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Into the Swamp


Forming a Coven and Into the Swamp (co-DM SteveK) 
Wednesday October 7th, 2015 8:56:46 PM

Restlin is absolutely on board with waiting until daylight. He makes a cottage for the night and asks Sesha for some of her magical food. Browsing around town, the mage does find a nature-savvy swamp-runner who hands over a quart jar of green slime that he swears works. “You may not look pretty, but you won’t be eaten alive by skeeters!”

Garret is his energetic, enthusiastic self, helping out when needed and plays when he can. He manages to win a small bag of marbles from some children who had a cat stuck in a tree. With the bouncy helfling’s rescue, they pitch in and give him a small bag of 12 marbles.

Sesha talks to her friends about ‘spoooky witch things’, specifically, how to make temporary covens with non-witch friends. That when there is time, they can boost their magic through the blood rituals of the Witches.

Restlin is on board. Zane seems interested, Beri accepts her offer, and Katinka is honored. Bosk reminds the others (and himself) that Gargul approved of Sesha in the group, so he too does not object.

Sesha takes the time to gather her friends together, and creates the Coven. And then casts Heroes Feast. The heroes don’t FEEL different, but Sesha is sure the magic has worked, and so does Katinka with her Arcane Sight.

(Damage Sesha 2, Beri 4, Bosk 3, Restlin 3, Tink 1, Zane 3)

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

The night passes without incident and the Coven preparations are complete.

In the morning, there are four rafts, each can hold 6 medium creatures ( or one large and 2 medium) and poling equipment ready for the Iron Adventurers, and a few birds that are friends of Greybeard to show the way to the Witches.

And then of course.... go.

All that is left is to choose who is on which raft

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

END OF SCENE! All heroes get 9,500xp for some excellent role-playing at Oyster Bay and Sesha's Coven. Great work at getting the available information in the town!


Restlin (Carl) -- AC: +17/+14/+14 CMD: +14 HP: 116/119 - 14 Temp HP (Spells) Luck Points: 6/12 
Wednesday October 7th, 2015 9:19:39 PM

Restlin looks on with a mix of wonder and trepedation as Sesha's blood surges forth. For all her bickering about him getting himself injured, he never actually injured himself.

She's right, though. There's SOMETHING magical going on. He ponders what Sesha said before starting, "Tink, I'm betting your magic will be better served by this. Mine typically are cast in battle. You seem to spend a good amount of time casting long-lasting spells every morning.

"Sesha, can we cast spells using this coven during battle? I'm still a little fuzzy on how this works. My training did not prepare me for this."

When the food appears, he calls out, "GARRET! FOOD'S HERE!" He ponders healing his wound, but decides to stick with the spirit of things and leave it. He applies pressure until it stops bleeding, but otherwise leaves it.

Sesha [AC 33 /2o To/25 Fl] | HP 217/93 | CMD 17][Cat's Grace, True Seeing, Divine Favor] 
Wednesday October 7th, 2015 9:25:59 PM

Sesha nods.

"Yea, but it's tricky. We would have to be in a coven circle of at least three while any spells are amplified. Surrender Blood takes about 6 seconds to cast, but after the blood price is paid it lasts a full minute or so and automatically augments the recipients next spell."

She thinks.

"So if we were close and had nothing else to do, we could pull it off maybe in the opening moves. Or, I could just quicken the spell, and as long as we were standing together when I did so it's fine. That would likely work best."



Zane (JCC) AC 31, CMB 16, CMD 32, HP 243(+52 temp)/166, Character 
Wednesday October 7th, 2015 9:50:02 PM

"Well, mornings are probably best for me then, because my only long term spell is Mage Armor, and it's not a 12 hour duration, at least not yet. My abilities are too spread our for that."
When Zane sees the green goop, he looks dubious.
"Restlin, that's gonna be murder to get out of my hair......And who knows what it'll do to the ink on my back.
The older members remember a mostly sea scape during a storm tattooed on Zane's back, but now, when derobes to see about using the goop the scene is a lot more detailed. A ship near his waist, a Bronze Dragon flying towards the viewer at the shoulder blade level and multiple lightning bolts flashing from the clouds to the water. Some might swear that the waves seem to move, the lightning bolts move around and the dragon's head slowly moves side to side.
"One or two of the smaller of you can ride with me, poling the raft should be easy enough...."

Sesha [AC 33 /2o To/25 Fl] | HP 217/93 | CMD 17][Cat's Grace, True Seeing, Divine Favor] 
Wednesday October 7th, 2015 9:58:53 PM


The night before leaving, Sesha makes another offer.

"There's a number of permanent spell effects I can give to you all, though there's a bit of repercussion on myself. Blood magic gives, and blood magic takes, they say..."

(Team, please see email.)

RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 133/134* -- Perm Arcane Sight, Darkvision, See Invisibility  d20+33=35 ;
Wednesday October 7th, 2015 10:10:15 PM

Tink begins her morning spell preparation.

With the help of the coven, Tink casts two spells
- Telebathic Bond: Encompassing herself, Sesha, Restlin, Bosk, Zane and Beri. Alas, she is not powerful enough to include Garret just yet.
- Greater Magic Weapon: On Garret

Tishe's Weave Elements (Craft clothing check: 35 = 2 abilities)
- Tink - Water version
- Restlin - Earth Version
- Bosk - Fire version
- Zane - Water version

She then casts another 5 spells in quick succession. The day has only just started and already she feels tired!

"Sounds like a plan, Zane. I'll ride with you" To Tink this makes good sense. She certainly doesn't have the strength to paddle or pole a raft. But she's happy to cheer Zane on while he does. "Oh, and I prepared a Mage Armor spell for you. It'll last a full 26 hours. Here!"

Tink casts Mage Armor (Extended) on Zane.

------------------
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 10.67hrs.
Invisibility - From Ring. Dur 1min.
Mage Armor - Dur 26hrs (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 26hrs
Pass Without Trace - No footprints or scent - Dur 24hrs (Cast by Beri using Tink's Pearl of Power + Metamagic Rod)
Protection from Arrows - Dr10/Magic vs Ranged. Protects up to 100pts damage - Dur 24hrs
See Invisibility - See Invisible or Etheral objects. Permanent.
Telekinesis - On Tink, Restlin, Sesha, Bosk, Beri and Zane. Dur 5.3hrs (cast within Coven circle)
Water Breathing - From Tishes Weave Elements (Water). Dur 10.67hrs.

------------------
Greater Magic Weapon - On Garret's fists. +4 bonus to attack and damage rolls. Dur 16hrs. (cast within Coven circle)
Mage Armor - Dur 26hrs (Extended) - On Zane

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

Beriothian -- AC:17/11/22 HP: 152 (+78 temp)/152 CMD = 19 
Wednesday October 7th, 2015 11:13:50 PM

Beri looks at the two rafts with a hint of nervousness.
So... has anybody actually had to defend a raft before? I have no problem with rough water, but are there any considerations we need to talk when splitting up? Other than size of course. If we do end up needing to fight while on a raft I will probably turn into an air elemental to give those on the raft more freedom of movement.

Oh, if we do stumble upon one of those cow eating snakes remind me to study it... that's a form that could turn out to be quite handy, even though I may not be powerful enough to turn into something that enormous yet.


Garret Goodbarrel [AC:36/32/30 +4 vs AOO HP:138/124 Ki:15/15 CMD: 33 SR: 23] 
Thursday October 8th, 2015 7:28:37 AM

Garret wanders outside and to the edge of the swamp. He takes a look down into the muck and then reaches down to pick up a pile of mud. He lets the mud run through his fingers and he watches the mud. It looks different than other types of mud that he is used to. He thinks back and realizes that just a short time ago they were in a desert with no thoughts of mud or water at all.

He then looks up and sniffs the air, thinking that perhaps he smells some food. Then he hears Restlin call out, announcing the arrival of food. Garret drops the mud, wipes his hand on his leg leaving a streak of black mud, and he runs towards the cottage, tracking mud from the water’s edge into the cottage. He leaves a trail of mud, but seems obvious to it as he dives into the food. Those who follow him may notice some traces of mud on things like loaves of bread that he has touched.

Then next morning he thanks Tink for the spell and flexes his hands. “Well, that sure feels nice.” Then he heads outside to see the birds and the rafts. He waves at the birds then runs over to the rafts, his new bag of marbles rattling at his side. He jumps on the first raft and then jumps up and down to test out its stability. He calls out, “Zane, I think this will hold even you, look!”

OOC:
In effect:
Heroes feast: +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects
Greater magic weapon: +4 attack/+4 damage for unarmed attacks

Sesha [AC 33 /2o To/25 Fl] | HP 217/93 | CMD 17][Cat's Grace, True Seeing, Divine Favor] 
Thursday October 8th, 2015 9:13:18 AM



Up to an unusually early start, Sesha is happily packing up her things and getting ready for the trip. A silk scarf is covering her face, similar to the last time she removed her nose for the sake of a spell.

"It's about eight hours right? I might just broom this the whole way and.."

She stops, then looks at the pebble still secured to her hand. That pebble makes her flying broom spell incredibly unfeasible.

"There's two taurs, two halflings, and Restlin, Beri and myself. It's looking like Katinka, Zane and Garret, Beri and Restlin, and Bosk and I.", she quickly adds..

"Because Restlin and I aren't strong enough to paddle these rafts through the swamp with the weight of other people on board, and Restlin can't shrink to fun size at will like I can. Then we have a 4th raft to drag behind someone just in case something bad happens."



Bosk AC: 33/16/29 CMD:32 hp 217(sprit brew)/108 Spells 
Thursday October 8th, 2015 2:39:48 PM

Bosk puts on the garment. Have I mentioned how much I LOVE this spell. He then starts going through his spells to see how Sesha has helped him. I may have to reconsider my spell list in the future, but this coven thing will add an extra half hour to my magic circle against evil spell.

Sesha [AC 33 /2o To/25 Fl] | HP 217/93 | CMD 17][Cat's Grace, True Seeing, Divine Favor] 
Thursday October 8th, 2015 2:52:33 PM


Sesha holds up an interjecting finger.

"Remember, all the coven does is allow me to help you. The surrender blood spell is necessary to give your spells more power. Being a part of my coven just means that you -can- receive the powers of my blood, not that you -have- received them. That said, my veins flow freely for those I trust, which coincidentally, is everyone here."

Zane (JCC) AC 31, CMB 16, CMD 32, HP 243(+52 temp)/166, Character 
Thursday October 8th, 2015 5:48:41 PM

Zane uses some of the goop to keep the skeeters off and poles the raft across the swamp.
"I still say, if this goop doesn't come off easily, I'll use your tongue Restlin...."

Sesha [AC 33 /2o To/25 Fl] | HP 217/93 | CMD 17][Cat's Grace, True Seeing, Divine Favor] 
Thursday October 8th, 2015 7:30:27 PM


Sesha growls.

"Like hell. I don't kiss guys who taste like Minotaur fur. You can use his robe, it cleans itself anyways."

Training About Covens and Rafts (co-DM SteveK) 
Thursday October 8th, 2015 8:05:36 PM

Morning dawns (all heroes have the benefit of Sesha's 'Feast' the night before), and the heroes get ready for their journey.

The night before, Sesha explained the benefits and limitations of forming a Coven with the Drow Bloood Witch. First, each time the heroes want to form a Coven, they have to cut themselves and mingle blood with Sesha to become 'Honorary Witches'. Second, Sesha then must 'Lead Coven', bringing the team who had mingled blood into a circle which is broken whenever anyone moves. Third, Sesha must cut herself and cast 'Surrender Blood' for every +2 Caster Levels that is given to the very next spell a Coven member makes, as long as that spell is cast within one minute. It suddenly becomes very evident why the Witch seeks out temporary boosts to her vitality, for all this blood would weaken her terribly if it all came from her non-magical part of her self!

Definitely not a combat option or even in a dangerous situation. But done in a safe place before a known encounter.... the Coven may be the difference between success and failure!

The rafts are at the edge of the swamp; a place of shallow waters, willows at the edge of drier land, mangrove groves n the brackish water close to the sea, and cypress with their web-like roots in the fresher waters. Moss and algae is everywhere, limiting the distance to see to a hundred feet or less except in areas of deeper water where no tree grows.

Moving down to the edge of the waters, the heroes get to practice with the rafts. After a little experimentation, three rafts are manned (figuratively speaking), and Zane, Bosk, Beri, and Restlin all practice with both the oars (easy enough) and the poles. A couple swamp-trekkers help with teaching the skill of poling and the heroes are soon competent enough to not get in too much trouble.

Raft 1 Zane, Katinka, and Garret
Raft 2 Beri and Restlin
Raft 3 Bosk and Sesha

There is the fourth raft that Sesha suggests to tie behind someone else, but unless someone actually does the deed, it will have to get left behind.

The swamp-trekkers are satisfied the team knows what they are doing. A look for Graybeard's birds confirms they are sitting in a tree about 50 feet away and in the direction of where the Witches are supposed to be with eight hours of constant movement by raft.

Zane asks to try some of Restlin's green goo before they start.

Restlin (Carl) -- AC: +17/+14/+14 CMD: +14 HP: 116/119 - 14 Temp HP (Spells) Luck Points: 6/12 
Thursday October 8th, 2015 8:46:52 PM

Restlin eyes Zane crossly. "Dude, at least ASK if you can have some of this stuff before threatening to make me lick it off you."

He'll also stop Tink as she makes his garment and ask her to change it to a water one. Tremorsense may not prove useful on a raft.

Then, he ponders something. He's not immediately comfortable with asking Sesha to injure herself for the sake of his magic. However, it's her choice & what she spent her life learning to do. What he is absolutely sure of is that she would be very, very angry at him for telling her that he's not ok with her magic...and really, why shouldn't he be? He'd bleed for her, and he's pretty sure that would only make a mess. This is her choice; he'll be better served honoring that.

"I'm not planning on staying on a raft. I'll be in the air with Tink." He looks sideways at Sesha. "Since I'm not strong enough to move one anyway, I may as well not add weight to the work. Can we shrink one raft down as a backup?"

Restlin will cast overland flight and follow in the air.

Beriothian -- AC:17/11/22 HP: 152 (+78 temp)/152 CMD = 19 
Thursday October 8th, 2015 9:42:00 PM

The druid takes a look at the rafts floating before them. They look sturdy enough, though surprisingly small. With the dangers of the swamp he assumed bigger would be safer... but the locals know what they are doing. Perhapse bigger are too hard to navigate with.

He then turns to his companions who is getting ready to take flight.
While I'm sure the raft is a little lighter without you, I don't know if these are designed for one person to steer. If not, I can fly with you guys and we can two one of the rafts if necessary.

Beri picks up an oar and gives a quick test to see whether or not it is possible to paddle solo.

Bosk AC: 33/16/29 CMD:32 hp 217(sprit brew)/108 Spells 
Friday October 9th, 2015 12:13:01 AM

Bosk examines the raft, curious how beg they are as well as how big the area they are moving through is. We might want to consider tethering the rafts together, or if there is enough room forming a ring and placing a net between them. We could either drop the net on an enemy coming up from under water or use it to hall the dead sea monster ashore for a late night fish fry.

Zane (JCC) AC 31, CMB 16, CMD 32, HP 243(+52 temp)/166, Character 
Friday October 9th, 2015 1:26:52 AM

"Problem with dragging extras, if it starts getting dragged either under or away, unless you are fast, the one its tied to goes with it. The benefit though is a spare. I'd say tie it to my raft, there are a couple others that can be responsible for cutting it loose if needed.
And poling this raft will probably be easier than rowing a captains fetch in 12 foot seas..... At least that time I was facing the rear and not looking at the dark waves towering above us.... I think, no, I know at least half of the people in that damn little boat soiled themselves, at least once. I know I would have, if I hadn't been busy trying to keep us alive.... I swear while looking to the aft of that thing, I was looking past it's stern and straight down into the water all the while feeling the sea spray break on the bow and soak us all.
Four hours of that before the damn storm blew past, then two days to get back where the ship was actually anchored. I was never so happy to see that ship, even though it probably should have been sent to the breakers years ago...."

Zane almost seems happy with the physical activity of poling the raft and trailer if they decide to tie it on.....

RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 133/134* -- Perm Arcane Sight, Darkvision, See Invisibility  d20+31=51 ; d20+41=56 ;
Friday October 9th, 2015 2:01:14 AM

With her overland flight active, Tink flies about 20ft ahead of the lead raft. She remains quite low however. She's heard that many swamps can get murky and misty. No, best stay low and within sight of the party at all times.

She flies comfortably at a speed of 60ft per round, and with her stealth becomes near unseen to the rest of the party.

Perception: 51 + Arcane Sight + DarkVision + See Invisibility + Detect Scrying + Spellcraft 36 (To ID any magical auras)
Stealth: 71 = 56 + 20 Moving Invisible - 5 for stealth at greater than half speed + Hide in Plain Sight + Misdirection + Pass Without Trace
Flying 5ft off the ground (Tink has a +26 Fly skill)


Restlin (Carl) -- AC: +17/+14/+14 CMD: +14 HP: 116/119 - 14 Temp HP (Spells) Luck Points: 6/12 
Friday October 9th, 2015 9:00:36 AM

Hearing the concerns of the party, Restlin STILL casts overland flight, but stays with Beri on the raft & helps move the thing around as much as he's able.

He's also sure to coat himself in this nasty green stuff, hoping it works as advertised & that he's not soiling himself for nothing.

OR

If he's able, he can take a pole & push along the extra raft from the air. He'll do that if he can.

Garret Goodbarrel [AC:36/32/30 +4 vs AOO HP:138/124 Ki:15/15 CMD: 33 SR: 23] 
Friday October 9th, 2015 9:23:26 AM

Garret plops down near the edge of the raft with Zane and silently waves as Tink disappears into the air once again. He looks over the side of the raft for a short time, staring into the dark water. He thinks about putting his hand in the water to see how it feels, but thinks better of it after a moment. He watches the moss and things that are floating pass the raft as they move through the swamp.

Beriothian -- AC:17/11/22 HP: 152 (+78 temp)/152 CMD = 19 
Friday October 9th, 2015 4:54:28 PM

Much appreciated my friend. If the rafts pretty much keep moving on their own once the get going and the water stays fairly clear I maybe able to manage on my own. But since they said the swamp is always changing my hunch is that we'll be doing navigating and we'll need a paddle on both sides to steer.
*Please let me know if my understanding of how steering these will work in incorrect*

Bosk AC: 33/16/29 CMD:32 hp 217(sprit brew)/108 Spells 
Friday October 9th, 2015 5:08:23 PM

Bosk pulls a token out of his bag. [b]I am not sure if this would be too big to navigate in swamp, but I have a swan raft that could carry us necessary.[b] The classic l cleric puts the back his bag.

Rafting through the Swamp (co-DM SteveK) 
Friday October 9th, 2015 10:49:58 PM

It is determined that the fourth raft is towed behind Zane, and with some Overland Flight spells set up for just in case, the team is ready to move into the trees and waters of the Mikkamukk Swamp. Soon, they see the wisdom in the well-made if slightly small for the group's use rafts. Each raft is ten feet wide and 15 feet long, enough for six medium creatures, of light weight and shallow draft to get in between close growing trees and over water only a foot deep.

And that is exactly the type of terrain the heroes are facing. The group using the poles soon finds there are three different types of water in the swamp. Most of it is shallow water no more than four feet deep and the poles work easy in the shallows. Throughout the swamp are also sluggish streams that meander around the trees and are often only found because the water becomes noticeable faster and deeper. The third type are sinkholes, areas of very deep water that the long poles don't even reach and paddles are necessary.

The heroes take the full day to follow the birds through the swamp. There isn't much mud (except at the end of the poles) and the insect repellent seems to work better than not having any, but it is not a miracle drug; even Zane is bothered by the gnats, midges, flies, mosquitoes, and less identifiable insects. Frogs, turtles, spiders and birds are easily seen in the swamp to every casual observer.

As the light is turning from land t to a reddish green, Graybeard's birds land on some trees that appear to be solid land once more. A canoe that has seen better days is pulled up on the mud under a lean-to,
A muddy trail is seen going up to a copse of trees....

RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 133/134* -- Perm Arcane Sight, Darkvision, See Invisibility  d20+31=36 ; d20+41=54 ;
Friday October 9th, 2015 11:26:23 PM

Seeing the canoe, Tink relays it back to the others via the telepathic link. "I'm going to have a bit of a look around"

She renews her invisibility and flies around the canoe and lean-to looking for any signs of an owner. After that is checking the muddy trail. If the person left the canoe recently then perhaps there are muddy footprints. Footprints that might indicate how many people and possible what race.

Perception: 36 + Arcane Sight + DarkVision + See Invisibility + Detect Scrying + Spellcraft 36 (To ID any magical auras)
Stealth: 69 = 54 + 20 Moving Invisible - 5 for stealth at greater than half speed + Hide in Plain Sight + Misdirection + Pass Without Trace
Flying 5ft off the ground (Tink has a +26 Fly skill)


Sesha [AC 33 /2o To/25 Fl] | HP 217/93 | CMD 17][Cat's Grace, True Seeing, Divine Favor] 
Saturday October 10th, 2015 12:29:44 AM


Sesha is happy to sit and think about her place in the Wold as they travel downstream. Keeping herself small as to stay out of Bosks way, she wanders whether or not her long term plans for herself, Yzargo, Restlin, and most of all Serenbeth can ever all co-exist.

When the canoe is spotted, she stows those thoughts away. There were witches to meet!

Garret Goodbarrel [AC:36/32/30 +4 vs AOO HP:138/124 Ki:15/15 CMD: 33 SR: 23] 
Monday October 12th, 2015 8:17:49 AM

Garret looks around and watches the frogs, turtles, and other animals of the swamp. He almost jumps when a frog lands on the raft and Garret follows it around the raft before it hops back into the water. He leans over the edge of the raft when they go through the deep water and he tries to peer all the way to the bottom, but he can see nothing.

When they spot the canoe, Garret stands up and looks around the land, looking for any sign of a house while the rafts are pulled and pushed towards the canoe. He is a little nervous at potentially meeting even more witches, and he shakes the marbles that he brought them as a gift as he waits for the raft to land.

DM SteveK need to roll a Perception check or else will only be able to see normal stuff; nothing hiding, nothing unusual.


Restlin (Carl) -- AC: +17/+14/+14 CMD: +14 HP: 116/119 - 14 Temp HP (Spells) Luck Points: 6/12 
Monday October 12th, 2015 9:41:29 AM

This could go bad real fast, Restlin thinks to himself. Hopefully those birds led them to the right place. Hopefully these witches won't be outright hostile; he holds zero hope that they'll be conventionally nice. Nice people don't live in swamps. Hopefully Bosk won't go all...well, Bosk on them.

He smiles at Sesha's obvious excitement, even if he doesn't entirely share it. He'll stay by her side, though his feet won't touch the ground. He's supportive & loyal, but these are decent boots he's wearing and he's not about to get them all muddy without good reason.

He grips his holy symbol and asks Wardd very nicely to let him see if any magic is around (detect magic).

Little Swamp House (co-DM SteveK)  d20+20=35 ;
Monday October 12th, 2015 1:44:46 PM

As the rafts approach the muddy island, going around the last large cypress tree and getting a clear view of the lean-to and the canoe, the Iron Adventurers are able to see a bit more.

Know Engineering DC15 Highlight to display spoiler: { The lean-to is large enough for a couple of the canoes and the structure seems well-made of local plants and hard-baked mud. Someone knows how to make the most of the indigenous materials.}

Perception DC 10 Highlight to display spoiler: { The canoe is a outrigger; a huge hollowed out log with a lashed balance brace. It looks like this would be an excellent craft for the swamp.}

Katinka, her senses and magics alert, quickly learns a lot more. As soon as her Overland Flight takes her over the land, her 'Detect Scrying' flares; there is a scrying spell on Katinka! (Opposed Scry Check 35 to see Highlight to display spoiler: {a blank wall of gray that immediately tells Katinka whoever is Scrying her also has a Mage's Private Sanctum spell in effect; Katinka's divination to see who is Scrying can't break through!}

Katinka can also see several other things. There is a house with a small plume of smoke coming out of the chimney near the top of the rounded hill. It is delapitated but sturdy enough, and made of local resources of saplings, mud, and roofed with reeds and large leaves. The island itself is curiously evenly oval and rounded about 20 feet above the swamp. There is a chicken coop, vegetable garden, and a tool shed, all with footpaths between them, the house, and the canoe lean-to.

Zane (JCC) AC 31, CMB 16, CMD 32, HP 243(+52 temp)/166, Character  d20+17=28 ;
Monday October 12th, 2015 3:37:07 PM

Zane notices the canoe and recognizes what it is. Seeing its size it might be good for the smaller members but is useless for a few of the group.
"I've seen canoes like them used in deep water, I imagine that it has a shallow enough draw that moving in the swamp would be easy.
I expect it belongs to these witches or maybe their guards if they have any."

Zane continues to pole the rafts towards the landing, "We'll need some way to anchor these to the trees, or they may drift off... and that would get messy to say the least."

Beriothian -- AC:17/11/22 HP: 152 (+78 temp)/152 CMD = 19  d20+24=40 ; d20+1=9 ;
Monday October 12th, 2015 4:32:43 PM

Beri examines the vehicle Zane is pointing out.
Yes, and that thing would have an easy time overtaking us if they wanted to. I wonder if the sisters own that. Sesha, is there any protocol when calling upon witches? Or do we just walk up to the front door and knock?

RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 133/134* -- Perm Arcane Sight, Darkvision, See Invisibility  d20+13=32 ; d20+12=28 ;
Monday October 12th, 2015 6:06:33 PM

Opposed Scry Check vs DC35: 32 = Fail!
Knowl Engineering vs DC15: 28 = Pass!


The hairs on the back of Tink's neck stand on end. She speaks to the others over the telepathic link "Someone knows we're here. Despite what I thought was some of my best stealth, as soon as I got close, someone cast a spell to scry on me. I don't know what they found out, and I'm not strong enough to scry back on them. Be cautious"

"There" she says pointing with an invisible hand. Realising the foolishness she elaborates "Towards the centre of the island. A house. Looks quite inviting. Sesha, if these are the witches, do you want to go first and initiate a greeting?"

Sesha [AC 33 /2o To/25 Fl] | HP 217/93 | CMD 17][Cat's Grace, True Seeing, Divine Favor]  d20+18=31 ;
Monday October 12th, 2015 10:09:19 PM


Sesha nods, considering a myriad of greetings she might try.

"Yes, I think I would."

Sesha takes a deep breath, her exhale billowing through her tied scarf to cover the hole where her nose would be. She checks in mentally with Pot-pot.

"Hey pot-pot, sense anything?"

She figures that since Pot-pot has telepathy and can sense other spirits, he might well since another nearby spirit companion.

She walks towards the cottage, still holding her stone in its silken wrappings.

"Greetings sisters! I am Sesha Cha'Kwiena, Blood Witch of Serenbeth. I come with companions to trade gifts for knowledge! Please forgive our trespass!"

Diplomacy?: 31

Bosk AC: 33/16/29 CMD:32 hp 217(sprit brew)/108 Spells 
Monday October 12th, 2015 11:12:04 PM

I brought some rope that we can use to tie them up, but I imagine that pulling them up onto land a ways should keep them from drifting.

RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 133/134* -- Perm Arcane Sight, Darkvision, See Invisibility 
Tuesday October 13th, 2015 2:39:21 AM

Tink assumes that Bosk is talking about tying up the rafts or canoes, and not the witches.

"Although....."

Garret Goodbarrel [AC:36/32/30 +4 vs AOO HP:138/124 Ki:15/15 CMD: 33 SR: 23]  d20+22=35 ;
Tuesday October 13th, 2015 7:18:18 AM

Garret hops onto the island when the rafts get close enough and then helps to pull them up and tie them off. He looks at the canoe, then wanders slightly to the side of the island, looking around without wandering too much just yet (Perception: 35).

OOC:
In effect:
Heroes feast: +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects
Greater magic weapon: +4 attack/+4 damage for unarmed attacks


Restlin (Carl) -- AC: +17/+14/+14 CMD: +14 HP: 116/119 - 14 Temp HP (Spells) Luck Points: 6/12 
Tuesday October 13th, 2015 8:23:02 AM

Restlin's aware of all the precautions Tink takes to avoid been sensed, so the fact that she was not only seen, but immediately scryed upon makes the hairs on his neck stand up. It's very likely these ladies weren't mere dabblers who decided to go live in the swamp because of the atmosphere.

He continues to keep his mouth shut and let Sesha do the talking.

Coven of the Eye of Newt (co-DM SteveK) 
Tuesday October 13th, 2015 9:32:45 AM

Zane with his engineering and seafaring expertise easily identifies the canoe and properties, and he notes it can seat seven medium creatures easily.

Beri points out that the canoe can also be used to pursue the team, who would be much, much slower on the rafts.

Katinka cautions the team about the Scrying via her telepathic bond and continues to hover over the island. She suggests the charismatic witch take the lead in greeting.

Sesha agrees, checking in with Pot-Pot who chortles along and tells the Witch that there are three Spirits on the Island. She also tells Sesha that the Spirits have all agreed to report the same level of information to thier masters, and that the others have already reported that Pot=Pot and her witch were approaching the island. "There are three witches in the Coven, a man and two women."

Bosk mentions his rope, and Katinka is relieved when the minotaur ties up the RAFTS. :-)

Garret hops onto the island and wanders, looking around. He notices there are not any other paths or buildings other than what Katinka telepathically mentioned. As he wanders, he does note some swamp gas bubbles up on one side of the island.

Restlin feels the implications of Katinka's immediate scrying is that these witches must be rather powerful!
.............

The heroes land and tie up the rafts, Katinka remaining as overhead scout, and Sesha diplomatically opens negotiations with the occupied house. A quavering femaie voice responds, asking the reason for the need of knowledge. A bit of exchange is done by Sesha and the single voice on the other side of the door, and slowly the voice seems influenced by Sesha's diplomacy. After some minutes, the door opens and a coven of three emaciated, dirty, and scarred Witches, two women and one man comes out. All are scarred, missing an ear, or eye, and all seem to be missing a finger. There may be more disfigurements but are covered by ratty and torn clothes.

"Welcome to the Island of the Coven of the Eye of Newt", says a grizzled woman, the same voice that has been speaking through the door. She has a cat perched on a shoulder. The second woman has a gleaming adamantine dagger, and the man does not seem to have a Spirit about him. "What have you brought and what knowledge do you seek from the Coven, dark one?"

Sesha [AC 33 /2o To/25 Fl] | HP 217/93 | CMD 17][Cat's Grace, True Seeing, Divine Favor] 
Tuesday October 13th, 2015 10:32:15 AM


Sesha grins, seeing these scarred old witches. She isn't even surprised there's a man. Witchcraft was hardly a feminine occupation, regardless of stereotypes.

Sesha herself is covered in such wounds. One eye covered in a patch, though the other gleams with excitement. She is missing a finger, wearing a scarf over her hacked off nose, has a bone piercing split through her ear. She might not be as dirty, but that came with dating Restlin. Or living in a city, whichever.

"We are here for a few reasons, siblings of the woldsblood. We seek information on the lizard-people who assault the settlement of Oyster Bay. We fear they have found an ancient place that empowers them in their attacks, long ago lost in these swamps."

She takes a breath.

"We also are here at behest of the Dragon Consortium, a powerful group of mortals. They sense something terrible will happen in Oyster bay, so it's easy to see how we think these things may be related."

She pauses.

"I also come on a personal quest from my allied outsider, my goddess Serenbeth. She tells me I will find a broken statue with five women upon it, and that there I should lay this stone."

She raises her hand awkwardly, showing the stone she has bound to it with silk.

"If there were some place we could speak safely, even if this is it, we would gladly show the gifts we have brought."

Restlin (Carl) -- AC: +17/+14/+14 CMD: +14 HP: 116/119 - 14 Temp HP (Spells) Luck Points: 6/12 
Tuesday October 13th, 2015 1:06:34 PM

Restlin is fairly certain he's not the "dark one" the woman addressed. Even smudged in green goop, dude's still pretty cheery.

He's never met a whole coven of witches before. He's dying to start rattling off questions. Their knowledge of Woldsblood alone must be astounding. Is their disfigurement symbolic, or do they really, really need to go hacking pieces of themselves off? Does it hurt as much the 100th time as it did the first? What's the cat's name? Does he or she speak? May I pet him or her? Why a swamp? Have you ever been to Hook City? They love magic of all kinds there, AND it's not in a swamp! That's a pretty big plus in Restlin's eyes.

However, this is important to Sesha, so he holds his tongue. He can't guarantee someone won't make the Iron Adventurers look foolish, but he's doing his darndest to make sure it's not him.

Beriothian -- AC:17/11/22 HP: 152 (+78 temp)/152 CMD = 19 
Tuesday October 13th, 2015 5:24:42 PM

Beri sees the three emerge, and for a moment is contemplating just how dangerous these swamps must be before remembering the ways of the witches. Sure druids make sacrifices for the sake of their way of life, but nothing like what witches choose to undergo. He lets Sesha introduce the group and explain the nature of their visit, and hopes that their gifts will be deemed acceptable.

The druid wonders if there is anything left to ask. The witches have been informed of their quest, the danger that Oyster Bay is in. They know they have brought the gifts... he can't think of anything more to add, at least not until the witches have decided the group is worth visiting with. He can ask them more about the swamp and the lost palace should they agree to talk, but at the moment he decides it best to let Sesha work her magic.

Coven of the Eye of Newt (co-DM SteveK) 
Tuesday October 13th, 2015 5:47:35 PM

The second witch leans up to the first and stage whispers, "Find out what they brought first, sister. Let's see their cast-offs with which they seek to buy knowledge invaluable."

