure Moderate Wounds over Greater Dispel Magic on Trellus, Beri, Zane, Bosk, Grendel, and Skeletons 2,3,and 5.

Trellus, Beri, Zane, and Bosk healed 24 hp.

Grendel and skeletons, 24 hp damage. Will save DC 24 halves



--------------
Spells in effect:
- Protection from Energy (electricity) - immunity 120/120 hp for 130 minutes.
- Magic Vestment (Extended) on shield and armor. Duration 26 hrs, +3 enhancement bonus each
- Endure Elements. Duration 24 hours. No fortitude checks needed for hot environment.
- Status (Extended) on Katinka, Garret, Bosk, and Beriothian. Duration 26 hrs.
- Heroes Feast - The ambrosial food grants each creature that partakes a +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects for 12 hours. (24 extended)
- Shield of Faith +4 deflection to AC for 14 minutes

Others Cast:
Mass Bulls Strength

Spell List:
Highlight to display spoiler: {
d - domain spell
^ - recast using pearl of power
* - cast

0 - Create Water(x2), Detect Magic, Light
1st - (6+1) Comprehend Languages, Detect Evil, Detect Undead, Endure Elements*, Hide from Undead, Shield of Faith*, Sanctuary(d)
2nd - (6+1) Align Weapon, Eagle's Splendor, Lesser Restoration, Status*, Silence, Spiritual Weapon*, Bulls Strength(d)
3rd - (6+1) Dispel Magic (x2)*, Invisibility Purge, Protection from Energy* Searing Light(x2)*, Magic Vestment(d)*^
4th - (6+1) Freedom of Movement, Holy Smite*, Restoration(x2)*, Neutralize Poison, tbd, Spell Immunity(d)
5th - (4+1)Disrupting Weapon, Greater Command, Flamestrike(x2)**, Spell Resistance(d)*
6th - (3+1)Blade Barrier*, Greater Dispel Magic*, Heal*, Antimagic field(d)
7th - (2 +1) tbd, tbd, tbd(d)
}

"Healing Undead" co-DM SteveK  d20+15=16 ; d20+10=16 ; d20+10=28 ; d20+10=24 ; d20+15=24 ; d20+15=25 ; d20+15=33 ; d20+15=33 ; d8+5=9 ; d8+5=7 ; d20+15=32 ; d20+15=26 ; d20+15=17 ; d20+5=22 ; d20+5=10 ; d20+13=18 ; d20+15=21 ; d20+27=34 ; d20+22=25 ; d20+17=21 ; d20+12=14 ; 2d6+21=27 ; 2d6=8 ; 2d4=3 ; d4=1 ;
Wednesday July 8th, 2015 8:50:25 PM

Zane takes the blast of negative energy, and tries to retaliate, but only strikes one of the skeletons.

Sesha takes a moment to observe the mummies, noticing they are wearing gold ceremonial garb; headdress, collar, armband, rings. In the meantime, she helps Zane, healing the minotaur.

Bosk laughs when Grendel threatens him, and the Grim Avenger then unleashes another volley of attacks, on the King. Bosk loses 3 damage from Wall of Fire

Garret smiles as he watches his skeleton go down, kicking it to make sure, then does a running slide and kick, (the skeleton missing) and slamming the Skeleton to the floor!.

Restlin sees a cluster of undead and decides to take advantage, casting a Confusion spell that doesn't affect the undead at all!

Tink tries to Dispel any magic on Grendel's sword, but her spell isn't able to overcome the demonic magics.

Trellus feels being on the wrong end of all these spells bites grass. He decides the mummies are the problem and not King Grendel and sends a telepathic message via Katinka to the team. Then casts a mass cure spell to help his allies and hurt the undead at the same time! Trellus finds that being too close to Grendel, it is difficult to cast spells! (Trellus must pass Concentration DC 19 or lose spell)

Beri loses 1 damage from the Wall of Fire

......

Skeleton 2 attacks Bosk, misses, and shuffles back a step. (and is damaged by the Wall of Fire.)

Skeleton 5 does the same, only attacking Zane and striking the dragon disciple hard. (Attack 33 crit 33 hit! Dam 9+7 = Zane takes 16 damage)

Skeleton 6 tries to fight Garrett while prone, and it doesn't go well.

Mummy #1 casts a spell (Archon gets an AOO, missing) and the blindness ends. Spellcraft [Dispel Magic]

Mummy #2 casts its own spell and the Hound Archon disappears. Spellcraft [ Dispel Magic]

Grendel's cloak again wavers like million tiny bats, and all his wounds disappear, all except for three. Despite Bosk's awesome attack and words that would cause a dragon to pause, the evil King doesn't seem to care, and turns his attention and sword on Zane. He only strikes once, but Zane takes 27 damage +8 cold damage. "Turn and face your death, Yngvardian", he grins coldly through red blazing eyes. Perception DC 30 Highlight to display spoiler: { The wounds on Grendel do not look like they came from any of the Iron Adventurers' weapons or spells.}

.....

COMBAT ROUNDS

NOTE: Any spell within 30 feet of Grendel needs a Concentration Check DC 19 or it fails.

Grendel the Cruel AC 28 Dam 00
Mummy Priest AC 30 Dam 00
Mummy Priest AC 30 Dam 00
Skeleton Champion DEAD
Skeleton Champion AC 29 Dam 54
Skeleton Champion AC 29 Dam 18
Skeleton Champion DEAD
Skeleton Champion AC 29 Dam 49
Skeleton Champion DEAD

Map Throne Room Battle

Trellus (AC32/18t/30f, HP 89/134, CMD 22) Prot vs Electricty 120/120  d20+22=30 ;
Wednesday July 8th, 2015 9:59:40 PM

Concentration check - 30.

Heal them wounds!

Sesha [AC 29 /18 To/25 Fl] | HP 74/85 | CMD 19][Cat's Grace, LR 30] 
Wednesday July 8th, 2015 10:07:57 PM

DM - Is Zanes damage before or after Stoneskin?

DK Steve. Before Stoneskin is applied.

Zane (JCC) AC 31, CMB 16, CMD 32, HP 123/166(178), Character  d20+18=32 ; d20+18=35 ; d20+13=20 ; d20+18=38 ; d20+18=33 ; 3d8+9=24 ; 3d8+9=31 ; 6d8+18=48 ;
Wednesday July 8th, 2015 10:11:23 PM

Zane take some serious damage..... This time he doesn't use his full strength, Just relying on his size and strength bonuses.
Zane will start on #3, if it drops at any time, Zane will proceed to #2 and then on to Grendel if both go down.

Flurry 1 32 damage 24
Flurry 2 35 damage 31
Flurry 3 20
Haste 38, (crit confirmed 33) Damage 48

Effects on Zane:
Darkvision
Blindsense
Lightning Resist 10

Self Cast:
Mage Armor (extended 12 hours)
See Invisibility 40 minutes left
Shield 7 minutes
Haste 11 rounds
Heroism 70 minutes
Enlarge Person 7 minutes

Others Cast:
Mass Bulls Strength
Mass Bears Endurance
Resist energy : lightning
Stoneskin (20 damage absorbed)

Bosk AC: 31/15/28 (AC lowered dut to enlarge person) CMD:28 hp (108/127 Bear's Endurance) Spells  d20+19=27 ; d20+15=19 ; d20+15=35 ; d20+15=34 ; 2d6+7=14 ; 2d6+7=18 ; d20+14=23 ; d20+10=21 ; d20+10=23 ; d20+17=23 ;
Wednesday July 8th, 2015 11:05:57 PM

Fed up with Grendel's healing Bosk calls out, Focus on his minions. With that cloak we might need to work together and do enough damage to finish him off in one round. The cleric then returns his attention back to number 5 hoping to finish him off before he flees...when his first attacks misses he is surprised. That attack would have hit when the battle began! The minions are getting stronger. Kill them before they are impossible to hit!!!

Actions
---------------------
Full Attack #5

Atk 1 with Bastard Sword - Hit AC 27 - Miss
Off Hand Atk 1 with Armor Spike - Hit AC 35 confirm crit 34 (success) for 32dmg
Natural Attack, Horn Gore with eberyon's tear - Hit AC 21 - miss
Atk 2 with Bastard Sword, Hit AC 16 (miss)
Off Hand Atk 2 with Armor Spike -- Hit AC 12 (Miss)
Extra Attack from Haste, Hit AC 23 - miss

Total damage to #5 53 dmg

Active Spells and Abilities
-- -- -- -- -- -- -- -- -- -- -- -- -- -- --
Highlight to display spoiler: {Blur - concealment (20% miss chance) (Tink's Garment)
Fly - Fly 40ft (Tink's Garment)
Mass Bears Endurance - [CL12] 12mins - +4 Con (Sesha)
Heroes Feast: - [CL12] 12hrs +1 attack, +1 will, +4 vs fear (Sesha)
Mass Bull's Strength (Sesha) +4 Str (Bosk only +2 because of belt)
Haste

Deathwatch - [CL 1] Permanent - Know creature status: dead, fragile, fighting off death, healthy, undead, or neither (ie construct).
Darkvision 60' - [CL 8] 8hrs
Chill Touch - [CL8] (7 charges) - 1d6 ngative energy +1 Str (Fort DC). Undead = no damage; Will DC or flee 1d4 rounds+1rd per CL.

Agile Feet - (SU) 5 uses left - Ignore all difficult terrain penalties.
Channel Energy - (SU) 0 uses left[i]
Dark Walk [i]- (SU) 1 min left -gain concealment, 20% miss, +2 save resistance, +8 Stealth

Sense Spirit - (SU) Direction/distance to any disembodied spirit or soul 480 ft., even through material objects.
Dimensional Hop - (SP)  At 8th level, you can teleport up to 10 feet per cleric level per day as a move action .
Greater Insight - (SP)  At 8th level, Pick one of these senses: Darkvision 120 ft, Scent, Tremorsense 20 ft. You have this sense for one minute per cleric level. You can use this ability once per day at 8th level, and one additional time per day for every four levels beyond 8th.

Blind Fighting - (Feat) - Reroll miss % from concealment. Invisible attackers get no advantage (+2 bouns).
Sacred Tattoo Cannot be flanked.
Ghost Touch - (Class) Normal Weapon and Armor = ghost touch vs incorporal. Allow sneak attacks on incorporeal.
Immune to Fear - (Class)
Immune to Snake, Spider and Scorpion Poisons - (Class)
Combat Reflexes - (Feat) Can make 1 AoO per Dex bonus. Can make AoO while Flat Footed

Electric Resistance +5 - Steelgrass Armor
Poison appied to two weapons:
BLUE WHINNIS POISON on left horn cap
MEDIUM SPIDER VENOM on flail

Spells Available
Legacy Item: Feather Fall, See Invisibility
Domain: True Strike, Locate object, Divination, Dimension door
Level 0: Detect Victim, Detect Magic, Chill Touch, Detect Poison
Level 1:
Level 2:
Level 3: Invisibility Purge
Level 4:
}


Sesha [AC 29 /18 To/25 Fl] | HP 74/85 | CMD 19][Cat's Grace, LR 30]  5d8=19 ;
Wednesday July 8th, 2015 11:58:40 PM


Kill things?

Sesha wasn't very good at killing things!

Still, her staff was made with this in mind. Even with three charges left, she might squeeze some damage out of it. She points it at the skeleton with the most pieces missing, and lets a ray of light burst from it into the skeleton.

The tiny burst of light zaps a skeleton to no great effect that she can see.

"Alright. Not spending my time doing that again."

Standard: Greater Disrupt Undead: 19 damage Reflex DC 18 for half.



Garret Goodbarrel [AC:35/30/29 HP:114/112 Ki:7/13 CMD: 33]  d20+20=21 ; d20+20=24 ; d20+15=22 ; d20+15=23 ; d20+10=12 ; d20+20=23 ; d20+20=38 ; 4d8+3=25 ;
Thursday July 9th, 2015 7:22:11 AM

Garret nods as Zane goes into a flurry of blows. He gestures towards the prone skeleton and says to Zane, "Nicely done. Now watch this!" He squats down so he is even closer to the skeleton, places one hand on the ground, and starts spinning, kicking out repeatedly towards the skeleton on the ground. As he turns, his hand slips and he tips over. Even while landing on his face, he continues to kick out at the skeleton but hits nothing but air. Garret stops, takes a breath, then punches out with a solid fist and finally makes contact with the skeleton. He shrugs at Zane.

OOC:
Full attack on prone skeleton (AC 25 while prone): 21, 24, 22, 23, 12, 23
Holy crap. My die roller is really broken. Do you realize I just rolled 6-d20s and the highest number I rolled was an EIGHT?
Ki point for an additional attack: 38, Damage: 25

In effect:
- Haste
- Heroes Feast - The ambrosial food grants each creature that partakes a +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects for 12 hours. (24 extended)

Carl - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 57/109 -- Perm Arcane Sight, Darkvision, See Invisibility 
Thursday July 9th, 2015 8:14:59 AM

Obviously, dispeling on that sword isn't getting anybody anywhere. Tink instead begins summoning additional help.

**

Move: None
Standard: Summon Monster VI

Spells in effect:

Haste - Duration 5/13rnds - Tink, Bosk, Zane, Restlin, Sesha and Garret
Wall of Fire - L3 to X3 - Hot side north - Duration 4/13rnds
Glitterdust - Grendal, Enemy 1 and Enemy 2 - Duration 3/13rnds

Arcane Sight - 120ft range. See magical auras automatically. Permanent.
DarkVision - 60ft range. Permanent.
Detect Scrying - Detect any person/object being scryed upon within 40ft. Dur 24hrs
Freedom of Movement - From Tishes Weave Elements (Water). Dur 5hrs.
Mage Armor - Dur 24hrs (Extended)
Misdirection - Misdirect the information from divination spells that reveal auras on Tink to instead seem like a pebble (Neutral, Not Magic, Not Lying, Not alive, etc) - Dur 24hrs (Extended)
Overland Flight - Fly Speed 40ft - Dur 24hrs (Cast Twice)
Protection from Evil - Dur 12mins
Resist Energy - Resist 30pts electricity damage from each attack. Dur 2hrs.
See Invisibility - See Invisible or Etheral objects. Permanent.
Telepathic Bond - Katinka, Shesha, Beriothian, Trellus, and Restlin. Dur 2hrs
Water Breathing - From Tishes Weave Elements (Water). Dur 5hrs.

Heroes Feast - From Sesha - +1 attack, +1 will, +4 vs fear
Hide from Undead - From Bosk
Status - From Trellus

------------------
Spells Available: Highlight to display spoiler: { {
0 - Mage Hand, Message, Prestidigitation, Toro's Taur Try
1 - Mage Armor, Feather Fall, Grease, Prot from Evil, Roses Temp, Silent Image, Unseen Servant
2 - Misdirection, Alter Self (x2), Knock, Resist Energy, Resist Energy, Glitterdust
3 - Dispel Magic, Haste, Haste, Prot from Energy, Shrink Item, Stinking Cloud
4 - Detect Scrying, Resilient Sphere, Summon Monster IV, Wall of Fire, Black Tentacles
5 - Overland Flight (x2), Wall of Force, Summon Monster V, Telepathic Bond
6 - Summon Monster VI, Summon Monster VI, Tishe's Weave Elements}
}

Restlin (Carl) -- AC: +16/+13/+12 CMD: +14 HP: 128/129 (Bear's endurance) (Spells) Luck Points: 5/10  d20=1 ;
Thursday July 9th, 2015 8:24:40 AM

Restlin blushes deeply. That was pretty embarrassing.

He decides to save face by ignoring Sesha's edict to not go off without her. He rushes up to Trellus and grabs his shoulder. "Hang tight and be ready to attack," is all he says before dimension dooring both of them across the room.

**

Move: N7
Standard: Dimensional step - Restlin to X5, Trellus to W5

Ac this round is 17/14/13 - I agree with Garret. This die roller is trying to kill us.

Beriothian -- AC:23/16/21 HP: 109/130 CMD = 19  3d6=10 ;
Thursday July 9th, 2015 2:29:17 PM

James posting for Will:

Tired of being burned, Beri takes a step back and decides to let the bloody mummies have a taste of their own medicine. Lets see if those bandages are flammable!

Actions
------------------------
5ft step SW, out of Grendel's 30ft range.

Cast Flaming Spehere on Mummy #2 for 10dmg (15 dmg if mummy is vulnerable to fire like a regular mummy) Also, the sphere ignites anything flammable...such as mummy bandages?

***active spells***
+1 to saves, attack, or skill rolls.
-+2 size bonus to Strength, +4 size bonus to Dexterity, +4 natural armor bonus.
-immune to bleed damage, critical hits, and sneak attacks while in elemental form.
-gain darkvision 60 feet and the ability to earth glide.

***spell list***
0 (4)- Detect Magic, Light, Create Water, stabilize
1 (6)- *Elf Vision, Faerie Firex2, Entangle, cure light wounds x3
2 (6)- *Faerie Fire, Fog Cloud, Soften Earth and Stone, Warp Wood, spider climb, Flaming Sphere, restoration lesser
3 (5)- *Glibness, Sleet Storm, quench, Greater Magic Fang, wind wall, stone shape, Cure Moderate Wounds
4 (5)- *Lesser Planar Ally, dispel magic, cure serious sounds, Freedom of Movement, Air Walk x2
5 (3)- *Awaken, Cure Critical Wounds, Baleful Polymorph
6 (2)- *Legend Lore , Antilife Shell, Dispel Magic, Greater
Spells with * are Fey domain spells (and not included in spell counts)

Trellus (AC32/18t/30f, HP 89/134, CMD 22) Prot vs Electricty 120/120  d20+26=30 ; d20+15=33 ; d8+4=6 ;
Thursday July 9th, 2015 7:19:29 PM

Trellus hears Restlin, and feels the wizard's touch...and finds himself nose to bandage with a flame-sphered burning mummy.
Light! he sends out telepathically. Any closer and I'd be holding him up.

The blond man whips out his mace and casts a spell, while still keeping the mummy at bay. A pure white flame takes form around the weapon, wicking greedily toward the undead.

Use Hero Point for extra action
The cleric swings.

- Casting Defensively. Concentration check succeeds 30 vs DC 25 to avoid AOO. Cast Disrupting Weapon. duration 14 rounds
- Hit ac 33 for 6hp dam + Disruption. Any undead with 14 HD or less make Will Save DC 23 or be destroyed.


--------------
Spells in effect:
- Protection from Energy (electricity) - immunity 120/120 hp for 130 minutes.
- Magic Vestment (Extended) on shield and armor. Duration 26 hrs, +3 enhancement bonus each
- Endure Elements. Duration 24 hours. No fortitude checks needed for hot environment.
- Status (Extended) on Katinka, Garret, Bosk, and Beriothian. Duration 26 hrs.
- Heroes Feast - The ambrosial food grants each creature that partakes a +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects for 12 hours. (24 extended)
- Shield of Faith +4 deflection to AC for 14 minutes
- Disrupting Weapon on mace. 1/14 rounds. Any undead with 14 HD or less make Will Save DC 23 or be destroyed

Others Cast:
Mass Bulls Strength

Spell List:
Highlight to display spoiler: {
d - domain spell
^ - recast using pearl of power
* - cast

0 - Create Water(x2), Detect Magic, Light
1st - (6+1) Comprehend Languages, Detect Evil, Detect Undead, Endure Elements*, Hide from Undead, Shield of Faith*, Sanctuary(d)
2nd - (6+1) Align Weapon, Eagle's Splendor, Lesser Restoration, Status*, Silence, Spiritual Weapon*, Bulls Strength(d)
3rd - (6+1) Dispel Magic (x2)*, Invisibility Purge, Protection from Energy* Searing Light(x2)*, Magic Vestment(d)*^
4th - (6+1) Freedom of Movement, Holy Smite*, Restoration(x2)*, Neutralize Poison, tbd, Spell Immunity(d)
5th - (4+1)Disrupting Weapon*, Greater Command, Flamestrike(x2)**, Spell Resistance(d)*
6th - (3+1)Blade Barrier*, Greater Dispel Magic, Heal*, Antimagic field(d)
7th - (2 +1) tbd, tbd, tbd(d)
}

"Strange Wounds" co-DM SteveK  d20+13=29 ; d20+17=18 ; d20+19=37 ; d20+15=19 ; d20+15=20 ; d20+15=30 ; 5d8=20 ; 5d8=15 ; d20+15=33 ; d20+15=20 ; d20+27=30 ; d20+22=39 ; d20+17=20 ; d20+12=25 ; d20+21=32 ; 2d6=7 ;
Thursday July 9th, 2015 9:01:48 PM

Zane focuses on the skeletons, and it takes three strong hits to turn even one skeleton into bits of bone and armor.

Bosk calls out to focus on the minions, and beats on one champion, and another goes down!

Sesha wasn't very good at killing things, but she tries with her staff and zaps the remaining prone skeleton for minor damage.

Garret nods as Zane goes into his own flurry of blows, having no great success against the prone Skeleton Champion.

Tink begins summoning additional help.

Restlin blushes deeply, and decides to redeem himself with a bit of heroics. "Hang Tight!", he calls, but the disrupting aura of King Grendel interferes and Restlin's spell is gone! (all spells within 30 feet of Grendel needs a Concentration DC 19. DM rolled Restlin's Concentration to keep the action moving - 18 fail!)

Beri takes a step back and decides to let the bloody mummies have a taste of their own medicine. Lets see if those bandages are flammable! A flaming sphere rolls towards Mummy #2, and it doesn't get out of the way in time! It does, however, not start burning.

Trellus hears Restlin, and feels the wizard's touch, and finds the Wizard's spell fizzled! (Trellus can redo this round and do next round in his next post)
.....

Even though no hero tried to attack Grendel, two more wounds appear on the King! Very strange...

The final Skeleton Champion still tries to strike Garrett, and misses once more.

Mummy #1 casts a Searing Light at Bosk and he is hit! Bosk gets 20 damage.

Mummy#2 also casts Searing LIght at Bosk and similarly strikes! Bosk takes 15 damage!

Grendel continues to use his sword badly, only striking once with the Black Sword. ( AC 39 one hit Damage 32 + 7 cold to Zane [before Stoneskin])
.....

COMBAT ROUNDS

NOTE: Any spell within 30 feet of Grendel needs a Concentration Check DC 19 or it fails.

Grendel the Cruel AC 28 Dam 00
Mummy Priest AC 30 Dam 00
Mummy Priest AC 30 Dam 15
Skeleton Champion DEAD
Skeleton Champion AC 29 Dam 79
Skeleton Champion DEAD
Skeleton Champion DEAD
Skeleton Champion DEAD
Skeleton Champion DEAD

Map Throne Room Battle

Zane (JCC) AC 31, CMB 16, CMD 32, HP 94/166(178), Character  d20+18=36 ; d20+18=36 ; d20+13=22 ; d20+18=38 ; d20+18=22 ; 3d8+9=27 ; 3d8+9=25 ; 6d8+18=41 ; 3d8+9=31 ;
Thursday July 9th, 2015 10:49:09 PM

Zane takes a 5' step behind Garret, then unleashes another flurry, this time on the last skeleton.
Flurry 1 : 36 damage 27
Flurry 2 : 36 damage 25
Flurry 3 : 22
Haste : 38 (crit not confirmed) damage 31 (ignore the crit damage I was not paying real attention)

"Looks like I'm getting better at hitting them. When this one dies, I'm gonna go after the priest thingy in this corner. So Garret, if you move on him get close, I can reach past you."

Effects on Zane:
Darkvision
Blindsense
Lightning Resist 10

Self Cast:
Mage Armor (extended 12 hours)
See Invisibility 40 minutes left
Shield 7 minutes
Haste 11 rounds
Heroism 70 minutes
Enlarge Person 7 minutes

Others Cast:
Mass Bulls Strength
Mass Bears Endurance
Resist energy : lightning
Stoneskin (30 damage absorbed)

Restlin (Carl) -- AC: +16/+13/+12 CMD: +14 HP: 128/129 (Bear's endurance) (Spells) Luck Points: 5/10  d20+17=20 ; d20=5 ;
Friday July 10th, 2015 8:33:02 AM

Restlin is frustrated. He grips his holy symbol briefly and simply states, "I could use a hand down here, if you're not busy."

He then grips Trellus' shoulder and tries dimensionally stepping again.

***

Concentration: 20 (holy crap, that's 2 nat 1s and a 3 in a row)
Standard: Dimension door Trellus to W9, and Restlin to X9

AC this round is 21/18/17

Carl - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 57/109 -- Perm Arcane Sight, Darkvision, See Invisibility  d20+13=15 ;
Friday July 10th, 2015 8:46:43 AM

Tink's spell finishes, summoning a huge fire elemental to S8-U10. She calls out in ignan, "Please help us with those mummies behind you!"

She then tries dispeling magic on Grendel's sword again. Bosk can only avoid those attacks for so long.

Move: None
Standard: Dispel Magic on Grendel's sword: 15

Spells in effect:

Haste - Duration 6/13rnds - Tink, Bosk, Zane, Restlin, Sesha and Garret
Wall of Fire - L3 to X3 - Hot side north - Duration 5/13rnds
Glitterdust - Grendal, Enemy 1 and Enemy 2 - Duration 4/13rnds
Summon Monster VI - Huge Fire Elemental - Duration 1/19 rounds

Arcane Sight - 120ft range. See magical auras automatically. Permanent.
DarkVision - 60ft range. Permanent.
Detect Scrying - Detect any person/object being scryed upon within 40ft. Dur 24hrs
Freedom of Movement - From Tishes Weave Elements (Water). Dur 5hrs.
Mage Armor - Dur 24hrs (Extended)
Misdirection - Misdirect the information from divination spells that reveal auras on Tink to instead seem like a pebble (Neutral, Not Magic, Not Lying, Not alive, etc) - Dur 24hrs (Extended)
Overland Flight - Fly Speed 40ft - Dur 24hrs (Cast Twice)
Protection from Evil - Dur 12mins
Resist Energy - Resist 30pts electricity damage from each attack. Dur 2hrs.
See Invisibility - See Invisible or Etheral objects. Permanent.
Telepathic Bond - Katinka, Shesha, Beriothian, Trellus, and Restlin. Dur 2hrs
Water Breathing - From Tishes Weave Elements (Water). Dur 5hrs.

Heroes Feast - From Sesha - +1 attack, +1 will, +4 vs fear
Hide from Undead - From Bosk
Status - From Trellus

------------------
Spells Available: Highlight to display spoiler: {
0 - Mage Hand, Message, Prestidigitation, Toro's Taur Try
1 - Mage Armor, Feather Fall, Grease, Prot from Evil, Roses Temp, Silent Image, Unseen Servant
2 - Misdirection, Alter Self (x2), Knock, Resist Energy, Resist Energy, Glitterdust
3 - Dispel Magic, Haste, Haste, Prot from Energy, Shrink Item, Stinking Cloud
4 - Detect Scrying, Resilient Sphere, Summon Monster IV, Wall of Fire, Black Tentacles
5 - Overland Flight (x2), Wall of Force, Summon Monster V, Telepathic Bond
6 - Summon Monster VI, Summon Monster VI, Tishe's Weave Elements
}

Sesha [AC 29 /18 To/25 Fl] | HP 74/85 | CMD 19][Cat's Grace, LR 30]  5d8=28 ;
Friday July 10th, 2015 10:04:13 AM


Sesha doesn't have a lot of options with Beri in her way.

Grudgingly, she points her staff at one of the mummies and bides her time, waiting for it to cast another spell. When it does, she will zap it with her staff.

Readied Action: Zap mummy on spell cast, Reflex 18 for half.

Garret Goodbarrel [AC:35/30/29 HP:114/112 Ki:7/13 CMD: 33]  d20+21=30 ; d20+22=38 ; 4d8+3=21 ; d20+19=29 ;
Friday July 10th, 2015 10:21:26 AM

Garret nods to Zane, then makes a sudden sprint towards the mummy. He rushes towards it will all his might, clearly not planning to just stop when he reaches it...

OOC:
Garret is going to charge the mummy. As part of the charge, he is attempting to overrun and end up at X11. From what I'm reading, he also can attack as another part of the charge. If that's not the case, ignore the attack, he wants to get to X11 so we can flank the thing.

I think first he needs to pass a will save, DC16 for getting close to the mummy: 30
Next he will continue the charge and attack the mummy as he reaches it: 38, Damage: 21
Finally, the attempt to overrun: CMB: 29. If that exceeds the mummy CMD, Garret gets past. If it exceeds by 5, Garret gets past and knocks him over. If it fails, Garret bounces off of him and ends up at V11.

In effect:
- Haste
- Heroes Feast - The ambrosial food grants each creature that partakes a +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects for 12 hours. (24 extended)

Garret Goodbarrel [AC:35/30/29 HP:114/112 Ki:7/13 CMD: 33] 
Friday July 10th, 2015 10:24:44 AM

OOC:
Ack! Forgot to mention that the mummy will get an AOO on Garret for the overrun attempt. AC for that attack is 35 (-2 for charge) (+4 for mobility feat) = 37.

Since Garret moved more than 5', he also has 20% concealment vs. any ranged attack this round.

Beriothian -- AC:23/16/21 HP: 109/130 CMD = 19  3d6=9 ; d20+23=43 ;
Friday July 10th, 2015 12:09:35 PM

Beri keeps his flaming sphere on the mummy, hoping the flames distract the mummy enough to make its spell fail. (I am assuming a mummy with a fireball on it needs to make a concentration check). Not so fun when you are the one on fire and having to maintain concentration is it? The druid calls out in an elemental tongue before realizing his foes cannot hear his taunts.

He then follows the example of the so many before him and targets Grendel with Greater Dispel magic. Something about the battle energizes and the spell comes off flawlessly...the druid has never cast that spell so well, and he feels only the most epic of spells can withstand his might.

As Sesha prepares to cast her spell Beri realizes he is in her path and limiting her options, so he moves out of her way.

Actions
--------------------
(free Action) Keep Flaming Spehere on Mummy #2 for 13 dmg
Cast Greater Dispel Magic on Grendel Natural 20 beats CL20 and can end up to 3 spells
(In the die rolls I accidentally did +23 instead of 13)
5ft step SE

***active spells***
+1 to saves, attack, or skill rolls.
-+2 size bonus to Strength, +4 size bonus to Dexterity, +4 natural armor bonus.
-immune to bleed damage, critical hits, and sneak attacks while in elemental form.
-gain darkvision 60 feet and the ability to earth glide.

***spell list***
0 (4)- Detect Magic, Light, Create Water, stabilize
1 (6)- *Elf Vision, Faerie Firex2, Entangle, cure light wounds x3
2 (6)- *Faerie Fire, Fog Cloud, Soften Earth and Stone, Warp Wood, spider climb, Flaming Sphere, restoration lesser
3 (5)- *Glibness, Sleet Storm, quench, Greater Magic Fang, wind wall, stone shape, Cure Moderate Wounds
4 (5)- *Lesser Planar Ally, dispel magic, cure serious sounds, Freedom of Movement, Air Walk x2
5 (3)- *Awaken, Cure Critical Wounds, Baleful Polymorph
6 (2)- *Legend Lore , Antilife Shell, Dispel Magic, Greater
Spells with * are Fey domain spells (and not included in spell counts)

Bosk AC: 31/15/28 (AC lowered dut to enlarge person) CMD:28 hp (73/127 Bear's Endurance) Spells  d20+16=18 ; d20+15=27 ; d20+14=31 ; 02d6+7=10 ; d20+10=24 ; d20+10=23 ; d20+17=18 ; 2d6=9 ;
Friday July 10th, 2015 2:26:30 PM

Seeing all the enemies around him gone except for Grendle, Bosk takes a 5ft step east and pauses a to see how the others handle the mummies. If they manage to kill off the mummies Bosk will attack Grendel. If the mummies are defeated he will use his dark walk ability (SU, does not trigger AoO).