Zane (JCC) AC 31, CMB 16, CMD 32, HP 243(+52 temp)/166, Character 
Tuesday October 13th, 2015 7:41:27 PM

Zane stays to the back, allowing their Witch to do any dealings with these Witches.

RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 133/134* -- Perm Arcane Sight, Darkvision, See Invisibility  d20+31=36 ; d20+12=27 ;
Tuesday October 13th, 2015 8:48:38 PM

Tink lowers her invisibility. Someone - likely one of these three - was able to scry on her anyway. That and being visible shows a sign of trust.

She hovers next to Zane and looks the witches over. She's looking for indications as to the immortal power that these three worship, as well as trying to get a sense of any magical auras around them.

"If these three have an established coven and were able to scry me coming in, they may be powerful enough to set a ley nexus here. That's something powerful covens can do, isn't it Sesha?" she asks over the telepathic link.

Though the party have the numbers, her instinct is that if it comes to battle they will be on the losing side.

Perception: 36 + Arcane Sight + DarkVision + See Invisibility + Detect Scrying + Spellcraft 36 (To ID any magical auras)
Stealth: 69 = 54 + 20 Moving Invisible - 5 for stealth at greater than half speed + Hide in Plain Sight + Misdirection + Pass Without Trace
Flying 5ft off the ground (Tink has a +26 Fly skill)

Knowl Religion: 27 - To try and identify any religious symbols or clues as to the immortal power these three follow


Bosk AC: 33/16/29 CMD:32 hp 217(sprit brew)/108 Spells 
Tuesday October 13th, 2015 10:42:59 PM

As the witches address the "Dark One" The Horned Cleric feels there is something off about the man's soul and mentally glances about for it. Highlight to display spoiler: { Sense Spirit (SU): The grim can sense the direction and distance to any disembodied spirit or soul in long range (400 ft. + 40 ft./level), even through material objects. This could let the grim target the spirit's square, but not see it (unless it is within 60 feet). Sense spirit is a supernatural ability that takes a full round action to initiate and lasts for so long as the grim concentrates.}

As Sesha speaks Bosk holds his tongue. Relations between Grims and witches are not always the best, and he wants to make sure that he does nothing to make them worse. He is careful to listen in case there is any witch protocol he needs to be aware of in the future, but his mind does wander. This could be a once in a life time opportunity. It sounds like they have access to knowledge, I wonder what type. Could they have uncover the lich that killed my mother?... Oh, and there is a good chance that they have access to some rare poisons or unique alcohol...perhaps both. Wouldn't it be great to get poison and alcohol in one stop! Oh, and spices. They are bound to have some spices and recipes. Perhaps we could trade for garlic and my stingroot recipe...

Sesha [AC 33 /2o To/25 Fl] | HP 217/93 | CMD 17][Cat's Grace, True Seeing, Divine Favor] 
Wednesday October 14th, 2015 1:40:24 AM


When Tinks question buzzes in her mind, Sesha quickly answers back.

"Setting a Ley Nexus has nothing to do with the strength of a coven, but rather the strength of the strongest Witch in the coven. I've never met a Witch that powerful, nor had my tutor. If one of these Witches were that strong, they would be as powerful a magic user as any that has ever walked the Wold. It's a skill that only the most epic Witches can master."

She pauses, then continues.

"I'm unsure of how they are reacting. We should each present our own gifts, to be careful."

Sesha nods and removes a number of items from her pack. First among them is a small silken bundle of soil, followed by a vial of red ichor, then a masterfully crafted glass dagger.

"The first is a token of appreciation for seeing us. This dagger of glass is master quality, extremely useful to those of us without such fine spirit blades as you, sister. The second makes the assumption that the Coven of the Eye of Newt can use Tinker components gathered by lesser witches, like myself. Please accept these personally gathered components for use in tinkering with magic."

Sesha kneels and lays out the components and dagger.

"First is a bit of earth from a blighted earth elemental. He was fierce and black, enraged with madness. This bit of earth came from what would have been his tongue. The second is a vial of red ichor from an Efreeti Prince. He was destroyed by a surge of negative energy from a cleric of some power. "

Restlin (Carl) -- AC: +17/+14/+14 CMD: +14 HP: 116/119 - 14 Temp HP (Spells) Luck Points: 6/12 
Wednesday October 14th, 2015 8:09:30 AM

Restlin scratches his head a bit. Obviously gifts for witches was a topic he knew very little about.

"Dear," he begins, addressing Sesha over the telepathic link, "I have a metal urn containing ashes from one of the Gray Dragon adventurers. Would that be appropriate?"

Sesha [AC 33 /2o To/25 Fl] | HP 217/93 | CMD 17][Cat's Grace, True Seeing, Divine Favor] 
Wednesday October 14th, 2015 10:53:37 AM


Sesha's reply is forceful, then softens, like a teachers explaining behavior to a student.

No! Give according to your own values. These Witches will know that to me, these are irreplaceable treasures, because they have a high value to me as a Witch. You giving away a curiosity is just that, a curiosity. Give them something that has value to you, since we are asking for something valuable to all of us in return.

Bosk AC: 33/16/29 CMD:32 hp 217(sprit brew)/108 Spells 
Wednesday October 14th, 2015 12:04:40 PM

Bosk holds out a finely crafted chest lined with red felt. They may not be as flashy as some of the others, but my people place much value on tradition and history as well as those items of the Wold that make an appearance but once before they are gone. I am especially fond of collecting such things.

He holds out a large felt lined chest filled with unique treasures:

Flower’s Flower - A one of a kind item that I won through luck. This is a small silver rose, such as one might find on a charm bracelet. As a standard action, it may be transformed into a perfect, sweetly smelling red rose. (Presented as a gift, the rose provides a +2 circumstance bonus on any friendly charisma check.)

Two bottle of apple cider. I won these through feats of skill. These drink gives energy and vim, providing benefits identical to the expeditious retreat spell.

Seven vials with dirt, each labeled: Hook City, Ice Vien, Gateway Downs, Sargrass, Dre Moria, Turak Nor, Yngvardia, and the Edge.  The last is most special to me, as my third eye was formerly that of a priestess of The Edge, and to my knowledge The Edge has not been located since the Great Migration and might be the last remnants of that land.

A gold peace coin, with a dwarf and "Turak Nor" on one side and an elf and "Dre Moria" on the other. I know not its history, and it is that mystery that intrigues me.

A Book entitled "There Once Was a Man From Akatez," a book of clever (and mostly dirty) limericks. This too is one of its kind.

A set of Iron Adventurer Miniatures. These were a gift to me, and I want you to have them to remember us by, as I have a feeling this meeting may well shape the future of our land.

Silver Pendant with gods of Wold. My forehead bears the symbol of three gods and powers, Gargul, Jancassis and The Edge. The interplay between the gods had always fascinated me.

A masterwork Voodoo Doll. As a Grim I came across this. I cannot say why, but it intrigued me and I have held onto it since.

A large stoneware jar (with lid) of candy. Both the jar and the candy were won by feats of luck and skill...what can I say. I like candy.

Applejack from Peerimus. I collect spirits of the Wold in every sense. This one is prized both because of its content and the man whom it was from.

A Polypurpose Panacea. I honestly cannot use this (it is a remnant from APG approved for RP purposes, but I cannot imbibe it and benefit its effects), but its rarity these days makes it precious to me.

BLUE WHINNIS POISON. As an Avenger I highly prize my poisons, although I have only recently used it in battle. In Hook City such things are hard to come by, so it is of particular value to me. The fact that I have such training and contacts is also a source of some pride.

A holy symbol / reliquary with remains of a powerful and evil witch who attacked us and died in dragon form. I keep such things from my most memorable battles that I may ever remember their bravery and greatness. Evil, but great. I know not the way of witches. Honor her or bury her as you will.

And lastly, a string of garlic, Stingroot, and a Recipe for Stingroot from Heranmar. I love to cook, find ingredients and gather recipes. This is once I recently acquired and is quite tasty.


The cleric sets the box before them with a slight sense of loss. He knows many of the items are irreplaceable and it gave him a sense of pride to have such rarities. However, he knows this information is important. Besides, if they are pleased and he is very lucky they might be willing trade recipes, liquor and poison with him.

(My character is a collector / hoarder of many things)

Restlin (Carl) -- AC: +17/+14/+14 CMD: +14 HP: 116/119 - 14 Temp HP (Spells) Luck Points: 6/12 
Wednesday October 14th, 2015 1:14:32 PM

Very well, answers the magepriest, who then lets go of Sesha's hand & removes his robe, revealing a simple tunic & pants underneath.

"This robe will always be clean." He demonstrates by flying in a circle, dragging the thing in the mud. It is spotless when he holds it up again. He fails to elaborate how painful it is to let it go, trusting Sesha that these witches will know its value to him.

Zane (JCC) AC 31, CMB 16, CMD 32, HP 243(+52 temp)/166, Character 
Wednesday October 14th, 2015 1:52:31 PM

"I really don't own much, only a couple items that were gifts long ago. I expect one is now nothing but a static picture where it once was animated. The other I never got around to using, is a kit to craft high quality arrows. The rest are items I use all the time, except for the pebble I have that is always lit up like a torch.
If you are interested in any of them, feel free to chose amongst them."
(2 are past Christmas prizes, my other characters garnered most gifts)
Zane pulls out the scroll case and the long box from his back pack, then pulls the burning pebble from under the wrap on his wrist.

Beriothian -- AC:17/11/22 HP: 152 (+78 temp)/152 CMD = 19 
Wednesday October 14th, 2015 6:49:28 PM

Beri opens up his pack and takes out a plain white jug.
This is not just an ordinary milk jug. This jug provides 1 gallon of fresh cold milk once a week. This is the only one I have ever seen in the Wold.
He lays the jug on the ground before the sisters.

RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 133/134* -- Perm Arcane Sight, Darkvision, See Invisibility 
Wednesday October 14th, 2015 9:20:35 PM

Tink doesn't have much to offer, but the item she does have could be considered priceless. And she knows it is something that witches value.

She reaches into her kit and retrieves a vial of some reddish, brown liquid. Attached to the vial is a small label that reads "Do Not Open".

"I have a single drop of Woldsblood."

She says no more of it. Woldsblood should speak for itself to witches.

------------------------------
OOC: Won in the GG Yuletide Celebrations of 2014

Bargains Made (co-DM SteveK) 
Wednesday October 14th, 2015 9:41:04 PM

Sesha grins, not deterred by scarring or gender. She greets the witches as a 'sister' and while telling the Witches that they do bring presents, they seek information on the lizard-people who assault the settlement of Oyster Bay, and tell them the Dragon Consortium have sensed something will happen in Oyster Bay. Then Sesha also asks if they know where she can find a broken statue with five women upon it, in order to lay the stone wrapped to her hand.

Tink lowers her invisibility and hovers next to Zane. The male witch starts, then nods. "You see?", he says to the first witch, "my Spirit did say the barrier around our island was breached, but her magics just couldn't detect anyone." (Sense Motive DC20 Highlight to display spoiler: { the hero can sense.the male witch feels justified about something}) Katinka may realize by the witch's words that her spell detects all scrying, whether effective or not. The halfling looks for any clues to these witches ally but can't find any; almost certain that there are no clues in sight to find.

Bosk checks for any disembodied spirits within range and can't find any. Even Pot-Pot doesn't register because after all, she is an embodied spirit. So must be the Spirit Companions of the three witches all have bodies even if those bodies are an animal, a weapon, or a cauldron.

The other heroes are content to be silent and hold thier own questions until the second witch speaks about actually seeing the gifts before giving away any information, and the heroes start putting out a spread.

Sesha again takes the lead in laying out gifts. She puts out and explains a small silken bundle of soil, a vial of red ichor, and a masterfully crafted glass dagger.

Bosk holds out a large felt lined chest filled with unique treasures: Flower’s Flower; Two bottle of apple cider; Seven vials with dirt; A gold peace coin; A Book entitled "There Once Was a Man From Akatez,"; A set of Iron Adventurer Miniatures; Silver Pendant with gods of Wold; a masterwork Voodoo Doll; A large stoneware jar (with lid) of candy; Applejack from Peerimus; A Polypurpose Panacea; BLUE WHINNIS POISON; A holy symbol / reliquary; And lastly, a string of garlic, Stingroot, and a Recipe for Stingroot from Heranmar.

Restlin removes his robe,demonstrating its simple yet useful magical powers.

Zane puts out a once-animated picture; a kit to craft arrows, and a pebble to use a Light spell upon.

Beri sets out a plain white jug, demonstrating its usefulness.
..............

The Witches hold a quick huddled conference, and then move out among the offered gifts. "Your gifts are accepted, heroes sent from the Dragon Consortium, but we do not have enough information that you say you seek to account for all of these gifts." The Witches move around and take:
- Beri's White Jug
- Restlin's Robe
- Bosk's Stingroot and Recipe
- Bosk's Candy
- Bosk's Apple Cider

In return, the Witches tell the Iron Adventurers all they know of the Swamp and the LIzardfolk.
- The Lizardfolk have been evolving rapidly in the last decade; using metal and magic far beyond their usual habits. Lizardfolk usually only use stone and bone tools, and these have advanced metal weapons now. There is no way that they would have chosen to reject their customs on their own.

- The lizardfolk have been congregating in the ruins of the flooded city. If there is any special danger, the heroes will find it there. Most interesting is that one of the few intact structures known to the Witches still left in the old ruins is an ancient temple which was dedicated to the Crones of Gateway Downs; usually depicted as five women...

- There is a Dragon in the Swamps by the name of Korrine. The Dragon is cunning and magical, the most dangerous being in the swamps. What's more, she is evil but not of any chomatic color that the Witches have ever seen.

- There is a Druidwood Tree, brought years ago from the Sargrass that is near the ruins. This huge tree and its strange magical properties is avoided by the Lizardfolk; it can be a safe place to rest. Druidwood repels the grasses of the Sargrass. (They give a good description of the tree that the heroes will be able to immediately recognize the unique tree in the swamp)

- Finally, the Witches give directions to the City. "Follow this river until it reaches a larger river, the Mikkamukk. Upstream three days and you will find the ruined city of Shining Waters."

Bosk AC: 33/16/29 CMD:32 hp 217(sprit brew)/108 Spells 
Thursday October 15th, 2015 12:51:34 AM

Bosk's mind races at the news of the ancient temple dedicate to the crones. The last time he met the women Gargul left him with a message, "Well Done my good and faithful servant. Remember, do not accept bargains with other powers, for you are MINE!". He recalls how it was the interference of the Crones in the groups dreams that had influenced the group's actions...yet they had not been able to pierce the cleric's mind. As MY servant has his Shade upon my throne, not even their manipulations could go into his dreams, and there it will remain; keeping me an untainted servant in these lands."

The minotaur recalls how his shadow looked, hung on the wall of Gargul's throne room like some ethereal tapestry. Once again the God of Life and Death's words echo in his ears. "I AM WEARY OF THE POWERS OF THE SOUTH SUBVERTING MY PRIESTS, ESPECIALLY THOSE AS IMPORTANT AS THE GRIM." Then there was the chilling moment when Gargul raised his fist to the sky and shouted, "HEAR ME POWERS OF THE SOUTH! THIS GRIM IS BEYOND YOUR REACH. HIS SHADOW WILL REMAIN NAILED WITHIN MY PLACE OF JUDGEMENT. COME CHALLENGE ME IF YOU DARE!" He then recalls how it felt to have his shadow torn, becoming a dual citizen of the physical realm and the Shadow Lands. How he and the others nailed his shadow down, and he himself wielded Garguls staff, how Gargul himself put the final nail through his shadow's heart...

Next there is the druid tree. How strange that they should be returning to one when his first encounter witches was inside a cave whose entrance was in the trunk of a druid tree. Briefly he fears that it might repel his armor, but then he recalls the massive ships made of the wood of the druid tree, and those wearing steelgrasss armor were not effected. Briefly he wonders if this was something the manfri did during the crafting of the armor or if the tree only repels the living grass.

The cleric can feel his liver begging for a drink...

Garret Goodbarrel [AC:36/32/30 +4 vs AOO HP:138/124 Ki:15/15 CMD: 33 SR: 23] 
Thursday October 15th, 2015 5:20:52 AM

Garret listens in carefully and then slowly wanders over to explore and examine one of the swamp bubbles.

RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 133/134* -- Perm Arcane Sight, Darkvision, See Invisibility  d20+31=42 ; d20+31=37 ;
Thursday October 15th, 2015 8:14:25 AM

Sense Motive check vs DC20: Autopass

Tink stifles a smile as the male witch insists he detected someone.

She then waits patiently for the witches to divulge all they know. She's not entirely sure what the custom is now. Should she thank them? Should she bid them good tiding? This is probably one of those times to just stay quiet and let Sesha do the talking.

"A dragon AND a druidwood tree? This adventure has taken an interesting turn."

She looks about to see if any of Master Greybeards birds are about on this little island or whether they kept their distance.

Perception: 42 (please ignore the double roll)

Zane (JCC) AC 31, CMB 16, CMD 32, HP 243(+52 temp)/166, Character 
Thursday October 15th, 2015 1:08:42 PM

Zane picks up his offered items, including the pebble that is burning like a torch. He replaces them where they were. He looks at the others as their treasures were chosen over his, *I guess the fact I've never really settled down has kept me from collecting things others might want.....*
He waits to hear the others suggestions, but is ready to continue their journey....

Sesha [AC 33 /2o To/25 Fl] | HP 217/93 | CMD 17][Cat's Grace, True Seeing, Divine Favor] 
Thursday October 15th, 2015 2:33:11 PM


Sesha notes the utility of the items chosen. Living in the swamp, having milk on supply is awfully convenient. Being able to keep clean is just as much or more so. Bosks stingroot and recipes probably will make life a little more interesting, and perhaps the plant was available here?

She feels a pang of sadness for Restlin and his robe.

"Don't worry, I'll keep you clean.", she projects over the bond. Prestidigitation was a spell she knew, after all.

"Thank you sisters and brother. If possible, I would like to come visit you in the future. I can bring new things, in exchange for company. I .. I don't know many others like us. There's a thousand questions about life with a coven, your immortal powers, how you found each other, ideas of components, and other things I should like to ask, if I am permitted to return again."

She pauses.

"But I would not want to be considered a pest, and will only return with your blessing to do so."



Garret Goodbarrel [AC:36/32/30 +4 vs AOO HP:138/124 Ki:15/15 CMD: 33 SR: 23] 
Thursday October 15th, 2015 3:44:26 PM

Garret pipes up, "I vote we avoid the dragon. I already rode one, I think that's enough."

Restlin (Carl) -- AC: +17/+14/+14 CMD: +14 HP: 116/119 - 14 Temp HP (Spells) Luck Points: 6/12 
Thursday October 15th, 2015 9:34:45 PM

His heart sinks a bit as they take his robe. It was a very good robe. He squeezes Sesha's hand a bit to let her know he appreciates her understanding.

"What he said," states Restlin while pointing at Garret, pondering how wild it was that they had both ridden a dragon. "Did yours kill you first?" he whispers in Garret's ear.


Beriothian -- AC:17/11/22 HP: 152 (+78 temp)/152 CMD = 19 
Thursday October 15th, 2015 10:43:46 PM

Beri listens as the witches discuss the druid tree.
While it is good that the tree will offer us a place to rest, I fear what that may mean regarding our foes. Perhaps they are just uncomfortable around the base of a foreign tree. But what if it is the same power that repels the sargrass? What would that mean about the foes it repels... it fills my mind with nothing but questions and fears. Still, I suppose we know where we are headed next.

Garret Goodbarrel [AC:36/32/30 +4 vs AOO HP:138/124 Ki:15/15 CMD: 33 SR: 23] 
Friday October 16th, 2015 9:38:33 AM

Garret looks over at Restlin and replies, "I didn't think about that. It certainly would have been easier to ride that way..."

Bargains Made (co-DM SteveK) 
Friday October 16th, 2015 10:09:58 AM

Garrett and Restlin vote to NOT go looking for the dragon and the Witches nod and murmur that these may be heroes, but at least they are not foolhardy!

Garrett also goes looking at the bubbles at one end of the rounded island. (Perception DC 25 Highlight to display spoiler: { The water here is deep, but Garrett can spy the occasional bubbles come from the head of a gargantuan turtle!})

Zane considers his intense search for his parents have reduced his opportunities to find unique items. That's OK, comes a random thought, the minotaur has other assets to help the team.

Bosk, Katinka, and Beri all consider the implications of the Witches information and especially the Druidwood tree. Bosk especially remembers the red letter day of when he became a Grim, and Gargul himself claiming Bosk as his own. The minotaur is certain-sure that no other Power or Deity can break that bond. A whisper in his mind reminds the mortal that the only one that can endanger that bond is Bosk himself...

Sesha shrewdly notes the type of gifts the Witches have chosen, and also makes overtures for continued conversation... at a later date.
............

The first Witch cackles. "That sounds like a good idea. We stay here to follow the Ley Lines and tinker with the swamp gasses for our spells, and company that isn't pushy or rude" (the second woman jumps in, "with news of outside Wold!") "would be welcome for talking with."

The man makes his own comment. "But your friends are too quiet." The comment makes the other two burst with laughter.

The first Witch does a shooing motion back towards the rafts. "But you have a long journey and need your rest. You have our permission to sleep by our boat house for the night, but in the morning you must be off on your adventure. A little gift of advice for you brave heroes: keep your eyes open in the swamps for unless you try to perceive what is hidden there, you will only see what is on the surface."

It seems the conversation is over and the heroes are left to their actions.

Restlin (Carl) -- AC: +17/+14/+14 CMD: +14 HP: 116/119 - 14 Temp HP (Spells) Luck Points: 6/12 
Friday October 16th, 2015 10:49:42 AM

Restlin takes the witches advice literally. "How do you see what's down there, anyway?" He looks down into the swamp water. "If there's some great city under all this muck, how would we ever know? I'm not about to put my face down there unless I absolutely have to."

Emboldened by his breaking of silence, the floodgates open. "Is that cat intelligent? I never talked to a cat. Cats are pretty great, very clean." He scratches his head for a moment. "Does he or she like living in a swamp? Doesn't seem like the kind of place cats like to hang out." He motions all around him at the lack of cats and abundance of mess to prove his point.

If they let him pet the cat, he absolutely will.

Once that's out of the way, he spends some time looking through his spellbook. He's not certain he prepared well enough for this terrain. He decides he'll focus on handling things in combat and letting Tink & Sesha handle the utility.

Beriothian -- AC:17/11/22 HP: 152 (+78 temp)/152 CMD = 19 
Friday October 16th, 2015 5:39:05 PM

Hmm, they make a good point, we need to be alert as best as possible. I suppose I should choose a form that will bestow Scent upon me for the rest of this journey, perhaps a bugbear. Low light vision might help a little with the murky water as well.

Let me know if you have any... prettier ideas. We are all children of the Wold, and to me how a form looks doesn't matter. But I also know that's not a form the average person wants to stare at all day long, after all, they do take pride in having an appearance that brings a look of terror when others gaze upon them.


Bosk AC: 33/16/29 CMD:32 hp 217(sprit brew)/108 Spells 
Friday October 16th, 2015 6:22:28 PM

Bosk grins a little at the suggestion that the group is too quiet. You can rest assured that we are normally quite talkative, we are just a little unsure how to act in front of a coven. I know I am unsure if we should treat this area sacred as if in a church, and given that grims and witches are not always on the best of terms I wanted to make sure I did not accidentally do or say anything offensive.

Thank you for all of your advice and knowledge. If you would like, I can cook dinner for everyone and I have a gallon of ale in my bag. I would also love to know you are able to produce any unique food spirits in the swamp. As I mentioned, I like to collect such things in my travels and I would be willing to purchase or trade for them.


Dinner Offers (co-DM SteveK) 
Friday October 16th, 2015 9:07:48 PM

With Bosk's offer of dinner, the Witches of the Coven of the Eye of Newt become even more friendly. The second Witch with the dagger takes Bosk gently by the arm. "Dinner sounds like it would be nice, minotaur who is a Grim.You haven't taken the soul of the dark one who travels with you, so I think we are safe as well.", she concludes with a twinkle in her old eye.

Restlin goes back to the water's edge and looks down, and the first Witch moves to him and laughs. The gray cat, impeccably clean, looks at Wardd's Wizard with topaz eyes and opens its mouth. "She means that to Perceive something not just hanging about, it is an active skill." It turns it's head to Sesha. "Honestly woman, are you sure this pet of yours is intelligent enough for you?" Haughty and aloof, the cat begins licking its fur.

The Witches allow the heroes to set up to cook dinner outdoors in front of the house, and spend the evening with the Iron Adventurers until the second moon's rise when they retire to their house for the night.

RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 133/134* -- Perm Arcane Sight, Darkvision, See Invisibility 
Friday October 16th, 2015 9:07:53 PM

"We thankyou for your advice and hospitality." Tink smiles and gives a small bow.

She grins to herself as the group setup camp by the boat house. She has confirmed one very important thing this day: Witches are weird.

Sesha [AC 33 /2o To/25 Fl] | HP 217/93 | CMD 17][Cat's Grace, True Seeing, Divine Favor] 
Friday October 16th, 2015 11:03:53 PM


Sesha giggles at the spirit cat and grabs Restlins hand.

"He's pretty great.", even if he takes things kind of literal sometimes.

That said, she takes the time to prepare another extended Heroes Feast. She also renews her coven bond with the others. (Not rolling the d4s. At our level, that heals overnight.)

"Don't forget to ask for boosted spells in the morning if you need them.", she reminds her friends.

That night before bed she casts 3 divinations.

"My little spirit, my goddess Serenbeth. Please answer your servant these questions."

1. "What sort of breath weapon does Korrine, the unusual dragon possess? Are we likely to encounter her at the sunken temple?

2. "Is there a particular harmful spell I am likely to encounter tomorrow? I wish to make best use of my rings of counterspells."

3. "Should I trust the Witches of the Eye of Newt?"


Bosk AC: 33/16/29 CMD:32 hp 217(sprit brew)/108 Spells 
Friday October 16th, 2015 11:52:41 PM

Bosk takes his time preparing dinner for everyone. Carefully he removes his masterwork frying pan, the Legendary Frying Pan of Paughlaw Dheanh, which was used in the royal kitchens of the Minotaur Isles for decades before its tragic disappearance. This frying pan hums with epicurean power, and communicates to your mind recipes and cooking techniques undreamt by mortal minds when grasped in your hand.

He then withdraws a leather-and-wood case willed with many basic herbal leaves, dried and in glass pots and sets to work. As he cooks he smiles at the witch, I could never take her soul. The Gray Lord tasks me with helping spirits bound to this realm by some grievous deed to move on by righting that wrong. If I were to take her soul I can only imagine her demanding I loose my own soul so she could find her peace. It would be a rather poor life choice for me. The cleric grins as he begins serving the food on his deluxe adventurer's kits, with plates and utensils enough to feed the entire group. Each piece if finely crafted and the the silver is inlaid with tortoise shell.

Lastly he lays out some cookies, a golden sponge cake and a gallon of ale which begins to pour. He talks with the others well into the night and offers to take second watch, when the dark is at its deepest. If anyone needs healing, let me know and I will cure you. Also let me know if you have any spell requests or suggestions for tomorrow.

(I will update my spells after the next post, assuming Sesha shares her information)
Also, in case we are moved along tomorrow, Bosk will leave behind the set of Iron Adventurer figurines with a note "To remember us by"

Zane (JCC) AC 31, CMB 16, CMD 32, HP 243(+52 temp)/166, Character 
Friday October 16th, 2015 11:57:37 PM

"Well, I'm not very talkative, unless it's about something I know. And I'm sorry to say, I really don't know much about Witches."
He stays for dinner, and then is ready to hang his hammock.
With that, Zane goes quiet again, but he does head back towards the boat house, since that is where they are going to apparently camp for the night.

Restlin (Carl) -- AC: +17/+14/+14 CMD: +14 HP: 116/119 - 14 Temp HP (Spells) Luck Points: 6/12 
Saturday October 17th, 2015 4:59:18 PM

Restlin gasps delightedly as the cat speaks. "YOU SPEAK!" he exclaims. "Garret! It's a talking cat! Come check this out." He turns back to the cat. "I am Restlin, and it's just great to meet you, Mr. or Mrs. Cat." He'll try to pet him or her.

He completely ignores the insult. He knows he's a smart guy.

"Besides, it's still a valid question. How does one see or perceive what's in this muck? My detectivin' cap here will let me perceive just fine, but can't let me see through all this."

If there is enough solid space around their island, he'll still cast his secure shelter spell.

(OOC: DMSteveK. The Witch information and the cat is a hint that the PCs will be able to see more when in the swamp by attempting Perception Checks. )

Bosk AC: 33/16/29 CMD:32 hp 217(sprit brew)/108 Spells  d20+19=34 ;
Saturday October 17th, 2015 8:40:24 PM

Bosk keeps an eye out for trouble around the swamp.
Perception Check = 34


Garret Goodbarrel [AC:36/32/30 +4 vs AOO HP:138/124 Ki:15/15 CMD: 33 SR: 23] 
Monday October 19th, 2015 8:36:42 AM

Garret wanders a little around the island as the others start setting up camp. He quickly finds his way to camp when Bosk starts cooking. As Bosk sets down the row of cookies, he finds that they are disappearing as quickly as he can set them down. Half of them go directly into Garret’s mouth, while some half-cookies end up in his belt pouch.

When Restlin mentions the talking cat, Garret calls back, “Hey, did you see this giant turtle up here? This sure is a neat place!”


Sesha [AC 33 /2o To/25 Fl] | HP 217/93 | CMD 17][Cat's Grace, True Seeing, Divine Favor]  d100=63 ; d100=42 ; d100=7 ;
Monday October 19th, 2015 2:36:43 PM


Sesha finishes her prayers and anxiously awaits an answer to her divinations.

Bosk AC: 33/16/29 CMD:32 hp 217(sprit brew)/108 Spells  d100=12 ;
Monday October 19th, 2015 7:15:41 PM

Before bed Bosk casts divination asking the simple question, Where should we go next to successfully complete our quest for the dragon consortium?

Divination check = 21 (CL = 9 so 0 -79 = success 80-100 = fail)

The Second Day (co-DM SteveK)  d100=100 ; d100=87 ; d100=28 ; d100=78 ;
Monday October 19th, 2015 7:31:53 PM

The dinner is a success despite Garrett pilfering much more than his fair share of cookies. The heroes learn about the talking cat and also that the entire island is just one great big turtle! No wonder the Witches are hard to find! The Witches don't have any more advice to give the heroes, and so Sesha and Bosk turn to more magical means.

Sesha's first divination spell fails.

Sesha's second divination gets the following message: she sees the image of a lizardfolk casting "Scorching Ray"

Sesha's third divination gets the following message: she sees a yellow circle with wide eyes and a big smiley face.

Bosk's divination gets the following message: He sees a white temple draped with swamp vines, the entrance a broken alter with a bas relief of five women dancing, arms raised.

The morning dawns, misty through the swamps. The Witches gather at their boat house to watch the heroes depart.

Beriothian -- AC:17/11/22 HP: 152 (+78 temp)/152 CMD = 19 
Monday October 19th, 2015 7:49:01 PM

Beri gets up, stretches, and transforms into a bugbear form.
Well, this form should help a little by giving us one more way to detect something approaching us. I'll keep an eye out, and a nose, for things sneaking up on us. Did any of you happen to divine something that would help me pick what spells I should prepare before we start? Are we heading through the swamp to the ruins?


Restlin (Carl) -- AC: +17/+14/+14 CMD: +14 HP: 116/119 - 14 Temp HP (Spells) Luck Points: 6/12 
Monday October 19th, 2015 8:25:10 PM

Restlin goes to hand Beri a potion, then realizes it would be hard to accept it without thumbs. He uncorks the thing and approaches the bug-Beri. "Bottoms up," he states before trying to pour the thing in his mouth. "Trust me, you'll want this."

OOC: Potion of enhanced smelling - +5 to scent checks for 24 hours.

He'll pet the cat goodbye before heading off. He wonders where he can get a giant turtle to ride around on.

Zane (JCC) AC 31, CMB 16, CMD 32, HP 243(+52 temp)/166, Character  d20+7=22 ;
Monday October 19th, 2015 9:31:31 PM

Zane looks around as he realizes that it's a giant turtle.....
"You know, I thought the turtles were big in Float City, this one makes those look like ants in comparison, and I don't mean giant fire ants either."

Zane looks over the rafts and makes sure they are at least semi-safe to get on use.
(profession Seaman 22)
Once he thinks they are as ready as they are going to be he starts moving them back into the swamp.
"I'd say the tide waits for no one, but I sure hope there is no tide in the swamp, cause if there is, we may be in deeper than expected."

Bosk AC: 33/16/29 CMD:32 hp 217(sprit brew)/108 Spells 
Monday October 19th, 2015 10:15:29 PM

ooc: Reminder that everyone was healed by Bosk.

The dargon hunting might be put off until later. Last night I did some divination asking where we should go first if we wanted to successfully complete our tasks for the Dragon Consortium. I was shown a white temple draped with swamp vines, the entrance a broken alter with a bas relief of five women dancing, arms raised. That is where we will head first.

ooc: How did Sesha's ability to extend our spells work? Was it all spells or a certain number? Do I have to specify that om my spell list?

RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 133/134* -- Perm Arcane Sight, Darkvision, See Invisibility  d20+33=48 ; d20+31=51 ; d20+41=55 ;
Monday October 19th, 2015 11:06:51 PM

Tink is genuinely impressed by the big turtle. It must have a mutually beneficial relationship with the witches. Perhaps they feed it and care for it?

Before the journey, Tink casts some spells and prepares the group...

Cast Tishes' Weave Elements. Craft check: 48 = 3 Powers!
Tink will wear a Water version. I have noted Restlin with a Water version, Bosk with a Fire version, and Zane with a Water version. I have one more up for grabs.

Tink also casts Mage Armor (Extended) on Zane and Greater Magic Weapon on Garret


"Do we have a general idea of the direction we want to go?"

If so, Tink will take off and act as scout, flying some 30ft ahead of the rafts.

Perception: 51 + Arcane Sight + DarkVision + See Invisibility + Detect Scrying + Spellcraft 36 (To ID any magical auras)
Stealth: 70 = 55 + 20 Moving Invisible - 5 for stealth at greater than half speed + Hide in Plain Sight + Misdirection + Pass Without Trace
Flying 5ft off the ground (Tink has a +26 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 10.67hrs.
Invisibility - From Ring. Dur 1min.
Mage Armor - Dur 26hrs (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 26hrs
Pass Without Trace - No footprints or scent - Dur 24hrs (Cast by Beri using Tink's Pearl of Power + Metamagic Rod)
Protection from Arrows - Dr10/Magic vs Ranged. Protects up to 100pts damage - Dur 24hrs
See Invisibility - See Invisible or Etheral objects. Permanent.
Telekinesis - On Tink, Restlin, Sesha, Bosk, Beri and Zane. Dur 5.3hrs (cast within Coven circle)
Water Breathing - From Tishes Weave Elements (Water). Dur 10.67hrs.

------------------
Greater Magic Weapon - On Garret's fists. +4 bonus to attack and damage rolls. Dur 16hrs. (cast within Coven circle)
Mage Armor - Dur 26hrs (Extended) - On Zane

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

Garret Goodbarrel [AC:36/32/30 +4 vs AOO HP:138/124 Ki:15/15 CMD: 33 SR: 23]  d20+21=28 ;
Tuesday October 20th, 2015 7:49:38 AM

Garret walks around the edge of the circle in the morning. When he returns and finds a Bugbear standing there, he quickly moves into a defensive stance before he realizes it is Beri. "Hey, warn a fellow next time, would you? I almost knocked you off the turtle!"

He walks over when Zane prepares the rafts, kicks one, and says, "Yup, they look good to me. Of course, all I know is that they're floating right now. I wonder if there's another turtle around we could ride."

Garret then looks up to see if any of the birds that led them to Witch Island are still around (Perception: 28).

OOC:
In effect:
Greater magic weapon: +4 attack/+4 damage for unarmed attacks

Sesha [AC 33 /2o To/25 Fl] | HP 187/93 | CMD 17][Cat's Grace, True Seeing, Divine Favor, R E: Acid]  d20+23=29 ; d100=23 ; d20+23=30 ; d100=4 ; d20+23=25 ; d100=80 ;
Tuesday October 20th, 2015 12:27:39 PM

As they prepare for their next trips, Sesha takes the time with her honorary witches to help Katinka with a couple of spells. (Going off your "spells in effect" chart).

She helps Katinka with her spells, though once a leyline slips away and her spell fails. She finds it with a strong grasp the next go round, and everything is fine.

Though some of the wolds-blood fueled vitality has left her, Sesha still feels more than fine. Wounds still open and ready to go, she offers up her bleeding arms.

"Anyone else?"


Restlin (Carl) -- AC: +17/+14/+14 CMD: +14 HP: 116/119 - 14 Temp HP (Spells) Luck Points: 6/12  d8+2=3 ; d8+2=10 ;
Tuesday October 20th, 2015 1:16:23 PM

"Ok, let's try this..." Restlin is apprehensive, but does his best to accept that this is what Sesha does, and that she's doing it willingly.

He casts his overland flight spell, which involves taking a running jump at the ground and missing.

If he'll let her, he'll heal the wounds he caused her as well.

CLW if she'll allow it: 10hp.

Well, he'll cure part of it, anyway.

Bosk AC: 33/16/29 CMD:32 hp 217(sprit brew)/108 Spells 
Tuesday October 20th, 2015 2:24:07 PM

Bosk thanks Sesha for her offer. I wish I knew about this before I upgraded my armor, but I would appreciate it if you could enhance my Greater Magic Weapon spell. I have a feeling my blade will be drinking the blood of our enemies before this day is through. The cleric then gives his sword a swing swing and listens as the keen edge cuts through the air.

After the coven has separated he thanks Tink for the amazing garment. This fire garment is amazing, and I have no doubt it will be useful, but do you have an air garment by any chance?
(Bosk usually gets an air garment due to the blur ability. Can I get that instead? If not, I am sure fire will be great against the scorching rays Sesha saw. Thanks again.)

The temple is our first stop. Lets ask our hosts if they can offer us more specific directions. If that fails maybe someone can fly up high and see what they can spot.

(Bosk also reapplies the poison he used last battle to his weapon)

Bosk AC: 33/16/29 CMD:32 hp 217(sprit brew)/108 Spells 
Tuesday October 20th, 2015 2:43:44 PM

Active Spells and Abilities (Header and saves not updated yet)
-- -- -- -- -- -- -- -- -- -- -- -- -- -- --
Current modifiers to AC: (+1 if flying) Atk:+3 Dmg:+3 Ref: Dex: Str: Will: +1 Electrical Resistance +5

Highlight to display spoiler: {Blur - concealment (20% miss chance) (Tink's Garment)
Fly - Fly 40ft (Tink's Garment)
Air Mastery (while in air all opponents get -1 to hit/ damage) (Tink's Garment)
Heroes Feast: - [CL12] 12hrs +1 attack, +1 will, +4 vs fear (Sesha)

Greater Magic Weapon - [CL 13]: +3 attack/+3 damage on Bastard Sword

Deathwatch [i]- [CL 1] Permanent - Know creature status: dead, fragile, fighting off death, healthy, undead, or neither (ie construct).

Darkvision 60' - [CL 8] 8hrs
Chill Touch - [CL9] (9 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) 2 uses left[i]
Dark Walk [i]- (SU) 2 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, See Invisibility, Divination, Dimension door, True Seeing
Level 0: Read Magic, Detect Magic, Chill Touch, Detect Poison
Level 1: Elf Vision, Protection From Chaos/Evil/Good/Law, Detect Chaos/Evil/Good/Law, Comprehend Language, Sanctuary
Level 2: Silence, Restoration Lesser, Nemesis Insight, Resist Energy (fire)
Level 3: Invisibility Purge, Protection From Energy (fire), Magic Circle against Chaos/Evil/Good/Law
Level 4: Greater Magic Weapon, Spell Immunity
Level 5: Slay Living
}


Sesha [AC 33 /2o To/25 Fl] | HP 157/93 | CMD 17][Cat's Grace, True Seeing, Divine Favor, R E: Acid]  d20+23=35 ; d100=62 ; d20+23=30 ; d100=53 ;
Tuesday October 20th, 2015 3:55:12 PM


Sesha stops Restlins heal spells and augments both he and Bosks spells.

"If you've ever wondered why we witches have so many ways to gain extra vitality, this is it. I've bled about a gallon today and not even touched my own health. Thanks for the gesture though."

She takes a deep breath.

"That's it guys. I'm spent for now."



Beriothian -- AC:17/11/22 HP: 152 (+78 temp)/152 CMD = 19 
Tuesday October 20th, 2015 7:10:25 PM

James posting for Will/Beri

Beri participates in the coven ritual and listens as plans are made. I could use one of those garments as well, if there is still one left. An air one would be great! The druid then makes sure to prepare his spells for the day and helps with packing up camp.

Through the Swamp (co-DM SteveK) 
Tuesday October 20th, 2015 7:39:12 PM

The night before, Sesha brings the Iron Adventurers together and creates the coven. Cutting each of the spellcasters and herself (d4 bleed damage for all participants). Then she augments three spells, that of Katinka, Bosk, and Restlin. Bosk heals some, but he has no spell that can replace temporary hit points.

Zane checks out the rafts, and while they are very flimsy compared to a real ship, they seem more than enough water worthy for the swamp. Garrett kicks one as well, and it bobs in the muddy water.

Restlin gets ready to pour a potion down Beri's mouth, but finds it is unnecessary; a 'bugbear' turns out to be a seven foot tall hairy goblin!

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

With Katinka in the lead overhead and the rest of the group on the three rafts (with Zane pulling the fourth) the heroes follow the Witches directions further into the swamp and towards the sunken city.

Katinka is the only one who really looks about the swamp. While the others see sluggish water, gnarled cypresses, and curtains of spanish moss. Bugs are all about, and Zane finds the green goo has rubbed out of his fur. There is the occasional snake, normal-sized turtle, or bird (Graybeard's friends have left).

Katinka, however, sees a completely different world. Hummocks of wet ground and floating vegetation are covered in mosses and ferns in a primordial display. While there are both wading and fishing birds, small reptiles and amphibians, the occasional medium sized crocodile (which keeps their distance) and both water and arboreal small mammals, the predominant species are insects!

Marks on the few embankments show there are large creatures that have heaved themselves ashore, and reflections of eyes in the water show even more animals about. (Know Nature DC 15 Highlight to display spoiler: { crocodiles, giant snakes, giant beavers, and dire animals are about.}

In one drier area, a 20 foot crocodile sits atop a large nest, hissing at the group going by. Another drier area has a huge Giant Flytrap. It appears that the few areas of dry ground are hotly contested.

And that medium crocodile 100 feet away is humanoid!

Zane (JCC) AC 31, CMB 16, CMD 32, HP 243(+52 temp)/166, Character  d20+17=33 ;
Tuesday October 20th, 2015 8:45:03 PM

Zane sees the sun bathing crock and the giant flytrap. He makes a comment...."That fly trap, must be after some really big mosquitoes I'm glad we are avoiding that thing...."
He then spots the crock-man thing...."Ummm, just what is that over there?" pointing at it/him....

Perception 33

RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 133/134* -- Perm Arcane Sight, Darkvision, See Invisibility  d20+31=41 ; d20+41=43 ;
Tuesday October 20th, 2015 10:08:30 PM

The remaining Tishe's Wave Elements garment - an air one - is provided to Beri and causes Tink to smile. She's glad to be able to contribute to the groups survival.

"There! Up ahead. It might just look like a crocodile from here, but that's a humanoid of some sort. One of the lizard folk perhaps? A scout?" Tink relays over the telepathic link to the group "I'm going to try and get closer and see what's going on. Oh, and someone tell Garret to stay clear of those flytraps. They're big enough to eat a halfling I believe"

She flies further ahead of the group, rising to around 20ft in the air and around 50ft ahead of the party towards the reptilian humanoid.

Perception: 41 + Arcane Sight + DarkVision + See Invisibility + Detect Scrying + Spellcraft 36 (To ID any magical auras)
Stealth: 58 = 43 + 20 Moving Invisible - 5 for stealth at greater than half speed + Hide in Plain Sight + Misdirection + Pass Without Trace
Flying 20ft off the ground (Tink has a +26 Fly skill)


Garret Goodbarrel [AC:36/32/30 +4 vs AOO HP:138/124 Ki:15/15 CMD: 33 SR: 23]  d20+21=29 ;
Wednesday October 21st, 2015 9:10:11 AM

Garret watches as the rafts float and points out nearly every snake and turtle to Zane who is trying to pilot the raft. When the others mention the flytrap, Garret stands and stares, mouth agape, as they pass by.

At the calls to the humanoid, Garret moves to the edge of the raft and peers into the distance with the others (Perception: 29). He also looks down into the water to see if they are currently in a shallow section or a deep section, or if he has no idea.

OOC:
In effect:
Greater magic weapon: +4 attack/+4 damage for unarmed attacks

Restlin (Carl) -- AC: +17/+14/+14 CMD: +14 HP: 116/119 - 14 Temp HP (Spells) Luck Points: 6/12  d20+25=31 ;
Wednesday October 21st, 2015 10:32:15 AM

As Restlin waits for Tink to check things out, he scans the area around him for any hidden dangers.

***

Perception: 31 - Restlin can see invisible.

Restlin is flying at low altitude above the rafts & using a pole to help push one along.

Bosk AC: 33/16/29 CMD:32 hp 217(sprit brew)/108 Spells  d20+12=32 ;
Wednesday October 21st, 2015 2:16:52 PM

The horned cleric looks around, amazed by the strange flour and fauna. Spotting the large insects and man-eating giant fly tramp, the cleric has one thought...I want one! Immediately he begins keeping an eye out for smaller plants he can dig up and bring back with him. They might make a nice gift for the druids of Hook City and would make a stunning decoration around the Iron Tower. More importantly, they look cool and if the group has to spend the night in the swamp they might provide some respite from the native bugs.
(Not sure what check if any I need for this. I am looking for something small enough that it is no threat to the group and can go in a BOH.)

As the group approaches the crocodile Bosk takes advantage of his blurring garments and begins blending into the shadows. Despite being a large minotaur he finds it exceptionally easy to move about unseen when he wants to. Although he could do more to hide his presence, he weighs the matter and decides what additional magics and abilities could aid him would be better used at another time.

Actions
-----------
Perception check = 23
Perception check for traps = 23
Stealth = 32 (Natural 20)
Look for new house plants and collect

Active Spells and Abilities (Header and saves not updated yet)
-- -- -- -- -- -- -- -- -- -- -- -- -- -- --
Current modifiers to AC: (+1 if flying) Atk:+4 Dmg:+3 Ref: Dex: Str: Will: +1 Electrical Resistance +5

Highlight to display spoiler: {Blur - concealment (20% miss chance) (Tink's Garment)
Fly - Fly 40ft (Tink's Garment)
Air Mastery (while in air all opponents get -1 to hit/ damage) (Tink's Garment)
Heroes Feast: - [CL12] 12hrs +1 attack, +1 will, +4 vs fear (Sesha)

Greater Magic Weapon - [CL 13]: +3 attack/+3 damage on Bastard Sword

Deathwatch [i]- [CL 1] Permanent - Know creature status: dead, fragile, fighting off death, healthy, undead, or neither (ie construct).

Darkvision 60' - [CL 8] 8hrs
Chill Touch - [CL9] (9 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) 2 uses left[i]
Dark Walk [i]- (SU) 2 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, See Invisibility, Divination, Dimension door, True Seeing
Level 0: Read Magic, Detect Magic, Chill Touch, Detect Poison
Level 1: Elf Vision, Protection From Chaos/Evil/Good/Law, Detect Chaos/Evil/Good/Law, Comprehend Language, Sanctuary
Level 2: Silence, Restoration Lesser, Nemesis Insight, Resist Energy (fire)
Level 3: Invisibility Purge, Protection From Energy (fire), Magic Circle against Chaos/Evil/Good/Law
Level 4: *Greater Magic Weapon*, Spell Immunity
Level 5: Slay Living
}


Sesha [AC 33 /2o To/25 Fl] | HP 157/93 | CMD 17][Cat's Grace, True Seeing, Divine Favor, R E: Acid] 
Wednesday October 21st, 2015 6:43:37 PM


Sesha watches Tink, as best as she is able. When she loses track, the watches the humanoid instead. Hopefully, it isn't too agitated that they stopped near it's little patch of dirt.

Beriothian -- AC:17/11/22 HP: 152 (+78 temp)/152 CMD = 19  d20+24=27 ; d100=61 ; d20+24=39 ; d20+19=31 ;
Wednesday October 21st, 2015 8:20:37 PM

Beri looks around uncomfortably...
We must make an effort to see what's hidden and not just what's on the surface... this could be a decoy or lure of some sort... does anyone see any signs of movement in the water below us?

Beri looks around for signs of danger in the swamp below them. He then sniffs the air and checks for the scents of any other creatures nearby that the swamp may be hiding from view.

knowledge nature = 31
perception = 27
scent (bearbug form)=39

Bosk AC: 33/16/29 CMD:32 hp 217(sprit brew)/108 Spells 
Wednesday October 21st, 2015 8:56:49 PM

Bosk whispers to the the others. Should we try speaking to it?

ooc: Can we get some clarification. Is the 20 foot crocodile and the medium humanoid crocodile thing the same creature? The medium size and 20ft length have me unsure.

DMSteveK. "Katinka, however, sees a completely different world". Apologies if this was unclear. Everything after this sentence was only what Katinka saw.

Like They are Being Watched (co-DM SteveK)  d6=4
Wednesday October 21st, 2015 9:04:47 PM

Katinka, the only one who can see the humanoid reptile with its head barely above the water, gives a telepathic warning to the heroes on the raft. Beri and Sesha watch covertly, but Garrett bounds over to the edge of his raft, and Zane and Bosk begins poling towards the location Katinka indicated.

Immediately, the humanoid lizard submerges and is gone from sight!

Over the next hour, Katinka is able to spot three more lizardfolk scouts that are pacing the rafts, but after the first one, they are more wary. They only stay above the water for a couple seconds at a time before they dive deep underwater again.

Beri worries about the water and looks down just as a lizardfolk leaps out of the water across Beri's raft and back into the water again ( Beri does not have weapons at hand and so no AOO. Restlin stated he is overland flight, so Beri is alone on the raft. ). Beri can see a huge shadow following the lizardfolk out of the deep water, and only Beri's timely watchfulness has given the heroes a warning!

(The large shadow is 20 feet in murky water and on the left side of the rafts)

(Perception DC 50 and then Know Arcana DC 27) Highlight to display spoiler: { it is a Froghemoth!})

(HERO POINT for Beri for actually looking in the right direction at the right time. )

Zane (JCC) AC 31, CMB 16, CMD 32, HP 243(+52 temp)/166, Character 
Wednesday October 21st, 2015 11:41:14 PM

Zane, sees something erupt from the swampy water, he grabs his Kama and casts a spell that effects everyone near by.....

HE casts Haste on those close enough to be in range.
He drops the pole to the deck of the raft just before he casts.

Zane Spells in effect.
Mage Armor (cast by Katinka) Duration hours and hours
Weave Elements Vest cast by Katinka (water version:1) Waterbreathing; 2) Freedom of Movement; 3) Swim 120 ft)
Haste Duration 7 rounds


Bosk AC: 33/16/29 CMD:32 hp 217(sprit brew)/108 Spells 
Thursday October 22nd, 2015 12:07:23 AM

This is why I said we need to attach nets to the rafts!!! What is that thing, and how do we kill it?

(Waiting for now in hopes that someone makes a knowledge check and can identify a weakness for that creature)

RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 133/134* -- Perm Arcane Sight, Darkvision, See Invisibility  d20+31=35 ; d20+41=52 ; d20+22=39 ;
Thursday October 22nd, 2015 2:51:16 AM

"Quite a few scouts about. We must be going the right way" Tink muses to herself "Hang on! What's that?"

With Beri's alertfulness, Tink can see quite a large shadow in the water. "Hmm.. they never said this 'Korrine' dragon would be in the air. Perhaps she lurks in the waters?"

"Guys, I don't know what that is, but it's big and it's moving."

Tink renews her invisibility and ascends to 50ft hoping to get a better view. Can she see any lizardfolk about? Do they look scared? Are they smiling?

Perception: 35 + Arcane Sight + DarkVision + See Invisibility + Detect Scrying + Spellcraft 36 (To ID any magical auras)
Stealth: 67 = 52 + 20 Moving Invisible - 5 for stealth at greater than half speed + Hide in Plain Sight + Misdirection + Pass Without Trace
Flying 50ft off the ground (Tink has a +26 Fly skill)

Sense Motive: 39

Restlin (Carl) -- AC: +17/+14/+14 CMD: +14 HP: 116/119 - 14 Temp HP (Spells) Luck Points: 6/12  d20+25=44 ; d20+15=33 ; d20+15=20 ; d20+15=35 ;
Thursday October 22nd, 2015 8:18:18 AM

Restlin watches as the scout flies over Beri. He peers into the water after Beri's warning, but can't make out what it is they're looking at (Perception: 44).

The wizard quickly looks about for some solid ground for them to fight on. If he sees some, he'll point it out. If not, he quickly gains some altitude, grips his maximize rod, and prepares for battle.

***

Move action: Climb to 30'
Standard: Readied action (beastie coming above the water) - maximized scorching ray - 3 rays:
H: 33, D: 24
H: 20, D: 24
H: 35, D: 24

Garret Goodbarrel [AC:37/33/31 +4 vs AOO HP:138/124 Ki:15/15 CMD: 33 SR: 23] 
Thursday October 22nd, 2015 8:33:10 AM

Garret takes note of the shadow as others point it out. He nervously looks around for solid ground, trees, or something else that he can jump onto that will be more solid than the raft should this massive creature erupt from the water.

OOC:
Readied action, if possible, jump to solid ground if something massive erupts out of the water.

In effect:
Greater magic weapon: +4 attack/+4 damage for unarmed attacks
Haste

Bosk AC: 33/16/29 CMD:32 hp 217(sprit brew)/108 Spells  d20=17 ; d20+19=22 ; d20+18=32 ; d8+5=6 ; d6=4 ; 4d6=6 ;
Thursday October 22nd, 2015 4:54:23 PM

Bosk stares at the massive shadow...large and dark. Its not a drgon or a dire goldfish...something inbetween... but the Horned Cleric is unable to narrow it the species any further than that. Next he does a mental run through of his spells and mentally kicks himself when he realizes nothing is particularly effective in this scenario. Beri, any chance you have a spell that can dam up the river? Or does anyone have a way of clouding the water so they cannot see? We nee to find a way to bring them up to the surface.

Several possible tactics fly through his mind. He could fly over to the creature, but the though of leaving Shesa alone on the raft doesn't sit well with him, nor does the possibility of being dragged under water. The cleric remains hovering a half inch off the raft as he draws his bastard sword.

Unable to reach the creature from its current location Bosk bides his time. If it comes close enough to hit with his horn (10ft reach) we will attack it (or another enemy it it comes in range, but the big guy is his first choice). He holds nothing back as he swipes at it, using his poisoned horn and activating his embryon's tear and shocking it with a bolt of lightning...everyone knows electricity and water do not mix

Actions
-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
Identify creature - Perception = 19 Knowledge Arcana = 21- FAIL
Move Action – Draw Bastard Sword
Hold action to attack big guy when it surfaces / attacks.
Hit AC 32 with poisoned horn cap. 6 dmg piercing/bludgeoning, 4dmg electrical, 6 dmg sneak,
Blue Winnis  poison (injury); Save Fortitude DC 14
Frequency 1/round for 2 rounds
Initial Effect 1 Con damage; Secondary Effect unconsciousness for 1d3 hours; Cure 1 save

Active Spells and Abilities (Header and saves not updated yet)
-- -- -- -- -- -- -- -- -- -- -- -- -- -- --
Current modifiers to AC: +1 (+1 if flying) Atk:+2 (5 BS) Dmg:+3 (BS) Ref:+1 Dex: Str: Will: +1 Electrical Resistance +5 concealment 20% chance to miss Bosk

Highlight to display spoiler: {Blur - concealment (20% miss chance) (Tink's Garment)
Fly - Fly 40ft (Tink's Garment)
Air Mastery (while in air all opponents get -1 to hit/ damage) (Tink's Garment)
Heroes Feast: - [CL12] 12hrs +1 attack, +1 will, +4 vs fear (Sesha)

Greater Magic Weapon - [CL 13]: +3 attack/+3 damage on Bastard Sword
Telekinesis - On Tink, Restlin, Sesha, Bosk, Beri and Zane. Dur 5.3hrs (cast within Coven circle by Tink)
Haste – Cast by Zane – 7 rounds.

Deathwatch [i]- [CL 1] Permanent - Know creature status: dead, fragile, fighting off death, healthy, undead, or neither (ie construct).

Darkvision 60' - [CL 8] 8hrs
Chill Touch - [CL9] (9 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) 2 uses left[i]
Dark Walk [i]- (SU) 2 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, See Invisibility, Divination, Dimension door, True Seeing
Level 0: Read Magic, Detect Magic, Chill Touch, Detect Poison
Level 1: Elf Vision, Protection From Chaos/Evil/Good/Law, Detect Chaos/Evil/Good/Law, Comprehend Language, Sanctuary
Level 2: Silence, Restoration Lesser, Nemesis Insight, Resist Energy (fire)
Level 3: Invisibility Purge, Protection From Energy (fire), Magic Circle against Chaos/Evil/Good/Law
Level 4: *Greater Magic Weapon*, Spell Immunity
Level 5: Slay Living
}

Beriothian -- AC:17/11/22 HP: 152 (+78 temp)/152 CMD = 19  d20+24=36 ;
Thursday October 22nd, 2015 7:37:56 PM

That shape... I don't think I've seen anything like it before. I have no idea what that thing is...but I am soooo going to learn to transform into it later.

I'm not sure I can actually block the river... this is a swamp. Isn't it just an internal current, opposed to an actual river? Blocking it would just divert the flow, not actually block anything right?


Beri looks at the mysterious shape below them and the crocodile humanoid before them and ponders his next move.

Hmm, a crocodile humanoid... maybe they will opt not to fight us, or even help us, if we have something they revere on our side. That gives me an idea! And if they don't care about it, it's still perfectly suited for this environment. If the powers that guide the Wold made the perfect fighting machine for a swamp then it seems to me that now is the perfect time to honor their handy work.

Beri positions himself in the center of the raft where he'll be harder to disturb, and starts to channel his creeping doom spell to summon a Dire Crocodile.

**spell list***
0 (4)- Detect Magic, Light, Create Water, Detect Poison
1 (7)- *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 (6)- *Glibness, Sleet Storm, quench, Greater Magic Fang, wind wall, stone shape, Cure Moderate Wounds
4 (6)- *Lesser Planar Ally, dispel magic, cure serious sounds, Freedom of Movement, Air Walk x2, Control Water
5 (5)- *Awaken, Cure Critical Wounds, Animal Growth, Control Winds, transmute mude to rock, wall of thorns
6 (3)- *Legend Lore, Wall of Stone, Antilife shell, Dispel Magic, Greater
7 (2)- *Irresistible Dance , creeping doom, Heal

stored in staff via spellstaff- Changestaff
Spells with * are Fey domain spells (and not included in spell counts)

***active spells***
health potion
haste

Sesha [AC 33 /2o To/25 Fl] | HP 157/93 | CMD 17][Cat's Grace, True Seeing, Divine Favor, R E: Fire]  d20+24=28 ; d100=35 ;
Thursday October 22nd, 2015 8:26:26 PM


Sesha raises an eyebrow at Bosks moment of indecision. She looks back down into the water and watches the dark blurb. Swimming might become necessary soon.

She reaches for a ley-line and finds a weak one, but grabs it none-the-less. Magical strength surges across her body. Pot-pot's magical shielding envelops her too, responding to her crazy thoughts. The inklings of a plan was forming..

Move: Bend Leyline: +4 Ley check.
Standard: Bull's Strength. Ley check 39 = Success.

Spells in Effect: Divine Favor, Bulls Strength, Cat's Grace, Shield of Faith, True Seeing, Resist Energy: Fire, Haste (Zane)

Spell slots:

1st: 0/5 Remaining (Surrender Blood x4. Bull's Strength)
2nd: 5/5 Remaining
3rd: 4/4 Remaining
4th: 3/3 Remaining
5th: 2/2 Remaining
6th: 2/2 Remaining
7th: 1/1 Remaining



Swamp Attack! (co-DM SteveK)  d6=4 ; d20+23=43 ; d20+23=38 ; d20+23=41 ; d20+23=34 ; d20+23=38 ; d8+5=9 ; d8+5=8 ; d8+5=9 d8+5=12 d8+5=10 d8+5=6 d20+23=30 d20+23=39 2d6(5+3)+10=18
Thursday October 22nd, 2015 9:35:07 PM

Zane sees on the third raft, sees the lizardfolk erupt from the swampy water. He drops his pole to the raft deck, grabs his Kama and casts Haste, affecting himself, Garrett, Beri, and Restlin.

Katinka renews her invisibility and rises in the air, now 50 feet high and ahead of the first raft

Restlin can't see anything clearly, but readies a fire spell just in case.

Garrett gets ready to jump to the gnarled roots of a cypress tree if the third raft is attacked.

Bosk readies himself to attack if he is in range of the creature from the first raft. (DM interpreting Bosk as a Ready Action, not Held Action. Held can have a full round, but only at the end of the party's turn. Ready is the only option to attack during the opponent's turn)

Beri positions himself in the center of his raft and begins casting a summoning spell.
......

The lizardfolk seem to have disappeared, including the lizardfolk that Katinka first mistook for a crocodile in the water. What has not disappeared is the shadow. That gets rapidly larger until it erupts from the waters! It is an immense, three-eyed frog-like creature which rears up on powerful hind legs, 22 feet tall! In place of arms, four huge tentacles thrash and writhe!

Garrett jumps to a solid cypress!

Restlin fires three Scorching Rays, burning the creature!

It looms above Raft2, Beri and Sesha, and out of reach of Raft1 and Raft3.

The three-eyed monster roars and four tentacles whip out towards Beri! All four tentacles connect and immediately start to squeeze the life from the Druid! (Beri is Grabbed and takes 55 damage. Lose spell unless Concentration check 70. CMD 35

The mouth opens up And an extremely long tongue whips out to strike at Sesha! The tongue misses but the mouth bends forward and takes a bite at the Witch! (Tongue miss, bite hit. Sesha takes 18 damage and is Grappled)

Rafts 1 and 3 are 15 feet away. No map since I'm having trouble doing one with my smart phone. Will be lenient with movement!
........

First Raft- Bosk
Second Raft- Beri and Sesha
Third Raft- Zane and Garrett
Restlin is flying and beside Raft2
Katinka is flying and in front of Raft1

The water is five feet deep at the rafts. To the left is a deep hole at unknown depth. To the right is a sluggish current where the water is ten feet deep. There are medium, large, and huge cypresses all about and no sign of any dry land.

Froghemoth. AC28. Damage. 42

Bosk AC: 33/16/29 CMD:32 hp 217(sprit brew)/108 Spells 
Thursday October 22nd, 2015 9:53:06 PM

How can Sesha and I be on the same raft with the creature grappling her and me uable to attack it?

*edited* I see that we are now not together.
On the 8th you said:
Raft 1 Zane, Katinka, and Garret
Raft 2 Beri and Restlin
Raft 3 Bosk and Sesha

Did I miss a change up?

DM SteveK. I couldn't find who was on whose raft, so the change.

Bosk AC: 33/16/29 CMD:32 hp 217(sprit brew)/108 Spells 
Thursday October 22nd, 2015 10:31:40 PM

Bosk quickly looks at the creature to grasp its size.

ooc: How many feet wide/across is it?

DmsteveK. It is a huge size. (15x15)

Zane (JCC) AC 31, CMB 16, CMD 32, HP 243(+52 temp)/166, Character  d20+17=29 ;
Thursday October 22nd, 2015 10:55:38 PM

Zane smiles, casts Enlarge Person on himself, then shallow dives into the water and with his now 150' of swim moves around the creature to the deeper water behind it, gets close enough to be able to do a 5' step and attack next round.
As he swims over the deep water he uses a bit of his extra movement remembering he'll need double to get back to the surface, he plans on using all of the 150' but if need be use less allowing himself to resurface. Taking a good look around while he's at it....
Perception 29

When he resurfaces, he'll relay what he saw in his exploration to the rest of the team.....

Zane Spells in effect.
Mage Armor (cast by Katinka) Duration hours and hours
Weave Elements Vest cast by Katinka (water version:1) Waterbreathing; 2) Freedom of Movement; 3) Swim 120 ft)
Haste Duration 6 rounds
Enlarge Person 7 minutes

RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 133/134* -- Perm Arcane Sight, Darkvision, See Invisibility  d20+15=22 ; d20+31=40 ;
Thursday October 22nd, 2015 11:19:07 PM

"Hmm.. well on the bright side, it's not a dragon" That's the only silver lining Tink can see in this situation.

She ascends another 5ft into the air (now 55ft) and begins casting a Summon Monster IV spell.

She keeps a lookout in case this frog-o-saurus isn't alone.

Perception: 40 + Arcane Sight + DarkVision + See Invisibility + Detect Scrying + Spellcraft 36 (To ID any magical auras)
Flying 55ft off the ground (Tink has a +26 Fly skill)
Knowl Arcana: 22 - Does TInk recall any useful tidbits about this type of creature?


------------------
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 10.67hrs.
Invisibility - From Ring. Dur 1min.
Mage Armor - Dur 26hrs (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 26hrs
Pass Without Trace - No footprints or scent - Dur 24hrs (Cast by Beri using Tink's Pearl of Power + Metamagic Rod)
Protection from Arrows - Dr10/Magic vs Ranged. Protects up to 100pts damage - Dur 24hrs
See Invisibility - See Invisible or Etheral objects. Permanent.
Telekinesis - On Tink, Restlin, Sesha, Bosk, Beri and Zane. Dur 5.3hrs (cast within Coven circle)
Water Breathing - From Tishes Weave Elements (Water). Dur 10.67hrs.

------------------
Greater Magic Weapon - On Garret's fists. +4 bonus to attack and damage rolls. Dur 16hrs. (cast within Coven circle)
Mage Armor - Dur 26hrs (Extended) - On Zane
Tishe's Weave Elements - Dur 10.67hrs - Restlin a 'Water' version, Zane a 'Water' version, Bosk a 'Fire' version, Beri an 'Air' version

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

Bosk AC: 33/16/29 CMD:32 hp 217(sprit brew)/108 Spells 
Thursday October 22nd, 2015 11:55:52 PM

ooc: Last question for tonight, what is the condition of the enemy? If he grabbed Beri did it take a -20 penalty to make and maintain the grapple, or did it gain the grappled condition itself?

Lastly, are his toungue and 4 tentacles grappling and its mouth still free? Ie can it only make 1 attack next round with these known attacks unless it frees the other appendages?