Actions
----------------------

If Mummies are still fighting:
Dark Walk (link is below)

If mummies are defeated - Full attack Grendel
Atk 1 with Bastard Sword - Hit AC 18 - Miss
Off Hand Atk 1 with Armor Spike - Hit AC 27 Miss
Natural Attack, Horn Gore with eberyon's tear - Hit AC 31 for 19dmg (10 sword 9 tear)
Atk 2 with Bastard Sword, Hit AC 24 (miss)
Off Hand Atk 2 with Armor Spike -- Hit AC 23 (Miss)
Extra Attack from Haste, Hit AC 18 - miss

Active Spells and Abilities
-- -- -- -- -- -- -- -- -- -- -- -- -- -- --
Highlight to display spoiler: {Blur - concealment (20% miss chance) (Tink's Garment)
Fly - Fly 40ft (Tink's Garment)
Mass Bears Endurance - [CL12] 12mins - +4 Con (Sesha)
Heroes Feast: - [CL12] 12hrs +1 attack, +1 will, +4 vs fear (Sesha)
Mass Bull's Strength (Sesha) +4 Str (Bosk only +2 because of belt)
Haste

Deathwatch - [CL 1] Permanent - Know creature status: dead, fragile, fighting off death, healthy, undead, or neither (ie construct).
Darkvision 60' - [CL 8] 8hrs
Chill Touch - [CL8] (7 charges) - 1d6 ngative energy +1 Str (Fort DC). Undead = no damage; Will DC or flee 1d4 rounds+1rd per CL.

Agile Feet - (SU) 5 uses left - Ignore all difficult terrain penalties.
Channel Energy - (SU) 0 uses left[i]
Dark Walk [i]- (SU) 1 min left -gain concealment, 20% miss, +2 save resistance, +8 Stealth

Sense Spirit - (SU) Direction/distance to any disembodied spirit or soul 480 ft., even through material objects.
Dimensional Hop - (SP)  At 8th level, you can teleport up to 10 feet per cleric level per day as a move action .
Greater Insight - (SP)  At 8th level, Pick one of these senses: Darkvision 120 ft, Scent, Tremorsense 20 ft. You have this sense for one minute per cleric level. You can use this ability once per day at 8th level, and one additional time per day for every four levels beyond 8th.

Blind Fighting - (Feat) - Reroll miss % from concealment. Invisible attackers get no advantage (+2 bouns).
Sacred Tattoo Cannot be flanked.
Ghost Touch - (Class) Normal Weapon and Armor = ghost touch vs incorporal. Allow sneak attacks on incorporeal.
Immune to Fear - (Class)
Immune to Snake, Spider and Scorpion Poisons - (Class)
Combat Reflexes - (Feat) Can make 1 AoO per Dex bonus. Can make AoO while Flat Footed

Electric Resistance +5 - Steelgrass Armor
Poison appied to two weapons:
BLUE WHINNIS POISON on left horn cap
MEDIUM SPIDER VENOM on flail

Spells Available
Legacy Item: Feather Fall, See Invisibility
Domain: True Strike, Locate object, Divination, Dimension door
Level 0: Detect Victim, Detect Magic, Chill Touch, Detect Poison
Level 1:
Level 2:
Level 3: Invisibility Purge
Level 4:
}


Trellus (AC32/18t/30f, HP 89/134, CMD 22) Prot vs Electricty 120/120  d20+15=31 ; d20+10=15 ; d8+4=10 ;
Friday July 10th, 2015 5:47:49 PM

Previous Round[/b
Trellus hears Restlin, and feels the wizard's touch...and nothing happens.

Figuring Restlin will try, try again, the cleric casts Disrupting Weapon on his mace.
Concentration check 30

[b]This round


Restlin tries again, and Trellus pops up near a mummy, and the biggest fire elemental he's ever seen.
"Hope he's on our side," he notes to no one in particular.

Regardless, he takes a cross step toward Mummy1 and away from Fire Dude.

He pulls out his now-disrupting mace and lets fly.


- 5' Step to X10
- Atk 1 hits ac 31 for 10 hp damage + Disruption. If mummy 14 HD or less make Will Save DC 23 or be destroyed
- Atk 2 misses (ac 15)


--------------
Spells in effect:
- Protection from Energy (electricity) - immunity 120/120 hp for 130 minutes.
- Magic Vestment (Extended) on shield and armor. Duration 26 hrs, +3 enhancement bonus each
- Endure Elements. Duration 24 hours. No fortitude checks needed for hot environment.
- Status (Extended) on Katinka, Garret, Bosk, and Beriothian. Duration 26 hrs.
- Heroes Feast - The ambrosial food grants each creature that partakes a +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects for 12 hours. (24 extended)
- Shield of Faith +4 deflection to AC for 14 minutes
- Disrupting Weapon on mace. 2/14 rounds. Any undead with 14 HD or less make Will Save DC 23 or be destroyed

Others Cast:
Mass Bulls Strength

Spell List:
Highlight to display spoiler: {
d - domain spell ^ - recast using pearl of power * - cast

0 - Create Water(x2), Detect Magic, Light
1st - (6+1) Comprehend Languages, Detect Evil, Detect Undead, Endure Elements*, Hide from Undead, Shield of Faith*, Sanctuary(d)
2nd - (6+1) Align Weapon, Eagle's Splendor, Lesser Restoration, Status*, Silence, Spiritual Weapon*, Bulls Strength(d)
3rd - (6+1) Dispel Magic (x2)*, Invisibility Purge, Protection from Energy* Searing Light(x2)*, Magic Vestment(d)*^
4th - (6+1) Freedom of Movement, Holy Smite*, Restoration(x2)*, Neutralize Poison, tbd, Spell Immunity(d)
5th - (4+1)Disrupting Weapon*, Greater Command, Flamestrike(x2)**, Spell Resistance(d)*
6th - (3+1)Blade Barrier*, Greater Dispel Magic, Heal*, Antimagic field(d)
7th - (2 +1) tbd, tbd, tbd(d)
}

"The Death of the King" co-DM SteveK  d20+15=33 ; d20+15=31 ; d20+13=14 ; 2d6+4=11 ; 2d6+4=11 ;
Friday July 10th, 2015 9:18:19 PM

Zane takes another step and smashes the last skeleton to bits! And Grendel gets another wound...

Restlin is frustrated, he hasn't done much this battle, but tries again. He grips Trellus' shoulder and tries dimensionally stepping again. Success!

Tink summons a huge fire elemental, and is able to talk Ingan too. It pounds on one mummy twice! She unleashes is on a mummy-priest before failing to dispel any magic on Grendel's sword.

Sesha doesn't have a lot of options, but zaps a mummy when she gets an opportunity.

Garret nods to Zane, then makes a sudden sprint towards the mummy. He strikes the wrapped undead and tries to overrun the monster... and it sidesteps the little monk! (ooc: without improved overrun, the opponent can choose to avoid you, allowing you to pass through the space.)

Beri keeps his flaming sphere on the mummy which finally kills it! (Grendel shows a crack in his skull) The druid then targets Grendel with a flawless Greater Dispel magic...and nothing happens! The druid can only assume that the undead King has no spells on him, they are all in the magical items or supernatural powers!

Bosk sees there is still a mummy left, so the minotaurs go darkwalking...

Trellus hears Restlin, and feels the wizard's touch...and nothing happens. Figuring Restlin will try, try again, the cleric casts Disrupting Weapon on his mace. Restlin tries again, and Trellus pops up near a mummy, and the biggest fire elemental he's ever seen. He pulls out his now-disrupting mace and lets fly.
And the last mummy explodes into a cloud of tomb dust! And...

Grendel screams! The blue and red flickering lights in Grendels eyes try to explode, but instead, they flicker and are gone. The great king falls to the floor as a pile of bones! A flicker of tiny bat wings seem to flutter into another dimension and is gone.

END COMBAT ROUNDS

The Iron Adventurers are alone in the Throne Room with a Wall of Fire, Flaming Sphere, and a Huge Fire Elemental. Among the bones of the former undead are the arms and armor of six Skeleton Champions, the golden vestments of two mummy-priests, and the ebony scepter, the royal cape, the Black Armor, Black Greatsword, ring, and crown of the king.

A 10x10 stone slab opens behind the throne and reveals a 30'x30' room. In the center of the room is a large 'bowl' engraved with religious symbols pertaining to Sargrass. An Yngvardian artifact!

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

All heroes get 5,100xp for the battle!

HERO POINTS:
Restlin for his dangerous dimension steps
Trellus for running into the fight and making some great shots
Zane for standing in there with the skeletons, mummies, and Grendel ready to clean his clock!

RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 57/109 -- Perm Arcane Sight, Darkvision, See Invisibility 
Friday July 10th, 2015 9:32:41 PM

"Is everyone ok?" Tink asks, breaking the silence of the room

(OOC: Thanks for covering for me guys :)

Restlin (Carl) -- AC: +16/+13/+12 CMD: +14 HP: 128/129 (Bear's endurance) (Spells) Luck Points: 5/10  d6+2=3 ;
Friday July 10th, 2015 10:45:07 PM

Restlin lets loose with, "HECK YES WE'RE OK! Did you see that? Woosh! Straight into nothing." Restlin kicks Grendel's bones for good measure, hoping that doesn't piss off Bosk. Dude's likely still riding high on adrenaline.

Then he remembers people got hurt. "Oh yea...some of you got hurt." Restlin grips his holy symbol and lets a wave of positive energy flow from him. It's not much, but healing is healing.

***

3 damage healed...woo! I've rolled nothing above a 5 in 2 days.

Zane (JCC) AC 31, CMB 16, CMD 32, HP 97/166(178), Character 
Friday July 10th, 2015 11:23:46 PM

Zane watches as Grendel burns out and collapses, his muscles clench so tight and hard you almost think they are going to burst through his 'Taurish hide and then he relaxes and as he does, he terminates the enlarge spell and shrinks back to his normally large size.
Zane looks down at his body, the various cuts, slashes, gouges and the general bruises covering the majority of his body."I'll survive I guess, and if i failed to say it before, thanks everybody for keeping me standing during that frackus. I expect it was no easy feat. I'll need to buy some potions and maybe a wand when we return to civilization, I used to have a supply of potions, but I bumped into a pride of lions that thought I'd make a nice meal. No, I just beat them unconscious, I didn't kill them, but for some reason, they didn't return the favor."
He stretches a little, being careful not to reopen any of the wounds that aren't fully healed.
As Restlin kicks the remains Zane snorts, "I'd be careful, remember how worried we were about the artifacts Grendel was buried with, I'd still say that remains true, even though he is dead, again."


Restlin (Carl) -- AC: +16/+13/+12 CMD: +14 HP: 128/129 (Bear's endurance) (Spells) Luck Points: 5/10  d20+32=44 ; d10=5 ; d20+32=50 ; d20+32=50 ; d20+32=48 ; d20+32=43 ; d20+32=38 ; d20+32=48 ; d20+32=46 ; d3=1 ; d20+32=39 ; d20+32=46 ;
Saturday July 11th, 2015 7:11:20 AM

A bit calmer, Restlin pulls Shiny from its scabbard & places the flat of the blade against his forehead, eyes looking just above the pommel guard. His eyes glow green for just a moment as he casts his spell.

That done, he'll start cataloging all the equipment that's dropped.

***

Cast identify.

Identify rolls: 44,50,50,48,43,38,48,46,39,46

Trellus (AC32/18t/30f, HP 126/134, CMD 22) Prot vs Electricty 120/120  3d8+5=19 ; 3d8+5=18 ; 3d8+5=19 ; 3d8+5=17 ; 3d8+5=16 ; 3d8+5=24 ; 3d8+5=11 ; 3d8+5=21 ; d20+10=23 ; d20+4=5 ; d20+4=23 ;
Saturday July 11th, 2015 3:02:17 PM

Trellus surveys the room, relaxing slightly. As his adrenaline subsides, he realizes that his burned pretty much everywhere.
"Ow."
Pulling a wand from his haversack, the blond man taps himself, and Zane, Bosk, and Katinka (-50).
Healing time. Cure Serious Wounds

Trellus - 37 hp (2 charges)
Zane - 52 hp (3 charges)
Bosk - 24 hp (1 charge)
Katinka - 32 hp (2 charges)


"That'll have to do for now," he states. "Domi know what picks remain till last thread."

His eyes flick over to the bowl in the revealed room, and he give a wry chuckle.
"Anybody who knows Yngvardian history and Sargrass history wanna look at that?" he asks rhetorically.

Stepping into the hidden room, the cleric looks over the bowl, without touching it. Suspecting this has something to do with destroying Grendel's equipment, he surveys the writings, looking for some clues.

[Know - religion - 23]
[Know - Local: Sargrass (nat 1)]
[Know - Local: Yngvardian 23]

--------------
Spells in effect:
- Protection from Energy (electricity) - immunity 120/120 hp for 110 minutes.
- Magic Vestment (Extended) on shield and armor. Duration 26 hrs, +3 enhancement bonus each
- Endure Elements. Duration 24 hours. No fortitude checks needed for hot environment.
- Status (Extended) on Katinka, Garret, Bosk, and Beriothian. Duration 26 hrs.
- Heroes Feast - The ambrosial food grants each creature that partakes a +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects for 12 hours. (24 extended)
- Shield of Faith +4 deflection to AC for 5 minutes

Trellus (AC32/18t/30f, HP 126/134, CMD 22) Prot vs Electricty 120/120 
Saturday July 11th, 2015 3:05:15 PM

Oh, Trellus also casts Comprehend Languages prior to looking over the symbols.

RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 92/109 -- Perm Arcane Sight, Darkvision, See Invisibility  d20+21=23 ; d20+14=25 ; d20+11=17 ; d20+11=18 ;
Sunday July 12th, 2015 1:39:37 AM

Tink is very appreciative of the healing efforts of the others.

She looks over the symbols with Trellus, lending her knowledge to the task at hand

Linguistics: 23
Knowl Local: 25
Knowl History: 17
Knowl Religion: 18


Bosk AC: 31/15/28 (AC lowered dut to enlarge person) CMD:28 hp (100/127 Bear's Endurance) Spells  d20+4=18 ; d20+4=23 ; d10=3 ; d20+4=23 ; d20+19=26 ; d20+19=35 ;
Sunday July 12th, 2015 5:37:56 PM

Bosk notices a glance his direction when Restlin kicks Grendel's corpse. I would think a wizard of your power could tell that he is dead. He might deserve no better, but we are better than that. Kicking a corpse might not be as blasphemous as making a mockery of life through animating corpses or abusing the power of Wolds Blood, but such an act is still dishonorable and he would like to think his companions were made of better stuff.

Puling out his trusted "Spatula of Corpse Retrieval", the cleric begins collecting remnants of Grendel, the skeletons and mummies and placing them in his reliquaries (holy symbols) for use in spell components and his totem bag (only the skeleton counts for the totem bag).

Sesha, I believe you can also benefit from these, though if memory serves you need to collect them yourself. He holds out his silver "Spatula of Corpse Retrieval" to her. I trust you can use these with out angering the gods too much. Gargul has not struck you down yet.

Turning to the others he adds, How do we go about destroying these artifacts?

Actions
----------------------
Collect spell components from corpses

Knowledge History = 23
Knowledge Religion = 18
Knowledge Arcana = 23
Perception = 35
Perception for traps = 26

ooc: Restlin Don't we get to reroll 1s for healing?