DM SteveK: Bosk can see that the Froghemoth (as Katinka named it) has four tentacles around Beri and has a mouthful of Sesha. Any penalties, conditions, or other metagame knowledge is unknown to Bosk. The DM supposes he will have to get within reach to find out! :-)

Beriothian -- AC:17/11/22 HP: 152 (+78 temp)/152 CMD = 19  d100=97 d100=85 d100=53 d100=26
Friday October 23rd, 2015 7:23:47 AM

The air garment I got from the coven ritual gives Beri blue and a20% chance each attack missed

DMSteveK. You are correct. Did% and this time all four hit.

Restlin (Carl) -- AC: +18/+15/+14 CMD: +14 HP: 116/119 - 14 Temp HP (Spells) Luck Points: 11/12  d20+25=30 ; d20+18=30 ; d20+15=17 ; d20+15=19 ; d20+15=16 ;
Friday October 23rd, 2015 8:14:23 AM

Knowledge, Arcana: 30 - Success!

"HOLY MOLEY IT'S A FROGHEMOTH! THAT IS AMAZING!" shouts Restlin as he watches part of the creature's head burned away by his scorching rays. His delight quickly vanishes when it darn near chokes the life out of Beri and eats part of his girlfriend.

Over the telepathic link, he'll give everyone an update on what he knows about this critter, especially the fact that electricity slows it down.

He'll then fly straight up (fly check: 30 - success) until he's out of reach of those tentacles. Then, he'll unleash more scorching rays.

**
Maximized scorching rays:

H: 17 D: 24
H: 19 D: 24
H: 16 D: 24

Spells in effect: haste, mage armor, overland flight, freedom of movement, water breathing, see invisible



Garret Goodbarrel [AC:37/33/31 +4 vs AOO HP:138/124 Ki:15/15 CMD: 33 SR: 23] 
Friday October 23rd, 2015 10:05:53 AM

Garret stands on the cypress roots, unsure of what to do. If he swims over to it, he won't really be able to bother it from the water. He looks around to see if there is a place where he can climb a tree to get to a point where he can jump onto the creature.

Bosk AC: (34/17/30) 33/16/29 CMD: (34) 32 hp 217(sprit brew)/108 Spells  d20+17=23 ; d8+5=10 ; d6=6 ; 4d6=16 ; d20+17=29 ;
Friday October 23rd, 2015 4:19:06 PM

As the shadow raises Bosk swings his poison laced horn, but as he swings he sees a critical error in his calculations...the shadow isn't growing as it raises and he finds himself missing the creature by many feet! Cursing he flies over to the combat.

As he moves he catches Restlin's message and asks, What is a Frog Moth? Can this thing fly as well? Seeing the team grappled so quickly Bosk charges forward hoping to distract the creature and electricute it. Electricity and water do not mix big guy! The cleric hopes that between the poison, electrocution and goring it will let his friends loose.

Actions
------------------
Charge so that he is flanking the creature (Bosk has fly and air mastery)
Hit AC 33 (31 if I cannot charge while flying) with poisoned horn cap. 10 dmg piercing/bludgeoning, 6dmg electrical, 16 dmg sneak[b] (Bosk has concealment from his garment.
(Types of damage listed in case of resistance)
Blue Winnis poison (injury); Save Fortitude DC 14
Frequency 1/round for 2 rounds
Initial Effect 1 Con damage; Secondary Effect unconsciousness for 1d3 hours; Cure 1 save

[b]Active Spells and Abilities
(Header and saves not updated yet)
-- -- -- -- -- -- -- -- -- -- -- -- -- -- --
Current modifiers to AC: +1 (+1 if flying) Atk:+2 (+5 BS) Dmg:+3 (BS) Ref:+1 Dex: Str: Will: +1 Electrical Resistance +5 concealment 20% chance to miss Bosk

OOC: Highlight to display spoiler: { ooc: It was suggested I clarify that my sneak dmg is because of flanking.

I also included the concealment from blur because two rounds ago I used it make a stealth check and am concealed in the shadows of the raft (I don't know if that is lost as soon as I move to attack or at the end of that turn). Yes, a miotaur is hidden on the raft and can do so even with people watching...However I still cannot compare to Tink's vanishing act.

Lastly, I forgot to mention I used a hero point for a reroll in my post./spoiler]

Highlight to display spoiler: {}Blur - concealment (20% miss chance) (Tink's Garment)
Fly - Fly 40ft (Tink's Garment)
Air Mastery (while in air all opponents get -1 to hit/ damage) (Tink's Garment)
Heroes Feast: - [CL12] 12hrs +1 attack, +1 will, +4 vs fear (Sesha)

Greater Magic Weapon - [CL 13]: +3 attack/+3 damage on Bastard Sword
Telekinesis - On Tink, Restlin, Sesha, Bosk, Beri and Zane. Dur 5.3hrs (cast within Coven circle by Tink)
Haste – Cast by Zane – 7 rounds.

Deathwatch [i]- [CL 1] Permanent - Know creature status: dead, fragile, fighting off death, healthy, undead, or neither (ie construct).

Darkvision 60' - [CL 8] 8hrs
Chill Touch - [CL9] (9 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) 2 uses left[i]
Dark Walk [i]- (SU) 2 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, See Invisibility, Divination, Dimension door, True Seeing
Level 0: Read Magic, Detect Magic, Chill Touch, Detect Poison
Level 1: Elf Vision, Protection From Chaos/Evil/Good/Law, Detect Chaos/Evil/Good/Law, Comprehend Language, Sanctuary
Level 2: Silence, Restoration Lesser, Nemesis Insight, Resist Energy (fire)
Level 3: Invisibility Purge, Protection From Energy (fire), Magic Circle against Chaos/Evil/Good/Law
Level 4: *Greater Magic Weapon*, Spell Immunity
Level 5: Slay Living
}

Sesha [AC 33 /2o To/25 Fl] | HP 157/93 | CMD 17][Cat's Grace, True Seeing, Divine Favor, R E: Fire]  d20+24=28 ; d20+11=17 ; d100=33 ;
Friday October 23rd, 2015 4:30:59 PM


Sesha had never been bitten before.

She had been stabbed, slashed, shot, and spelled, but never bit. She found it to be... humiliating and painful. She searches for a leyline, anything, and finds it to be somewhat lacking. Still, she has to get out of this somehow.

She considers the creature as she runs through her spells. It was big, but she knew nothing else about it. Unwilling to risk a spell it could easily resist, she takes a different approach.

Concentrating past the limitations of the grapple, she taps the power of her Vediks headband, then taunts the stupid creature. "Eat me you dumb frog!"

Sesha then changes form, bones snap and reform, and a small sized golden furred creature hangs from the mouth of the Froghemoth.

Move: Bend Leyline, +4 to next spell cast.
Concentration for spellcast: 44 vs DC 39 (10 + Spell Level 5 + CMD 24)
Standard: Cast Beast Shape IV: Aurumnvorax


Swamp Attack! (co-DM SteveK)  d20+23=24 ; d20+23=37 ; d20+23=37 ; d20+23=29 ; d8+5=13 ; d8+5=6 ; d8+5=11 ; d8+5=12 ; d8+5=6 ; d8+5=9 ; d20+33=40 ; d20+33=34 ; d20+33=44 ; d20+33=44 ; d20+33=45 ; d20+33=35 ; 2d6+10=20 ;
Saturday October 24th, 2015 7:31:21 AM

Zane smiles, a battle opportunity! The minotaur casts Enlarge Person and jumps into the water. It is only 5 foot deep here, coming only to Zane’s waist, but he has other plans. A haste spell and Katinka’s ‘Weave Elements’ spell has given him phenomenal swimming speed, and he takes advantage of it to do a deep dive and scout underwater.

Zipping to the bottom of the hole, it is dark in the silty water. Zane’s hooves touch mud at what he estimates to be 40 feet below the surface. As he touches down, tentacles shoot out, two striking and attempting to grab the minotaur, but Zane is protected again by Katinka’s magic and escapes with only minor damage. Looking at the tentacles, he sees a bulky form, three eyes, and the glitter of treasure behind it. The minotaur swims back up and breaks the surface with news… there are two of them!!
(Zane takes 19 damage)

Katinka ascends another 5ft into the air and begins casting a Summon Monster IV spell. She keeps a lookout in case this frog-o-saurus isn't alone! She can't see other monsters about, and the lizardfolk seem to be out of sight right now too.

Restlin identifies the monster as a “Froghemoth” and gives a quick description of the monster (ooc: see Bestiary for a normal Froghemoth). Then he flies higher and unleashes more Scorching Rays. (The Mendicant notes that the fires do not harm the moist beast as much as anticipated.)
more scorching rays.

Garret is thirty feet away and notes that there are branches that should be able to hold him that can take the Halfling to 15 feet away from the Froghemoth. From there, the little Halfling would have to jump, something that he is very good at, at least at parties!

Bosk sees the Frog Moth rose up only around Raft 2, and the other rafts are 15 feet away. To distract the monster, the great minotaur does a flying charge! Happily, the monster is tied up at the moment with Beri and Sesha and has no opportunity to strike at Bosk. The minotaur comes home and rips a poison tipped horn in the Froghemoth, but it does less damage than anticipated. This aberration’s eye stalks do not seem to be tricked either by an attempted flanking (there is no one in melee range except Bosk therefore no flank) nor the Grim’s shadowy state.

It easily shrugs off the poison and the minor damage of the horn. The electrical spark doesn’t seem to damage itself either, but it suddenly seems to be moving in slow motion!

Sesha had never been bitten before and it feels…humiliating! Scouring her brain, she attempts a complicated spell while in the maw of the Froghemoth. The monster is more powerful than anticipated, but Sesha is STILL up to the challenge and she becomes a small but energetic monster, an Aurumnvorax! (CMB 29)

Beri seems completely tied up by so many tentacles!
……

The Froghemoth easily keeps its grip on both Beri and Sesha, automatically tightening its grip on the captured druid.
(Beri takes 38 damage)

Sesha fares worse (or is that better?) for the Witch gets her wish and is swallowed by the great maw!
(Sesha takes 20 damage)

The apex-ambush-predator is slowed, but has two victims, and the monster bellows and takes a step backwards into the deep water. With a splash, it begins to descend into the deep, taking a swallowed Sesha and grappled Beri underwater too!!

Yet the electrical attack of Bosk has slowed the beast, and so, right now, it is only 10 feet underwater! (Bosk gets an AOO)

……
LOCATIONS
Rafts 1 and 3 are 15 feet away from the Froghemoth and Raft2. No map since I'm having trouble doing one with my smart phone. Will be lenient with movement!

First Raft- Bosk
Second Raft- Beri and Sesha
Third Raft- Zane and Garrett
Restlin is flying and beside Raft2
Katinka is flying and in front of Raft1

The water is five feet deep at the rafts. To the left is a deep hole at unknown depth. To the right is a sluggish current where the water is ten feet deep. There are medium, large, and huge cypresses all about and no sign of any dry land.

PCs / NPCs
Beri – Grappled
Sesha - Swallowed

Froghemoth1. AC28. Damage. 94 10 feet underwater; Slowed
Froghemoth2. AC28 Damage 00 40 feet underwater


RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 133/134* -- Perm Arcane Sight, Darkvision, See Invisibility  d3=3 ; d20+3=6 ; d20+3=8 ; d20+3=22 ; d20-2=6 ; d20-2=-1 ; d20-2=1 ;
Saturday October 24th, 2015 7:57:35 AM

Tink finishes her summoning spell and answering her call arrive ... d3=3 electric eels. Since she can't direct them to do otherwise, they simply "attack opponents to the best of their ability".

Since she has lost sight of Froggy #2, she conjures them to appear adjacent to Froggy#1 - specifically directly above it. They make their attacks, but fail to so much as bother the giant frog-thing

A little worried, Tink tries to contact Sesha over the telepathic bond "Uh, Sesha? Are things under control?"

--------------------------
Eel#1 - Full Attack - Bite Miss AC6. Tail Hit Touch AC6=Miss?
Eel#2 - Full Attack - Bite Miss AC8. Tail Miss AC-1
Eel#3 - Full Attack - Bite Miss AC22. Tail Miss AC1

Sesha [AC 33 /2o To/25 Fl] | HP 137/93 | CMD 17][Cat's Grace, True Seeing, Divine Favor, R E: Fire]  d20+12=14 ; d20+12=31 ; d20+12=15 ; d20+12=30 ; d20+12=18 ; d20+14=15 ; d20+14=17 ; d20+14=28 ; d20+14=23 ; d4+2=6 ; d4+2=4 ; d4+2=3 ; d4+2=5 ; d4+2=6 ;
Saturday October 24th, 2015 8:29:38 AM


Gross.

Sesha could feel her borrowed life force fleeing her, but this was her best hope all things considered. She saw what those tentacles did to Berry, and she had no intention of exposing herself to all of that nonsense.

With The beast occupied with Beri and she, she whips herself into a frenzy of claws and teeth. She didn't care what she cut or bit, she just wanted to do as much damage as possible. Blood and bile surround her, but she doesn't care. She has no intention of leaving her new home anytime soon.

"That's what you get when you swallow a blender, you stupid frog."

Sesha pauses when she hears Tinks voice in her head.

"It's roomy and spacious, but I have to redecorate it a little. Once I get this thing ripped out, I think it's a spleen, I'll be able to put in a nursery and a kitchen."

A short pause.

"There was no way I was breaking free, and I saw what those tentacles did to Beri. I'd rather be in here than out there! What's going on with the outside?

Full Attack: +14 (Bab 6, Mendicant 1, Haste 1, Strength +2, Divine Favor +3, Heroes Feast +1 all primary attacks.)

Bite: 14, Miss
Claws: 33, 17, 32, 20. (I *think* three hits.)
Rake: 15, 17, 28, 28. (Started turn Grappled. Monster is also grappled, even if it only gains the condition from Beri.)

Damage: 24

"Small magical beast: If the form you take is that of a Small magical beast, you gain a +4 size bonus to your Dexterity, and a +2 natural armor bonus."

Zane (JCC) AC 31, CMB 16, CMD 32, HP 243(+52 temp)/166, Character 
Saturday October 24th, 2015 12:49:03 PM

Zane should get a AoO he's in the "deep water area" and it moved closer to him, within his reach since he's now huge.

Mose coming after DM answers

DMSteveK. Makes sense. Yes, Zane gets an AOO

Sesha [AC 33 /2o To/25 Fl] | HP 137/93 | CMD 17][Cat's Grace, True Seeing, Divine Favor, R E: Fire]  d20+14=30 ; d6+2=3 ;
Saturday October 24th, 2015 1:55:08 PM

(Forgot hasted attack.)

Bite: 30
Damage: 3

27 total damage for round.

Zane (JCC) AC 31, CMB 16, CMD 32, HP 225(+52 temp)/166, Character  d20+16=17 ; d20+14=20 ; d20+14=22 ; d20+9=13 ;
Saturday October 24th, 2015 5:58:45 PM

Zane takes an attack as the creature tries to move past where he is. which he promptly misses because he wasn't expecting it to drop underwater....
"There another one at the bottom of this sink hole. About 40 feet down." Zane calls out.....
Zane drops down 5 feet to keep the creature in reach and he unleashes a flurry on it....
He misses with the flurry....
*Want me to make it black down here or no?" Zane asks over the link.....

Zane Spells in effect.
Heroes Feast
Mage Armor (cast by Katinka) Duration hours and hours
Weave Elements Vest cast by Katinka (water version:1) Waterbreathing; 2) Freedom of Movement; 3) Swim 120 ft)
Haste Duration 6 rounds
Enlarge Person 7 minutes

Beriothian -- AC:17/11/22 HP: 152 (+78 temp)/152 CMD = 19  d20+20=36 ;
Saturday October 24th, 2015 11:49:28 PM

Cmd = 36
Beri manages to wrestle himself free with great effort.
[B] remind be too spend every penny I have when we get home buying someing I can actually finish casting spells. [b]
Beri spend a hero point to get the summon spell off before he can be interrupted.

DMSteve. Beri is 10 feet underwater and adjacent to a Froghemoth. To cast a spell now, he needs two Concentration Checks; one For being underwater and one for Defensive casting to avoid an AOO.
Another option is tring to get away, but even with a withdraw action, The Froghemoth will still get an AOO.
Any successful Froghemoth AOO will result in grapple and auto damage.

Bosk AC: (34/17/30) 33/16/29 CMD: (34) 32 hp 217(sprit brew)/108 Spells 
Sunday October 25th, 2015 2:29:29 PM

Bosk realizes he has one more question for Zane before plunging into the water. Where is the second moth in relation to this guy, and how big is the pit. I want to flank it, not get flanked.

ooc: This is really a DM question / clarification. I will be following the creature to help Beri and Sesha, likely through brute force. If possible I want to move so I flank the descending froghemoth yet without being flanked, getting in reach of the second one's attacks, or within a 5ft step of the second one (I want it to have to take a move action and be allowed to take a full attack against me). Is this possible?

DMSteve. You can state Bosk's actions and movement to include trying to avoid getting flanked. As previously stated, the Froghemoth's all-around vision makes it so it can't be flanked.

Bosk AC: (34/17/30) 33/16/29 CMD: (34) 32 hp 217(sprit brew)/108 Spells  2d8+8=22 ; d20+21=37 ; d20+21=36 ; 2d8+8=17 ; 2d8+8=16 ; d8+5=7 ; d20+17=27 ; d6=4 ; d20+21=37 ; 2d8+8=15 ; d20+16=21 ; d20+16=31 ; d8+5=12 ;
Sunday October 25th, 2015 7:41:10 PM

Bosk watches the creature descend and takes a 5ft step/fly (diagonal down and towards the creature so it is still in reach.) Having seen the way it grappled Beri he is sure the thing is a better fighter than he is and the terrain gives it an unfair advantage, but he cannot let tow of his group members sucumb to such a fate. With magically enhanced fury the cleric swings swords, spikes and horn to attack the creature.

Things do not look good, but hoping for a repeat of last round he calls upon a deeper strength (hero point) to boost his horn attack hoping the electricity keeps the creature slowed to a manageable pace.

-- -- -- -- -- -- -- -- -- -- --
AoO with Bastard Sword Hit AC 29 for 22dmg
5ft step to follow creature and keep him in range. (If for some reason I cannot reach, even with my 10ft reach I will use a hero point for an extra move action).

Full attack 1 with bastard sword hit ac 37 for 17dmg
Full attack off and with armor spike hit AC 32 for 7 dmg
Natural weapon attack hit ac 29 (Hero Point used for +2 bonus) for 7 dmg +4 electrical dmg (or to slow it with embryon's tear)
2nd attack with bastard sword - Miss
2nd attack with armor spike hit AC 31 for 12dmg
Extra attack from haste Hit AC 37 for 15 dmg

Total of 58dmg (no electrical dmg) creature is slowed. 1 hero point used.
(I believe there is no flanking bonus or sneak dmg. If I am wrong let me know and I will roll for it)


Garret Goodbarrel [AC:37/33/31 +4 vs AOO HP:138/124 Ki:15/15 CMD: 33 SR: 23] 
Monday October 26th, 2015 8:05:02 AM

Garret scrambles around the cypress trees, looking like a monkey if anyone were watching him. Just when he gets in position to jump on the top of the massive creature, it retreats underwater. Garret stands on the branch, unsure what he can do at this point. He hopes the creatures come back above water soon as he realizes he can't really do much if he dives in at this point.

Restlin (Carl) -- AC: +18/+15/+14 CMD: +14 HP: 116/119 - 14 Temp HP (Spells) Luck Points: 11/12  d20+16=20 ;
Monday October 26th, 2015 8:34:01 AM

Restlin was concerned. His lady friend and Beri were down there, and he's pretty sure neither of them can breath underwater. He decides to send help & begins summoning...something.

***

AC this round is 22/19/18 - Forgot to take the +16 off from a previous idea before I rolled it, so ignore.

Spells in effect: haste, mage armor, overland flight, freedom of movement, water breathing, see invisible


Bosk AC: (34/17/30) 33/16/29 CMD: (34) 32 hp 217(sprit brew)/108 Spells 
Monday October 26th, 2015 9:57:33 AM

ooc: Ignore the hero point use if the water gives the creature cover preventing me from attacking it.

Beriothian -- AC:17/11/22 HP: 152 (+78 temp)/152 CMD = 19  d20+9=19 ; d20+9=27 ; d20+22=39 ;
Monday October 26th, 2015 7:09:05 PM

Hmm, can't flee. Can't cast. Will almost certainly be grappled again every turn I escape. I must be scary looking.
Beri gives up and tries transforming into a giant squid, he pulls out all the stops and begs the Wold to grant him a boost in focus he needs to cast underwater (hero point).

spell level = 6, standard action
cast udnerwater=19 (+2 hero point)= 21
defensive concentration dc = 27

Should the spell succeed (I believe it did) the eight armed monstrosity will reach out and grapple his former tormentor

giant squid CMB = +22 grapple = 39
giant squid CMD =31
http://www.d20pfsrd.com/bestiary/monster-listings/animals/squid/giant-squid

0 (4)- Detect Magic, Light, Create Water, Detect Poison
1 (7)- *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 (6)- *Glibness, Sleet Storm, quench, Greater Magic Fang, wind wall, stone shape, Cure Moderate Wounds
4 (6)- *Lesser Planar Ally, dispel magic, cure serious sounds, Freedom of Movement, Air Walk x2, Control Water
5 (5)- *Awaken, Cure Critical Wounds, Animal Growth, Control Winds, transmute mude to rock, wall of thorns
6 (3)- *Legend Lore, Wall of Stone, Antilife shell, Dispel Magic, Greater
7 (2)- *Irresistible Dance , creeping doom, Heal

stored in staff via spellstaff- Changestaff
Spells with * are Fey domain spells (and not included in spell counts)

active spells
health potion
haste

Sesha [AC 33 /2o To/25 Fl] | HP 137/93 | CMD 17][Cat's Grace, True Seeing, Divine Favor, R E: Fire] 
Monday October 26th, 2015 7:09:57 PM


Sesha ponders just how long she has until she meets the intestines. She was acting outwardly confident, but if this thing was as tough as she feared, she wondered if she was in a race she might lose.

The Second Froghemoth! (co-DM SteveK)  d20+23=40 ; d20+23=30 ; d20+23=41 ; d20+23=40 ; d20+23=25 ; d20+23=33 ; d100=12 ; d100=83 ; d100=89 ; d100=62 ; d8+5=9 ; d8+5=11 ; 2d6+10=17 ; d20+23=30 d20+23=37 d20+23=30 d20+23=36 d20+23=25 d20+23=29 d8+5=9 d8+5=9 d8+5=7 d8+5=8 d8+5=13 2d6(2+5)+10=17
Monday October 26th, 2015 7:22:15 PM

Katinka summons three electric eels, but they do little to the huge aberration. The Justicar has more success establishing communications with Sesha. it seems she is still alive and wrecking the insides of the Froghemoth.

Sesha the golden razorblade starts wrecking what she can in the dark and acid filled sack that is the stomach of the monster. In fact, she does so much, that Sesha has dug herself to the outside of the Froghemoth and finds herself back in the water.

Zane tries mightily to strike, but the water and heavy hide are proof against the minotaur's striving.

Beri manages to break free from the monster, and the dark waters swirl around the druid.

Bosk slashes hard as the Froghemoth moves down into deep waters, the steps after the monster! He only needs a single step to go underwater and be within reach of the monster, into deep water, and is able to strike in a full fury of attacks. (Bosk is ten feet away from the Froghemoth) The minotaur discovers, however, that his strikes do not have nearly as much damage when he is free-falling in water. On a good note, the elecricity has slowed the beast once again!

Garrett doesn't know how to help, and perches on the branch watching the dark water for an opportunity.

Restlin begins his own spell to bring allies to the fray.

Beri successfully casts underwater and Defensively, and turns himself into a Giant Squid!
......

The Froghemoth bellows and attacks Bosk, the one most responsible for its injuries. Four tentacles, a whip-like tongue, and a powerful bite strike at the minotaur, and three manage to hit and get past the Grim's shadows. The swimming Froghemoth has no problem putting all his might into his own attacks! (Bosk loses 39 damage and is Grappled with two tentacles and the bite!)

The second Froghemoth doesn't give Beri a chance to attack, for the aberration is Grappling the Squid itself! All four tentacles, tongue, and bite strike the squid-druid! (Beri takes 65 damage and is Grappled!)

...…
Underwater - http://paizo.com/pathfinderRPG/prd/coreRulebook/environment.html
House Rules for Underwater - http://www.woldiangames.com/Woldipedia/index.php/Underwater

LOCATIONS
Rafts 1 and 3 are 15 feet away from the Froghemoth and Raft2. No map since I'm having trouble doing one with my smart phone. Will be lenient with movement!

First Raft- Bosk
Second Raft- Beri and Sesha
Third Raft- Zane and Garrett
Restlin is flying and beside Raft2
Katinka is flying and in front of Raft1

The water is five feet deep at the rafts. To the left is a deep hole at unknown depth. To the right is a sluggish current where the water is ten feet deep. There are medium, large, and huge cypresses all about and no sign of any dry land.

PCs / NPCs
Beri – Underwater 4
Sesha - Underwater 4
Bosk - Underwater 2

Froghemoth1. AC28. Damage. 166 10 feet underwater; Slowed
Froghemoth2. AC28 Damage 00 15 feet underwater

Bosk AC: (34/17/30) 33/16/29 CMD: (34) 32 hp 217(sprit brew)/108 Spells 
Monday October 26th, 2015 8:11:50 PM

ooc: Can you please clarify what under water 2 or 4 next to players names means?

DM SteveK: sure! it is the number of rounds each hero has been holding their breath. (each round of standard or full actions = 2 rounds) When the number equals the hero's CON, then we start doing DC checks before the hero starts drowning...

Sesha [AC 33 /2o To/25 Fl] | HP 137/93 | CMD 17][Cat's Grace, True Seeing, Divine Favor, R E: Fire]  d20+14=34 ; d20+14=27 ; d20+12=13 ; d20+12=19 ; d20+12=20 ; d20+12=15 ; d20+12=30 ; d6+2=6 ; d6+2=4 ; d4+2=3 ; d4+2=4 ; d4+2=4 ; d20+12=22 ; d20+12=30 ; d20+12=20 ; d20+12=30 ; d4+2=5 ; d4+2=5 ; d4+2=5 ; d4+2=5 ;
Monday October 26th, 2015 8:42:06 PM


Sesha decides not to leave her snug new home. She continues her frenzied attack within the belly of the Froghemoth, grunting through any dealt crushing damage from it's gullet.

Bite: 32 (nat 20, confirms vs AC 25), Hasted Bite Miss
Damage: 10

Claws: 19, 20, 15, 30.
Damage: 11

Rake: 22, 30, 20, 30
Damage: 20



Beriothian -- AC:17/11/22 HP: 67 (+0 temp)/152 CMD = 19 
Monday October 26th, 2015 9:23:32 PM

*correcting my HP*

DMSteveK - Correcting Beri's HP.
- Beri has taken 163 damage in the last three rounds.
- starting with 78 temp hp and 152 hp, Beri is now at...

67/152 and (+0 temp)

Zane (JCC) AC 31, CMB 16, CMD 32, HP 225(+52 temp)/166, Character  d20+16=17 ;
Monday October 26th, 2015 11:00:10 PM

Zane Moves quickly to pick up the "tear" and then uses the rest of his movement to get down to the second frog-thing, when he arrives he attacks once with his horns, after attaching the tear to his hide.
Again, something interferes with his ability to attack.......

Zane Spells in effect.
Heroes Feast
Mage Armor (cast by Katinka) Duration hours and hours
Weave Elements Vest cast by Katinka (water version:1) Waterbreathing; 2) Freedom of Movement; 3) Swim 120 ft)
Haste Duration 4 rounds
Enlarge Person 7 minutes

RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 133/134* -- Perm Arcane Sight, Darkvision, See Invisibility  d20-2=14 ; d20-2=3 ; d20-2=6 ; d6=4 ; d20+31=44 ;
Monday October 26th, 2015 11:18:46 PM

The three eels pursue the Froghemoth and lash out with their tails. Only 1 manages to connect

(Swim after Froghemoth #2. Since it is grappled it can't make an AoO. Hit Touch AC14. Miss Touch AC3 and Touch AC6. Froghemoth takes 4pts electric damage)

Tink though, is unsure of what to do. Do the party have things under control? She doesn't know! Sesha seems in surprisingly good spirits for someone who has been swalloed whole.

"Does anyone need any help down there?" she asks over the link. She's preparing herself to dive down and pull someone out.

Perception: 44 - Are any lizardfolk or other frog-things coming to the area?

Garret Goodbarrel [AC:37/33/31 +4 vs AOO HP:138/124 Ki:15/15 CMD: 33 SR: 23]  d20+21=28 ;
Tuesday October 27th, 2015 7:15:57 AM

Garret watches the dark waters swirl and move, convinced that as long as the water is moving, his friends are still fighting. He looks around the area above ground to see if anything else is headed their way (perception: 28).

Restlin (Carl) -- AC: +18/+15/+14 CMD: +14 HP: 116/119 - 14 Temp HP (Spells) Luck Points: 11/12  d20=17 ;
Tuesday October 27th, 2015 11:53:52 AM

At Restlin's summon, a giant octopus appears above where that froghemoth submerged. Restlin doesn't speak octopus, so he just has to trust that the octopus knows how to fight.

He then sighs, says a quick prayer to Wardd to let him get out of this in one piece, and dives into the water. Using the telepathic link, he determines Beri is in squid form and grappled again. Pulling out his metamagic rod, Restlin casts a silent grease spell on Beri.

***

Move: Dive into water
Standard: Silent grease on Beri-Squid

Restlin has the augmented summoning feat, so his octopus has +4 STR/CON.

Spells in effect: haste, mage armor, overland flight, freedom of movement, water breathing, see invisible

Grease - 11 minutes

AC this round is 35/32/31

Bosk AC: (34/17/30) 33/16/29 CMD: (34) 32 hp 217(sprit brew)/108 Spells  d20+17=29 ; d20+17=27 ; d20+12=14 ; d20+12=30 ; d8+6=8 ; d8+6=10 ; d8+6=10 ; d8+6=13 ; d20+20=30 ; d20+20=24 ; d3=1 ; d20+20=24 ; d8+8=10 ; 2d8+8=16 ; 2d8+8=14 ; 2d8+8=23 ;
Tuesday October 27th, 2015 6:11:18 PM

Bosk feels the Froghemoth's tentacles wrap around him in a tight embrace as it's mouth draws close and its tongue darts about. He knocks aside two tentacles and avoids the tongue, but there are just too many advances to worry about. NOT GOING TO HAPPEN!!! He calls out. ...It could have at least tried bringing me dinner first. This thing is worse than a drunken halfling! It yells telepathically.

As Zane swine by and collects the Grim Avenger's Tear of Embryon, the cleric feels a kicking in the creature's stomach and wait a moment to see if Sesha tears her way through like some daemon spawn tearing forth from its abominable womb...

IF Sesha (or anyone else) kills the frogemoth and I can reach second one (or if I can take a 5 ft step to reach it)

Full attack with bastard sword (one hand) hit ac 30 for 16dmg
Full attack Off hand attack with armor spike hit AC 29 - 8dmg
Full attack horn gore hit AC 29 - for 10dmg
Full attack 2 with bastard sword hit ac 18 - miss
Full attack 2 with armor spike hit ac 12 - miss
Extra attack from Haste hit ac 24 - miss

IF The frogemoth grappling me is still alive
Full attack
(New FAQ says bastard sword is one handed when wielded with one hand and two handed when wielded with 2 hands, but if you do not allow me to use a bastard sword while grappling I will not fight it...also I forgot my -2 penalty in some of my rolls, numbers corrected below.)

Full attack with bastard sword (one hand) hit ac 28 for 16dmg
Full attack Off hand attack with armor spike hit AC 27 for 8 dmg (miss if the creature doesn't have the grappled condition, hit if it does)
Full attack horn gore hit AC 25 - miss
Full attack 2 with bastard sword hit ac 18 - miss
Full attack 2 with armor spike hit ac 12 - miss
Extra attack from Haste hit ac 24 - miss
(An impressive 1 hit for 16 dmg)

Beriothian -- AC:17/11/22 HP: 67 (+0 temp)/152 CMD = 19  d20+11=13 ;
Tuesday October 27th, 2015 6:13:13 PM

OOC: squid Beri is not holding his breath

Beri struggles to break free again but fails miserably
Yes! Beri the giant squid needs help! There is no chance of me making the concentration check to cast a heal spell while I'm trapped! Anyone have any ideas? the grappled druid relays to his friends.

0 (4)- Detect Magic, Light, Create Water, Detect Poison
1 (7)- *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 (6)- *Glibness, Sleet Storm, quench, Greater Magic Fang, wind wall, stone shape, Cure Moderate Wounds
4 (6)- *Lesser Planar Ally, dispel magic, cure serious sounds, Freedom of Movement, Air Walk x2, Control Water
5 (5)- *Awaken, Cure Critical Wounds, Animal Growth, Control Winds, transmute mud to rock, wall of thorns
6 (3)- *Legend Lore, Wall of Stone, Antilife shell, Dispel Magic, Greater
7 (2)- *Irresistible Dance , creeping doom, Heal

stored in staff via spellstaff- Changestaff
Spells with * are Fey domain spells (and not included in spell counts)

active spells
health potion
haste

Bosk AC: (34/17/30) 33/16/29 CMD: (34) 32 hp 178(sprit brew)/108 Spells 
Tuesday October 27th, 2015 6:32:06 PM

ooc: I wish Beri's hp was corrected before I posted. Just a remineder, with grease Beri has a +10 circumstance bonus on Escape Artist checks and combat maneuver checks made to escape a grapple, and to their CMD to avoid being grappled.

Also, updating my HP

The Second Froghemoth! (co-DM SteveK)  2d6+10=17 ; d10+15=19 ; d20+6=21 ; 2d6+10=16 ; d20+28=45 ; d8+5=11 ; d8+5=12 ; d8+5=13 ; d8+5=8 ;
Tuesday October 27th, 2015 8:55:25 PM

Sesha decides not to leave her snug new home (Sesha takes 17 damage from stomach acid) She continues her frenzied attack within the belly of the Froghemoth, and she feels the three-chambered heart stop beating! (Froghemoth #1 is dead)

Zane Moves quickly to pick up the "tear" and then swims like lightning to get to the second Froghemoth. (Zane needs a standard action to attach the Tear.) He attacks but misses.

Katinka's eels, the first Froghemoth dead, move to swarm the second one, and one manages to connect. It doesn't damage the aberration, but does slow it down...

Tink herself keeps up the communication node for the team, relaying words from one hero to the others. She looks around and can't see any more frog-monsters, but now sees three lizard-folk have triangulated the rafts and are watching the battle.

Garret watches the dark waters swirl and move, convinced that as long as the water is moving, his friends are still fighting. He looks around the area above ground, and can see one lizardfolk in the water about a hundred feet away, just watching.

At Restlin's summons, a giant octopus appears above where that froghemoth submerged. It streaks down and attacks second monster.

Restlin himself says a quick prayer and dives into the water! The telepathic link gives the Mendicant no benefit for finding where Beri is, but he knows that Beri is a Squid and there is only one down there being squeezed by a Froghemoth. He puts two and two together and casts Grease on the Squid.

Bosk feels the Froghemoth die and needs to swim over to the Second in order to attack. [DM roll 21 success!] Bosk is able to swim over and deliver one, unbraced blow.

Beri struggles to break free again but fails. He calls to his companions via telepathic link!
......

Sesha is in a dead Froghemoth, but is still surrounded by stomach acid. That fact is impressed upon the Witch as her golden fur is slowly eaten by acid. Sesha takes 16 damage due to acidic environment.

Froghemoth #2 is slowed down, but is still able to squeeze that squid to within an inch of it's life. Succeeding in maintaining its grapple with all four tentacles, the aberration moves deeper into the water, now 30 feet deep...
Beri takes 44 damage
.…
Underwater - http://paizo.com/pathfinderRPG/prd/coreRulebook/environment.html
House Rules for Underwater - http://www.woldiangames.com/Woldipedia/index.php/Underwater

LOCATIONS
Each raft is 15 feet from each other and in water five feet deep.

First Raft- Bosk
Second Raft- Beri and Sesha
Third Raft- Zane and Garrett
Restlin is underwater five feet
Katinka is flying and in front of Raft1

Hole is 40 feet deep.
To the right is a sluggish current where the water is ten feet deep. There are medium, large, and huge cypresses all about and no sign of any dry land.

PCs / NPCs
Beri – Squid breathes normally
Sesha - Underwater 6
Bosk - Underwater 4
Restlin - Underwater 2

Froghemoth1. dead
Froghemoth2. AC28 Damage 8 15 feet underwater

Bosk AC: (34/17/30) 33/16/29 CMD: (34) 32 hp 178(sprit brew)/108 Spells 
Tuesday October 27th, 2015 9:07:57 PM

ooc: Do Bosk and Zane and any surviving summoned creatures get AoO as it descends?

Also, where is Bosk in relation to Beri? I was under the impression we were close to eachother. I need to know for trying to heal him.

Also, I had no idea we had house rules for underwater combat. Thanks for the link!

DMSteveK Yes, Bosk, Zane, the eels and Octopus all get AOOs on the Froghemoth
- Bosk needs a move to get within reach of Beri-Squid since the Froghemoth moved.[/b]

Beriothian -- AC:17/11/22 HP: 67 (+0 temp)/152 CMD = 19  d20+13=14 ;
Tuesday October 27th, 2015 9:35:46 PM

Maybe if I squeeze I can escape.... nope, he's got me pretty good.

escape artist=d20+13=14

Zane (JCC) AC 31, CMB 16, CMD 32, HP 225(+52 temp)/166, Character  d20+17=22 ; d20+12=27 ; d20+12=25 ; d20+7=19 ;
Tuesday October 27th, 2015 11:37:37 PM

(if Zane gets an AoO..... 22 miss)
Zane drifts downward 5 feet and takes a full round of attacks, with his fists and feet, he can see the eels attacking and apparently they are keeping it slowed....
*What is it about being in this water, I can't hit a damn thing* Zane thinks over the link......

Attacks all misses

Sesha [AC 33 /2o To/25 Fl] | HP 120/93 | CMD 17][Cat's Grace, True Seeing, Divine Favor, R E: Fire]  d100=49 ; d20+3=14 ; d8=7 ; d8=1 ; d8=4 ; d8=7 ; d8=6 ; d20+24=41
Wednesday October 28th, 2015 1:12:26 AM


She feels the bowels and heartbeat of the Froghemoth stop moving and takes a deep breath. Scrabbling out of the innards and swimming upwards, she covers the distance to Beri without much trouble. She dispels her Beast Shape spell, and using the powers she keeps stored deep within, finds the magic necessary to heal Beriothian after his cry for help on the telepathic link.

Move: Swim (Swim 14 vs DC 10) for half movement. (30ft)
Standard : Dispel Beast Shape IV.
Hero Point: Cure Critical Wounds (24+13= 37 x 1.5 (heal domain) = 55 Hp restored to Beri!

Edit: Rolled d100 instead of concentration check to cast underwater. Woops!

Concentration check: 41 vs DC 19 (15+Spell level)

Sesha [AC 33 /2o To/25 Fl] | HP 120/93 | CMD 17][Cat's Grace, True Seeing, Divine Favor, R E: Fire] 
Wednesday October 28th, 2015 1:15:09 AM


Spells in Effect.

Divine Favor
Cat's Grace
Resit Fire
Bull's Strength
Heroes Feast
Haste
Telepathic Bond
Shield of Faith


RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 133/134* -- Perm Arcane Sight, Darkvision, See Invisibility  d20+3=11 ; d20+3=9 ; d20+3=8 ; d20-2=13 ; d20-2=18 ; d20-2=10 ; d20-2=3 ; d6=4 ; d6=1 ; d20+31=51 ;
Wednesday October 28th, 2015 6:03:11 AM

Ha ha! The froghemoth has fallen into the electric eels trap! By not moving away the eels can now act as one in their relentless assault.

Tink however remains silent. She stays in contact with the others to know what is going on below the water.

"I count three lizardfolk watching us at the moment" she conveys over the link "They're not approaching. Just seem to be watching us"

----------------------------
Electric Eel 1 - Miss AC11. Hit Touch AC13. Froghemoth takes 4pts electricity damage.
Electric Eel 2 - Miss AC9. Hit Touch AC18. Nat20. Crit Confirmed on Touch AC10. Froghemoth takes 1pt electricity damage and - as a result of a successful critical touch attack - must make a DC15 Fort save or be stunned for 1d4 rounds.
Electric Eel 3 - Miss AC8. Miss AC3.

Perception: 51 - Keeping an eye on the lizardfolk
Tink is still flying and invisible


Garret Goodbarrel [AC:37/33/31 +4 vs AOO HP:138/124 Ki:15/15 CMD: 33 SR: 23]  d20+22=35 ; d20+13=28 ; d20+33=48 ;
Wednesday October 28th, 2015 8:51:47 AM

Garret spots the lizardmen. He attempts to carefully move through the dense cypress trees to get himself into a position where he can drop onto on of them, but without them seeing him, hoping they are distracted by the swirling waters (Stealth: 35, Climb: 28, Acrobatics: 48).

OOC:
In effect:
Greater magic weapon: +4 attack/+4 damage for unarmed attacks
Haste

Restlin (Carl) -- AC: +18/+15/+14 CMD: +14 HP: 116/119 - 14 Temp HP (Spells) Luck Points: 11/12  d20+21=22 ;
Wednesday October 28th, 2015 9:57:54 AM

Restlin's not sure of how to proceed. Is this second froghemoth still attacking? His spells don't work too well underwater and fire doesn't seem to hurt these things as much as he'd like.

He has other offensive spells, but casting them underwater could prove...unpleasant for his companions.

On hearing there are more lizard folk, he makes up his mind & shoots up out of the water (swim 120' and overland flight means I should be able to pop up rather dramatically). He peers around trying to find these lizard folks (perception: 22).

If he can't see them, he'll ask Tink where they are. They've already attacked unprovoked once. He's not keen on waiting to see if they're hostile.

Bosk AC: (34/17/30) 33/16/29 CMD: (34) 32 hp 178(sprit brew)/108 Spells 
Wednesday October 28th, 2015 10:21:47 AM

ooc: Can you clarify what treasure Zane saw? Is there anything that looked like it might be useful in this fight or might be important enough to get the creature to drop Beri and switch its focus to Bosk if he goes after it? Also, can you confirm if the creature has the grappled condition? That makes a huge difference due to it being able to make AoO.

Bosk doesn't know what treasure, if any, Zane saw, for the other minotaur only mentioned the other Froghemoth and that the deep spot was 40 feet deep.

Bosk AC: (34/17/30) 33/16/29 CMD: (34) 32 hp 178(sprit brew)/108 Spells  d20+17=28 ; 2d8+6=17 ; d20+14=23 ; d20+14=34 ; d20+14=25 ; d8+5=8 ; d20+12=17 ; d20+9=18 ; d20+9=20 ; d20+19=38 ; d20+19=20 ; d20+19=28 ; 2d8+6=16 ; 2d8+6=13 ;
Wednesday October 28th, 2015 5:07:47 PM

Bosk watches as the life is squeezed out of Beri. He is glad to see the druid get some healing, but he knows that it is unlikely the squid will be able hold on for long without draining the groups healing resources. Quickly he assess the situation to see if it would be better to get Beri to safety or to hope he can hold on long enough to slay the beast.

Actions:

Bosk was next to the creature last turn, then this turn he should be able to reach the creature with a 5ft step. (Bosk has a swim speed of 10)

IF the creature has the grappled condition (and therefore cannot take an AoO, which I assume it is since there wasn't a -20 on the grapple check) Bosk is glad to see Sesha heal Beri and quickly moves to get the squid to safety. Moving between the mass of tentacles the cleric grabs Beri and uses dimensional hop (SU, not AoO to use) and moves him out of the creature's grasp andfar from its reach. (If possible Bosk will dimensional hop with him out of the water and into the air by the closest raft, if he cannot see that far he will take Beri as far as possible please let me know the distance in ft.)

Cleric Travel Domain:: Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.

IF for some reason the creature does not have the grappled condition Bosk will take a 5ft step and full attack the creature.

Full Attack 1 with bastard sword hit AC 28 for 17dmg (penalty already applied for slashing)
Full Attack 1 with off hand / Armor Spike hit AC 23 miss
Full attack with Natural Weapon (horn) Hit AC 34 (crit missed) for 8dmg
Full Attack 2 with bastard sword hit Hit AC 17 – Miss
Full Attack 2 with off hand weapon / armor spoke Hit AC 18 – Miss

Extra Attack from Haste Hit AC 38 (crit NOT confirmed) for 16dmg

AoO if creature moves out of my reach this turn Hit AC 28 for 13 dmg

Active Spells and Abilities (Header and saves not updated yet)
-- -- -- -- -- -- -- -- -- -- -- -- -- -- --
Current modifiers to AC: +1 (+1 if flying) Atk:+2 (+5 BS) Dmg:+3 (BS) Ref:+1 Dex: Str: Will: +1 Electrical Resistance +5 concealment 20% chance to miss Bosk

Highlight to display spoiler: {Blur - concealment (20% miss chance) (Tink's Garment)
Fly - Fly 40ft (Tink's Garment)
Air Mastery (while in air all opponents get -1 to hit/ damage) (Tink's Garment)
Heroes Feast: - [CL12] 12hrs +1 attack, +1 will, +4 vs fear (Sesha)

Greater Magic Weapon - [CL 13]: +3 attack/+3 damage on Bastard Sword
Telekinesis - On Tink, Restlin, Sesha, Bosk, Beri and Zane. Dur 5.3hrs (cast within Coven circle by Tink)
Haste – Cast by Zane – 7 rounds.

Deathwatch [i]- [CL 1] Permanent - Know creature status: dead, fragile, fighting off death, healthy, undead, or neither (ie construct).

Darkvision 60' - [CL 8] 8hrs
Chill Touch - [CL9] (9 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) 2 uses left[i]
Dark Walk [i]- (SU) 2 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, See Invisibility, Divination, Dimension door, True Seeing
Level 0: Read Magic, Detect Magic, Chill Touch, Detect Poison
Level 1: Elf Vision, Protection From Chaos/Evil/Good/Law, Detect Chaos/Evil/Good/Law, Comprehend Language, Sanctuary
Level 2: Silence, Restoration Lesser, Nemesis Insight, Resist Energy (fire)
Level 3: Invisibility Purge, Protection From Energy (fire), Magic Circle against Chaos/Evil/Good/Law
Level 4: *Greater Magic Weapon*, Spell Immunity
Level 5: Slay Living
}

Beriothian -- AC:17/11/22 HP: 67 (+0 temp)/152 CMD = 19 
Wednesday October 28th, 2015 5:17:26 PM

Beri feels a little of his strength returning to his eight arms. Perhaps he'll survive this ordeal after-all.
Thanks Sesha, I can't tell you how much I needed that!

The Second Froghemoth! (co-DM SteveK)  d20+3=8 ; d20+3=21 ; d20+3=8 ; d20+15=19 ; d20+15=27 ; d20+15=25 ; d20+15=24 ; d20+10=29 ; d20+10=26 ; d20+10=22 ; d20+6=22 ; d20+8=24 ; d20+23=32 ; d20+3=17 ; d20+3=18 ; d20+3=14 ; d20+3=4 ; d3=3 ; d8+5=6 ; d8+5=8 ; d8+5=13 ; d6=1 ;
Wednesday October 28th, 2015 8:29:29 PM

As the Froghemoth moves away with Beri-Squid as its prey, three eels, a giant Octopus, and two minotaurs strike out (using Bosk's first attack) and all miss. Bosk is the closest, but trying to fight in water makes his sword just a little too slow and he misses the Froghemoth. (-2 attack underwater and not braced or have a swim speed.)

Beri can't get away.

Zane can't get a bead on the aberration!

Sesha swims out of the dead Froghemoth like a furry alien in the water. She transforms back to herself beside the Squid and gives Beri some needed healing boost Beri now has a total of 78 hit points

Katinka's eels attack and continue to slow the Froghemoth. Katinka herselft keeps her eye-in-the-sky watch on the three lizardfolk who are watching the battle. Katinka can also see the rafts are beginning to drift away from the churning water of the deeps and towards the sluggish river!

Garrett slowly (half speed) moves towards one lizardfolk through the trees.

Restlin rockets out of the water and looks around for the lizardfolk, seeing one about a hundred feet away, only the top part of its head above the water.

Bosk, seeing the Froghemoth is completely occupied with grappling Beri, swims close [DM roll 22 for Bosk's Swim check, he passes and he can swim the ten feet it takes to get within touching distance of Beri]. The minotaur casts a spell [DM rolled Concentration 24 for casting a spell underwater] and spirits Beri and himself back to Raft#2! [30 feet up and 10 feet over = 40 feet x2 people = Bosk used 80 feet of his ability today.]
..........

When Restlin explodes out of the water, all three lizardfolk disappear underwater in a splash and flip of a broad tail!

With Restlin, Bosk, and Beri all now out of the water, the only hero facing a near undamaged Froghemoth is... Sesha and Zane! The Froghemoth determines Sesha is the more immediate threat and attacks.

One Froghemoth tentacle whips out and wraps up the Blood Witch Sesha takes 6 damage and is Grappled. Being slowed, it only attacks the once!

It is lonely in the dark, muddy water where Sesha can't breathe...
.…
Underwater - http://paizo.com/pathfinderRPG/prd/coreRulebook/environment.html
House Rules for Underwater - http://www.woldiangames.com/Woldipedia/index.php/Underwater

LOCATIONS
Each raft is 15 feet from each other and in water five feet deep.

First Raft-
Second Raft- Beri and Bosk
Third Raft-
Katinka is flying and in front of Raft1
Resllin is 20 feet above Raft 2
Sesha is Grappled next to the Froghemoth 30 feet underwater
Zane is next to the Froghemoth 30 feet underwater
Garrett is 30 feet away from the rafts.

Hole is 40 feet deep.
To the right is a sluggish current where the water is ten feet deep. There are medium, large, and huge cypresses all about and no sign of any dry land.

PCs / NPCs
Sesha - Underwater 8

Froghemoth1. dead
Froghemoth2. AC28 Damage 8 30 feet underwater

Bosk AC: (34/17/30) 33/16/29 CMD: (34) 32 hp 178(sprit brew)/108 Spells 
Wednesday October 28th, 2015 9:27:46 PM

Bosk drops Beri onto the raft (free action) and mentally says to everyone, What is the situation like down there? There is no way I can make another jump like that today. If anyone else is grappled we will have to finish that thing off the old fashioned way.

ooc: Just a heads up to the DM and Everyone else that I used up that tactic and not to plan on a repeat performance with Sesha. I do however have dimensional hop prepared, but that is a spell and not an (SU).

Zane (JCC) AC 31, CMB 16, CMD 32, HP 225(+52 temp)/166, Character  d20+17=19 ; d20+12=29 ; d20+14=28 ; 3d8+13=31 ; 2d6+13=25 ; d6=5 ; d20+19=32 ; 3d8+13=25 ;
Wednesday October 28th, 2015 11:04:17 PM

Zane, fed up with all of everything missing this damn thing, loses his focus and just strikes out not trying to be fancy about it.
His first punch misses and he thinks...*Here I go again* over the link, but then his second punch hits and the horn gore strikes true as well.....
*That's something I've not done very often, I honestly don't think I've actually ever attacked with my horns before....*

Attack 1, 19
Attack 2, 29 damage 31
Horn Att, 28 damage 25 (electrical 5 no damage just slowed)
Haste Att, 32 damage 25

Total damage 81

Zane Spells in effect.
Heroes Feast
Mage Armor (cast by Katinka) Duration hours and hours
Weave Elements Vest cast by Katinka (water version:1) Waterbreathing; 2) Freedom of Movement; 3) Swim 120 ft)
Haste Duration 2 rounds
Enlarge Person 7 minutes



Sesha [AC 33 /2o To/25 Fl] | HP 120/93 | CMD 17][Cat's Grace, True Seeing, Divine Favor, R E: Fire]  d20+24=42 ; d100=32 ; d20+24=42 ;
Thursday October 29th, 2015 12:56:37 AM


Sesha, if at all possible, glares at the creature underwater while wearing her eyepatch.

No worries guys. All under control here! Yep, going as planned!"

She doesn't think she can pull off another Golden Mongoose attack, so instead she tries a much more direct approach.

("Casting a spell while you have the grappled or pinned condition is difficult and requires a concentration check (DC 10 + the grappler’s CMB + the level of the spell you’re casting).

Concentration: 42. Sesha can cast up to a 4th level spell, though she chooses a 3rd. If this Froghemoth has a higher CMB than the other, Sesha will apply a hero point to raise it +2.

Thinking about ways out, thinks she has a way.

Sesha reaches for the shadow realm, a place she goes often. She weaves a spell, Blink, which makes her both ethereal and invisible. Since she is ethereal, she cannot be grappled and can move in any direction, even straight up. She floats upwards, out of the grasp of the Froghemoth, into the air above. She takes a deep breath. Still clutching her pebble in one hand, she grins and gives Restlin and Katinka a big thumbs up with the other. She -thinks- they can see her!

Concentration to cast spell under water: 42

(What a time for two 18's!)

Move: Float upwards 30ft
Ley check vs DC 20: 32
Standard: Blink


Sesha [AC 33 /2o To/25 Fl] | HP 120/93 | CMD 17][Cat's Grace, True Seeing, Divine Favor, R E: Fire] 
Thursday October 29th, 2015 12:59:10 AM

Spells in Effect.

Divine Favor
Cat's Grace
Resit Fire
Bull's Strength
Heroes Feast
Haste
Telepathic Bond
Shield of Faith
Blink

RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 133/134* -- Perm Arcane Sight, Darkvision, See Invisibility  d20+3=23 ; d20+3=12 ; d20+3=20 ; d20+3=12 ; d20-2=0 ; d20-2=2 ; d20-2=12 ; d6+1=3 ; d6=1 ; d20+31=40 ;
Thursday October 29th, 2015 3:16:43 AM

"If need be I can drop down there and teleport back up with someone in tow, but it's not something I would look forward to doing" Tink replies to Bosk over the link.

She's reassued by Sesha. Tink has no idea what is going on down there, but Sesha says everything is under control

Tink renews her invisibility and stays alert for the lizardfolk.

----------------------------
Electric Eel 1 - Hit AC23. Nat 20. Failed to confirm crit on AC12. Miss Touch AC0. Froghemoth takes 3pts non-electrical bite damage.
Electric Eel 2 - Miss AC20. Miss Touch AC2.
Electric Eel 3 - Miss AC12. Hit Touch AC12. Froghemoth takes 1pt electricity damage

Perception: 40


Garret Goodbarrel [AC:37/33/31 +4 vs AOO HP:138/124 Ki:15/15 CMD: 33 SR: 23] 
Thursday October 29th, 2015 7:56:18 AM

Despite all the splashing around,Garret stays focused on the lizard-things (Perception: 25). He continues to slowly and carefully move to where he last saw one, in case it surfaces again.

OOC:
In effect:
Greater magic weapon: +4 attack/+4 damage for unarmed attacks
Haste

Restlin (Carl) -- AC: +18/+15/+14 CMD: +14 HP: 116/119 - 14 Temp HP (Spells) Luck Points: 12/12  d20+8=18 ; d20+13=30 ; d20=13 ;
Thursday October 29th, 2015 9:11:07 AM

Restlin can indeed see Sesha, and is very glad she's ok.

Still, that leaves Bosk, Beri, and Zane down there with a froghemoth, and Beri wasn't looking so great last time he saw the poor druid. The wizard, still soaked with nasty swamp water, sighs and dives back beneath the water, using Tink's garment to rocket through it (swim 120').

Gripping his maximize metamagic rod, he takes aim & fires a inky black ray at the remaining froghemoth.

***

Move: Dive and get within about 35' of the froghemoth.
Standard: Maximized ray of enfeeblement - ranged touch attack 18 - 11 STR damage - FortDC: 30

AC is 31/28/27

Bosk AC: (34/17/30) 33/16/29 CMD: (34) 32 hp 178(sprit brew)/108 Spells  d20+19=29 ; 2d8+6=14 ; d20+13=22 ;
Thursday October 29th, 2015 11:11:18 AM

Bosk nearly jumps when Sesha appears. I guess we do not need to worry about her after all. I am going to go help Zane and Restlin with the fishing. Bosk takes a deep breath and dives under the water telepathically adding Keep us updated on what happening up here. If the lizards attack we will want to coordinate our attack from below.

As he approaches the sea creature he swings his bastard sword wildly.

Actions
----------------
Swim Check = 22 Swim to sea creature
Hit AC 29 for 14 dmg (slashing)

The Battle Ends! (co-DM SteveK)  d20+15=35 ; d20+15=33 ; d8+5=10 ; d8+5=8 ;
Thursday October 29th, 2015 9:33:59 PM

Sesha is able to amazingly cast a spell while Grappled and Blinks herself free!

Restlin does a serious weakness on the aberration!

Zane, Bosk, Eels, and the Giant Octopus swarm the Froghemoth, and soon it too is dead.

Garrett and Katinka are able to notice lizardfolk, but they seem to have started a different pattern. They swim deep and pop up in a different spot for only a couple seconds before submerging again...

The four rafts continue to slowly drift aimlessly on the swamp.

Beriothian -- AC:17/11/22 HP: 67 (+0 temp)/152 CMD = 19 
Thursday October 29th, 2015 9:39:56 PM

Beri flops onto the raft and returns to bearbug form.
*Pant* *Pant*
That.... was... brutal.
*pant*
I remember now why I like to fly... Do you think we are safe to catch our breath for a moment?
*gasp*

Bosk AC: (34/17/30) 33/16/29 CMD: (34) 32 hp 178(sprit brew)/108 Spells 
Thursday October 29th, 2015 9:55:30 PM

Bosk quickly whips out his spatula of corpse retrieval and collects essence of froghemoth (more if it looks like it might be tasty when fried in bacon grease). He then grabs the treasure and puts it in his Bag of Holding before joining the others.

(More to come tomorrow, but I wanted to make sure I didn't forget these parts.)

Zane (JCC) AC 31, CMB 16, CMD 32, HP 225(+52 temp)/166, Character 
Thursday October 29th, 2015 10:35:14 PM

Zane, since the frog-thingys are now both dead, asks,* what direction are the lizardmen mostly going in..... I'll see if I can get one so we can ask some questions......*

After getting directions from one of the team, Zane uses his swim speed to make for one of the lizardmen, and will keep after until either he catches one or the team says to give up.....

Sesha [AC 33 /2o To/25 Fl] | HP 120/93 | CMD 17][Cat's Grace, True Seeing, Divine Favor, R E: Fire] 
Friday October 30th, 2015 12:39:23 AM


Sesha too, retrieves a trophy, a Froghemoth eye stalk, doing it quickly before her Blink effects stop. She wasn't a strong swimmer, so the spells drift was useful.

She takes a moment, and looks at her Headband that Tink upgraded for her.

"I think this thing saved my life today Tink. That's for helping me with it."

She smiles at the halfling and gives her a "Good Job!" pat on the back. She's interested in the treasure, obviously, but more glad that everyone made it out alive. Beri was in dire straits. She squeezes the small pebble in her hand again, and re-secures the silk wrappings.

She kneels and takes a moment to pray. "Thank you again, Little Spirit. If not for our bond, and your healing magic that flows freer through me than any other Witch I have met, I might have lost another friend today. I gladly carry your burdens, and will gladly spread your word."

Self conscious of her moment of sappiness, the grins at the others.

"How about that Froghemoth treasure?"


RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 133/134* -- Perm Arcane Sight, Darkvision, See Invisibility  d20+31=43 ;
Friday October 30th, 2015 6:16:38 AM

"Er, can someone fill me in on what happened down there?" Tink is appreciative of Sesha's gratitude, but is curious why - when she returns to normal form - she is covered in some sort of goop.

She relays to Zane the direction that she last saw the lizardfolk "If it helps, mention to them that we know Yxgkclakle. He was commander of that unit we fought earlier. Although perhaps mentioning we fought him might be bad."

If any of the rafts have drifted, Tink will point them out. She lacks any discernible upper body strength, so is unable to secure them without help.

Perception: 43

Sesha [AC 33 /2o To/25 Fl] | HP 120/93 | CMD 17][Cat's Grace, True Seeing, Divine Favor, R E: Fire] 
Friday October 30th, 2015 10:21:25 AM

Sesha grins.

"I got eaten, and had to eat my way out of the monsters belly."

She puffs out her tummy and pats it contentedly.


Garret Goodbarrel [AC:37/33/31 +4 vs AOO HP:138/124 Ki:15/15 CMD: 33 SR: 23]  d20+21=25 ;
Friday October 30th, 2015 10:44:20 AM

Garret keeps watch around the area as the other arrive exhausted (perception: 25) to ensure there are no lizardmen popping up near the rafts. He stays in the trees above the rafts as the group recovers.

Bosk AC: (34/17/30) 33/16/29 CMD: (34) 32 hp 178(sprit brew)/108 Spells 
Friday October 30th, 2015 6:18:24 PM

Bosk finishes collecting his trophies, but hearing Zane's comments stays underwater until the scenario above becomes clear. The last thing he wants to do is place himself in the center of a trap.

Restlin (Carl) -- AC: +18/+15/+14 CMD: +14 HP: 116/119 - 14 Temp HP (Spells) Luck Points: 12/12  d20+21=22 ;
Friday October 30th, 2015 9:40:07 PM

Still able to maneuver in water like a fish, Restlin decides to go check the shiny stuff at the bottom of this pit, gripping his holy symbol and asking for Wardd's super magic vision.

***

Detect magic - looking for treasure

Perception: 22 - in case it's needed


Consolidation, Treasure, and Decisions (co-DM SteveK)  d100=43 ;
Saturday October 31st, 2015 9:29:17 AM

Beriothian rests up from his near-death experience; that was a brutal fight!

Bosk is able to stay underwater long enough to use his Spatula of Corpse Retrieval and collect some Froghemoth. While staying with the body and not swimming, the minotaur finds himself at the bottom of the 40 foot hole and has been working and holding his breath for half a minute. It is dark down here with all the silt and mud and Froghemoth blood in the water. Even with darkvision, Bosk can barely see the faint glimmer of gold in a burrow in the side of this hole. Looking up, even swimming his best, it will take a while for Bosk to get to the surface...
(Bosk holding breath = 8 To surface, Bosk needs to make 4 successful swim checks or climb checks at DC 10) Frankly, the minotaur is uncertain whether he will be able to collect the treasure before he drowns.

Zane uses his magical swim speed to get a point where a lizardfolk was last and zips to that location. The muddy water and cypress roots, however, make it difficult to see, and the minotaur finds no lizardfolk. And after a demonstration of Zane's speed, Katinka doesn't see anymore lizardfolk watching the group. Zane and Katinka and Garrett all note that the lizardfolk left the area in the same direction the heroes are travelling...towards the ruined city.

Sesha thanks Katinka and her Ally for the powers that helped her survive this battle. Katinka has to ask just what went on down there, and eventually gets filled in on a blow-by-blow fight.

Garrett takes his usual position of keeping watch while the others go about with battle aftermath stuff. It is often a boring job, but the veteran halfling knows how vital it is when the others are preoccupied!

Restlin can swim much better than Bosk (and can breathe underwater too) With Wardd's blessing of darkvision, he can even see down there as well. While Bosk is floudering around, the Mendicant gracefully zips down and around (making several trips up to the rafts and back) until he has found the last bit of valuables collected over the years by the Froghemoth pair!
..........

With no reason for Bosk to decide if he would drown himself for something shiny; With Zane and the ever vigilant Katinka and Garrett driving away the watchers in the water so Bosk doesn't have to drownhimself waiting for a trap; the rest of the group is able to corral the rafts, assess damage, wealth, and time.

The Rafts to not appear damaged at all, the first Froghemoth only snatched Beri and Sesha and the apparently flimsy craft bumped out of the way. The rafts have a reason for what they are!

Time looks like the Witches directions could get them to either the Druidwood Tree or the Ruined City just about evening time. The heroes will have to decide which to travel towards.

The treasure Restlin brought up is separated and assessed (Katinka's Arcane Eyes and phenomenal Arcane Knowledge making this part easy)

Treasure: Total 99,750gp
Various coins and low quality Gems (lapis lazuli, hematite, freshwater pearls) - 3,000gp
5 high quality Gems (amber, garnet, 2 black pearl, golden pearl) - 5,000gp
Jewelry (gold and platnuim 2 armbands, 1 necklaces, 1 filigree wire) - 9,000gp
Potions [1CL] - 5 CLW, 5 Sanctuary, 5 Detect Secret Door, 5 Endure Elements ( 1,000gp)
Potions [3CL] - 2 CMW, 4 Resist Energy (fire), Find Traps, Bear Endurance, 4 Invisibility (3,000gp)
Potions [5CL] - Remove Disease, Speak w Dead, Locate Object, Animate Dead, Water Breath (3,750gp)
Rod of Lesser Quicken - 35,000gp
Ioun Stone, Green and Lavander Ellipisoid (absorbs 50 levels of spells, 8th level or lower) - 40,000gp

.....

The Heroes also get 13,500 XPoints per PC!

Sesha gets a Hero Point! for getting eaten, getting out, and staying underwater to attack the second Froghemoth!
Beri gets a Hero Point! For staying underwater after escaping the first time
Bosk gets a Hero Point! for going underwater without any magical breathing
Restlin gets a Hero Poiint! for going underwater and potentially against a monster that would have done nasty things to him
Zane gets a Hero Point! For the excellent idea to scout the hole!

OOC: DMSteveK - oh, great job by all! Despite no map, I thought the battle was extremely exciting! And the role-play (per usual) was phenomenal! :-) I am a happy DM!


Consolidation, Treasure, and Decisions (co-DM SteveK) 
Saturday October 31st, 2015 9:30:57 AM

Oh, and Katinka will tell Bosk that Froghemoth will NOT taste good. It is an aberration and therefore could do terrible things to one's indigestion!

Beriothian -- AC:17/11/22 HP: 67 (+0 temp)/152 CMD = 19 
Saturday October 31st, 2015 7:55:27 PM

Well, I have a pile of lower level healing spells but even burning all them will likely leave me pretty banged up. I think I'll need to burn through my heal spell... anyone else need healing?

0 (4)- Detect Magic, Light, Create Water, Detect Poison
1 (7)- *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 (6)- *Glibness, Sleet Storm, quench, Greater Magic Fang, wind wall, stone shape, Cure Moderate Wounds
4 (6)- *Lesser Planar Ally, dispel magic, cure serious sounds, Freedom of Movement, Air Walk x2, Control Water
5 (5)- *Awaken, Cure Critical Wounds, Animal Growth, Control Winds, transmute mud to rock, wall of thorns
6 (3)- *Legend Lore, Wall of Stone, Antilife shell, Dispel Magic, Greater
7 (2)- *Irresistible Dance , creeping doom, Heal

stored in staff via spellstaff- Changestaff
Spells with * are Fey domain spells (and not included in spell counts)

Bosk AC: (34/17/30) 33/16/29 CMD: (34) 32 hp 178(sprit brew)/108 Spells  d8+10=13 ; d8=6 ; d8=3 ; d8=1 ; d8=1 ; d8=8 ; d8=4 ; d8=6 ; d8=4 ; d8=4 ; d8+10=16 ;
Saturday October 31st, 2015 8:34:34 PM

Bosk lays a hand on Beri and begins reciting words of prayer as he converts his nemesis insight spell into a cure spell. God of life and death, heal this druid who has fought so hard to maintain the balance of righteousness in the Wold that he might continue to fight evil for another day. As he says this the druids cracked ribs begin to refuse and his torn skin starts to knit itself back together. Although it doesn't heal him completely, it stops the bleeding and restores some of his vitality.