Bosk AC: 31/15/28 (AC lowered dut to enlarge person) CMD:28 hp (100/127 Bear's Endurance) Spells 
Sunday July 12th, 2015 5:38:16 PM

Bosk also ends his dark walk.

Beriothian -- AC:23/16/21 HP: 109/130 CMD = 19 
Sunday July 12th, 2015 9:02:01 PM

Beri returns to human form and joins the others in their merriment
Bosk, I know how you feel about the dead... but since this corpse can come back, and since there is a small band of people behind us trying to help him do just that, we probably need to think about destroying this thing as soon as possible. In theory it's just a corpse right now, so fire would probably work, but I don't know about his robes and such. I would assume we can destroy them the same as any other item, even if it takes a little more effort due to their quality. If not, we don't really hurt anything in trying.

Can someone double check the hall and make sure it's still clear?


***active spells***
+1 to saves, attack, or skill rolls.
-+2 size bonus to Strength, +4 size bonus to Dexterity, +4 natural armor bonus.
-immune to bleed damage, critical hits, and sneak attacks while in elemental form.
-gain darkvision 60 feet and the ability to earth glide.

***spell list***
0 (4)- Detect Magic, Light, Create Water, stabilize
1 (6)- *Elf Vision, Faerie Firex2, Entangle, cure light wounds x3
2 (6)- *Faerie Fire, Fog Cloud, Soften Earth and Stone, Warp Wood, spider climb, Flaming Sphere, restoration lesser
3 (5)- *Glibness, Sleet Storm, quench, Greater Magic Fang, wind wall, stone shape, Cure Moderate Wounds
4 (5)- *Lesser Planar Ally, dispel magic, cure serious sounds, Freedom of Movement, Air Walk x2
5 (3)- *Awaken, Cure Critical Wounds, Baleful Polymorph
6 (2)- *Legend Lore , Antilife Shell, Dispel Magic, Greater
Spells with * are Fey domain spells (and not included in spell counts)

Bosk AC: 31/15/28 (AC lowered dut to enlarge person) CMD:28 hp (100/127 Bear's Endurance) Spells 
Sunday July 12th, 2015 11:34:30 PM

Bosk shrugs. The body is just a shell. The problem with necromancy makes a mockery of life. It is the sacredness of life, the soul and the cycle of rebirth that I care about. I have no qualms about destroying the bodies as long as it is done appropriately. Not because it is blasphemous, but because it speaks ill of the Iron Adventurers to disrespect the dead. How can we stand up for what is right if our actions are indistinguishable from evil? Destroy the corpses, but do so nicely.

Zane (JCC) AC 31, CMB 16, CMD 32, HP 149/166(178), Character  d20+19=33 ;
Monday July 13th, 2015 5:33:29 AM

"I'll go check to be sure the hallway is clear, Destroying magic items is somewhat beyond my reach. Although I've heard throwing a bag of holding into a portable hole would do the job...."
Zane will then head back to the entrance area and keep watch.

Perception 33

Highlight to display spoiler: {sorry for early post, having an injection in my eye today, so posting early}

Garret Goodbarrel [AC:35/30/29 HP:126/124 Ki:7/14 CMD: 34]  d20+23=26 ;
Monday July 13th, 2015 9:14:53 AM

After his charge, Garret hits the ground, bounces off the wall and prepares to attack the mummy, only to realize that it is now nothing more than a pile of wrappings with Trellus standing over it. He relaxes his hands and looks around at the others. "So, that's it, then?"

As the slab opens behind him, Garret shifts again to a defensive posture, but again relaxes when nothing attacks from the new opening. He glances inside at the bowl and shrugs. He smiles when Restlin shows his excitement and watches as Zane shrinks back to still quite a bit larger than the small halfling.

When Tink and Trellus head into the small room, Garret moves with Zane to the hallway to also keep watch (Perception, Aid Another? 26).

In effect:
- Heroes Feast - The ambrosial food grants each creature that partakes a +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects for 12 hours. (24 extended)

Restlin (Carl) -- AC: +16/+13/+12 CMD: +14 HP: 128/129 (Bear's endurance) (Spells) Luck Points: 5/10 
Monday July 13th, 2015 10:01:16 AM

Restlin doesn't stop inspecting the left behind items, but responds to his friend. "I understand this is your thing, Bosk, but you can't expect the whole Wold to act in accordance with your beliefs. Still, maybe I got a little carried away. Or, maybe I realized that Grendel would have done much worse things with our corpses should that battle have gone the other direction."

Sesha [AC 29 /18 To/25 Fl] | HP 74/85 | CMD 19][Cat's Grace, LR 30] 
Monday July 13th, 2015 10:57:23 AM


Sesha takes the skull bits from Bosk.

"Thanks. The skull of Grendel might very well serve as a neat component in the future. I already have an idea for it."

Sesha isn't particularly interested in the bowl. Everyone is safe and no one is hurt. That's good enough for her.



Beriothian -- AC:23/16/21 HP: 109/130 CMD = 19 
Monday July 13th, 2015 5:10:16 PM

What one group sees as respectful another would see as an atrocity. Any druid can tell you that the natural way would be to let the beasts of the field devour the flesh so that it can once again be part of the circle of life... granted, even among druids we would phrase it more delicately were we not talking about this abomination. I think it would be better for all if we torched the remnants and let the winds scatter the ashes... maybe scatter some over the ruins of Mud Town too, just to make sure they are permanently separated.

Bosk AC: 31/15/28 (AC lowered dut to enlarge person) CMD:28 hp (100/127 Bear's Endurance) Spells 
Monday July 13th, 2015 5:31:31 PM

Bosk raises an eyebrow. And which of your gods considers kicking corpses good, honorable or respectful? We are made of better stuff.



Sesha [AC 29 /18 To/25 Fl] | HP 74/85 | CMD 19][Cat's Grace, LR 30] 
Monday July 13th, 2015 6:54:36 PM


Sesha shrugs.

"The body is a shell. You said it yourself. If this had been a freshly fallen foe, flesh and blood, not undead.."

She shrugs as the thought trails off.

"But that? That's an object at this point, now that whatever magic powered it is gone. It isn't classy, but it's a million miles away from evil."

Death of the King (co-DM JonathanT) 
Monday July 13th, 2015 9:40:13 PM

DM OOC: in case anyone missed SteveK's e-mail, he's got no internet so can't post. Kick some more bones or something until he gets reconnected. :)

RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 92/109 -- Perm Arcane Sight, Darkvision, See Invisibility  d20+11=26 ;
Monday July 13th, 2015 9:42:47 PM

Tink stays quiet over the treatment of Grendal.

Knowl Religion: 26 - How would the Gaeli's say farewell to a corpse? Bury it? Burn it? Perhaps the way to see Grendal at peace is to make sure his body is properly put to rest.

Garret Goodbarrel [AC:35/30/29 HP:126/124 Ki:7/14 CMD: 34] 
Tuesday July 14th, 2015 7:56:24 AM

Garret stands at the hallway entrance with Zane quietly. He looks down the hall and says, "So many traps. I wonder if more will appear when we try and leave this place."

"The Bowl and the Curse" co-DM SteveK 
Tuesday July 14th, 2015 8:34:53 AM

Battle over, healing done, now the victor's investigations begun.

Bosk and Sesha find they can collect bits of the mummy's and skeleton champions, but of Grendel there is no trace. It is as if the tiny demonic wings that flapped about his body finally claimed him for his demonic patron for all time!

Talk goes about on the best way to respect and get rid of the bodies, kicking, collecting bits, burning, or scattering... None are Evil nor wrong, and the heroes have been around each other long enough that they know they can voice opinions without forcing their viewpoint or mortally offending each other. Teamwork and free will being the order of the day.

Katinka thinks about proper Gaelian burial practice, and her memory sees the only practice she knows is entombing; which would only preserve the bodies for later necromantic exploitation.

Restlin collects armor, shields, weapons, and the gold priestly garments, certain that once thCey get the garments and minor magic items back to the Pasha, the Yngvardians will buy them off the Iron Adventurers at full price (and maybe even a little bit more!)

No one has yet touched the demon-infused and almost certainly highly cursed Black Royal Accoutrements of Grendel the Cruel.

While Some go about the job of collecting and cataloging the items they can sell for wealth, Trellus and Katinka inspect the Bowl. It definitely is Yngvardian made, and both heroes can easily read the picture story that goes around the bowl. By placing Grndel the Cruel's royal trappings in the bowl, the curse to the land will be lifted!

Restlin (Carl) -- AC: +16/+13/+12 CMD: +14 HP: 128/129 (Bear's endurance) (Spells) Luck Points: 5/10 
Tuesday July 14th, 2015 1:33:34 PM

"Well shoot, that's easy enough." Restlin conjurers up a medium-sized earth elemental, since there ain't no way he's touching those remains with anything other than his shoe.

In terran, the magepriest kindly asks the elemental to, "pick up those stinky, evil looking remains and put them in that bowl over there." He adds, "sorry, I know you're probably busy back on your own plane, but I promise you're doing good work here...not that you care, being an elemental and neutral and all. Still, we sure appreciate it."

Zane (JCC) AC 31, CMB 16, CMD 32, HP 149/166(178), Character  d20+19=37 ;
Tuesday July 14th, 2015 5:03:53 PM

Turning to Garret, "So, when did you join up with the Iron Adventurers? I know it was after I left to follow up on some leads on my Parents and The Stormfront."
Zane sounds curious, but his attention is still focused on watching outside to be sure no one is sneaking up on them.

Perception 37

(OOC: want us to do the WLA surgery now?)

Beriothian -- AC:23/16/21 HP: 109/130 CMD = 19  d20+8=15 ; d20+8=14 ; d20+8=16 ; d20+8=21 ; d20+8=12 ; d20+8=14 ; d20+8=16 ;
Tuesday July 14th, 2015 5:56:05 PM

Just a quick thought from earlier, instead of destroying them now, if we remove them from the Palace both the overwhelming magic and overwhelming evil effects would be gone and we would be able to better inspect the items.
Highlight to display spoiler: {Wednesday May 20th, 2015 8:51:14 PM}
Beri ponders how best to proceed.
I have detect magic prepared... I'm still a little shaky from combat, but I can try to identify any curses on these, perhaps we'll get some clues on how to get them out safely.

If the others agree Beri will attempt to identify any curses, but he will only do it if asked, and will hold off if there is any objection just in case there is belief this action would cause problems/danger.
***
Detect Magic- spellcraft checks x7 (6 objects and body)
d20+8=15 ;
d20+8=14 ;
d20+8=16 ;
d20+8=21 ;
d20+8=12 ;
d20+8=14 ;
d20+8=16 ;

Trellus (AC32/18t/30f, HP 126/134, CMD 22) Prot vs Electricty 120/120 
Tuesday July 14th, 2015 6:59:12 PM

Trellus steps clear of the bowl to give the elemental an open path.

He shakes his head in response to Beriothian's question.
"The prophecy said to the destroy them to break the curse, and this bowl is the instrument to do that," the man asserts.
"And that's not even mentioning that we don't know how to get out of this place ourselves. With luck, destroying the artifacts releases the rest of these undead and opens a door somewhere."

"The time is now."

RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 92/109 -- Perm Arcane Sight, Darkvision, See Invisibility 
Tuesday July 14th, 2015 9:48:46 PM

"Agreed. As I recall, there's a battle going on at the moment between the Gaelis and Yngvardians on the surface. Destroying these items here and now could possibly bring a halt to the fighting. If it means saving more lives, then I am in complete favour of destroying them here and now. That said, if they somehow aren't destroyed by placing them in the bowl, then we could remove them from this place as Beri suggests" Tink tries to be diplomatic, but is wholeheartedly in favour of destroying these evil items here and now.

Sesha [AC 29 /18 To/25 Fl] | HP 74/85 | CMD 19][Cat's Grace, LR 30] 
Tuesday July 14th, 2015 10:57:07 PM


Sesha nods in agreement.

"Count me in for breaking them into a million pieces. I like odd stuff, but even I don't want to touch those things.. I might become the next Grendle, and you guys my minions!"

Sesha scrunches her face and snarls while stomping towards Restlin.

"Bow Mage-Priest, to Sesha the Cruel!"

Garret Goodbarrel [AC:35/30/29 HP:126/124 Ki:7/14 CMD: 34] 
Wednesday July 15th, 2015 7:23:13 AM

Garret smiles and his eyes glaze for a moment as he ponders his answer to Zane. "Let me tell you, it is quite a story. Have you ever heard of the north continent? There's a place there called the Windbourne Hills. That's where I am from, a small, quiet place in the hills. A place with not a lot to see, but plenty to do."

"Ah, but there is a long story between there and the Iron Adventurers. It seems that I joined them in the middle of a battle. A few of my friends and I were pulled out of a battle in the north continent and into a battle involving the IA near Hook city. I don't know if I shall ever see the Windbourne Hills again, but this group here, well, they're quite nice if you ask me."

Restlin (Carl) -- AC: +16/+13/+12 CMD: +14 HP: 128/129 (Bear's endurance) (Spells) Luck Points: 5/10 
Wednesday July 15th, 2015 1:58:32 PM

"Once upon a time," starts Restlin without missing a beat, "a group of adventurers dared do battle in the resting place of Grendel the Cruel! Bravely they fought against that unholy abomination and his army of undead minions. Little did they know how hollow their victory would be."

Restlin falls to his knees in mock horror. "Generations to come would whisper her name only in secret, lest they too gain the attention of Sesha of Terrible!" He tries, and fails, to keep a straight face through all this.

Beriothian -- AC:23/16/21 HP: 109/130 CMD = 19 
Wednesday July 15th, 2015 6:10:15 PM

I don't know if breaking it now would do anything to stop the combat since they may not know immediately that the curse is broken, but I'm sure once they saw the destroyed objects many would lose their will to fight.

"Top of the City". co-DM SteveK 
Wednesday July 15th, 2015 7:05:17 PM

The debate if brief but intense, and in the end Restlin's elemental carries the cursed items to the bowl. It does take quite a few elemental a and other summoned creatures to do so, because the curse keeps trying to take over the poor elementals! Yet even possessed medium sized summoned creatures are no match for the IA, and soon, the last piece, the scepter, is placed in the bowl.

A bright yellow light blazes up from the bowl, seemingly fighting tiny black wings and flashes of red. It is an uneven contest, and soon an impossibly bright light is all that can be seen... Until...

The light is abruptly cut off. On the table is the bowl, now broken, it's purpose fulfilled. And in the center of the table is a black polished pearl the size of Bosk's fist.

Katinka is the first to notice, the magic emanating from the pyramid palace is gone! Detection spells no longer have to contend with the magic and evil of this place, for both have fled!

The roof of this room falls away, and the Iron Adenturers can see they are on the apex of the entire Pyramid City. Far below, there is still fighting between the Yngvardians and Gaelians, struggling hard with lance, sword, and spell. It doesn't appear anyone has noticed the events at the top of the city.


Zane (JCC) AC 31, CMB 16, CMD 32, HP 149/166(178), Character 
Wednesday July 15th, 2015 8:31:10 PM

Looking down the side of the pyramid, "Well, we either slide down and go splat when we reach the bottom, or I can cast a couple fly spells or someone can, and we go down that way, and if those of us who are bigger and stronger do the flying, we can carry those lighter ones down, conserving yet more magic power for finishing that fight going on below."
Zane looks at the others as he says this, You do think we should finish this, right? And which side are we on?
Unless you just want to get their attention, then I'd say toss a fireball down that general area and let it explode like a flare above their heads, that'll make them look up."


Restlin (Carl) -- AC: +16/+13/+12 CMD: +14 HP: 128/129 (Bear's endurance) (Spells) Luck Points: 5/10 
Wednesday July 15th, 2015 9:09:05 PM

Restlin doesn't hesitate. Reaching behind him, he grabs a wand from the quiver Bosk made him long ago. "Pulled this trick on my first adventure with these guys."