Actions
Cure Beri for 19 dmg (89 if we are out of combat and I have time to fully heal him) (21, 20, 9, 9, 11)
Convert Nemesis Insight (Restoration Lesser, Silence, Comprehend Languages, Sanctuary, and elf vision as well if there is time)

ooc: I am not sure the time we have. If this is not still round by round Bosk will take the time and spells necessary to fully heal Beri.

RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 133/134* -- Perm Arcane Sight, Darkvision, See Invisibility  d20+31=43 ;
Saturday October 31st, 2015 11:10:44 PM

Tink will absolutely tell Bosk to be careful about eating any part of the Froghemoth, and is a little concerned that Sesha already may have. Still, she isn't sure if she should warn Garrett. She has seen him eat all sorts of things. Perhaps his digestive system is tough enough to handle a little Froghemoth?

"Well, Restlin, the God of Luck favours you. Which way do you think we should go - the Tree or the City?" Tink has no opinion either way, and will gladly go with the majority decision.

She keeps alert for any more Froghemoths or Lizardfolk, however.

Perception: 43

Restlin (Carl) -- AC: +18/+15/+14 CMD: +14 HP: 116/119 - 14 Temp HP (Spells) Luck Points: 12/12  d2=2 ;
Sunday November 1st, 2015 1:04:18 PM

Without hesitation, Restlin fishes a coin from his pocket, flips it, catches in the air, looks at it & declares "City" without further explanation.

Now that the froghemoths are dead and treasure is fished out, Restlin casts prestidigitation and sloughs the water and muck off himself. It was about time, since his inner monologue was busy screaming at him about all the nastiness on him. He doesn't let it show, trying to act tough.

Garret Goodbarrel [AC:37/33/31 +4 vs AOO HP:138/124 Ki:15/15 CMD: 33 SR: 23] 
Monday November 2nd, 2015 9:30:49 AM

Garret drops down from a cypress tree and lands smoothly on a raft when Restlin declares, "City." Garret nods and says, "Off we go, then."

"Is it almost time to stop for a snack?"

Bosk AC: (34/17/30) 33/16/29 CMD: (34) 32 hp 178(sprit brew)/108 Spells 
Monday November 2nd, 2015 10:06:18 AM

Bosk thinks for a moment. How are we doing on spells and magic abilities. It would be wise to spend the night in the safety of the Druid Tree and recharge. If those Froghemoths suggest the difficulty of our terrain I must assume those who dwell here will pose an even larger challenge. We should be prepared.

Restlin (Carl) -- AC: +18/+15/+14 CMD: +14 HP: 116/119 - 14 Temp HP (Spells) Luck Points: 12/12 
Monday November 2nd, 2015 2:11:32 PM

Restlin holds up his coin. "Dude. The coin spoke. Let's go check out this city."

It's evident from his demeanor that he's not kidding around.

Bosk AC: (34/17/30) 33/16/29 CMD: (34) 32 hp 178(sprit brew)/108 Spells 
Monday November 2nd, 2015 2:58:56 PM

Bosk raises an eye brow. That better be a lucky coin. If we are going straight to the city lets make sure everyone's wounds are healed before we run into another Froghemoth or the lizards who swam ahead of us. Tell me, did the coin tell you if we should enter the town in the evening or wait until morning to enter?

(I am not sure we it is the wisest course of action to explore as it is getting dark.)

Zane (JCC) AC 31, CMB 16, CMD 32, HP 225(+52 temp)/166, Character 
Monday November 2nd, 2015 3:50:11 PM

"Not that I need a rest, but most of the rest seem to, having used a fair amount of spells. I think it'd be best to head towards the tree. I'd also expect the lizardmen to try and prevent our reaching there or the city. If we head for the city, we'll be even lower in spells after we get there. I can see in the dark, a couple others can as well, but fighting in the dark will hamper us more than them, because they know the area...."
Zane will go wherever but he's said his piece.....

Sesha [AC 33 /2o To/25 Fl] | HP 120/93 | CMD 17][Cat's Grace, True Seeing, Divine Favor, R E: Fire] 
Monday November 2nd, 2015 3:54:36 PM


Sesha shakes her head no.

"I agree with the coin. The Froghemoths were lured into us I think. The lizardmen know we are here. Unless we have some sort of way in and out of this swamp for the night, I don't think they'll let us rest all nice and cozy till morning. I don't want another run in with those things while half awake."

She frowns.

"As much as I like having all my magic available to me, I would hate having even -less- available because we got hit in the night."

She thinks a moment.

"I can send us to the Plane of Shadow for the night, but there's no surity it's any safer than here. AND, when we come back, I'll have to use a high level divination spell anyways to track us back to this spot."

She shrugs.

"Thus I vote we move on."



Bosk AC: (34/17/30) 33/16/29 CMD: (34) 32 hp 178(sprit brew)/108 Spells 
Monday November 2nd, 2015 4:20:10 PM

Restlin, is it possible for us to sleep in one of your extra dimensional spaces. Perhaps we can climb one of these trees and set up a rope trick. That would be relatively out of view and keep us reasonably safe while we rest.

Beriothian -- AC:17/11/22 HP: 6152/152 CMD = 19 
Monday November 2nd, 2015 5:41:04 PM

Bosk, you are kind but please save that heal spell... I took a ton of damage and in order to be in fighting shape I really do need to use my strongest heal spell, I was just asking if others needed healing so I could plan better.

Beri proceeds to cast heal (10 hit points of damage per level of the caster)

Towards the City (co-DM SteveK) 
Monday November 2nd, 2015 7:20:53 PM

The heroes consolidate and decide where to go. Beri gets ready to use his heal spell, but Bosk steps in and converts five spells to healing instead. (DM determined since Beri didn't roll for his spell and Bosk did roll for the healing, that Bosk's healing happened first. Bosk please remove those spells. Beri still has his Heal spell)

Katinka and Sesha look to Restlin for an answer, and Restlin looks to the coin of Wardd. "City", is his one word answer, and that is good enough for the majority of the heroes.

Continuing forward, the four rafts move deeper into the swamp. I appears that Sesha was correct, that the lizardfolk deliberately lured the Froghemoths to attack the heroes, for there are no more lizardfolk that even Katinka can see, and no more monsterous encounters happen either.

It is maybe an hour before nightfall when the rafts pass a broken white pillar nearly covered by vegetation, half sunk in the water. Off to one side is another ruined and flooded building. The minotaurs notice something else... the water is getting more shallow.

Katinka can see still more. There is a cluster of buildings up ahead on a rise of ground. This solid ground appears to have once been the city center plaza, and there are lean-tos against several of the buildings. It is hard to see more since there are sill many trees in the way and the rafts are nearly a thousand feet away.

RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 133/134* -- Perm Arcane Sight, Darkvision, See Invisibility  d20+31=40 ; d20+41=61 ; d20+12=28 ; d20+12=28 ;
Tuesday November 3rd, 2015 5:20:32 AM

Tink relays what she can see back to those on the rafts. She feels a slight twinge of guilt over the previous battle. Sesha got eaten, and Beri nearly followed suit. All while she stayed safely hidden. Should she have done more? Could she have done more?

She pushes such thoughts away and tries to focus on the task at hand.

"No signs of any more froghemoths. No signs of lizardfolk either. The witches said we should look for an ancient temple dedicated to the Crones. Let's keep our eyes open"

Perception: 40 + Arcane Sight + DarkVision + See Invisibility + Detect Scrying + Spellcraft 36 (To ID any magical auras)
Stealth: 76 = 61 + 20 Moving Invisible - 5 for stealth at greater than half speed + Hide in Plain Sight + Misdirection + Pass Without Trace
Flying 5ft off the ground and 30ft ahead of the rafts (Tink has a +26 Fly skill)

Knowledge Geography: 28 - To determine whether this city is 'Mirrored Waters'
Knowledge Religion: 28 - To try and identify a possible Temple


Garret Goodbarrel [AC:37/33/31 +4 vs AOO HP:138/124 Ki:15/15 CMD: 33 SR: 23]  d20+21=28 ; d20+21=37 ;
Tuesday November 3rd, 2015 7:28:38 AM

As they reach the pillar, Garret looks closely at it (perception: 28). He shrugs and looks around, not in the direction of the city, but in all other directions to see if there appears to be anything watching them or behind (perception: 37).

Restlin (Carl) -- AC: +18/+15/+14 CMD: +14 HP: 116/119 - 14 Temp HP (Spells) Luck Points: 12/12 
Tuesday November 3rd, 2015 8:19:04 AM

Restlin shakes his head at the idea of a rope trick for sleeping. "Sleeping someplace high and dry would be great, but part of a rope trick is that you can't make the rope vanish. We'd basically give our enemies a nice pigeon hole to lay traps at. Hopefully we can find a large enough piece of solid ground to put a secure shelter on. Still a target, but a much more defensible one."

...and Restlin will keep his eyes open for just that: a chunk of land to put a secure shelter on.



Bosk AC: (34/17/30) 33/16/29 CMD: (34) 32 hp 178(sprit brew)/108 Spells  d20+19=25 ; d20+19=39 ; d20+12=29 ;
Tuesday November 3rd, 2015 2:43:46 PM

As the group moves forward Bosk keeps an eye out for trouble and traps. He is careful to check everywhere including under water and the trees and sky above him. Lets keep an eye out for a place to sleep and for any trouble. As the group moves Bosk keeps hidden in the shadows.

Actions
----------------------
Perception = 25
Perception to check for traps = 39
Stealth = 29

Active Spells and Abilities (Header and saves not updated yet)
-- -- -- -- -- -- -- -- -- -- -- -- -- -- --
Bosk has dark vision and bling fighting
Current modifiers to AC: +1 (+1 if flying) Atk:+2 (+5 BS) Dmg:+3 (BS) Ref:+1 Dex: Str: Will: +1 Electrical Resistance +5 concealment 20% chance to miss Bosk

Highlight to display spoiler: {Blur - concealment (20% miss chance) (Tink's Garment)
Fly - Fly 40ft (Tink's Garment)
Air Mastery (while in air all opponents get -1 to hit/ damage) (Tink's Garment)
Heroes Feast: - [CL12] 12hrs +1 attack, +1 will, +4 vs fear (Sesha)

Greater Magic Weapon - [CL 13]: +3 attack/+3 damage on Bastard Sword
Telekinesis - On Tink, Restlin, Sesha, Bosk, Beri and Zane. Dur 5.3hrs (cast within Coven circle by Tink)
Haste – Cast by Zane – 7 rounds.

Deathwatch [i]- [CL 1] Permanent - Know creature status: dead, fragile, fighting off death, healthy, undead, or neither (ie construct).

Darkvision 60' - [CL 8] 8hrs
Chill Touch - [CL9] (9 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) 2 uses left[i]
Dark Walk [i]- (SU) 2 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, See Invisibility, Divination, Dimension door, True Seeing
Level 0: Read Magic, Detect Magic, Chill Touch, Detect Poison
Level 1: Elf Vision, Protection From Chaos/Evil/Good/Law, Detect Chaos/Evil/Good/Law, Comprehend Language, Sanctuary
Level 2: Silence, Restoration Lesser, Nemesis Insight, Resist Energy (fire)
Level 3: Invisibility Purge, Protection From Energy (fire), Magic Circle against Chaos/Evil/Good/Law
Level 4: *Greater Magic Weapon*, Spell Immunity
Level 5: Slay Living
}


Beriothian -- AC:17/11/22 HP: 152/152 CMD = 19  d20+24=29 ;
Tuesday November 3rd, 2015 5:04:02 PM

I suggest we do what we can for night vision tonight while keeping guard, and choosing a place too shallow for things to sneak up on us.
Beri surveys the scene and makes his plans for the night, as well as starts thinking about his spells for tomorrow... he needs to start keeping a mountain of spells to prevent getting stun locked and grappled for entire fights, apparently he gives of a scary aura of some sort.

perception = 29
ooc: What is the land around us like? Do we still need to use rafts, the last 1000 feet or is it getting shallow enough to walk? Any trees close by? Could an archer hit us from said trees? How far around do we have a clear view if setting up camp?

Sesha [AC 33 /2o To/25 Fl] | HP 120/93 | CMD 17][Cat's Grace, True Seeing, Divine Favor, R E: Fire] 
Tuesday November 3rd, 2015 7:06:18 PM


Sesha is frustrated that the left hand isn't really talking to the right.

"Are we camping or pressing on? I'm for forward progress. Yea, we've used up some spells, but I think there's as much risk in resting as there is going forward."

Bosk AC: (34/17/30) 33/16/29 CMD: (34) 32 hp 178(sprit brew)/108 Spells 
Tuesday November 3rd, 2015 7:36:31 PM

Bosk nods. If everyone is in agreement I will move forward. I used lower level spells to heal Beri. It cost me more spells, but they were the ones that I thought would be less necessary in combat. Sorry to jump in before you could cast, but your Heal spell would make a much bigger difference in a fight than comprehend languages.

We are lucky, Sesha's potions are the only reason we can consider moving on, otherwise the toll on our health would have been too much. However, not that we are working with the Dragons we need to make sure we are prepared for more intense battles.


Should They Stay is Should They Go? (co-DM SteveK) 
Tuesday November 3rd, 2015 7:37:04 PM

The rafts bob slightly as the group stops to look around. Several members start looking for ways to find a place to hole up for the night. Sesha, however, reminds the team what they have been doing for the past several hours.

As they stop and look around, the only solid land is directly in front of the heroes. The land is large enough to see several dilapidated buildings and a few lean-tos. While watching, there do seem to be some figures moving around, but the group will have to get closer to get a better view through the trees.

The trees. Yes, they are big enough to house several archers each, though no one can see anyone in the trees.

The poles indicate the water is only three feet deep here.

RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 133/134* -- Perm Arcane Sight, Darkvision, See Invisibility  d20+31=41 ; d20+41=43 ;
Tuesday November 3rd, 2015 7:51:28 PM

"Well the only solid land we can rest on is straight ahe..." TInk's starts to respond to the idea of setting up camp, when she spots figures ahead. Her adrenaline immediately kicks in and she gets more serious "Movement ahead. Also some lean-tos. We're not alone"

"I have a message spell prepared. I could try and message one of them once we get closer, however I'd lose my invisibility."

Perception: 41 + Arcane Sight + DarkVision + See Invisibility + Detect Scrying + Spellcraft 36 (To ID any magical auras)
Stealth: 58 = 43 + 20 Moving Invisible - 5 for stealth at greater than half speed + Hide in Plain Sight + Misdirection + Pass Without Trace
Flying 5ft off the ground and 30ft ahead of the rafts (Tink has a +26 Fly skill)


Zane (JCC) AC 31, CMB 16, CMD 32, HP 225(+52 temp)/166, Character 
Tuesday November 3rd, 2015 10:05:43 PM

"I could probably go forward. I'm not really armed to the teeth, I have most of my reflexes well trained, and I can cast fly to move over, staying at water level. If need be, I hit the water and take off like a bolt doubling my fly speed.
We'd just need to decide what I say, especially since I'm not very diplomatic."


Sesha [AC 33 /2o To/25 Fl] | HP 120/93 | CMD 17][Cat's Grace, True Seeing, Divine Favor, R E: Fire] 
Tuesday November 3rd, 2015 10:44:42 PM


Sesha isn't so sure.

"Just make sure you don't make them want to kill you in the first thirty seconds. Katinka, Restlin, or myself can handle the talking once we know we aren't going to get stabbed or shot, or in a new turn for me today, eaten."

Sesha grins a little.

"Still, that Froghemoth bit off more than it could chew. Restlin, do you think you could buy us a pet Aurmnvorax? That gold fur is awfully pretty."

Restlin (Carl) -- AC: +18/+15/+14 CMD: +14 HP: 116/119 - 14 Temp HP (Spells) Luck Points: 12/12  d20+25=40 ;
Wednesday November 4th, 2015 8:26:58 AM

Restlin looks sideways at Sesha. "I'm pretty sure those things are untrainable, unless you have some witchy power to make them obey you. Goodness knows we can afford one, but think what it would do to our furniture. They are pretty, though. Maybe Beri can learn to turn into one, then he can play pet every now and then..."

He trails off as he notices the movement ahead (perception: 40). "No way we're going in there. That place is trap city. Luckily, we don't have to. Sesha darling, I could use some blood for this."

Restlin puts one hand behind his back and makes a series of strange gestures. Afterwards, he seems to fly off towards the island. Anybody who can see invisible stuff can see Restlin is still hovering nicely above the raft.

The wizard's glamour confidently lands on the dry-ish land around the lean-tos and loudly proclaims, "Hey, we know you're there. Any chance you could just talk things out with us rather than attack again? Generally speaking, we have nothing against reptilians, though the treatment we've received so far is making me rethink that."

***

Casting mislead & remaining behind while my illusion heads forward and hopefully draws any attackers. If Sesha's able to boost my CL, I'd appreciate it.

Garret Goodbarrel [AC:37/33/31 +4 vs AOO HP:138/124 Ki:15/15 CMD: 33 SR: 23]  d20+21=25 ;
Wednesday November 4th, 2015 9:13:43 AM

Garret stands on his raft, looking around (Perception: 25), while the others talk about how they will approach the new city. He idly wonders if he should get something so he could fly, too. He pulls a piece of dried meat out of his belt pouch and starts munching on it. Zane hears a sound from behind Garret and Garret immediately points and says, "Must be some frogs around here..."

Sesha [AC 33 /2o To/25 Fl] | HP 120/93 | CMD 17][Cat's Grace, True Seeing, Divine Favor, R E: Fire] 
Wednesday November 4th, 2015 1:10:41 PM


Sesha shakes her head.

"Not on demand, Mage-Priest. We need at least Beri or Bosk to join the circle so I can cast the spell to augment yours."

Since he's responding to a situation as it unfolds, she assumes he isn't willing to wait.



Bosk AC: (34/17/30) 33/16/29 CMD: (34) 32 hp 178(sprit brew)/108 Spells  d20+19=39 ; d20+19=22 ;
Wednesday November 4th, 2015 1:41:12 PM

Bosk keeps hidden in the Shadows. He tries not to give his location away as he scans the area for trouble and traps.

Actions
--------------------
Perception = 39 (checking water and air as well)
Look for traps = 22
Stealth check was = 29

Beriothian -- AC:17/11/22 HP: 152/152 CMD = 19 
Wednesday November 4th, 2015 7:52:17 PM

I'm happy to join the circle and help out in any way I can. Then once we are done I'm going to transform into an air elemental.

Zane (JCC) AC 31, CMB 16, CMD 32, HP 225(+52 temp)/166, Character 
Wednesday November 4th, 2015 11:36:10 PM

Zane watches as the image appears far in the distance.....

Sesha [AC 33 /2o To/25 Fl] | HP 120/93 | CMD 17][Cat's Grace, True Seeing, Divine Favor, R E: Fire] 
Thursday November 5th, 2015 2:36:17 PM


Sesha watches with interest.

Restlin (Carl) -- AC: +18/+15/+14 CMD: +14 HP: 116/119 - 14 Temp HP (Spells) Luck Points: 12/12 
Thursday November 5th, 2015 3:39:13 PM

Restlin listens to the crickets, kinda hoping arrows start flying soon so he didn't waste a high-level spell on this ruse.

Beriothian -- AC:17/11/22 HP: 152/152 CMD = 19 
Thursday November 5th, 2015 5:22:13 PM

Beri hopes the opposite, and that allows do NOT start flying

RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 133/134* -- Perm Arcane Sight, Darkvision, See Invisibility 
Thursday November 5th, 2015 8:08:16 PM

Tink readies herself for action

Bosk AC: (34/17/30) 33/16/29 CMD: (34) 32 hp 178(sprit brew)/108 Spells 
Thursday November 5th, 2015 9:00:31 PM

Bosk grins inwardly at the fact that that a nine and a half foot minotaur can hid in the shadows at will, even with people watching. He has to admit to himself that much of his training in this area was simply because the thought of such a large figure being able to hide in a shadow in front of his target amused him and made him laugh. Sure, it comes in handy and his training as an Avenger has helped him to remove emotion from such decisions, but the fact that it amused him so was his driving motivation in he first place and no amount of training will cause him to forget the humor in it. After all, being an Avenger means controlling your emotions, not forgetting them...and an enemy who cannot see a giant taur standing in front of is a priceless thing to see. Thank the gods that they made the physics of the Wold just so. Lem's left lung, if nothing else, this proves the gods have a sense of humor.

Some Action Ahead (co-DM SteveK) 
Thursday November 5th, 2015 9:39:29 PM

OOC: Oh No! I missed a day! Apologies all!
.....

The heroes watch with interest as Restlin's illusionary double flies forward over the waters to the solid ground 1000 feet away. It is hard to make out exactly what happens with distance and trees, but the heroes learn a few things. First, the lean-tos house lizardfolk, and at least a dozen ran up and tried to kill Illusion Restlin before they retreated and hunkered down behind a make-shift barrier of rocks and logs.

The lizardfolk now seem to know there are heroes out in the swamps, and they are getting ready to defend their solid ground.

The decision of what to do still seems entirely within the heroes' hands.

Bosk AC: (34/17/30) 33/16/29 CMD: (34) 32 hp 178(sprit brew)/108 Spells 
Thursday November 5th, 2015 10:45:48 PM

Bosk whispers to the others, I said we should wait until morning. It looks like they are waiting for us to make our move. It gets dark soon. I think we should move in before it gets dark, but wait long enough that any short duration spells they might have cast in preparation have a chance to wear off. Also, remember that the visions Sesha had indicated they can cast scorching ray, make sure fire protection is cast before we move in. Also, it would be great if someone could detect these creature's alignment, but I cannot do so from this distance.

Zane (JCC) AC 31, CMB 16, CMD 32, HP 225(+52 temp)/166, Character 
Thursday November 5th, 2015 11:13:02 PM

"I got lightning protection, but I can probably do a bit of fire protection spell wise.
Are we attacking or are we with drawing.... I'm good either way, but I only just rejoined, so I figure it's not my call."


Bosk AC: (34/17/30) 33/16/29 CMD: (34) 32 hp 178(sprit brew)/108 Spells 
Thursday November 5th, 2015 11:44:46 PM

My vision said we should go to the temple of the Crones first. For some reason they left that temple standing...perhaps it has some meaning to them and if we made our intentions known thy would respect it. Otherwise, I expect we have to fight our way through.

Garret Goodbarrel [AC:37/33/31 +4 vs AOO HP:138/124 Ki:15/15 CMD: 33 SR: 23] 
Friday November 6th, 2015 8:51:34 AM

Garret says, "Can we go around them? To the temple?"

Restlin (Carl) -- AC: +18/+15/+14 CMD: +14 HP: 116/119 - 14 Temp HP (Spells) Luck Points: 12/12  d20+24=27 ;
Friday November 6th, 2015 12:33:41 PM

Restlin gives Zane a "are you kidding me" look, then remembers he's invisible. He has his illusion give him the look instead.

He, not his clone, says, "Dude, you can drop the new guy shtick. You think Sesha over there started out letting people make her choices for her? No, she didn't. Besides, you're old school Iron Adventurers who just took a sabbatical."

That done, the illusion strolls forward, hands up, towards the barricade. "Seriously, weren't not from these parts and don't want to fight you. We have a mission, and we will defend ourselves, but we understand you've lived here peacefully for years. My friends and I will choose peace every time if you'll give us a chance. Would you be willing to send a few delegates to speak with us? You have my personal assurance that they'll return safely unless we are attacked."

***

Diplomacy: 27


Beriothian -- AC:17/11/22 HP: 152/152 CMD = 19 
Friday November 6th, 2015 4:32:40 PM

Peace and diplomacy? Isn't that the international sign for immediate combat to initiate?
Beri prepares to start summoning d3 giant moray eels should they choose combat over peace (using his wall of stone to do that).

0 (4)- Detect Magic, Light, Create Water, Detect Poison
1 (7)- *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 (6)- *Glibness, Sleet Storm, quench, Greater Magic Fang, wind wall, stone shape, Cure Moderate Wounds
4 (6)- *Lesser Planar Ally, dispel magic, cure serious sounds, Freedom of Movement, Air Walk x2, Control Water
5 (5)- *Awaken, Cure Critical Wounds, Animal Growth, Control Winds, transmute mud to rock, wall of thorns
6 (3)- *Legend Lore, Wall of Stone, Antilife shell, Dispel Magic, Greater
7 (2)- *Irresistible Dance , creeping doom, Heal

stored in staff via spellstaff- Changestaff
Spells with * are Fey domain spells (and not included in spell counts)

Sesha [AC 33 /2o To/25 Fl] | HP 120/93 | CMD 17][Cat's Grace, True Seeing, Divine Favor, R E: Fire]  d20+24=44 ; d100=40 ;
Friday November 6th, 2015 6:15:23 PM


Sesha doesn't have the same patience with the Lizards that Restlin does.

"Anything that got me eaten previously in the day has a chance to wind up as an ingredient in that night's Hero's Feast. Lizard is probably high in protein, even if the tails were likely to be fatty."

She takes a hint from Beri and starts summoning as well, enlisting the aid of her Rod of Extend. As her magic channels, the ghostly form of Joy, one of the spirit priests of Serenbeth, begins to materialize into the material realm.



RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 133/134* -- Perm Arcane Sight, Darkvision, See Invisibility  d20+31=51 ; d20+41=53 ;
Friday November 6th, 2015 6:56:20 PM

Tink shakes her (invisible) head. "I'm not sure backing away now would be wise, Bosk. It would give them time to prepare for our return. Best press on while we can" she says over the link.

She then add to Restlin "Try mentioning Yxgkclakle. He was commander of that unit we fought earlier."

Tink the flies closer to try and see what is going on.

Perception: 51 + Arcane Sight + DarkVision + See Invisibility + Detect Scrying + Spellcraft 36 (To ID any magical auras)
Stealth: 68 = 53 + 20 Moving Invisible - 5 for stealth at greater than half speed + Hide in Plain Sight + Misdirection + Pass Without Trace
Flying 25ft off the ground and 100ft ahead of the rafts (Tink has a +26 Fly skill)


A Thousand Feet Away (co-DM SteveK) 
Friday November 6th, 2015 8:39:20 PM

Restlin answers Zane himself, which is good because his Illusion double is 1000 feet away. He makes the illusion make a diplomatic overture, but can't hear a response because the action is taking one thousand feet away from the heroes.

Beri and Sesha begins summoning some monsters. Of course, any monsters summoned are going to have several rounds swimming, running, or flying towards the action; at least a minute of travel...

The others stay on the rafts, in the shallow water, straining to see what is through the trees at the barely seen dry land and half ruined buildings in the last hour of sunlight of the day.
....

The Iron Adventurers notice there is a group of three figures that approach the Illusion Restlin.

Garret Goodbarrel [AC:37/33/31 +4 vs AOO HP:138/124 Ki:15/15 CMD: 33 SR: 23] 
Saturday November 7th, 2015 9:20:59 AM

Garret sits down on the raft and dangles his toes in the water. He says, "You know, one day maybe I'll learn about this whole dih-ploh-muh-see thing." Then he leans to the side and lets one rip.

Restlin (Carl) -- AC: +18/+15/+14 CMD: +14 HP: 116/119 - 14 Temp HP (Spells) Luck Points: 12/12 
Saturday November 7th, 2015 10:49:44 AM

Restlin's getting irritated with his friends. "We are here to accomplish something, not play heroes and go slaying bad guys indiscriminately. Now put your claws away until they're needed. We need information more than meaningless victories."

Meanwhile, 1000' away, his illusion holds up a hand to the approaching figures. "You should know I'm with my friends over there." He points. "So I can't hear you. If you agree to peaceful parlay, let's meet on the land's edge. I'll bring two of my companions so we're on equal footing."

If the 3 lizard folks seem to agree, he'll drop the mislead spell and ask Tink and Sesha to accompany him.

Didn't Pan Out (co-DM SteveK) 
Saturday November 7th, 2015 4:45:18 PM

everyone waits expectantly for something to happen. A thousand feet away, The middle figure stops in front of the illusion Restlin, and shouts something. (Perception DC 80 for Katinka to hear the speech) and then Restlin feels the backlash of his illusion ending. The mislead illusion winks out, the middle figure shouts some more, and it is followed by a chorus of snarls and bellows that are mere whispers of incoherent shouting by the time the noise gets to the rafts.

Sesha's Immortal Summons arrives.

The others still need to decide what next to do; Garrett slowly making the current location untenable.

Restlin (Carl) -- AC: +18/+15/+14 CMD: +14 HP: 116/119 - 14 Temp HP (Spells) Luck Points: 12/12 
Saturday November 7th, 2015 6:28:02 PM

Restlin glares, cracks his knuckles, and states, "Ok, we do this the messy way."

***

I'm not sure if we're in rounds or if I've acted.

Restlin can act. I think we are not in combat rounds. Yet

RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 133/134* -- Perm Arcane Sight, Darkvision, See Invisibility  d20+31=51 ; d20+41=52 ;
Saturday November 7th, 2015 9:37:50 PM

Tink continues flying towards what she assumes are lizard-folk, at a speed of 75ft per round. At that speed she can continue trying to be stealthy whilst keeping her senses alert.

Perception: 51 + Arcane Sight + DarkVision + See Invisibility + Detect Scrying + Spellcraft 36 (To ID any magical auras)
Stealth: 67 = 52 + 20 Moving Invisible - 5 for stealth at greater than half speed + Hide in Plain Sight + Misdirection + Pass Without Trace
Flying 25ft off the ground and 175ft? ahead of the rafts (Tink has a +26 Fly skill)


Zane (JCC) AC 31, CMB 16, CMD 32, HP 225(+52 temp)/166, Character 
Sunday November 8th, 2015 11:33:05 AM

Zane drops into the water, with the vest on, he more mobile in that element right now. With just his head above the surface, "How hard are we doing this.....lethal or non-lethal?" He asks those around him. He knows it's harder for the rest to do non lethal, but he needs to know.....

Garret Goodbarrel [AC:37/33/31 +4 vs AOO HP:138/124 Ki:15/15 CMD: 33 SR: 23] 
Monday November 9th, 2015 9:00:58 AM

Garret squints and tries to see what is happening so far away. He can't really tell, so he waits for more direction from those who can see. He nods towards Zane and says, "Give the word, and we'll head over there and knock some heads. I don't think these guys are going to be as tough as that massive frog-underwater thingy."

Bosk AC: (34/17/30) 33/16/29 CMD: (34) 32 hp 178(sprit brew)/108 Spells 
Monday November 9th, 2015 2:56:34 PM

Bosk calls out after the others. Wait. Lets move to solid land, but do not rush to meet them. We might be rushing into a trap, and since we could not hear what they said to the illusion there is a chance this could be handled peacefully. Bosk moves forward to solid land and draws his sword, but he tries to maintain a relaxed stance with his sword over his shoulder. In the back of his mind he still hopes that things can be handled peacefully.

Beriothian -- AC:17/11/22 HP: 152/152 CMD = 19 
Monday November 9th, 2015 5:03:05 PM

ooc: did Beri's summons also arrive?

Beriothian -- AC:17/11/22 HP: 152/152 CMD = 19  d20+24=39 ;
Monday November 9th, 2015 5:27:17 PM

I agree, no reason to be the aggressors. I'll transform into an air elemental, that form should be slightly less frightening than this bugbear. In the mean time do we have someone that can cast a spell in the sky in the shape of something that would indicate we are here peacefully? Also, keep an eye out on the water, these lizard folk can hold there breath pretty well.
Beri looks around quickly before changing form, making sure there are not flying dragons in the sky, any suspicious shadows in the trees, anything approaching from under water, or any disturbances on the waters surface indicating movement.
perception = 39

...The eels meanwhile wait to see if any delicious lizard meat (or other foe) is attempting to swim by un-noticed under water.

Didn't Pan Out 2 (co-DM SteveK) 
Monday November 9th, 2015 7:26:55 PM

Restlin feels his illusion pop and says they're gonna have to do it the hard way.

Katinka flies forward while being sneaky

Zane slips into the water and wonders if they should focus on nonlethal attacks.

Garrett hops over to Zane. Since the water is only three feet deep here and a swimming Minotaur will be half out of the water, a little ride check should keep the halfling on the fast moving swimotaur.

Bosk considers potential ways to make this not a combat.

Beri's eels arrive and without any enemy in sight take up defensive swimming around Beriothian's raft.

Beri himself turns into an air elemental

.....

Katinka can see that the figures do look like lizardfolk. They get out of easy watching location, appearing to have gone to hiding places.

.....
Rafts at 1000 feet from solid land
Katinka at 850 feet from solid land

Sesha [AC 33 /2o To/25 Fl] | HP 120/93 | CMD 17][Cat's Grace, True Seeing, Divine Favor, R E: Fire]  d20+24=40 ; d100=26 ;
Monday November 9th, 2015 7:54:32 PM

Sesha shakes her head. She was tired of acting second.

"Restlins illusion was attacked. The lizards tried to make us frog food. I'll not give them the initiative. "

Joy finishes materializing, then wrinkles her nose. The ghostly cleric scowls at Sesha.

"What in the name of Serenbeth are you doing in this swamp?"

Sesha waves the question away.

"There's some aggressive lizards over there that I need incapacitated. Don't use your deadly touch unless they start trying to actively kill us. For now, head that direction, and use your energy resistance spell on Zane, warding him from fire."

Sesha readies a defense versus long reaching spells, but does little else for now.

Sesha.

Readied Action: Dispel Magic if a magic effect affects them.

Ghostly Cleric, Joy: Flies to Zane and casts Energy Resistance, Fire.

Restlin (Carl) -- AC: +18/+15/+14 CMD: +14 HP: 116/119 - 14 Temp HP (Spells) Luck Points: 12/12  d20+17=28 ;
Monday November 9th, 2015 8:37:52 PM

"Yea, what she said. Let's go teach these stupid swamp lizards some manners." He'll fly at full speed towards the village, casting resist energy (fire) on himself as they go.

AC this round is 29/26/25

RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 133/134* -- Perm Arcane Sight, Darkvision, See Invisibility  d20+31=46 ; d20+41=58 ;
Monday November 9th, 2015 10:52:42 PM

Tink continues flying towards what she assumes are lizard-folk, at a speed of 75ft per round. At that speed she can continue trying to be stealthy whilst keeping her senses alert.

It's only barely off her top speed, but it's as fast as she feels comfortable with.

"Keep in mind they may just be defending their homes. We may be the aggressors here" she relays over the link

Perception: 46 + Arcane Sight + DarkVision + See Invisibility + Detect Scrying + Spellcraft 36 (To ID any magical auras)
Stealth: 73 = 58 + 20 Moving Invisible - 5 for stealth at greater than half speed + Hide in Plain Sight + Misdirection + Pass Without Trace
Flying 25ft off the ground and 250ft? ahead of the rafts (Tink has a +26 Fly skill)


Zane (JCC) AC 31, CMB 16, CMD 32, HP 225(+52 temp)/166, Character 
Monday November 9th, 2015 11:14:04 PM

Zane, looks over his shoulder as he gains a passenger ,"Just be glad I'm not a Centaur, i understand if you tried it with one of them, you'd find yourself in the drink probably with a hoof in your face. as it is, I'm dumping you a couple hundred feet from the lizardmen. While I'm strong enough to carry you, you do over burden me for combat."
With that said, Zane moves forward..... Starting at 400' he casts Heroism, then Shield, then Enlarge Person in that order after the Enlarge Person, he loses the rider, unless he's attacked before then.

Garret Goodbarrel [AC:37/33/31 +4 vs AOO HP:138/124 Ki:15/15 CMD: 33 SR: 23]  d20+8=13 ;
Tuesday November 10th, 2015 8:27:03 AM

Garret replies, "Wait, now you're an extra-large minotaur and you can't carry me? Sheesh, some minotaurs." (Ride: 13).

If there is activity on the land when Zane gets ready to dump Garret, he will dimension door to the land, otherwise he will just swim over.

Bosk AC: (34/17/30) 33/16/29 CMD: (34) 32 hp 178(sprit brew)/108 Spells 
Tuesday November 10th, 2015 12:14:06 PM

Bosk sees everyone taking off and decided to keep pace with Zane and offers to carry 1-3 players who cannot fly (I have about 550 lbs). Stay close together. We do not want anyone starting battle too soon before the others can back them up. Use fire protection if you have it.

At 400' Bosk will drink a potion of enlarge person and cast protection form energy (fire) on himself. If someone asks he will cast resistance to energy (fire) on another player.

Beriothian -- AC:17/11/22 HP: 152/152 CMD = 19 
Tuesday November 10th, 2015 5:08:44 PM

Beri follows flying just over the heads of his friends, but still in reach should something happen.
Now sure how we would be the aggressors, they clearly were the only ones attacking... granted it was an illusion, but if they insist on violence we should respond in kind immediately. Oh well, I guess we are playing nice for the moment.

The eels follow below, ever on the prowl for tasty lizard flesh.

Zane (JCC) AC 31, CMB 16, CMD 32, HP 225(+52 temp)/166, Character 
Tuesday November 10th, 2015 11:35:16 PM

Going slow enough the others can keep up, gives Zane time to watch around him.....

Sesha [AC 33 /2o To/25 Fl] | HP 120/93 | CMD 17][Cat's Grace, True Seeing, Divine Favor, R E: Fire] 
Wednesday November 11th, 2015 12:32:06 AM


Sesha isn't too worried about being in the wrong on this one. She has a bad feeling about all the Lizards here and their hopes of making friends.


Garret Goodbarrel [AC:37/33/31 +4 vs AOO HP:138/124 Ki:15/15 CMD: 33 SR: 23]  d20+21=33 ;
Wednesday November 11th, 2015 9:03:33 AM

Garret continues to ride Zane as they approach land, looking forward, trying to spot any activity (perception: 33).

Moving Closer (co-DM SteveK) 
Wednesday November 11th, 2015 9:09:43 AM

Sesha is tired of acting second. She brings Joy the Ghost back to the Wold for a short while, who provides a easier of protection to Zane. Sesha readies a defensive spell just in case.

Restlin flies towards the dry land, lizardfolk, and temple, setting himself up with some fire protection.

Tink continues flying towards the dry land.

Zane moves forward with Garrett as a passenger He stops at 400 feet out, casting three spells and telling Garrett to get off. (Ooc 7 rounds of actions)

Garret Goodbarrel stays on Zane for now. His intent is to Dim Door any remaining distance to he dry land at the first hint of trouble.

Bosk sees everyone taking off and offers a lift to the only one who can't fly on their own, Sesha. He moves after Zane but being a lot slower, it takes him longer. (Assuming Sesha takes Bosk's offer since she can't fly on her broom and cast spells at the same time) At 400' Bosk drinks a potion and casts a spell.
(Ooc. Bosk can't talk or cast spells on Players. Just sayin. ;-)
(12 rounds pass)

Beri follows Bosk flying just over the heads of his friends, but still in reach should something happen..

His eels follow below, looking for something they can identify as an enemy.
....

There is no attacks nor other real movement from the dry land area.

Perception DC 45 for Katinka, DC 55 for rest of team. Highlight to display spoiler: { the dry land ahead looks similar to a box canyon or dead end alley. It is a cul-de-sac with the left and right being several ruined buildings, lean-tos and vegetation bloc loans an open space leading to a large temple-like building. Across the end of the open space is a make-shift wall, and many lizardfolk manning that wall, at least 20 that the hero can see so far. }

Sense Motive DC 50 for the lizardfolk body language. (Because of being so far away)

Still looks like the Iron Adventurers initiative.

....
12 rounds have passed (adjust summoning and other spells as necessary)

Rafts at 1000 feet from solid land
All heroes at 400 feet from solid land
Katinka at 300 feet from solid land (assuming still staying within scout distance of the group behind)

Bosk AC: (34/17/30) 33/16/29 CMD: (34) 32 hp 178(sprit brew)/108 Spells 
Wednesday November 11th, 2015 4:03:57 PM

ooc: Why can't Bosk talk or cast spells?

DMSteveK: Bosk can always talk and cast spells... On people or things in the Wold like other Iron Adventurers (Katinka, Sesha, etc). He can't cast spells on Players (Ken, Will, etc). Small but very important distinction in the Wold. :-)

Player James: You are making some very inaccurate assumptions about my capabilities.

DMSteveK. Bwahahahaha

Beriothian -- AC:17/11/22 HP: 152/152 CMD = 19 
Wednesday November 11th, 2015 5:36:35 PM

[i]These things are inscrutable in their movements, who knows what they are thinking. Well, other than the fact that they attacked our illusion, that's fairly telling. [i]

Well, we know how this works. We approach as honorable men of peace, they wail on us, we defend ourselves after losing all advantages... I wonder if I can find a wizard who can can create a magic item that glows when the person in front of you plans on attacking you regardless of what you do... of course, in the Wold that's just called a torch.

***

0 (4)- Detect Magic, Light, Create Water, Detect Poison
1 (7)- *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 (6)- *Glibness, Sleet Storm, quench, Greater Magic Fang, wind wall, stone shape, Cure Moderate Wounds
4 (6)- *Lesser Planar Ally, dispel magic, cure serious sounds, Freedom of Movement, Air Walk x2, Control Water
5 (5)- *Awaken, Cure Critical Wounds, Animal Growth, Control Winds, transmute mude to rock, wall of thorns
6 (3)- *Legend Lore, Wall of Stone, Antilife shell, Dispel Magic, Greater
7 (2)- *Irresistible Dance , creeping doom, Heal

stored in staff via spellstaff- Changestaff
Spells with * are Fey domain spells (and not included in spell counts)

form: air elemental

active spells
Spell: Tishe's Weave Elements
Air: 1) Blur (20% miss chance); 2) Fly 60ft (Good); 3) Air Mastery (while in air all opponents get -1 to hit/ damage)

Restlin (Carl) -- AC: +18/+15/+14 CMD: +14 HP: 116/119 - 14 Temp HP (Spells) Luck Points: 12/12  d4=4 ;
Wednesday November 11th, 2015 7:53:52 PM

Restlin shakes his head. "No, Beri. That's not how this works. They already attacked my illusion. I'll be darned if I let them attack us again."

He continues moving forward, casting mirror image as he goes. He will stop 50' from these stupid lizards.

***

Current spells: Mage armor, resist energy (fire), mirror image (7 fragments), see invisibility

Beriothian -- AC:17/11/22 HP: 152/152 CMD = 19 
Wednesday November 11th, 2015 8:09:40 PM

Works for me. They already attacked us in the garden anyway.
Beri and the eels will follow Bosk.
***

0 (4)- Detect Magic, Light, Create Water, Detect Poison
1 (7)- *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 (6)- *Glibness, Sleet Storm, quench, Greater Magic Fang, wind wall, stone shape, Cure Moderate Wounds
4 (6)- *Lesser Planar Ally, dispel magic, cure serious sounds, Freedom of Movement, Air Walk x2, Control Water
5 (5)- *Awaken, Cure Critical Wounds, Animal Growth, Control Winds, transmute mude to rock, wall of thorns
6 (3)- *Legend Lore, Wall of Stone, Antilife shell, Dispel Magic, Greater
7 (2)- *Irresistible Dance , creeping doom, Heal

stored in staff via spellstaff- Changestaff
Spells with * are Fey domain spells (and not included in spell counts)

form: air elemental

active spells
Spell: Tishe's Weave Elements
Air: 1) Blur (20% miss chance); 2) Fly 60ft (Good); 3) Air Mastery (while in air all opponents get -1 to hit/ damage)

RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 133/134* -- Perm Arcane Sight, Darkvision, See Invisibility  d20+31=41 ; d20+41=53 ;
Wednesday November 11th, 2015 9:33:17 PM

Perception vs DC45: 41 = Fail!

Tink frowns. She's not convinced that the party are in the right on this occasion. Sure, the lizard folk will almost certainly attack the party. But are they defending themselves or their homes?

She silently edges closer, renewing her invisibility every so often.

Perception: 41 + Arcane Sight + DarkVision + See Invisibility + Detect Scrying + Spellcraft 36 (To ID any magical auras)
Stealth: 68 = 53 + 20 Moving Invisible - 5 for stealth at greater than half speed + Hide in Plain Sight + Misdirection + Pass Without Trace
Flying 25ft off the ground and 100ft ahead of the rest of the party (Tink has a +26 Fly skill)


Zane (JCC) AC 31, CMB 16, CMD 32, HP 225(+52 temp)/166, Character 
Wednesday November 11th, 2015 9:44:45 PM

Zane waits for the others and when they are ready, he moves forward with them....

Spells in effect:
Heroes Feast
Mage Armor
Shield
Enlarge Person
Heroism
Energy Resistance : Fire

Sesha [AC 33 /2o To/25 Fl] | HP 120/93 | CMD 17][Cat's Grace, True Seeing, Divine Favor, R E: Fire]  d20+24=33 ; d100=39 ;
Wednesday November 11th, 2015 11:09:00 PM

As they move in closer, Sesha offers up Enlarge Person or Reduce person to anyone in need.

Full Round: Enlarge/Reduce

If not - Move with everyone else.

Joy: Moves forward on pace with the others.

Garret Goodbarrel [AC:37/33/31 +4 vs AOO HP:138/124 Ki:15/15 CMD: 33 SR: 23]  d20+21=29 ;
Thursday November 12th, 2015 9:06:55 AM

Garret continues the long trek with the others and looks back at the rafts longingly (perception: 29). He mumbles, "Why did we leave the rafts, again?"

Bosk AC: (34/17/30) 33/16/29 CMD: (34) 32 hp 178(sprit brew)/108 Spells 
Thursday November 12th, 2015 1:10:47 PM



Bosk continues, his dexterity increasing as he

Actions
-- -- -- -- -- -- -- -- -- -- -- -- -- -- -
Drink potion of cat's grace
Keep moving forward as was as he can

Active Spells and Abilities
-- -- -- -- -- -- -- -- -- -- -- -- -- -- --
Bosk huge sized (15ft reach) and has dark vision and blind fighting
Current modifiers to AC: +1-1=0 (additional +1 if flying) Atk:+2 (+5 BS) Dmg:+3 (BS) Ref:+1 Dex:+0 Str:+2 Will:+1
Fire Resistance +20, Electrical Resistance +5 concealment 20% chance to miss Bosk

Highlight to display spoiler: {Blur - concealment (20% miss chance) (Tink's Garment)
Fly - Fly 40ft (Tink's Garment)
Air Mastery (while in air all opponents get -1 to hit/ damage) (Tink's Garment)
Heroes Feast: - [CL12] 12hrs +1 attack, +1 will, +4 vs fear (Sesha)

Greater Magic Weapon - [CL 13]: +3 attack/+3 damage on Bastard Sword
Telekinesis - On Tink, Restlin, Sesha, Bosk, Beri and Zane. Dur 5.3hrs (cast within Coven circle by Tink)
Haste – Cast by Zane – 7 rounds.
Fire resistance
Cat's Grace
Enlarge person

Deathwatch [i]- [CL 1] Permanent - Know creature status: dead, fragile, fighting off death, healthy, undead, or neither (ie construct).

Darkvision 60' - [CL 8] 8hrs
Chill Touch - [CL9] (9 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) 2 uses left[i]
Dark Walk [i]- (SU) 2 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, See Invisibility, Divination, Dimension door, True Seeing
Level 0: Read Magic, Detect Magic, Chill Touch, Detect Poison
Level 1: Elf Vision, Protection From Chaos/Evil/Good/Law, Detect Chaos/Evil/Good/Law, Comprehend Language, Sanctuary
Level 2: Silence, Restoration Lesser, Nemesis Insight, Resist Energy (fire)
Level 3: Invisibility Purge, Protection From Energy (fire), Magic Circle against Chaos/Evil/Good/Law
Level 4: *Greater Magic Weapon*, Spell Immunity
Level 5: Slay Living
}


Moving Closer (co-DM SteveK) 
Thursday November 12th, 2015 6:58:39 PM

Beri morbidly predicts yet another fight where the Iron Adventurers will blindly move forward until attacked. He follows Bosk as an air elemental, and Beri's eels follow him.

Restlin disagrees with the druid, intent on getting his defenses up and finally stops a bare 50 feet from the more solid ground .

Katinka renews her Invisibility and wonders at the lizardfolk's true intent... are they defending the mysterious invaders, or are they only defending their homes?

Bosk holding Sesha, Zane with Garrett on his back, also move directly forward at the flying pace of Restlin (60 feet per round) This way, it is another 36 seconds (6 more rounds) before the group is within 50 feet of the more solid land.

Zane (who is swimming) can tell the water here is slightly shallower, only about two feet deep.

As the heroes have come closer and closer still, more half-sunken ruins and overgrown pillars match the trees and other boulders that emerge from the watery swamp. They see that the final 50 feet to the more solid-looking land is (mostly) cleared of trees, boulders, and ruins.

Perception DC 25 (DC 20 for Katinka) Highlight to display spoiler: { The sharp-eyed heroes can count 20 lizardfolk along the wall, holding heavy javelins or flasks of some liquid or another. Further up the solid land, the temple doors appear open.}

Perception DC 35 (DC 30 for Katinka) Highlight to display spoiler: { there is movement in a couple of the lean-tos, as if there are more figures hidden in the murky depths.}

Sense Motive DC 34 (DC 25 for Katinka)Highlight to display spoiler: { a couple of the lizardfolk look apprehensive at the lean-tos nearest them. }

Map emailed to everyone.

Zane (JCC) AC 31, CMB 16, CMD 32, HP 225(+52 temp)/166, Character  d20+17=31 ;
Thursday November 12th, 2015 8:39:32 PM

Zane shrugs his shoulders enough to ditch Garret, "Sorry buddy, we're close enough, it's not that deep, matter of fact, soon I'll lose the depth to swim further, I just hope the bottom is solid enough...."
Zane takes and casts another spell. He becomes light enough to fly. Zane moves up to the surface of the water (5 ' fly straight up) then flys 50' towards the camp, as he does so, he draws his kama, adding the magic bonus to his AC)
Being a Huge Minotaur, there is really no point in trying to be subtle.

Spells in effect:
Heroes Feast
Mage Armor
Shield 8 minutes left
Enlarge Person 8 minutes left
Heroism 89 minutes left
Energy Resistance : Fire
Fly 9 minutes left

Zane has

Total AC is as listed AC 31

Movements:
Land based 45'
Swim 120'
Fly 60'

DR electric 10
Dark vision
Evasion
Arcane Strike
Combat reflexes
15' reach
Blind fight
Blindsense

Restlin (Carl) -- AC: +18/+15/+14 CMD: +14 HP: 116/119 - 14 Temp HP (Spells) Luck Points: 12/12  d20+25=36 ; d20+25=28 ;
Thursday November 12th, 2015 9:24:59 PM

Perception1: Autopass
Perception2: 36 - pass
Sense Motive: 28 - fail

Restlin sees the temple doors open and has a brilliant idea.

"Guys, look! The temple doors are open. We teleport over there, get in the temple, and I cast wall of force to keep the lizards out." He keeps his voice down, not wanting to tip off the lizards.

"Then we can use stone shape to seal the entrance if we need to. Those are homes over there. There are probably children. I'm done talking, but that doesn't mean we need to slaughter wrong headed but not evil lizards."

Beriothian -- AC:17/11/22 HP: 152/152 CMD = 19  d20+24=32 ; d20+8=23 ;
Thursday November 12th, 2015 9:48:02 PM

These aren't kids homes... this is an ambush plain and simple. All those shacks hold are more people who want to kill us. I can cast a wall of stone to add to our defense, block a few more people out.

Sesha [AC 33 /2o To/25 Fl] | HP 120/93 | CMD 17][Cat's Grace, True Seeing, Divine Favor, R E: Fire] 
Thursday November 12th, 2015 10:07:15 PM


Sesha shrugs.

"Shadow Walk is really inaccurate Restlin. I'm talking hundreds of feet off target when we step back out of the shadows. It could split us up too much. If you want to beeline for the temple doors, I'll follow you there, but we run the risk of temple guardians on one side and lizard wizards on the other, and they can probably just attempt to dispel our walls."

RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 133/134* -- Perm Arcane Sight, Darkvision, See Invisibility  d20+31=47 ; d20+22=28 ; d20+41=60 ;
Friday November 13th, 2015 4:54:12 AM

Perception check vs DC30: 47 = Pass
Sense Motive check vs DC25: 28 = Pass


Tink continues her stealthy approach. She picks a spot above the lizardmen ranks and flies straight at it.

"They're looking uneasily towards the lean-tos. Could be they're protecting something, or could be they're scared of something under the lean-tos. Be alert" she relays over the telepathic link "Either way, I think there is something under them".

Fly to Q30
Keeping a close eye on the lean-to at K27 as she passes it by - and then looking back at it


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

Perception: 47 + Arcane Sight + DarkVision + See Invisibility + Detect Scrying + Spellcraft 36 (To ID any magical auras)
Stealth: 75 = 60 + 20 Moving Invisible - 5 for stealth at greater than half speed + Hide in Plain Sight + Misdirection + Pass Without Trace
Flying 25ft off the ground (Tink has a +26 Fly skill)


Garret Goodbarrel [AC:37/33/31 +4 vs AOO HP:138/124 Ki:15/15 CMD: 33 SR: 23] 
Friday November 13th, 2015 8:24:03 AM

Garret climbs off Zane's back and stands bravely in the water...water that is above his waist. He slowly trudges towards as the others discuss the merits of jumping to the temple. He says, "I can jump to the temple, too, and I like the idea of the wall of force behind us. But if they dispel it...

Bosk AC: (34/17/30) 33/16/29 CMD: (34) 32 hp 178(sprit brew)/108 Spells  d20+19=27 ;
Friday November 13th, 2015 2:56:18 PM

Unsure what to do and perplexed by the creatures actions Bosk makes one final attempt at a peaceful resolution to the situation thinking perhaps the lizardfolk do not speak the common tongue and were unable to understand Restlin. Activating his pearl of power the cleric recalls his comprehend languages spell and casts it on himself before moving forward with his hands held straight in the air as a sign of peace while he flies forward another 40ft while calling out, We come in peace. Our magical messenger was not able to relay your response to us, and it just occurred to me that perhaps you do not speak our native tongue. We mean you no harm. We are personal friends of the five Crones of Gateway Downs to whom this temple was dedicated and have need to show our respects here and look around this area. We will then be on our way, leaving you in peace.

Active Spells and Abilities
-- -- -- -- -- -- -- -- -- -- -- -- -- -- --
Bosk huge sized (15ft reach) and has dark vision and blind fighting
Current modifiers to AC: +1-1=0 (additional +1 if flying) Atk:+2 (+5 BS) Dmg:+3 (BS) Ref:+1 Dex:+0 Str:+2 Will:+1
Fire Resistance +20, Electrical Resistance +5 concealment 20% chance to miss Bosk
Comprehend Languages

Highlight to display spoiler: {Blur - concealment (20% miss chance) (Tink's Garment)
Fly - Fly 40ft (Tink's Garment)
Air Mastery (while in air all opponents get -1 to hit/ damage) (Tink's Garment)
Heroes Feast: - [CL12] 12hrs +1 attack, +1 will, +4 vs fear (Sesha)

Greater Magic Weapon - [CL 13]: +3 attack/+3 damage on Bastard Sword
Telekinesis - On Tink, Restlin, Sesha, Bosk, Beri and Zane. Dur 5.3hrs (cast within Coven circle by Tink)
Haste – Cast by Zane – 7 rounds.
Fire resistance
Cat's Grace
Enlarge person

Deathwatch [i]- [CL 1] Permanent - Know creature status: dead, fragile, fighting off death, healthy, undead, or neither (ie construct).

Darkvision 60' - [CL 8] 8hrs
Chill Touch - [CL9] (9 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) 2 uses left[i]
Dark Walk [i]- (SU) 2 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, See Invisibility, Divination, Dimension door, True Seeing
Level 0: Read Magic, Detect Magic, Chill Touch, Detect Poison
Level 1: Elf Vision, Protection From Chaos/Evil/Good/Law, Detect Chaos/Evil/Good/Law, Comprehend Language, Sanctuary
Level 2: Silence, Restoration Lesser, Nemesis Insight, Resist Energy (fire)
Level 3: Invisibility Purge, Protection From Energy (fire), Magic Circle against Chaos/Evil/Good/Law
Level 4: *Greater Magic Weapon*, Spell Immunity
Level 5: Slay Living
}


Beriothian -- AC:17/11/22 HP: 152/152 CMD = 19 
Friday November 13th, 2015 4:33:06 PM

Well, I have no problem with attacking first, but I'm not about to do that at the same time that we are repeating our announcement that we come in peace... let's hope word of our previous victory has spread and that they choose going home to their families in peace tonight above being food for the crocodiles.

RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 133/134* -- Perm Arcane Sight, Darkvision, See Invisibility 
Saturday November 14th, 2015 1:07:06 AM

From her new position, Tink will keep an eye out on the lizard-people. Are they all dressed equally? Does any look bigger than another? Are any unarmed? Does any look to be in charge?

Come See the Violence Inherit in the System! (co-DM SteveK)  d20+15=32 ; d20+15=23 ; d20+15=24 ; d20+15=28 ; d20+15=16 ; d20+15=32 ; d20+15=21 ; d20+15=20 ; d20+15=21 ; d20+15=21 ; d20+15=17 ; d20+15=34 ; d8=8 ; d8=2 ; d6=3 ; d6=5 ; d6=4 ; d6=1 ; d6=4 ; d6=5 ; d6=3 ; d6=4 ; d6=5 ; d6=6 ; d6=5 ; d6=5 ; 5d4+5=17 ; 5d4+5=17 ; 5d4+5=20 ; 5d4+5=19 ; 5d4+5=18 ; d20+15=20 ; d20+15=34 ; d20+15=24 ; 4d6=10 ; 4d6=17 ; 4d6=16 ;
Saturday November 14th, 2015 9:30:19 AM

ooc: Iron Adventurers, my apologies. This week, I have been trying to find a way to do maps on my work computer, email them to my personal email, then adjust and load onto google docs for you. This would be the only way I have time to make a map for our combats, but even this is too arduous. So, the following battle will be without a map. Gonna be exciting!
....................

Zane shrugs his shoulders enough to ditch Garret, casts Fly, and moves to within 10 feet of the line of lizardfolk. Being a Huge Minotaur, there is really no point in trying to be subtle.

Restlin stays 50 feet away and sees the temple doors open and has a brilliant idea.

Sesha keeps her station 50 feet away, unwilling to use the highly inaccurate Shadow Walk to get to the open doors of the Temple.

Garret climbs off Zane's back 50 feet away and stands bravely in two feet of water. This is seriously going to hamper the halflings movements! (1/4 move rate until in one foot of water). He mentions he can dim door to the temple if needs be.

Bosk moves forward to only 10 feet away and, ensuring he can understand any response, calls out the Iron Adventurer's peaceful intentions.

Beri stays 50 feet away (and so do his eels) hopes the previous victory has the lizardfolk in a peaceful frame of mind.

Katinka moves still closer until she is hovering 25 feet over the line of lizardfolk, none seem to notice her presence. None appear to be the leader and are all the same size. Most are wearing chainmail, carrying javelins and holding a clay pot in one hand, while five (interspersed along the line_ are not wearing any armor but also have a clay pot in one hand.
.................

With two Huge minotaurs only 10 feet away from the wall and line of lizardfolk, something finally happens, but it is not initiated from the wall. As Katinka suspects, five figures burst from each of the curtained lean-tos on either flank. THEY are larger than the average lizardfolk, in breastplates, shields, and swords. One from the left lean-to even has a crudely made golden crown on his head and a wild look in his eye. One from the right is even stranger; no armor, but the head of a brightly ringed snake!

"NOW!" shouts the one with the crown, "Kill the trespassers of our sacred home!"

The serpent-headed one is calmer. "Aim for the armored one firsssst!", he hisses in calm detachment.

There are twelve lizardfolk in throwing distance of Zane and Bosk, and each rise up and throw the clay pot! (Both Heroes can AOO the four closest lizardfolk, being huge and 10 feet away, up to the maximum number of available AOOs) Ignoring the serpent-head, Six aim for Bosk and six for Zane! It is difficult for the lizardfolk not to touch the minotaurs, and five strike each hero. Even the two misses only miss center of mass (and, in any direction of a Huge creature, still hits!)
Bosk takes 3, 5, 4, 1, 4, 5 damage and is on fire minus any resistance
Zane takes 3, 4, 5, 6, 5, 5 damage and is on fire minus any resistance

The five unarmored lizardfolk have a different attack method. Pulling a wand, they follow the directions of the serpent head and aim for Bosk. Magic missles erupt, five from each wand, and all unerringly strike Bosk!
Bosk takes 17, 17, 20, 19, 18 = 91 damage!

The King, Serpent, and Guards are too far away to do more than get halfway to Zane and Bosk and ready weapons.

The serpent, however, doesn't have any weapons at hand. Instead, it raises its hands and casts a spell! Bosk is struck with 3 Scorching Rays!
Bosk takes 10, 17, 16 fire damage

THE BATTLE HAS BEGUN!!!

RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 133/134* -- Perm Arcane Sight, Darkvision, See Invisibility  d20+31=37 ;
Saturday November 14th, 2015 10:20:32 AM

Tink had originally planned to reverse the gravity in the area and send some lizards into the air, but it looks like these ones are all equipped for ranged combat. That changes things.

She instead starts casting a summoning spell to bring in some reinforcements

Cast Summon Monster VII

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

Perception: 37 + Arcane Sight + DarkVision + See Invisibility + Detect Scrying + Spellcraft 36 (To ID any magical auras)
Stealth: Stationary Invisible + Misdirection + Pass Without Trace
Flying 25ft off the ground (Tink has a +26 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 10.67hrs.
Invisibility - From Ring. Dur 1min.
Mage Armor - Dur 26hrs (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 26hrs
Pass Without Trace - No footprints or scent - Dur 24hrs (Cast by Beri using Tink's Pearl of Power + Metamagic Rod)
Protection from Arrows - Dr10/Magic vs Ranged. Protects up to 100pts damage - Dur 24hrs
See Invisibility - See Invisible or Etheral objects. Permanent.
Telepathic Bond - On Tink, Restlin, Sesha, Bosk, Beri and Zane. Dur 5.3hrs (cast within Coven circle)
Water Breathing - From Tishes Weave Elements (Water). Dur 10.67hrs.

------------------
Greater Magic Weapon - On Garret's fists. +4 bonus to attack and damage rolls. Dur 16hrs. (cast within Coven circle)
Mage Armor - Dur 26hrs (Extended) - On Zane
Tishe's Weave Elements - Dur 10.67hrs - Restlin a 'Water' version, Zane a 'Water' version, Bosk a 'Fire' version, Beri an 'Air' version

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

Sesha [AC 33 /2o To/25 Fl] | HP 117/93 | CMD 17][Cat's Grace, True Seeing, Divine Favor, R E: Fire]  d8=5 ; d8=4 ; d20+24=40 ; d100=40 ; d4=3 ;
Saturday November 14th, 2015 2:23:00 PM

"Joy! Help Bosk! Don't worry about fighting for now, just stick to his side!"

The ghostly cleric obeys, and flies towards Bosk. She gathers holy power for a spell, and heals a small amount of Bosks wounds, mending the damage done by the magic missiles. (Bosk, heal 11)

Sesha is content to maintain her distance for now. She gathers the magic necessary for her Spectral Hand spell, ready to aid from a distance as necessary.

Joy..

Move: To Bosk
Standard: Cure Moderate Wounds for 11.

Sesha..

Move: Bend Leylines: Result 40 = Success
Standard: Spectral Hand, Leycheck 58 = Success


Restlin (Carl) -- AC: +19/+16/+15 CMD: +15 HP: 116/119 - 14 Temp HP (Spells) Luck Points: 12/12  10d6=29 ; d20+11=14 ; d20=15 ;
Saturday November 14th, 2015 4:03:49 PM

"No Restlin, let's walk up to them and see what happens. That's a fantastic idea. Sure glad we didn't do something they didn't expect."

Restlin reaches back & with a fluid motion grabs the new found quicken rod from his quiver. "Someday you people are going to learn to not be so predictable. Or maybe you won't. Who knows..."

Gripping the rod, he slams it into the palm of his hand, sending out a shockwave that seems to energize him and his companions.

OOC: Haste, 11 rounds

"I know, Shiny. I know I'm being angry," he telepathically tells his favorite sword. "Make me smart and maybe I'll know better."

OOC: Fox's cunning, 4 minutes

His heightened intellect makes him aware of how to deal with his anger: by burning those stupid lizards with it. He takes out a trusty guano ball and throws is at the largest clump of lizards he can see.
***

Fireball: 29 damage, Reflex save DC 14 (darnit)

AC this round is 34/31/30

Spells in effect:

Haste - 11 rounds
Fox's cunning - 4 minutes
Mirror image - Not sure how many rounds passed, but it lasts 11 minutes total
Overland flight & mage armor - long time


Zane (JCC) AC 31, CMB 16, CMD 32, HP 225(+52 temp)/166, Character  d20+18=26 ; d20+18=38 ; d20+18=36 ; d20+18=37 ; d20+18=24 ; 3d8+9=23 ; 3d8+9=16 ; 3d8+9=31 ; 3d8+9=18 ; 3d8+9=20 ; d20+17=23 ; d20+17=35 ; d20+12=18 ; d20+17=23 ; 3d8+12=29 ; 3d8+12=28 ; 3d8+12=18 ; 3d8+12=26 ;
Saturday November 14th, 2015 6:36:16 PM

AoO's:
Attack 26 Damage 23
Attack 38 (crit check 36) Damage 16 (+31 if crit)
Attack 37 (crit check 24) Damage 18 (+20 if crit)
The fire damage just washes over Zane, which he ignores.
Zane keeps 10' between him and the lizardmen, he then unleashes a flurry of attacks on them.....

"It's gonna be one of those days I guess, nothing is easy Restlin, and you know how hard headed we all are. We refuse to do anything the easy way, but you already knew that, right?"

Flurry attacks
#1 23 Damage 29
#2 35 Damage 28
#3 18 Damage 18
Haste 23 Damage 26

Spells in effect:
Heroes Feast
Mage Armor
Shield 8 minutes left
Enlarge Person 8 minutes left
Heroism 89 minutes left
Energy Resistance : Fire
Fly 9 minutes left
Haste 11 rounds

Zane has

Total AC is as listed AC 31

Movements:
Land based 45'
Swim 120'
Fly 60'

DR electric 10
Dark vision
Evasion
Arcane Strike
Combat reflexes
15' reach
Blind fight
Blindsense


Restlin (Carl) -- AC: +19/+16/+15 CMD: +15 HP: 116/119 - 14 Temp HP (Spells) Luck Points: 12/12 
Sunday November 15th, 2015 2:23:24 PM

"I do know that Zane, and we are remarkably adept at pushing head-first into danger and living to tell about it. It would be nice to have a "we outsmarted them" story once instead of a "we kicked their butt" story.