He points his wand towards the battle, gives it a flick, and the words "IRON ADVENTURERS: 1. GRENDEL THE CRUEL: 0. RUN WHIILE YOU CAN, GAELIANS." appear in big black letters above the battle.

"We probably shouldn't leave until we determine whether that pearl is treasure, or some kind of new evil artifact to store in our vault."

**

Cast silent image w/ wand.

RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 92/109 -- Perm Arcane Sight, Darkvision, See Invisibility  d20+28=37 ; d20+21=38 ;
Thursday July 16th, 2015 3:14:19 AM

Tink sighs and crosses her arms. Restlin's message certainly wasn't the most diplomatic one she'd seen.

She looks back over the bowl and the pearl, anxious that something might be ready to pounce on them once again

Perception: 37 + Arcane Sight + DarkVision + See Invisibility + Detect Scrying
Flying 5ft off the ground (Tink has a +25 Fly skill)
Spellcraft check to ID an aura: 38


------------------
Spells in effect:
Arcane Sight - 120ft range. See magical auras automatically. Permanent.
DarkVision - 60ft range. Permanent.
Detect Scrying - Detect any person/object being scryed upon within 40ft. Dur 24hrs
Freedom of Movement - From Tishes Weave Elements (Water). Dur 5hrs.
Invisibility - From Ring - Dur 1min
Mage Armor - Dur 24hrs (Extended)
Misdirection - Misdirect the information from divination spells that reveal auras on Tink to instead seem like a pebble (Neutral, Not Magic, Not Lying, Not alive, etc) - Dur 24hrs (Extended)
Overland Flight - Fly Speed 40ft - Dur 24hrs (Cast Twice)
Protection from Evil - Dur 12mins
Resist Energy - Resist 30pts electricity damage from each attack. Dur 2hrs.
See Invisibility - See Invisible or Etheral objects. Permanent.
Telepathic Bond - Katinka, Shesha, Beriothian, Trellus, and Restlin. Dur 2hrs
Water Breathing - From Tishes Weave Elements (Water). Dur 5hrs.

Heroes Feast - From Sesha - +1 attack, +1 will, +4 vs fear
Hide from Undead - From Bosk
Status - From Trellus


RobC - posting for Garret 
Thursday July 16th, 2015 4:23:05 AM

Garret grins on seeing the battle below. Either the party would be joining it, in which case he gets to pummel more foes into submission. Or, the combat would be over and he would get to have lunch. "Mmmmmm.... lunch."

It was practically a win-win situation!

Bosk AC: 31/15/28 (AC lowered dut to enlarge person) CMD:28 hp (100/127 Bear's Endurance) Spells  d20=17 ;
Thursday July 16th, 2015 10:18:05 AM

Bosk picks up the pearl and examines it (appraisal 17).
Very interesting. Coming from the Taur Isles, I have seen quite a few...but nothing quite this large. Now the first thing we must consider when determining its value is to verify it is in fact a pearl and not a daemon egg or Grendel spawn..

Appraisal = 17 (A DC 20 Appraise check determines the value of a common item.)

(Sorry for missing yesterday's post. The storm knocked my internet out.)

Beriothian -- AC:23/16/21 HP: 109/130 CMD = 19 
Thursday July 16th, 2015 5:06:18 PM

Beri looks at the fighting going on below and sighs:
I hope they see that sign... and know how to read. Anybody have a spell that can just make a loud noise and get their attention so that they see this sign?

The sides of the pyramid seem to slope in a way that makes him feel like they are even higher up than they really are.
Well, if we are going down the side I think I'll fly this one... but let's see if the fighting stops first. Someone hast to see the writing in the sky sooner or later and realize it's not Grendal standing up here.

Trellus (AC32/18t/30f, HP 126/134, CMD 22) Prot vs Electricty 120/120 
Thursday July 16th, 2015 7:29:49 PM

Trellus glances up at the sign.
"Totally shady," he approves.

"Even if the can't read it, hopefully it ought to get their attention. And then they'll all wonder how we all got up here."

The cleric awaits the results of both Restlin's message, and Bosk's investigations.



"Battle Won; Battle Begun". co-DM SteveK 
Thursday July 16th, 2015 8:50:09 PM

Restlin knows his Silent Image can only create one object at a time (unless he wants to use 56 charges), so a field expedient method is the image of a large wooden sign, painted white with black letters. Still, it is fairly impressive, being 10 feet high and 50 feet long!

Most of the other heroes either congratulate the young wizard on his ingenuity or speculate if the people fighting below can read Common. Zane and Garrett think about the fighting, yet Trellus probably has the right of it; whether they can read or not, it is big enough to attract attention!

From far away and below, there are shouts of surprise. Beginning in isolated pockets, and then all across the desert floor, both Yngvardians and Gaelians look up... and the Yngvardians give a great cheer! "Huzzzah!" echoes across the barren landscape!

When the Gaeli army sees the Iron Adventurers and not their champion, a demoralized moan like a man taking a mortal wound is heard. For the most part, the Gaeli army lay down their arms, and what few pockets of the diehard extremists that remain are quickly eliminated by the victorious Ynvardians.
....

In the Bowl Room, the blonde minotaur reaches down and grasps the Black Pearl, and a flash of power tries to grab him! Tiny black wings beat around Bosk's eyesight as a malevolent intelligence tries to take over his limbs! Bosk save Will DC 26 or be possessed! In his mind he hears flames licking, seductively calling the minotaur to bend to the power of Ipictraclt.

Zane (JCC) AC 31, CMB 16, CMD 32, HP 149/166(178), Character 
Thursday July 16th, 2015 10:45:48 PM

Looking out over the battle field, "Well, I guess they can see and read the sign, and it looks like it's over, now how do we get home?"
Zane obviously knows nothing about what's going on behind him......

RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 92/109 -- Perm Arcane Sight, Darkvision, See Invisibility 
Friday July 17th, 2015 3:27:01 AM

"I guess we could slide down the side of this pyramid?" Sometimes it's just hard to tell if Tink is being serious or now. Given she has a flight spell, she isn't too worried about getting down to the bottom of the pyramid.

"I've also got a feather fall spell prepared for anyone who can't fly down there"

Restlin (Carl) -- AC: +16/+13/+12 CMD: +14 HP: 128/129 (Bear's endurance) (Spells) Luck Points: 5/10 
Friday July 17th, 2015 8:55:11 AM

Restlin lets his concentration fade, seeing that the sign has done it's job. He turns around to get a gander at this giant pearl, only to see Bosk holding it. A risky proposition, considering the thing coalesced from a demonic undead entitiy.

The magepriest gets the words of a spell ready, just in case...

***

Prepared action: Cast grease on this pearl if Bosk seems at all funny.

Sesha [AC 29 /18 To/25 Fl] | HP 74/85 | CMD 19][Cat's Grace, LR 30] 
Friday July 17th, 2015 11:02:08 AM


Sesha is pleased that the fighting is over. There's something on her mind lately... Pot-pot had been oddly silent the last few days. Normally, he was quite chatty.

She probes her companion, but finds him reluctant to engage her.

Bosk AC: 31/15/28 (AC lowered dut to enlarge person) CMD:28 hp (100/127 Bear's Endurance) Spells  d20+20=22 ; d20+20=40 ;
Friday July 17th, 2015 11:18:31 AM

Bosk feels his hair stand on end as the pearl tries to overtake him, but he shows no concern, confident his training will serve him well...

All power could be yours. Throw yourself down from this height and I will raise you up so that all might see your power. Look over the land and these weak people. I shall deliver them to you. Their kingdoms and their splendor shall be yours. Think of the honor you will bring to your family. You need only accept my gifts...

The cleric keeps trying to push the thoughts back. He should not have ended his darkwalk before picking up the pearl and this evil was playing on his weakness. The very reason he joined the WLA was because commanders were on par with minor nobility, and with this he could be KING!

The temptation is great...pride...his greatest weakness. It was pride that caused him to fail his first attempt at the Avenger's Initiation ritual. A sudden renewed spark of strength gives him the strength to fight off the pearls power (Improved Iron Will reroll used).

That was the first time my will has faltered since becoming an Avenger. Such a dedication to evil...I must make sure I am equally resolved to defeat it. The cleric makes a mental note to double his efforts upon returning to Hook City.

Yeah...this thing is cursed. I fought it off for now. Bugger wanted to possess me. What should I do with it?

Restlin (Carl) -- AC: +16/+13/+12 CMD: +14 HP: 128/129 (Bear's endurance) (Spells) Luck Points: 5/10 
Friday July 17th, 2015 2:55:58 PM

"You could put it into that inter-dimensional bag you carry around. That, and stay close to Trellus and myself. Between his...aura thingy and my luck thingy, you should be in good shape."

Restlin then clicks his heels together to activate his boots of levitation. With their aide, he begins walking down the pyramid. "Out of flying magic for the day, I'm afraid." He looks at Garret and motions to his back in case the halfling wants to catch a ride.

Beriothian -- AC:23/16/21 HP: 109/130 CMD = 19 
Friday July 17th, 2015 5:18:42 PM

Beri remembers back to the time he was cursed by an object in a clever trap he happened to set off moments before Bosk did.

Bosk, didn't you learn anything from that thin cursed silver necklace you wanted to pick up, that ended up cursing that ruggedly handsome rogue? Lucky thing he was a wizard and couldn't effectively use agile body to his his advantage, if he managed to control you he probably would have teleported you through a wall and we'd never have stopped you before the rest of the zombie army was released. Always check for curses when dealing with those the control undead armies.

Sesha [AC 29 /18 To/25 Fl] | HP 74/85 | CMD 19][Cat's Grace, LR 30]  d20+24=35 ; d100=27 ;
Friday July 17th, 2015 5:18:51 PM


Sesha holsters her Staff of Undead Manipulation and draws her broom. With a spell, she is airborne, zipping down the side of the pyramid.

Cast: Flying Broom

Bosk AC: 31/15/28 (AC lowered dut to enlarge person) CMD:28 hp (100/127 Bear's Endurance) Spells 
Friday July 17th, 2015 5:53:51 PM

Bosk shrugs. For some reason I thought someone had already checked for curses. I guess with all this adrenaline coursing through my veins I was not paying attention. If no one wants to try uncursing this right now I will wrap it in my blanket and put it in my bag of holding (nondimensional space). That has been enough to keep evil auras and curses at bay in the past.

If no one stops him Bosk will wrap the item in cloth and put it in his bag of holding.

RobC - posting for Garret  d20+13=20 ;
Friday July 17th, 2015 9:34:30 PM

Garret nods, but keeps a very close eye on Bosk. If Bosk starts to act strangely, Garret will be ready.

Sense Motive on Bosk: 20

"Another Cursed Item". co-DM SteveK 
Friday July 17th, 2015 10:24:10 PM

It takes Bosk a heroic effort to overcome the evil now housed within the Black Pearl, but he does it. A quick blanket and inter dimensional space takes care of it, at least temporarily.

For the rest, with the battle won, it is now only a matter of descending the pyramid and reuniting with the Pasha... Or his successor.
......

Bosk gains a Hero Point for his foolish but ultately successful overcoming of the cursed Black Pearl.

Co-DM JonT will take over on Monday for the next Scene!

Zane (JCC) AC 31, CMB 16, CMD 32, HP 149/166(178), Character 
Friday July 17th, 2015 11:48:21 PM

"I can cast fly a couple times, If I cast it on myself and another really strong person, we can probably carry most of the rest down fairly easily. Going up, it'd be a different story. And if anyone make any cracks about riding the Bull, I swear I'll drop from just out there and see if I can hit that crossroads with the splat."
Zane casually points out a place where a couple pathways cross each other.

Bosk AC: 31/15/28 (AC lowered dut to enlarge person) CMD:28 hp (100/127 Bear's Endurance) Spells 
Saturday July 18th, 2015 12:43:11 AM

Bold nods. I still have an active fly spell thanks to these amazing garments. I can carry a few people down.

RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 92/109 -- Perm Arcane Sight, Darkvision, See Invisibility 
Saturday July 18th, 2015 8:13:29 AM

"Likewise. And as mentioned, I have that featherfall spell ready for anyone that Bosk can't carry"

Bosk AC: 31/15/28 (AC lowered dut to enlarge person) CMD:28 hp (100/127 Bear's Endurance) Spells  d20+21=41 ;
Saturday July 18th, 2015 12:55:45 PM

Bosk nods. Between Zane and I, we should be able to carry anyone who cannot fly...but I think we should make sure to go down the hill in style! Bosk waits for everyone to get a fly spell cast on them or climb aboard the minotaur expresses. Now, lets make an entrance!!!

Bosk strikes a fearsome pose (intimidate check = 41, natural 20!!!) and raises his sword in the air as he flies down the pyramid.

Actions
------------------------
Wait for everyone to be ready to head down, take on passengers as necessary
Strike an intimidating pose (intimidate check = 41, natural 20)
Fly down with the others. (Waiting to fly down together)

DMSteveK - Intimidate is a standard action used against one target who is less than 30 feet away. :-)

Zane (JCC) AC 31, CMB 16, CMD 32, HP 149/166(178), Character 
Saturday July 18th, 2015 1:17:36 PM

"I can take a couple of people, no more than 300 pounds though. And while you do that Bosk, I plan on "skating" down the outside"
Zane casts Fly on himself, and will take two people , one under each arm and go at the same time as Bosk.

Bosk AC: 31/15/28 (AC lowered dut to enlarge person) CMD:28 hp (100/127 Bear's Endurance) Spells 
Saturday July 18th, 2015 2:18:01 PM

Bosk nods and mentally verifies that everyone can make it down to the battle field. I can lift another 550 pounds when flying. Zane can cast his spell a couple times, so if he can get one more person, Sesha has her broom and Beri can turn into an elemental if necessary, I think we should be god to go.

(Just making sure we can get everyone down in one trip to make it easier on Jon when he takes over)



Restlin (Carl) -- AC: +16/+13/+12 CMD: +14 HP: 129/129 (Bear's endurance) (Spells) Luck Points: 5/10  d20+11=22 ;
Sunday July 19th, 2015 8:15:46 AM

Restlin tries running down the pyramid, using his boots to provide some counter-pressure to gravity. He also tries to look cool while doing it (acrobatics: 22).

Trellus (AC32/18t/30f, HP 126/134, CMD 22) Prot vs Electricty 120/120 
Sunday July 19th, 2015 4:46:30 PM

Trellus grins. The cleric activates his flying boots, and proceeds down the pyramid with the taurs.

Garret Goodbarrel [AC:35/30/29 HP:126/124 Ki:7/14 CMD: 34]  d20+33=34 ;
Monday July 20th, 2015 8:20:08 AM

Garret looks back and forth at the option to fly down, but is quite tempted by the long slide of the pyramid. When Restlin starts running, a huge smile splits Garret's face and he says, "See you guys at the bottom!"

He takes a running start, leaps into the air and starts tumbling down the pyramid (acrobatics: 34), bouncing here and there and flipping into the air from time to time. Occasionally a "wheee" can be heard as he is clearly enjoying himself heading to the bottom.

Beriothian -- AC:23/16/21 HP: 109/130 CMD = 19 
Monday July 20th, 2015 5:07:08 PM

Beri transforms back into the bird shaped air elemental (large) that he had when the first arrived, and proceeds to dive down the pyramid with the others, making exaggerated loops and spins as he goes (perfect flight, no skill check needed).

RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 92/109 -- Perm Arcane Sight, Darkvision, See Invisibility 
Monday July 20th, 2015 9:07:23 PM

Tnik grins. It's nice to see the party mood has lifted now that they are outside again. She flies down at a comfortable pace.

Zane (JCC) AC 31, CMB 16, CMD 32, HP 149/166(178), Character 
Monday July 20th, 2015 11:14:35 PM

Zane will swoop down, carrying whomever wants to be carried. He figures it's time to start getting used to flying, he's heard rumors about those who have dragon blood running through their veins.....

Bosk AC: 31/15/28 (AC lowered dut to enlarge person) CMD:28 hp (100/127 Bear's Endurance) Spells 
Monday July 20th, 2015 11:40:21 PM

Bosk picks up whoever needs a ride looking extraordinarily intimidating!!!

Sesha [AC 29 /18 To/25 Fl] | HP 74/85 | CMD 19][Cat's Grace, LR 30] 
Tuesday July 21st, 2015 12:16:16 AM


Sesha continues her descent down on broom back. She does think though, it would really be unfortunate if they got swamped by an army once they hit ground level.

Death of the King (co-DM JonathanT) 
Tuesday July 21st, 2015 1:12:13 AM

OOC: Wold did it to me again! Had the post all cleaned up and clicked Submit, only to find out that the Wold logged me off and lost the cleaned up post. So I'm sorry that this post is not nice and pretty and there are some misspellings. I'm too tired to redo it. :(

When the Gaeli army sees the Iron Adventurers and not their champion, a demoralized moan
like a man taking a mortal wound is heard. For the most part, the Gaeli army lay down their
arms, and what few pockets of the diehard extremists that remain are quickly eliminated by
the victorious Ynvardians.


The miniature model of the pyramid, and Grendel the Great (or Cruel) on top, way down in the
small temple starts to make sense. Grendel stood atop the pyramid as if looking out over his conquered
domain. The IA now do the same, basically standing atop the pyramid looking out for hundreds of miles
of desert. The tiny armies below look like ants. How to get back down? The most logical way is back
through the way they came. At least with the curse gone they would not need to face any undead.
But there are the traps, and it is a loooong way to the front doors. The IA choose the most expedient way,
straight down.

A quick discussion of how many Fly spells are available and who can carry who ensues. Sesha opts to
fly down on her broom and proceeds to do just that. Beri promptly transforms into an air elemental and
descends the distance with ease.

'Descending the Distance' is nothing to sneeze at. The pyramid was built as a replica of the mountains
to the north and as such is a veritable mountain in this flat desert. Having seen it from dozens of miles out,
and been under its shadow for a brief moment, its height at its peak has a different meaning from the IA's new
point of view. Zane threatens to drop anyone who pokes fun at 'riding the bull' and such a drop would be
fatal.

Without a magical device that can measure a height from a certain surface, the IA must make a guess, and such
a guess comes up with a height of 1000+ feet high.

Those flying, or riding on the backs of those flying have nothing to worry about, naturally. Restling, however, decides
to play the cool dude and Walk down the pyramid face using his Boots of Levitation. This turns out to be far
more comical than practical. It turns out that Boots of Levitation only go UP or Down, and since the side of the pyramid
angles outward at an angle, he has to do some manipulating. He can't simulate a Walk, as the boots can't touch
the any surface, and he can't angle down, so he has to push himself away from the walls with his hands, lower himself a few feet,
then push himself away again, then lower himself a bit more, and push himeslf away again, and so forth. However he's stuck doing
this for however long it takes to lower 1000+ feet unless someone decides to come and get him.

Garret on the other hand thinks about how fun it would be to tumble and roll down the 1000+ foot mountain. He
calculates that he can minimize the damage by 60 feet, 10 more with his Acrobatics, but that leaves 930 feet of
max velocity and full impact on the desert floor, not counting the damage from the wall itself as he skids down. Even an
expert as Garret would have extreme difficulty keeping his body under control at such velocity and distance.

DM JT note: Fist 10' is free for Acrobatics DC15, then 60' of Slow Fall = 0 dmg, BUT 970' of fall = 20d6 dmg, + 1d4 per 10' after 170' of falling
for skidding on the rough stone wall at max velocity of a falling object = 83d4 dmg.


Garret peeks over the edge and with an appropiate Wis check either decides to be daring and try to beat Restlin at his own Pyramid Walk of Fame
game or elect to hitch a ride with someone who can fly.

If Wisdom wins over Ego, when all is said and done, all the IA find themselves on the desert floor, as hot as it ever was, and unharmed.

DM JT: if not, Bosk gets to use his spatula again.

The trip down is long enough, even for those flying, to give the Pasha time to gather with his bodyguards at the landing spot. Cheers errupt and
despite wounds that is bound to be hurting the Pasha, he dispenses of the formal protocols to embrace each and everyone of the IA.
A few moments of such celebratory exchange pass and then the business of cleaning up returns.

There are many wounded, on both sides. The victors have collected all the arms and armor of the vanquished and hold the Gaelis that
surrendered separate some dozen yards away. No one worries about what these Gaelis will do as there's no fight left in them. These
are the ones that were deluded by brave speaches and a life of stories of a grand past but would have stayed peacefully in the mountains
had it not been for the fanatical leaders and their demonic influenced speaches. Their Will now their own again, they only want to return
home and find a means to pay back the damage done.

The Yngvardians, at least for now, are content that there will be no other attempt to bring Grendel back and that his demonic royal
items are destroyed. Withoug those items of power no Gaeli could gather the strength and influence to go on such a rampage again.
Those Yngvardians with hotter temperaments vented their revenge on the remainder of the fanatical cult and seem content for the moment.

The Pasha has the wounded, on both sides, divided up in companies of severity of wounds. This way the healers can quickly aid the worse off.
Several members of the IA offer to help in the healing and the Pasha is very grateful.
Heal those as you wish. My healers have already attended to my officers and the Battle Aids are doing what they can to bandage
the rest. When you are done, come join me in my tent."


There is much to do and plan for. Burials, for one, but this is still an army, now an army with thousands of prisoners, and the logistics
of keeping things organized needs to be taken care of.

DM JT: It's up to you what healing you want to do and to whom. Then meet the Pasha in his tent.

Back in the Pasha's tent, the IA find the Pasha busy with reports. The surviving commanders, some sporting wounds and bandages, are giving casualty
reports to the Pasha's aids. The IA are ushered without ceremony to the Pasha's private war chamber.

"AH,welcome, welcome. Now, you must tell me, is the curse REALY gone? Is Grendel the Cruel's remains REALLY destroyed? All his cursed items? If anything
remains whole, the curse might not be lifted! We must know for sure!"


RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 92/109 -- Perm Arcane Sight, Darkvision, See Invisibility  d20+5=12 ;
Tuesday July 21st, 2015 3:34:22 AM

OOC: Can I assume that the body was disposed of with the items? Restlin did command the elementals "pick up those stinky, evil looking remains and put them in that bowl over there"

Healing isn't really Tink's thing. She doesn't even know a Stabilise cantrip. The best she can do is help with any triage (Heal check: 12). Tying a few slings, cleaning a few wounds. Anything more than that is beyond her expertise.

She bows on meeting the Pasha again.

"It is done" she says with a smile and a nod "The remains and items that we found on him have been disposed of. That said, we cannot guarantee that he didn't have cursed items elsewhere. Your people should be able to safely investigate the pyramid to see if any remain"

Tink recalls the passages by the false sarcophagus. It would take weeks to sift through those.

DMSteveK- Grendel's body was also destroyed.



Garret Goodbarrel [AC:33/28/27 HP:126/124 Ki:14/14 CMD: 34] 
Tuesday July 21st, 2015 7:49:21 AM

Garret starts to jump off the pyramid, but then notices the sleek edges of the building. He says, "Well, I thought there would be rough edges to hold onto, but this is unnaturally slick. I guess I will accept the flying lift... and if there are enemies still left down there, I'm still open to a dive-bomb attack!"

Garret steps into the tent of the Pasha and slips to the side, letting the others speak. He notices the guard nearest him wrinkles his nose when Garret steps near. Garret sniffs and the shrugs. He doesn't smell anything. The guard takes a side-step away from him...

Restlin (Carl) -- AC: +13/+10/+10 CMD: +14 HP: 105/105 (Spells) Luck Points: 5/10 
Tuesday July 21st, 2015 7:56:29 AM

Restlin realizes this walking down the pyramid thing isn't going to work out as well as he thought. He'll call over Sesha if she has room, otherwise he'll catch a ride with whomever is closer.

Inside the tent, he agrees with Tink. "Yea, we destroyed everything we could find that was potentially part of the curse, and the feeling of dread and overwhelming magic left the pyramid, but that doesn't mean there isn't some cursed item of his tucked away someplace secret as an insurance policy for him.

"Sooo...is this place supposed to stop being a desert now? How will we know if the curse is actually lifted?"

Bosk AC: 31/15/28 (AC lowered dut to enlarge person) CMD:28 hp (100/127 Bear's Endurance) Spells 
Tuesday July 21st, 2015 3:25:06 PM

Bosk helps here he can to tend to the others wounds, but he saves his last big spell. Unpn entering the tent he notes the Pasha is still wounded and offers to tend to his wounds. Your care for your people is admirable, but if you succumb to infection it will demoralize your men and take away from their victory. Please, let me heal you. The cleric then waits while the others do the talking.



Beriothian -- AC:23/16/21 HP: 109/130 CMD = 19 
Tuesday July 21st, 2015 5:03:59 PM

Beri considers how best to answer the question. At least to a former rogue who is always on the look out for traps and deception, there is one more piece to the puzzle to discuss.

What we found withing the pyramid was terrifying indeed, though the items we were told of were destroyed. Are we free to talk here about our findings or would it be better we debrief in private?
(assuming she gives the affirmative)
All you told us about as been destroyed. There is one additional item that gives me concern... a pearl. As big as Bosk's fist, if you can imagine one so big. And evil, no doubt about that. We aren't sure what to make of it yet. I believe it was his and that it's cursed, but could it bring him back... that is beyond my capacity to discern.

Zane (JCC) AC 31, CMB 16, CMD 32, HP 149/166(178), Character 
Tuesday July 21st, 2015 6:42:07 PM

Zane, having never met any of these people, and only just joined the group while they were inside the pyramid, chooses the option. He keeps quiet and lets the rest speak.....

Trellus (AC32/18t/30f, HP 126/134, CMD 22) Prot vs Electricty 120/120 
Tuesday July 21st, 2015 8:05:15 PM

Trellus heads to the wounded, and sets to work. He starts at the most grievously wounded allies, and works his way down. The Sargrass native is most attuned to any of his own expatriates, but pretty much heals anyone he can.

The cleric quickly goes through his eight remaining low level spells (CLW and CMW), and then his healer's kit. He grabs another Healer's Kit off the supply wagons, and another, and another....

The blond man eventually staggers into the Pasha's tent.

He nods his confirmation of the IA's words.

Sesha [AC 29 /18 To/25 Fl] | HP 74/85 | CMD 19][Cat's Grace, LR 30] 
Wednesday July 22nd, 2015 12:04:17 AM


As they near the Pasha's tent, Sesha jabs Restlin in the ribs.

"Remember when the Pasha was offering his daughters as wives? Well, I was thinking. One of Serenbeth's tenants was no having babies. Maybe I should take him up on that offer, eh Mage Priest?"

With a wink and a nudge, she hangs on the wizards elbow as long as is appropriate, letting go before they meet the Pasha.

Battle aftermath (co-DM JonathanT) 
Wednesday July 22nd, 2015 1:23:08 AM

All that is left of Grendel the Cruel's items is a black pearl, a condensed form of his demonic possessed items, the scepter, cape, crown, armor, and sword, which is now in possession of the Iron Adventurers. But is this enough to break the curse?

Katinka isn't much of a healer but does a little here and there, binding wounds is simple enough and when she feels it is best to head to the Pasha's tent, she does. She answers the Pasha very simply and expresses their concern for any other items Grendel may have cursed that still remain in the pyramid.

Garret realises that, even though he could technically climb down the stone surface, tumbling down
is another matter, even if quicker. Climbing down would take way too long, so he opts to hitch a ride with
Bosk.

Garret probably smells like rotting mummy but his nose has become insensitive to that horrible smell and
can't smell it. The others can and step away.

Restlin patiently makes his way down the pyramid, determined to prove it can be done but when
Sesha wirls back by on her broom and offers to give him a lift, he accepts. Holding on to the back of the
broom, she tows him down.

He voices his agreement with Tink's suggestion that there might be other dangerous stuff in the pyramid. He then asks if the desert is to stop being a desert.

The Pasha responds, "We certainly hope so, but it may not be in my lifetime. It did not become a desert overnight so it won't suddenly regain its green pastures overnight. We will anxiously await for any signs of rain. If they come back as they used to, then vegetation will start to take over again and the sand will start turning into soil again. It will all take a long time," he sighs.

Bosk helps where he can but saves his big spell for the Pasha. The Pasha is very grateful for the healing, although modestly denies he really needed it. It certainly does give him more energy for the tasks at hand.

Beri explains, in short, the horrible things they encountered in the pyramid but asks to have a more private conversation regarding Grendel's cursed items. The Pasha assures that his trusted men around him are sworn to secrecy so Beri explains about the black pearl.

The Pasha frowns upon hearing the news, but soon lightens up. "The curse surely has been lifted and even though that gem is cursed, it was Grendel's dying wish that cursed the land through the demonic power of his items. Although you hold the essense of that demonic power with you, it can no longer curse the land. But it certainly can curse the possesor. I would find a means myself to destroy the gem, but if word broke out of its existence, I'm afraid what remaining fanatical Gaeli that still survive will seek it until they finally get it. It is best that you take it far away from here and try to destroy it yourselves. At least if you can't do so, no Gaeli will be any wiser."

Zane, knowing no one here but the IA, keeps quiet and watches.

Trellus goes straight to the wounded and start to work. Finding the worse of the wounded, he quickly expends the last of his healing spells, then breaks out his Healer's Kit. Other Healer Kits, Yngvardian style, are being brough by seasoned and novice healers alike. Trellus quickly has an audience of three young novices, a girl and two boys, that watch intently as he cleans and binds the wounds. They then take what they learned and apply that new knowledge.

Finally Trellus returns to the Pasha's tent, exhausted but elated that he could be of such help.

Sesha gives Restlin a jab in his ribs when they arrive at the Pasha's tent.
"Remember when the Pasha was offering his daughters as wives? Well, I was thinking. One of Serenbeth's tenants was no having babies. Maybe I should take him up on that offer, eh Mage Priest?"
With a wink and a nudge, she hangs on the wizards elbow as long as is appropriate, letting go before they meet the Pasha.

By the time the IA have finished giving their report to the Pasha, one of the Pasha's aids enters and give him an initial tally of the dead. It is sad to hear of so many lost lives but many will live through the medical aid from the IA and so many more will be able live peacefully with Grendel's curse now gone. He orders the suply wagons to be brought to the wounded camps and those that can be moved to start loading them up for their trip back to the oasis. He looks at his maps and points to an oasis closer to the mountains and declares that this is where the Gaeli wounded will be taken. He appoints a squad of flying camels to take a message to the Gaelis in the mountains to come and get their kin and that they will be taken care of and have safe passage.

For the Iron Adventurers though, he calls in his chief advisers, scribes, and bards. The Pasha wants a detailed account of everything for the Record. "We want to tell this story as accurately as can be for centuries to come. Don't embelish, that stuff will come naturally, later.

The advisors, whom the IA have all met before, don't waste any time. They want the story as fresh as possible and take the IA to a separate tent. It is very comfortable with many pillows and several tables and plenty of parchment, quills, and ink. Several large palm leaves hand suspended in the air and wave back and forth creating a comfortable breeze.

"Take your rest and enjoy some refreshment. Tend to any wounds you have, and then we must get started."

The IA have an hour before the advisers return, but after all have given their account as best as they can recollect, they have the rest of the time to themselves. It is getting on to late afternoon. They won't see the Pasha again until the next day but they can already tell that the camp is moving out.

DM JT: i know this post is long and does not have much in terms of Role-Play and I apologize for that. The Pasha will be throwing a party soon but that's too much for one post. Banter among yourselves and explore the camp. You can even go back to the pyramid, as the doors are now open.

Restlin (Carl) -- AC: +13/+10/+10 CMD: +14 HP: 105/105 (Spells) Luck Points: 5/10 
Wednesday July 22nd, 2015 6:42:26 AM

Restlin blushes fiercely at Sesha, though he makes zero indication that it would be a problem. He mulls it over as they walk, his eyes bulging occasionally when new ramifications cross his mind. He thinks that was a joke, but sometimes that mind of hers goes weird places.

Afterwards, in the tent, he replies to the Pasha. "Oh, we know a thing or two about handling evil artifacts. This pearl is in good hands, I assure you." With that, Restlin stands up and checks himself for wounds. Finding none, he checks for dirt, lice, ticks, whatever else is in this desert. Once he's satisfied that he's clean and free from parasites, he offers his elbow to Sesha so they can go exploring.

He keeps an ear open for any signs of discontent or other negative emotions following the battle, but generally tries to be gracious and enjoy the afterglow of a successful adventure.


Bosk AC: 31/15/28 (AC lowered dut to enlarge person) CMD:28 hp (100/127 Bear's Endurance) Spells  d20+19=39 ;
Wednesday July 22nd, 2015 10:01:01 AM

Bosk smiles a little to himself at Sesha's words. Although he had no interest in marrying a girl handed out as an award, the thought of becoming a prince and holding such a title speaks to him. As he toys with the idea of "Prince Bosk of the Taur Isles and Yngvardians" he explores the town looking for something to drink, hoping to bring back a couple bottles of cactus wine or whatever the desert people drink...then the idea comes to him and he returns to the pyramid looking about the buildings for an ancient and long forgotten bottle of wine. With luck he might even find an old bottle of Stained Glass wine from the Sargrass.

As he explores the ruins he also keeps an eye out for anything interesting or valuable. He can only imagine what knowledge any books inside might contain.

Perception to look for forgotten goods and ancient treasures = 39 (natural 20!!!)



Garret Goodbarrel [AC:33/28/27 HP:126/124 Ki:14/14 CMD: 34] 
Wednesday July 22nd, 2015 10:21:47 AM

Garret wanders around a bit, talking to some of the people and warriors, learning and listening to the battle stories. When he hears of the tent with the food, he quickly slips inside and fills both hands with food. He thinks about shoving some extra into his belt sack, but realizes that there is plenty to go around and instead just eats while he examines the different types of food available.

Beriothian -- AC:23/16/21 HP: 109/130 CMD = 19 
Wednesday July 22nd, 2015 5:12:10 PM

Beri also returns to the pyramid to look around. While he would be happy to find a some trinkets to take back, what he would really like to find are paintings or a book of some sort that talks about what the land that used to be like and the creatures that lived there. If he is really lucky, perhaps he will learn of some exotic animal he can practice transforming into.

Trellus (AC32/18t/30f, HP 126/134, CMD 22) Prot vs Electricty 120/120 
Wednesday July 22nd, 2015 7:39:30 PM

Trellus tells his story as best as he able to the scribes. Afterwards, he cleans up, and then finds the rest of the Iron Adventurers.

"Many shadows to you all for helping lift the curse off of this land. But, now its time for us to part ways. I'm going to go back with the wounded to make sure they all get back to their homes, and then take up with my family again."

He grins. "I should be able to throw enough healing spells each day to have most of 'em walking by the time we get back,"

With that, the blond ex-Sargrassian gives each member another on the arm, and then departs.

RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 92/109 -- Perm Arcane Sight, Darkvision, See Invisibility 
Wednesday July 22nd, 2015 8:42:57 PM

Tink will spend her time looking over the Gaelis. She believes the Pasha when he says they will be treated fairly, but wants to make sure that his soldiers understand what this means. If she can do anything to assist them, she will.

Zane (JCC) AC 31, CMB 16, CMD 32, HP 149/166(178), Character 
Wednesday July 22nd, 2015 9:07:38 PM

Zane having had many varieties of food over the past few years finds himself in the tent with the food.
He samples the stuff he doesn't recognize and will enjoy those which he sees and knows he enjoys....
He'll answer any questions they have for him, except how he ended up joining the group while they were in the pyramid and that's because he himself doesn't know.....

(meeker adjusted(removed))

Sesha [AC 29 /18 To/25 Fl] | HP 74/85 | CMD 19][Cat's Grace, LR 30] 
Wednesday July 22nd, 2015 10:52:23 PM


Sesha lets off of Restlin enough to tell Trellus goodbye.

"Thanks soldier-priest. You were a lot of help, we might have been stuck without you. Best of luck with your family!"



Battle aftermath (co-DM JonathanT) 
Thursday July 23rd, 2015 1:07:41 AM

The current business with the Pasha now over, the IA split up and and explore.

Trellus gives the IA the sad news that he will be going back with the wounded. His few remaining people are here and he feels that now that the curse is gone, his people can grow and prosper here, more
so with his help.

Besides, there's that thing about the Pasha giving one of his daughters in marriage... tempting...tempting..
they ARE gorgeous and can belly dance!

Restlin ponders Sesha's words and can't help but thing, or hope, she was joking. He does a thorough check of his person for any unwanted parasites, even undead fleas are looked for. You never
can be too careful.

Walking about camp with Sesha at his side, he looks for signs of discontent. He does see some, but to know the nature of those hushed talks he will need to get closer.

Sesha returns Trellus' thanks with her own when the Sargassian announces he will be returning to his people and help tend to the wounded.

Garret smells food and follows his nose. The nose knows exactly where to go. He is disappointed
that it isn't a feast but a chow line for the soldiers. But food is food and the soldier's grub isn't all that bad. The Yngvardians know who Garret is and make it difficult for the halfling to actually eat the stuff with their praises, questions, and general desire to pick him up and carry him around.

Zane arrives at the chow line in time to rescue Garret. The Yngvardians are unfamiliar with Taurs and ask tons of questions, even if Cameltaur exist where Zane is from. Why not? It would seem most
logical, as one explained, since bulls are the beast of burden for most of the lands about, then why not a Cameltaur, the beast of burden in the desert? Especially since they have a camelsus (or is it pegamel?)

Katinka prefers to see for herself that the Gaelis are being treated well. She notices that not all the Yngvardians forgive so quickly and easily, but the Pasha's personal guard also keeps an eye on things.
During this time, she is able to get a their side of the story.
Katinka: Highlight to display spoiler: {If you are interested, I'll send it over via e-mail}

Bosk and Beri set out to the pyramid to explore some, each hoping to find some ancient thing or two
not undead. There are guards at the entrance but they know (obviously) who Beri and Bosk are and are
allowed into the main foyer with big smiles.

Inside the big foyer they notice the huge double doors are wide open! Not only that, the Teucri symbols
that adorned the doors are gone too!

They make their way through the entry corridor and to the platform where they look out over the pitch black city. It is just as dark and musty as it was when they first entered but the sense of fear and dread (if you had that in the first place) is gone.

They make their way down the massive steps to the floor, each one carrying what light they can. The first area they enter is the dry watering hole in the merchant quarter's plaza. The bazaars' buildings are the perfect place to start their search for antique goods. It does not take long to find a store holding ancient rotting wooden kegs and the search for vintage wine bottles goes into a frenzy. Shouts of glee erupt as half a dozen undamaged bottles with a liquid content are found here and there. What the liquid is and what it will actually do to the digestive system is unknown as any markings on the bottles are long gone.

But they got the bottles!

Because glass holds up better than wood and cloth, those corked bottles and numerous empty bottles are pretty much all they can find that won't crumble to dust once picked up and taken out into the sun.

Beri:Highlight to display spoiler: {If you want a chance to find what you are looking for, you need to make your Perception roll.}

The next day the Pasha's business here at the warcamp is done and whatever else needs doing will be handled by his lieutenants. The royal tents are quickly packed up and the IA are invited to return to the Pasha's oasis headquarters for a huge celebratory feast. The party will be in three days to allow all the Yngvardians spread out across the desert to have time to come for the celebrations and hear the IA tell their stories.

DM JT: You can make it back to the oasis in less than a day and the trail will be easy to follow. You may stay and explore the pyramid more or return with the Pasha. Up to you.


Garret Goodbarrel [AC:33/28/27 HP:126/124 Ki:14/14 CMD: 34] 
Thursday July 23rd, 2015 7:04:48 AM

Garret has fun with the soldiers and is quick to tell tales of their time in the pyramid. When Zane shows up, Garret adds in stories of the great taur's actions in the final battle, making it sound like Zane defeated Grendel and all his allies single-handedly. When the soldiers start focusing on Zane, Garret quickly slips back around to the chow line to stuff some more food in his face.

The next day when Garret hears, "feast," he quickly looks around at the others. "We are going back there, right? I mean I'm sure the Pasha would like us there, after all."

Then he looks around and says, "Hey, does anyone know the way back to Hook City?"

Restlin (Carl) -- AC: +13/+10/+10 CMD: +14 HP: 105/105 (Spells) Luck Points: 5/10  d20+25=30 ;
Thursday July 23rd, 2015 8:09:26 AM

Restlin is shocked that Trellus is leaving. "Dude, we have a huge tower in the richest city in the Wold decorated by the greatest designer Hook City could find. Bosk always has food ready, it's clean and smells faintly of sandalwood, our neighbors all think we're awesome. Really, it's a good place to be!"

Still, family is family, and that's important to some people. The magepriest wishes his friend well and skulks off with Sesha. "That's the part that brings me down, babe. So many adventurers up and leave." He snaps out of it quickly enough. There's a party to be had, and by golly he'll be having it.

Garret's question cuts through his merriment. "I don't think we've found a way back yet, but we've also yet to do our job here. We're supposed to be finding out more about the Teucri. We've seen their runes, so we're on the right track, but we're not done. This whole Grendel the Cruel thing was important and worthwhile, but it wasn't our mission."

That said, Restlin decides to investigate the pyramid as well, specifically for anything Teucri related. He asks if Sesha will accompany him, of course.

Perception - 30: Looking for Teucri stuff in the pyramid.

Bosk AC: 31/15/28 (AC lowered dut to enlarge person) CMD:28 hp (100/127 Bear's Endurance) Spells  d20+19=36 ;
Thursday July 23rd, 2015 10:03:12 AM

After finding the bottles Bosk continues exploring the pyramid with Beri. At first he hopes to find some ancient books that will reveal the full history of Grendel and the Pyramid as well as a description of the Sargrass before the desert overtook it, but after speaking with Beri he also keeps an eye out for any paintings or statues...especially those with exotic animals. Although the druid has his own reasons for wanting the art, the minotaur's reason is much more simple. He wants something that looks cool to place in the Iron Tower that will serve as a trophy so the group can remember this adventure and possibly act as a conversation starter when potential clients visit the IA.

Perception = 36
(I am looking to help Beri and looking for RP decorations, not items to sell).

Garret Goodbarrel [AC:33/28/27 HP:126/124 Ki:14/14 CMD: 34]  d20+21=27 ;
Thursday July 23rd, 2015 6:50:39 PM

When Restlin mentions the Teucri "stuff," Garret smiles, "Oh yeah, I remember that stuff. Looked like this, right?" With that, Garret pulls out a small wooden contraption that has Teucri runes on it. I can help look for that stuff (aid another perception: 27).

RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 92/109 -- Perm Arcane Sight, Darkvision, See Invisibility  d20+28=33 ;
Thursday July 23rd, 2015 9:22:19 PM

"The teucri. I'd almost forgotten" Tink will tag along with Restlin and Sesha, oblivious to the fact that the two might have just wanted some time alone. She pays extra attention to the places where the group encountered traps, wary that they might reset.

Perception: 33

Zane (JCC) AC 31, CMB 16, CMD 32, HP 149/166(178), Character 
Thursday July 23rd, 2015 11:05:30 PM

Having had his fill, Zane makes his way to where the others are. He hears them discussing The Teucri and speaks up.
"Ok, we've beat the bad guy, is there more to why you all are out here in the middle of no where? I heard you mention The Teucri, I've not run into them personally before, but I heard some of the Adventurers discussing those ancient people in the Ghost one of the times I was visiting there.
So, what else is going on?"

Zane prepares himself, it could be almost anything that he's now involved in....

Preparing for the Celebration Party(co-DM JonathanT) 
Friday July 24th, 2015 2:03:07 AM

The new day brings new discoveries, and the IA start talking about the real reason they came to the desert in the first place.

Garret entertains the crowd at the mess tent with stories of their adventure inside the pyramid city but diverts the crowd's attention to Zane when he shows up. He easily slips out of sight and back into the chow line. The talk about a celebratory feast as the halfling trying to make sure the IA plan to attend. It does happen to be in their honor anyway. Wondering how they will find their way back to the oasis, Garret is shown the tracks in the sands made by the thousands returning to the oasis as well.

Restlin is shocked that Trellus is leaving the IA. He describes the Iron Tower in Hook City and how the IA are held in high esteem by their neighbors. In the end, though, the mage-priest understands the importance of family. Even so, he confides that so many joining and leaving depresses him. He snaps out of the depressing thoughts by the prospect of a party.

Garret's question as to how they are to return to Hook City also brings back to his memory the real reason they went through the portal in the Treasury Library in the first place, looking for the Teucri. 'We're supposed to be finding out more about the Teucri. We've seen their runes, so we're on the right track, but we're not done. This whole Grendel the Cruel thing was important and worthwhile, but it wasn't our mission.'

With this in mind, he decides to explore the pyramid properly for any signs of the Teucri. Bosk and Beri
inform him that when they went there the day before, they noticed that the Teucri runes on the massive
double doors were gone.

Bosk is not content with just a few ancient bottles with a mystery liquid and agrees with Beri that some ancient art or history book would certainly be a worth prize to look for and decides to expand his search when he returns, joined by Restlin.

Garret pulls out the small wooden puzzle box with the Teucri rune on it as he volunteers to help look for signs of the Teucri and joins Bosk, Beri, and Restlin on their trip to the pyramid city.

'The teucri. I'd almost forgotten!' Katinka exclaims and tags along, if indeed they venture far enough into the city to reach the trapped corridors, she notices that the illusory treasury room in the middle of the scythe corridor is still there, a good warning that the trap may be still functional.
Does she try it out to satisfy her curiosity?

Zane enjoys the curiousity of the Yngvardians and denies any knowledge of cameltaurs but does describe centaurs and liontaurs (and secretly hopes there are NO cameltaurs anywhere in the Wold?).
Zane, who arrived smack-dab into the pyramid city by divine means is now made aware of the original purpose of the IA's presence in such a place so far from Hook City. He's heard of the Teucri but not personally run into any.

With the first annual 'Curse-be-Gone' feast in three days, the IA find they have time to explore the pyramid city for Teucri signs among other things. They spend the entire day exploring the city level unhindered by any undead, who by now hopefully are in their proper place of rest (or unrest) in the afterlife. They search high and low for signs of the Teucri but where there were Teucri runes before, none are now. How the Teucri and the workings of the pyramid were related will remain a mystery, at least until, or if, they finally find one of that mysterious otherwoldy race to ask.

For now, at least, the IA must be content on finding a number of ancient art objects and manuscripts. On the whole, though, these pieces of art (small stone figurines, canvas paitings, decorative vases, etc.) do not appear to be related to the pyramid story but are Gaeli in origin. On the other hand, the vast majority of objects within the pyramid have started to decay in a faster rate one would expect, even the stone buildings are starting to crumble.

Perception DC30: Highlight to display spoiler: {At this rate, in 50 or so years the entire city inside the pyramid will be just a pile of dust.}

Perception DC40: Highlight to display spoiler: {The items they IA find in good shape must have been brought in from somewhere else and do not have the evil taint of the pyramid city}

At the end of the day, when the IA gather again in their tent after spending the day in the pyramid, the IA notice that most of the camp is gone. The Gaelis have been escorted away towards their mountain home and all thats left are the few assigned to guard the pyramid to keep any curious Yngvardian or Gaeli from venturing in. The Pasha plans to thoroughly comb the pyramid city in due time and does not want any 'looters' to disturb the place. The IA have been alowed entry out of respect to their great service to the Yngvardians and consider anything the IA remove as part of rightful loot.

The next day the pyramid stands ominously quiet considering the events of just a couple of days before. It is hard to believe that such a monument to evil now stands rather powerless after so many centuries of dominion over the lands. Perhaps it will still be standing when vegetation returns. Maybe its doom is to be engulfed by that same vegetation it destroyed centuries ago. Who knows? Who'll be alive to retell the tales?

But for now a big party to prepare for. Do they leave the pyramid to perhaps never see it again or do they spend another day searching for Teucri signs?

Bosk does point out that they found a Teucri Runestone back at that well and he had pocketed it but it had mysteriously vanished last he looked for it.

RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 92/109 -- Perm Arcane Sight, Darkvision, See Invisibility  d20+28=34 ;
Friday July 24th, 2015 4:35:01 AM

Tink notices the interior of the pyramid crumbing, but isn't too concerned by it.

"It would seem Socraterius isn't here at all. Surely one of the Yngvardians would have noticed him. Unless there are any other leads for us to follow, perhaps we should head back to that well?"

Restlin (Carl) -- AC: +13/+10/+10 CMD: +14 HP: 105/105 (Spells) Luck Points: 5/10  d20+19=23 ;
Friday July 24th, 2015 5:32:22 AM

Restlin shakes his head. "Nah, there's a party to be had, still. Sesha here wants to try a wife on for size, right dear?" He elbows the young drow as he speaks.

Gears move in Restlin's head as he wonders how the Teucri runes could all just disappear from the place. Were they responsible for holding in Grendel the Cruel and disappeared when they were no longer needed? Were Grendel and the Gaeli responsible for their power? Did more Teucri magic just vanish from Hook City like it did here?

Restlin's eyes widen at that last thought. If the Hooks had failed it would be a disaster. Loss of the memory stones wouldn't be a picnic either with so many contracts relying on them.

All Restlin can do at this point is hope that's not the case. He wonders if anyone's tried asking the Gaelians if they knew anything about those runes. If not, he'll look for a prisoner that feels like talking, using the knowledge from years of observing Zeoll get people to do things against their own best interest.

Diplomacy to find and question a Gaelian prisoner regarding the Gaeli knowledge of Teucri runes: 23



Zane (JCC) AC 31, CMB 16, CMD 32, HP 149/166(178), Character 
Friday July 24th, 2015 5:12:21 PM

Zane has an epiphany of sorts....
Something the IA did caused some of the Teucri artifacts being used in Hook City to be destroyed, those were the Chits that had been used as cash.... Now more artifacts are vanishing....
To members of the group only Zane says the following...
"Ok, let me see if I have this straight, apparently some of these Teucri artifacts are still being empowered, and some of those power sources are the evil things we are defeating. When we defeat them, that power is vanishing and the artifacts are thusly vanishing as well. If those items are also being used in Hook City they are just gone as well.
So we are ridding the Wold of evil, but that evil is supporting our life style at home....."


Garret Goodbarrel [AC:33/28/27 HP:126/124 Ki:14/14 CMD: 34] 
Friday July 24th, 2015 8:25:48 PM

Garret looks at Zane and says, "You know, I never thought of it that way. Now I'm not from Hook City, but I'm pretty sure you're never going to convince anyone in Hook City that the source of all that IS their city is related to evil in any way..."

Bosk AC: 31/15/28 (AC lowered dut to enlarge person) CMD:28 hp (100/127 Bear's Endurance) Spells 
Friday July 24th, 2015 9:14:50 PM

Bosk looks through his pockets one time for memory / rune stone that vanished.

Sesha [AC 29 /18 To/25 Fl] | HP 74/85 | CMD 19][Cat's Grace, LR 30] 
Friday July 24th, 2015 9:20:09 PM


Sesha shrugs.

"I'm game for dancing, dating, and wife-finding anytime!"

She isn't quite as appalled at the thought of all of hooks magic vanishing.. except for one thing.

"The hooks. If those poofed.. "

Party Time!(co-DM JonathanT) 
Monday July 27th, 2015 3:15:02 AM

DM JT: You guys have been looking forward to this party and I hate to dissappoint. However, the PTB wished the next module start immediately, so, this post will take care of a lot of things in short order. Feel free to post your PC's partying and be ready for the next adventure!

katinka is not concerned by the obvious start of decay inside the pyramid. She brings up Socraterius again. That elusive maniacal wizard that escaped their clutches in the Teucri Library. There has been no indication he ever made it to the Yngvardian desert. She suggests going back to the well, the Teucri portal they came through, and looking for other leads elsewhere.

Restlin shakes his head. He does not want to return just yet. There's a party to be had, and dancing
girls, and maybe a princess wife. However he does try to put together the relationship of the Teucri runes and Grendel's prison. Two options present themselves:
' Were they responsible for holding in Grendel the Cruel and disappeared when they were no longer needed? Were Grendel and the Gaeli responsible for their power?

Not enough is known about the Teucri to know for sure one way or the the other.

Another thought, a horrible one, comes to him as he things about the disapearance of the Teurcri runes from the pyramid: have the hooks in Hook City failed while they were out here?

He hopes it is not the case. He wonders about the Gaelis, did they know anything about the Teucri runes? He does not remember seeing any evidence of Teucri runes on any of the Gaelis they fought or any of the leaders from the defeated army at the pyramid. He already knows the Yngvardians do not know the origin and since the runes apeared on the pyramid after the Gaelis left, he's sure they know nothing of them as well.

Zane is now filled in on the backstory as to why the IA find themselves so far from Hook city and chasing Teucri signs. It is explained that a rogue group from the Chancer's Club tried to steal the Chit Machine. They ended up causing the chit producing automaton to go insane and threaten all of Hook City. The IA (Sesha, was it?) managed to talk it down and shut itself off. That, of course, disabled and made useless all the Chits in and around Hook City. With the city in chaos and turmoil, the IA promised to see if they could find the Teucri and ask them to fix the machine. The portal that seemed to lead to the Teucri home led the IA here instead.

Zane also ponders a theory that the Teucri are in fact evil and their artifacts power the evil they and up fighting, and by destroying that evil, they also end up destroying a Teucri artifact. Hmmm....

Garret sees some logic to that theory but points out that no one int Hook City (Socraterious? didn't he say the artifacts are all cursed?) would never be convinced of this.

Bosk goes through ALL his stuff again, every pocket and nook and cranny, even where the sun don't shine, and still comes up with zero rune stone.

Sesha shrugs, she's not in that big of a hurry to return home. But she does feel horrified if the magical hooks that give the city its name were to vanish!

With time running short for the IA to get back to the Pasha's oasis and be on time for the celebratory feast in their honor, the IA pack up their stuff, stowing their new found relics from the pyramid as well. None of these items radiate as evil or cursed so they look forward to decorating the Iron Tower with these antique prizes.

DM JT: pick something you like or fancy and as long as it can be feasibly carried and stowed away, log it as a non-magical trophy from the pyramid. Bosk has half a dozen bottles of what might be wine along with something else of choice. Unfortunately for Beri, the only historical stories left are in mosaics and wall paintings. The mosaics can be removed but it would take weeks to remove one with care and in such a manner to keep a record of their relationship so they could be put back together again.

The Pasha offers Beri a more modern scroll with their historical account of the [/i]Grendel the Cruel and the Curse[/i], for the other side of the story, he would need to visit the Gaelis.

When the IA reach the oasis, the party preparations are well under way and the smell of cooking meats permeates the air and immediately trigger salivating glands. Their is great hustle and bustle and the party begins that night. Large kegs of drink are rolled out and the specialty desert wine made from cactus fruit is freely dispensed. There congregation of Yngvardians is so huge that the party is broken up in groups and each IA member is the guest of honor and asked (required!) to tell their tale of how they defeated Grendel, again, and how he will never(?) return.

The Pasha is especially moved to tears when he hears of the Yngvardian prince ghost and knows who he is from their stories. He is overjoyed that the Yngvardians actually DID have a helping hand in that the ghost prince showed the way to the real tomb.

Much dancing goes on everywhere and many young Yngvardians in love find the moment appropriate to join in matrimony, since the different clans don't get together like this very often. Naturally, the Pasha is true to his word and offers a daughter (he has many), to any of the male IA members who desire to be wed. Normally, refusing such an honor would offend the Pasha and the Yngvardians, but he understands
that the IA are not Yngvardians and should not feel such obligation.

As the night wears on to morning, and morning to afternoon and night again, fun is had by all through dancing competitions (even the men have their dance routines and couples too), but martial prowess is also contested and prizes given out. In the end, the Pasha brings forth the Yngvardian Nation's reward to the IA for their service.

DM JT: you've all been bumped up to the next level, so the Pasha's reward is enough treasure to get you to your new WBL amount. Everyone should start out your next level at even treasure across the board. If there is some issue, please e-mail SteveK and I and we will work it out with you. We want everyone to be happy and ready to start the next death-defying adventure. :)

Finally, after all the food and drink the IA can possibly eat has been eaten, including some pocketed by Garret, time to leave and head back to Hook City arrives. With only one clue to follow, the IA return to the well they came in by. Searching for the rune stone in the same hidden spot at the bottom of the well reveals the Teucri Memory stone right where they found it the first time. Bosk is perplexed but hey, it is Teucri, so that pretty much explains it all. They also locate the indentation in the base of the well wall outside and when they place the Memory stone in the socket, a portal appears. Each IA members enters the portal and find themselves back in the Teucri Library where they left a week or so ago.

The Treasury functionaries in charge of keeping watch are startled by the IA's sudden appearance and one cracks open a scroll and quickly reads it. The scroll vanishes and the other tells the IA, "Inspector Auslander will be here as fast as he can!" Their eyes search the IA looking for hope.

Restlin (Carl) -- AC: +13/+10/+10 CMD: +14 HP: 105/105 (Spells) Luck Points: 5/10  d20+11=18 ;
Monday July 27th, 2015 8:01:53 AM

Restlin, of course, lives it up. He is willing, nay eager, to tell the story to as many Yngvardians who will listen.

Perform, Storytelling: 18 (ugh)

A good time is had, treasure is claimed, but a wife is declined. His interests lie elsewhere.

The wizard is surprised as anyone that the memory stone seems to work again. He's pretty sure that wouldn't have happened a few days ago when they got here.

Upon arrival, he smiles nervously at the functionaries. Out of the corner of his mouth he asks Sesha, "So, did we actually figure anything out? Do we have anything to tell these guys that I forgot?"

Garret Goodbarrel [AC:33/28/27 HP:126/124 Ki:14/14 CMD: 34] 
Monday July 27th, 2015 10:29:22 AM

As the treasure hunting continues, Garret looks around at the old, decaying structure. He is saddened by the decay, but glad that the evil spirits have been put to rest. As for Grendel, Garret just had to accept that there were evil powers in the world, and he'd just have to do what has to be done to try and make good win out over evil, wherever that might lead. He looks around for something small, hoping to find an ancient coin that he might take home as a souvenir of this strange land.

His thoughts are interrupted with calls to head on to the oasis. Garret runs along, joining the group headed for the oasis. He think he hears someone saying something about halflings who need baths, but he wasn't quite sure, so he just joined in with the group. He picks up some warm sand and lets it run through his fingers as he thinks about this land and how he found his way here...and if he is ever going to find his way back to anywhere else. It seems his entire life has been focused around moving from one place to another, never stopping, and never slowing. Then he thinks of Grendel and realizes that if good needs him to move, then he will move.

Garret is one of the first to realize they are nearing the celebration when he perks up at the smell of roasting meat! He runs along head very quickly, much faster than anyone else can go without breaking into a run. He follows his nose quickly into the cooking tents and helps himself to some meat whereupon he quickly retorts, "It is good, but perhaps should be cooked a little more." His hand is slapped by one of the cooks who replies, "You're not supposed to be eating this yet!" Garret grabs another handful of meat before slipping back outside to see the celebrations already starting.

When Garret is separated from the group, he has a moment of anxiety, thinking, "Is it time yet again for me to move along and fight alongside others? Have I seen the last of this group of heroes?" He relaxes little when he sees he has been singled out for attention by a group of revelers. When pressed for stories, he asks for more meat, then tells a number of stories, but mostly about how the others worked together and around the extra-large figure of Zane.

When the Pasha himself appears in Garret's group (as he has come to think of those around him) with the offer of a wife, Garret is struck by the beauty of the women presented. He is struck speechless as they are paraded by him and for a moment he starts to wonder if it is he that will be leaving the group. But then his mind wanders to a place and a time far away. His eyes glaze over as he remembers an Inn that he himself helped build in a small town in a canyon. The name of the town, Bryn Baraz briefly crosses his mind as he remembers a fine young Halfling female that he had to leave behind, taking care of that inn with a promise to wait for his return. His spirits are low as the Pasha accepts his refusal of a bride with grace and dignity.

The next day when the dancing contests start up, Garret joins in, but mostly focuses on complex acrobatic tricks. He amazes more than a few children and adults with his balance, agility, and amazing ability to jump huge distances both straight up and to the sides. He enjoys himself, but starts to wonder again about distance places and times in his past.

When the day comes to depart, Garret is ready to go, ready to move on to the next challenge. As they travel to the well, Garret looks around at the other members of the Iron Adventurers group and thinks that they make a strong, good team, despite the changes in the members over time. He remembers the large tower in Hook City and looks forward to checking on Anrete, that crazy barbarian that he last saw sunning himself on the top of the tower.

As they enter the portal, Garret waves goodbye to those who escorted them to the portal. He hopes that they truly have seen the last of Grendel and all his henchmen. When they appear in the library, Garret waves to the shocked functionaries. He smiles and says, "Is it almost time for lunch?"

Sesha [AC 29 /18 To/25 Fl] | HP 74/85 | CMD 19][Cat's Grace, LR 30]  d20+8=23 ;
Monday July 27th, 2015 12:08:04 PM


When the Pasha starts offering brides, and skips over her for the males, the Witch can't help but feel a little snuffed, even if she was only half serious about carrying through with her plan.

She starts to question it, but then heaps of treasure laid at her feet is enough to stave off any petulant arguments she might have had. Priorities. That and besides, she knew how needy she could feel some times, a wife would be a lot of responsibility, sort of like a puppy. And Serenbeth knew she didn't have time for a puppy. Plus, barring some sort of immaculate conception from a dead goddess, she wouldn't be giving the Pasha any grand-kids. And she seriously doubted he wanted half-zombie grand-kids anyways

After another attempt to make her way into the harem of dancing ladies (Perform: 23), Sesha takes some time to go back through the pyramid, with her ghostly friends as company. Joy finds an old ragdoll, made of questionable materials. The doll is rough and beaten, with what appears to be actual human hair sewn under a little hood made of old skin. You can't see the dollies face, but the skin-dress and hair make it an obvious female.

"Cute.", says Sesha. She pockets the doll and shows it to Restlin later. "There's something to this doll. I just know it. You don't make a fetish out of human skin for no reason." She gives it a hug, then decides to commit some time to study it later.

At the end of the night, she channels a spell into her staff, bringing it back up to 3 charges.

(DMs: Sesha has chosen this little fleshy ragdoll as her treasure from the pyramid. ^_^ )

Restlin (Carl) -- AC: +13/+10/+10 CMD: +14 HP: 105/105 (Spells) Luck Points: 5/10 
Monday July 27th, 2015 1:35:27 PM

"She's gonna animate that thing, and Bosk is going to lose his mind," is all Restlin can think. "Oh, I'm sure there's a reason, but I doubt it was a good one." He peers closely at the thing. "You have a knack for finding weird things, Sesha. I will give you that, and the Mendicant in me refuses to believe it's just coincidence. Let me know if you need some book learning thrown its way."

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