Garret Goodbarrel [AC:37/33/31 +4 vs AOO HP:138/124 Ki:13/15 CMD: 33 SR: 23]  d20+18=31 ;
Monday November 16th, 2015 8:36:46 AM

Garret looks around at the battle and looks down at the water around him. He sees the snake-lizard guy and decides he's not going to wade through the water and miss this battle, too. He closes his eyes and calls on his monkly powers, then winks out of existence in the water. A fraction of a second later he appears directly behind the snake-lizard-casting guy. He reaches his arms around the caster and tries to hold his arms to keep him from casting again.

OOC:
Hasted
Abundant Step (move action)
Attempt to grapple (standard action): CMB: 31

Bosk AC: (37/20/33) CMD: (35) hp 98/108 Spells  d20+19=20 ; d20+19=21 ; d20+19=32 ; d20+19=32 ; 3d8+9=20 ; 3d8+9=31 ; 3d8+9=25 ; 3d8+9=19 ; 3d8+9=19 ; 4d6=8 ; 4d6=8 ; 4d6=16 ; 4d6=12 ; 2d6=8 ; d20+19=38 ; d20+19=35 ; d20+19=34 ; d20+19=31 ; d20+19=31 ; 3d8+9=23 ; 3d8+9=30 ; 3d8+9=20 ; 3d8+9=25 ; 3d8+9=30 ; 4d6=18 ; 4d6=13 ; 4d6=16 ; 4d6=16 ; d3=1 ; 4d6=14 ; d6=5 ;
Monday November 16th, 2015 1:02:21 PM

Bosk feels his rage grow as the lizards attack a group speaking peace. As the lizards cast their spells Bosk takes his AoOs against them, hoping to do as much damage as possible, using embryon's tear to add bane to his first attack.

The cleric then assesses the damage he has taken and finds that it is only thanks to his protective spells and Sesha's brew that he is still standing. Once again the cleric finds himself a living buffer soaking up damage that others might live. Resigned to his role the cleric further increases his defenses before the enemy can reach him. He quickly casts resist energy (force) on himself.

As he watches the enemy move forward and Garret appearing behind the lines Bosk uses a Hero Point to cast magic circle against evil, granting all players within 10ft of Bosk +2 AC and +2 to saves.

Actions:
----------------------------------------------------------
AoO from round 1
Attack of Opportunity 1, hit AC 23 for 31 dmg + 8 dmg bane =39 (let me know if this prevented a spell from hitting Bosk)
Attack of Opportunity 2, hit AC 22 for 25 dmg (let me know if this prevented a spell from hitting Bosk)
Attack of Opportunity 3, hit AC 33 for 19 dmg (let me know if this prevented a spell from hitting Bosk)
Attack of Opportunity 4, hit AC 33 for 19 dmg (let me know if this prevented a spell from hitting Bosk)

Cast resist energy (force)
Cast magic circle against evil with hero point

AoO if needed for round 2
Attack of Opportunity 1, hit AC 38 for 23 dmg use embryon's tear for frost atk +5 dmg (28dmg total)
Attack of Opportunity 2, hit AC 35 for 30 dmg
Attack of Opportunity 3, hit AC 34 for 20 dmg
Attack of Opportunity 4, hit AC 31 for 25 dmg
Attack of Opportunity 5, hit AC 31 for 30 dmg
If Garret or Zane is flanking with Bosk add sneak dmg (18,13,16,16, 14)


Beriothian -- AC:17/11/22 HP: 152/152 CMD = 19 
Monday November 16th, 2015 5:59:07 PM

They are advancing, poor Bosk... be that also means they are closer together so more will fall into my trap.
Beri casts Wall of Thorns over the casters, and extends it to include anyone else he can (130 cubic feet at level 13)
ooc: since we don't have a map I am trusting you to select the specifics location for me

Battle Among the Ruins (round 2) (co-DM SteveK)  d20+2=17 ; d20+2=7 ; d20+2=21 ; d20+2=15 ; d20+2=12 ; d20+2=4 ; d100=18 ; d100=72 ; d100=44 ; d100=87 ; d100=26 ; d100=61 ; d8=3 ; d100=96 ; d100=7 ; d100=19 ; d100=52 ; d100=34 ; 5d4(2+3+3+1+1)+5=15 5d4(3+3+3+4+1)+5=19 5d4(2+1+3+2+2)+5=15 d20+20=22 d20+20=38 d20+15=31 d20+10=15 d20+10=23 d20+15=29 d12+10=12
Monday November 16th, 2015 8:30:20 PM

Katinka above the line, keeps invisible, and begins an incantation just above the heads of the lizardfolk. With the rest of the battle going on, it doesn't look like any of the lizardfolk notice.

Sesha, 50 feet away, calls on Joy to speed forth and help Bosk while the Witch casts a Spectral Hand. She knows the 'hand' only can move 30 feet from her body, and so will have to move forward to have the hand effective with Joy, Zane, or Bosk.

Restlin, 50 feet away, moves his hand to collect his Quicken Rod and casts Haste on himself and his nearest companions. Restlin, Sesha, Garrett, and Beri are Hasted. With a little extra cunning from Shiny, he places a Fireball in the perfect location, burning six lizardfolk! (Three fall, deathwatch showing they are dying. Three are still on their feet but very burned.)

Zane, 10 feet from the wall, wastes one lizardfolk in front of him as they rise to throw thier clay pots (one strike harmlessly hit the wall), and then smacks the one he missed plus two more into jelly. (Zane is not hasted, since he was out of range of Restlin's spell). He stands his ground, daring the lizardfolk to come to him!

Garrett decides wading through all this water isn't his style, and he uses Abundant Step to slip through the Wold and end up behind wizard-snake guy! A quick grab, and Garrett grabs, but the snake guy slips through like he doesn't have any bones! (automatic win vs grapple)

Bosk, 10 feet from the wall, takes out two lizardfolk who rose to throw clay pots, his other two opportunities wasted against the wall. But that isn't a problem since Zane's opportunities and earlier attacks have killed or incapacitated every lizardfolk within reach. (None of the wand-wielding lizardfolk was within reach of the two Huge minotaurs). Bosk begins to cast a quickened spell, but then realizes that 'force' is NOT an energy one can protect against with that spell! The Protection form Evil does not need a Hero Point, and affects Bosk and Zane.

Beri 50 feet away, casts a Wall of Thorns as thin and long as he can to get as many of the spellcasters as he can. They are interpersed all along the wall, but that is enough to march all along the wall of boulders, putting EVERY lizardfolk on the Wall under a ten foot barrier of thorns! (4 lizard sorcerers and 11 lizardfolk warriors.

The other effect of the ten foot high wall is none of the heroes can see any of the lizardfolk or the lizard King (and guards) or the Snake Wizard (and guards) Well, except for Garrett and Katinka. And the only one that the lizards can see ... is Garrett!

All the Heroes can hear the bass roar of the Lizard King "Get out of the thicket, rally on me!" Garrett can see (and relay through Katinka to the others) that the lizardfolk push thier way through the thorns, the three burned by Restlin falling as they emerge. The others are moving along the wall towards the left and the Lizard King.

The four lizard sorcerers also push their way out with minimum damage (Damage inflicted only on Movement) but they move to the right and closer to the Serpent-Mage. Only three can see Garrett, but they all turn their wands on the halfling! (Garret takes 15, 19, and 15 damage!)

The Lizard King and his guards set up a defensive ring and wait for his folk to get to him.

The serpent Mage moves back towards the Temple and suddenly there are five of him standing there. (Mirror Image)

His guards, however, grin with fangs and forked tongues, and Garrett realizes these two lizard folk guards are also part snake! Each pull a large battle axe and hem in the little hero! Only one hits Garrett for 12 damage.

Zane (JCC) AC 33, CMB 16, CMD 32, HP 225(+52 temp)/166, Character  d20+18=25 ; 3d8+9=15 ; 2d6=7 ; 3d8+9=23 ; 2d6=8 ;
Monday November 16th, 2015 11:38:36 PM

Zane flies over towards the guards attacking Garrett, he strikes at one when he arrives.

Attack 25, damage 15 + 7 if evil.

Spells in effect:
Heroes Feast
Mage Armor
Shield 8 minutes left
Enlarge Person 8 minutes left
Heroism 89 minutes left
Energy Resistance : Fire
Fly 9 minutes left
Protection from evil

Zane has

Total AC is as listed AC 33

Movements:
Land based 45'
Swim 120'
Fly 60'

DR electric 10
Dark vision
Evasion
Arcane Strike
Combat reflexes
15' reach
Blind fight
Blindsense


RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 133/134* -- Perm Arcane Sight, Darkvision, See Invisibility  d3=3 ; d20+20=35 ; d20+20=40 ; d20+20=29 ; d20+20=27 ; d20+20=40 ; d20+20=28 ; d20+20=22 ; 2d4+22=28 ; 2d4+22=30 ; 2d4+22=28 ; 2d4+22=27 ; 2d4+22=26 ; 2d4+22=27 ; 2d6+22=27 ; d20+23=39 ; d20+23=25 ; d20+20=23 ; d20+20=35 ; d20+20=25 ; d20+20=38 ; d20+20=23 ; 2d4+22=25 ; 2d4+22=28 ; 2d4+22=28 ; 2d4+22=26 ; 2d6+22=34 ; d20+23=35 ; d20+23=30 ; d20+20=30 ; d20+20=36 ; d20+20=28 ; d20+20=27 ; d20+20=29 ; 2d4+22=27 ; 2d4+22=25 ; 2d4+22=28 ; 2d4+22=24 ; 2d6+22=27 ; d20+23=33 ; d20+23=25 ; d20+18=26 ; d6+4=5 ; d20+41=50 ;
Tuesday November 17th, 2015 12:42:08 AM

Tink completes her summoning spell and brings forth - d3=3 celestial dire tigers! Summon Monster VII is the most powerful spell that she knows, and it does not disappoint.

CT1 is summoned so as to have a clear line of sight to the Lizard King
CT2 is summoned so as to have a clear line of sight to the Serpent Mage
CT3 is summoned so as to have a clear line of sight to one of the sorcerors.

In attacking each target to the best of its ability, each celestial dire tiger takes a swift action to activate its smite evil ability and then pounces with gusto.

With her pack of tigers on the prowl, Tink then does what she can to help by casting Black Tentacles.

Unfortunately such a spell means that Tink loses her invisibility. She promptly looks for a shady spot and moves towards it to blend in with the shadows.

------------------------------------------------------
Celestial Dire Tiger #1
Swift Action - Activate Smite ability
Full Action - Charge with pounce, rake & grab
Claw #1 - Hit AC35 for 28pts
Claw #2 - Hit AC40 (Crit on AC29) for 30pts or 58pts if crit confirmed
Rake - Claw #1 - Hit AC27 for 27pts
Rake - Claw #2 - Hit AC40 (Crit on AC28) for 26pts or 53pts if crit confirmed
Bite #1 - Hit AC22 for 27pts
Free Grab Attempts: CMB39 and CMB25

Celestial Dire Tiger #2
Swift Action - Activate Smite ability
Full Action - Charge with pounce, rake & grab
Claw #1 - Hit AC23 for 25pts
Claw #2 - Hit AC35 for 28pts
Rake - Claw #1 - Hit AC25 for 28pts
Rake - Claw #2 - Hit AC38 for 26pts
Bite #1 - Hit AC23 for 34pts
Free Grab Attempts: CMB35 and CMB30
Note: Although the Serpent Mage has cast Mirror Image, the Celestial Dire Tiger has scent. Once it gets within 5ft scent "pinpoints the source's location" so DM call as to whether this negates the Mirror Image or not.

Celestial Dire Tiger #3
Swift Action - Activate Smite ability
Full Action - Charge with pounce, rake & grab
Claw #1 - Hit AC30 for 27pts
Claw #2 - Hit AC36 for 25pts
Rake - Claw #1 - Hit AC28 for 28pts
Rake - Claw #2 - Hit AC37 for 24pts
Bite #1 - Hit AC29 for 27pts
Free Grab Attempts: CMB33 and CMB25

Tink
Black Tentacles - where the DM deems it to be most effective. 20ft radius spread. CMB to grapple: 26. Anyone grappled takes 5pts damage. DC to escape: 28
Move and Stealth: 45 = 50 - 5 for stealth at greater than half speed + Hide in Plain Sight + Misdirection + Pass Without Trace
Flying 25ft off the ground (Tink has a +26 Fly skill)

Celestial Dire Tigers - 105HP - AC15 - DR10/Evil - Resist Cold/Acid/Electric 15 - SR14 - Darkvision, Scent, Lowlight Vision

Restlin (Carl) -- AC: +19/+16/+15 CMD: +15 HP: 119/119 +14 Tmp HP (Spells) Luck Points: 12/12  10d6=36 ; d20+17=31 ; d20=19 ;
Tuesday November 17th, 2015 8:18:43 AM

The many Restlins fly up and over the fight, hoping to get a better vantage point. Seeing Garret on his own, he can't help but chuckle as all those stupid lizards miss the little halfling, except the one who doesn't...and those missiles. He decides to help & chucks a selective fireball in the middle of the melee.

***

Selective Fireball (doesn't hurt Garret, or any other friendlies for that matter): 36 damage, Reflex save DC 31

AC this round is 38/35/34

Spells in effect:

Haste - 10 rounds
Fox's cunning - 4 minutes -1 round
Mirror image - Not sure how many rounds passed, but it lasts 11 minutes total
Overland flight & mage armor - long time

Garret Goodbarrel [AC:37/33/31 +4 vs AOO HP:77/124 Ki:13/15 CMD: 33 SR: 23]  d20+21=23 ; 2d8+3=13 ; 2d8=11 ; d20+33=42 ; d20+21=36 ; 4d8+3=28 ; d20+18=26 ;
Tuesday November 17th, 2015 9:13:57 AM

Garrets looks at his hands as the slippery snake slithers surely and simply away. As the snake-thing twists and turns, Garret kicks out at it. As it slips away, he feels the blasts of the wands slamming into him. He cries out in pain as the other guards show up and swing their axes. He steps to the side of one of them, but the other hits him hard, drawing blood.

He smiles as the massive Zane shows up and starts slamming into the lizards. He waves to Tink when the tigers appear all around and the massive fireball explodes around him. Then he moves past the lizards, following the snake mage, rolling and diving and attempting again to stun the beast.

OOC:
Auto escape a grapple? Wow, I never heard of that one.

AOO on snake guy: Hit AC 23, 24 damage, if hit, DC 23 or staggered 1d6+1 rounds.

Acrobatics to avoid any AOOs to get to snake mage guy: 42

Attack on snake guy: Hit AC 36, Damage: 28, Attempt at stunning fist, DC 23 or staggered 1d6+1 rounds.

And if the snake mage moves again and asks for another AOO, this time Garret will use the Stand Still feat to attempt to stop him from moving (CMB roll: 26).

In effect: Haste

Sesha [AC 33 /2o To/25 Fl] | HP 117/93 | CMD 17][Cat's Grace, True Seeing, Divine Favor, R E: Fire]  d6=4 ; d6=5 ; d20+24=31 ; d100=24 ;
Tuesday November 17th, 2015 1:30:31 PM


"Stay with the minotaurs!", Sesha calls to Joy. The ghostly cleric nods and moves forward more, just enough to bring the huge allies within 30ft. She channels energy, healing each for 11 hp. (She has selective channeling, no foes are affected.)

Sesha darts forward, covering the 50ft south to reach the wall, then scoots towards the nearest opening, so she is able to go around the corner and into the middle of everything on her next turn. (Unless there is no opening, then she just moves up to the wall and casts deathwatch.

Joy's Channel: 11

Seshas move: Up to 60ft. 120ft if it gets her to a wall opening.
Sesha Action: Double move / cast deathwatch if there isn't an opening she can see on the north wall.

Bosk AC: (37/20/33) CMD: (35) hp 108/108 Spells  d20+19=27 ; 3d8+9=22 ; 4d6=13 ; 2d6=7 ; d20+19=38 ; d20+19=31 ; d20+19=29 ; d20+19=33 ; d20+19=22 ; d20+19=38 ; d20+19=36 ; 3d8+9=30 ; 3d8+9=18 ; 3d8+9=30 ; 3d8+9=27 ; 3d8+9=20 ; 3d8+9=23 ; 3d8+9=21 ; 4d6=11 ; 4d6=18 ; 4d6=14 ; 4d6=14 ; 4d6=17 ;
Tuesday November 17th, 2015 6:41:04 PM

Seeing the wall spring forth in front of him Bosk does the only thing he can do. He goes up and over the wall (no problem with his height) and towards where he last saw the enemies gathering. (With Bosk's AC the thorn's should not be a problem,) He moves as close as he can so that as many magic using enemies as possible are within his 15ft reach without being in their physical reach. He then attacks the closest of the wand wielders.

Actions
-------------------------
He moves as close as he can so that as many magic using enemies as possible are within his 15ft reach without being in their physical reach.
Atk magic missile wand user, Hit AC 29 for 29dmg (52dmg if flanking)

AoO in applicable (15ft reach, blind fighting, dark vision, and cannot be flanked himself)
AoO 1 Hit AC 38 (confirm crit 31) for 30dmg (48 if crit)
AoO 2 Hit AC 39 for 30 dmg
AoO 3 Hit AC 33 for 27 dmg
AoO 4 Hit AC 22 for 20 dmg
AoO 5 Hit AC 38 (confirm ctrit 36) for 23 dmg (5f in crit)
if Bosk can flank or get sneak dmg add the following damage (11,18,14,14,17)

[b]Active Spells and Abilities

-- -- -- -- -- -- -- -- -- -- -- -- -- -- --
Bosk huge sized (15ft reach) and has dark vision and blind fighting
Current modifiers to AC: +1-1=0 (additional +1 if flying) Atk:+2 (+5 BS) Dmg:+3 (BS) Ref:+1 Dex:+0 Str:+2 Will:+1
Fire Resistance +20, Electrical Resistance +5 concealment 20% chance to miss Bosk
Comprehend Languages

Highlight to display spoiler: {Blur - concealment (20% miss chance) (Tink's Garment)
Fly - Fly 40ft (Tink's Garment)
Air Mastery (while in air all opponents get -1 to hit/ damage) (Tink's Garment)
Heroes Feast: - [CL12] 12hrs +1 attack, +1 will, +4 vs fear (Sesha)

Greater Magic Weapon - [CL 13]: +3 attack/+3 damage on Bastard Sword
Telekinesis - On Tink, Restlin, Sesha, Bosk, Beri and Zane. Dur 5.3hrs (cast within Coven circle by Tink)
Haste – Cast by Zane – 7 rounds.
Fire resistance
Cat's Grace
Enlarge person

Deathwatch [i]- [CL 1] Permanent - Know creature status: dead, fragile, fighting off death, healthy, undead, or neither (ie construct).

Darkvision 60' - [CL 8] 8hrs
Chill Touch - [CL9] (9 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) 2 uses left[i]
Dark Walk [i]- (SU) 2 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, See Invisibility, Divination, Dimension door, True Seeing
Level 0: Read Magic, Detect Magic, Chill Touch, Detect Poison
Level 1: Elf Vision, Protection From Chaos/Evil/Good/Law, Detect Chaos/Evil/Good/Law, *Comprehend Language*, Sanctuary
Level 2: Silence, Restoration Lesser, Nemesis Insight, Resist Energy (fire)
Level 3: Invisibility Purge, *Protection From Energy (fire)*, *Magic Circle against Evil*
Level 4: *Greater Magic Weapon*, Spell Immunity
Level 5: Slay Living
}


Battle Among the Ruins (round 3) (co-DM SteveK)  d100=35 ; d8=2 ; d100=49 ; d100=6 ; d20+2=13 ; d20+2=15 ; d20+2=17 ; d20+2=18 ; d20+2=19 ; d20+2=7 ; d20+2=15 ; d20+2=10 ; d20+6=25 ; d20+6=9 ; d20+6=12 ; d8=2 ; d100=73 ; d20+6=8 ; d6=5 ; d20+20=24 ; d20+20=38 ; d20+15=21 ; d20+10=14 ; d20+20=28 ; d20+20=32 ; d20+15=22 ; d20+10=15 ; d12+10=16 ; d12+10=12 ; d12+10=20 ; d12+10=12 ; d12+10=12 ; d12+10=22 ; d20+15=35 ; d20+15=20 ;
Tuesday November 17th, 2015 8:20:16 PM

Zane has no problem flying over the hedge set up by Beri. Having to get 10 feet up, none of the lizardfolk are able to strike him as he flies over their heads and strikes out at one of the Monitors, missing!
Zane is on the left side of the battle, 10 feet south of the wall and 10 feet in the air.

Katinka does some creative placing with her summoned Dire Tigers, and they spring off in different directions!
- Dire Tiger 1 leaps at the LizardKing but a Monitor interposes itself, and pays with its life!
- Dire Tiger 2 leaps at SnakeMage but only succeeds in striking twice and only popping 2 of the mages Images!
- Dire Tiger 3 sees a group of three lizardfolk in close proximity and leaps at a lizardfolk Warrior, tearing it to itty bitty little pieces!

Katinka herself stays over the Wall and 25 feet in the air, doesn't want to Black Tentacle any of her Tigers or Garrett, and so chooses a likely group of lizardfolk that includes six warriors and two of the wand-wielding lizardfolk mages. All are locked in the dark embrace!

Restlin flies until he is 10 feet high and over the Wall of Thorns. He casts a special fireball at the two Monitors fighting Garrett

Garrett misses the SnakeMage as it disengages, but the bouncy halfling doesn't let up, smacking the Mage hard and NOT hitting an Image, and Stuns the Mage! Garrett notices that the 'firm' ground here isn't all that firm, it is muddy, muddy, muddy! And it keeps Garret fighting difficult terrain (1/2 speed)

Sesha has Joy stay with the minotaurs and is able to heal Bosk a little more.

Sesha herself has to slog through the water (1/2 speed) but hustling over, she can get to the drier ground and stand in front of the Wall of Thorns. Beri has been thourough, and there is no opening to get to the battle! Sesha notices that the 'firm' ground here isn't all that firm, it is muddy, muddy, muddy! And it keeps Garret fighting difficult terrain (1/2 speed)

Bosk can fly, but chooses to wade through the Wall of Thorns. It is unnecessary but impressive as the Huge Minotaur strides through the thorns without a scratch, leans over and kills a wand-wileding lizardfolk!
..............

There are no wand-wielding lizardfolk left; three dead and two in Katinka's Black Tentacles.

There don't seem to be any lizardfolk with weapons in their hands anymore either. There happen to be two near one Dire Tiger that drop their weapons and manage to flee, and two more who withdraw from Bosk (no AOO). The rest of the lizardfolk warriors are dropping weapons and backing into any convienent location that is away from Heroes, Tigers, LizardKing or SnakeMage.

The 2 Large Monitors, slightly burned, turn to pursue the SnakeMage to guard him. (Zane gets an AOO on both Monitors). They repeatedly slam thier axes into the Dire Tiger until it dissapates!

The LizardKing roars, but there is little he and his three Monitors can do other than turn the second Dire Tiger into kitty-kebabs.

The SnakeMage blurrily looks at Garrett. Well, the three SnakeMages flanked by his two Monitors. "You are too late, ssssoftssskinsss, we have our portal, we have our ally, and sssoon, we will have all of the Wold!"

The SnakeMage defensively casts a spell, and a dark beam of a Disintegration Ray misses Garrett!

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

Lizard Warriors AC 21 all Dead or no longer combatants
Lizard Mages AC 21 all Dead or incapacitated
2 Monitor AC 26 Dam 36, 36
SnakeMage AC 30 Dam 28 + Staggered 6 rounds
3 Monitor AC 26
LizardKing AC 36

Zane (JCC) AC 33, CMB 16, CMD 32, HP 225(+52 temp)/166, Character  d20+18=24 ; d20+18=29 ; 3d8+9=20 ; 2d6=7 ; d20+16=22 ; d20+16=30 ; d20+11=19 ; 3d8+9=25 ; 2d6=9 ; d20+18=29 ; 3d8+9=24 ; 2d6=6 ;
Wednesday November 18th, 2015 12:01:52 AM

AoO #1 24
AoO #2 29 Damage 20 + 7 holy

Zane attacks with a flurry on the ones under him, he'll move if needed. (rolling flurry, and rolling single attack if needed to move more than 5 feet.)

If Zane needs to move after them, he'll move above them so he'll get AoO's if they run off again.

Flurry #1 22
Flurry #2 30 Damage 25 + 9 holy
Flurry # 3 19

Or Attack 29 damage 24 + 6 holy



RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 133/134* -- Perm Arcane Sight, Darkvision, See Invisibility  d20+20=25 ; d20+20=32 ; d20+20=37 ; d20+20=33 ; d20+20=25 ; d20+23=42 ; 2d4+8=16 ; 2d4+8=12 ; 2d4+8=11 ; d20+23=37 ; d6+4=9 ;
Wednesday November 18th, 2015 12:30:59 AM

Celestial Dire Tiger charges and pounces at the nearest Monitor, ripping into him. Tink is a little sad her other tigers were so quickly dispatched.

The Black Tentacles look to have caught a sizable group and grip on tightly.

As for Tink, she's still not happy with all the activity that is going on with the King and his Serpent friend. She casts a Stinking Cloud spell, targetting about 20ft behind them. That way she should be able to affect her targets, yet leave a clear path for the likes of Garret to approach.

----------------------
Celestial Dire Tiger #3
Full Action - Charge with pounce, rake & grab
Claw #1 - Miss AC25
Claw #2 - Hit AC32 for 16pts
Rake - Claw #1 - Hit AC37 for 12pts
Rake - Claw #2 - Hit AC33 for 11pts
Bite #1 - Miss AC25
Free Grab Attempt: CMB42!

Black Tentacles: CMB37. DC to escape: 28. All in the effect take 9pts damage

Stinking Cloud. Fort saves vs DC20 or be nauseated.

Restlin (Carl) -- AC: +19/+16/+15 CMD: +15 HP: 119/119 +14 Tmp HP (Spells) Luck Points: 13/13  d20=3 ;
Wednesday November 18th, 2015 8:35:10 AM

"Ok, getting low on spells, bad guys too spread out to make fireballs that useful. Time to help my friends." Restlin focuses on the area right behind (or above, if needed) Bosk, picks a nice spot, and summons himself there.

Placing his hand on the minotaur's back, he telepathically asks Shiny to, "make this dude stronger."

***

Standard: Dimensional step to right behind Bosk (still off the ground, though)
Free: Have Shiny cast bull's strength on him.

Spells in effect:

Haste - 9 rounds
Fox's cunning - 4 minutes -2 rounds
Mirror image - Not sure how many rounds passed, but it lasts 11 minutes total
Overland flight & mage armor - long time
Bull's strength on Bosk - 4 minutes

A/C this round is 22/19/18

Let me know how far I had to teleport, pls.

Garret Goodbarrel [AC:37/33/31 +4 vs AOO HP:77/124 Ki:13/15 CMD: 33 SR: 23]  d20+21=27 ; d20+21=36 ; d20+16=27 ; d20+16=22 ; d20+11=31 ; d20+11=15 ; d20+21=27 ; 4d8+3=23 ; 2d8+3=15 ; 2d8+3=10 ; 2d8+3=8 ; 2d8+3=16 ; 2d8+3=14 ;
Wednesday November 18th, 2015 10:07:04 AM

Garret, annoyed by the mage, turns and spins. He says, "Yes, it is too late for you!" At the last moment he thinks that his friends might like to ask this one questions later, so he ensures his blows are non-lethal as he strikes with fists and tiny knees at the different snake-creatures.

OOC:
Flurry of blows. Since he can change targets with flurry, if a hit hits an image, he'll simply move on to the next image until he gets the bugger (I hope).

Attacks Hit Ac/Dam: 27/23 - 36/15 - 27/10 - 22/8 - 31 (threat, 15 to confirm, ugh)/16 - 27/14

Bosk AC: (37/20/33) CMD: (35) hp 108/108 Spells  d20+20=40 ; d20+20=23 ; 3d8+10=24 ; 3d8+10=31 ; d20+20=32 ; d20+20=28 ; d20+15=23 ; d20+15=23 ; 2d8+10=22 ; 2d8+10=20 ; 2d8+10=14 ; 4d6=14 ; 4d6=15 ; 4d6=20 ; 4d6=20 ; 4d6=12 ;
Wednesday November 18th, 2015 6:48:38 PM

ooc: Bosk has a 10 ft reach. I wanted the enemies 10 ft from me so that they could not hit me, but a withdraw would keep them in my reach, as such I should have gotten AoOs on them. I realize this only really matters if the enemies that withdrew change their minds and re enter combat. But since I cannot predict them (and they are on my crap list for being jerks) I thought I would mention it and possibly rack up some more kills.

Bosk curses at his inability to tell who is around him (pardon the long if then post, but I cannot tell who is around me thus if/then post). Seeing the multiple attacks against Garret, an d particuarly concerned with what could have been a deadly disintegrate attack attack, Bosk tries to help him.

Actions
--------------------------
Full attack snake mage if it can somehow be managed, even with a hero point preferably flanking with Garret. If not full attack without flanking. If not full attack Monitors. If not, move to snake mage and disarm.

Full Attack:
Atk 1 - Hit AC 41 to disarm snake mage of his spell component sack.
(If that cannot be done) Hit AC 41 (43 if flanking) for 24 dmg (38 dmg if sneak damg can be applied or enemy if flanked)
Atk 1 off hand atk - Hit AC 33 (35 if flanking) for 22 dmg (36 dmg if sneak damg can be applied or enemy if flanked)
Atk 1 - natural weapon - Hit AC 28 (30 if flanking) for 20 dmg (40 dmg if sneak damg can be applied or enemy if flanked)
Atk 2 w/ bastard sword - Hit AC 24 (26 if flanking) for 31 dmg (51 dmg if sneak damg can be applied or enemy if flanked)
Atk 2 with off hand - Hit AC 24 (26 if flanking) for 14 dmg (26 dmg if sneak damg can be applied or enemy if flanked)

Active Spells and Abilities
-- -- -- -- -- -- -- -- -- -- -- -- -- -- --
Bosk huge sized (15ft reach) and has dark vision and blind fighting and bull's strength and cat's grace
Fire Resistance +20, Electrical Resistance +5 concealment 20% chance to miss Bosk
Comprehend Languages

Highlight to display spoiler: {Blur - concealment (20% miss chance) (Tink's Garment)
Fly - Fly 40ft (Tink's Garment)
Air Mastery (while in air all opponents get -1 to hit/ damage) (Tink's Garment)
Heroes Feast: - [CL12] 12hrs +1 attack, +1 will, +4 vs fear (Sesha)

Greater Magic Weapon - [CL 13]: +3 attack/+3 damage on Bastard Sword
Telekinesis - On Tink, Restlin, Sesha, Bosk, Beri and Zane. Dur 5.3hrs (cast within Coven circle by Tink)
Haste – Cast by Zane – 7 rounds.
Fire resistance
Cat's Grace
Enlarge person

Deathwatch [i]- [CL 1] Permanent - Know creature status: dead, fragile, fighting off death, healthy, undead, or neither (ie construct).

Darkvision 60' - [CL 8] 8hrs
Chill Touch - [CL9] (9 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) 2 uses left[i]
Dark Walk [i]- (SU) 2 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, See Invisibility, Divination, Dimension door, True Seeing
Level 0: Read Magic, Detect Magic, Chill Touch, Detect Poison
Level 1: Elf Vision, Protection From Chaos/Evil/Good/Law, Detect Chaos/Evil/Good/Law, *Comprehend Language*, Sanctuary
Level 2: Silence, Restoration Lesser, Nemesis Insight, Resist Energy (fire)
Level 3: Invisibility Purge, *Protection From Energy (fire)*, *Magic Circle against Evil*
Level 4: *Greater Magic Weapon*, Spell Immunity
Level 5: Slay Living
}


Beriothian -- AC:17/11/22 HP: 152/152 CMD = 19  d20+14=31 ; d20+14=21 ; d8+4=9 ; d8+4=9 ;
Wednesday November 18th, 2015 8:05:09 PM

Beri flies towards the mage that just tried to disintigrate his companion. With as much strength as he can muster he slams into the

slam 1 attack=31
slam 1 damage9
(ignore my second slam... forgot that since my post didn't go through last night I'm still at a distance)
***

0 (4)- Detect Magic, Light, Create Water, Detect Poison
1 (7)- *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 (6)- *Glibness, Sleet Storm, quench, Greater Magic Fang, wind wall, stone shape, Cure Moderate Wounds
4 (6)- *Lesser Planar Ally, dispel magic, cure serious sounds, Freedom of Movement, Air Walk x2, Control Water
5 (5)- *Awaken, Cure Critical Wounds, Animal Growth, Control Winds, transmute mude to rock, wall of thorns
6 (3)- *Legend Lore, Wall of Stone, Antilife shell, Dispel Magic, Greater
7 (2)- *Irresistible Dance , creeping doom, Heal

stored in staff via spellstaff- Changestaff
Spells with * are Fey domain spells (and not included in spell counts)

form: air elemental

active spells
haste
Spell: Tishe's Weave Elements
Air: 1) Blur (20% miss chance); 2) Fly 60ft (Good); 3) Air Mastery (while in air all opponents get -1 to hit/ damage)

Battle Among the Ruins (round 4) (co-DM SteveK)  d100=73 ; d20+10=12 ; d20+10=16 ; d20+10=27 ; d20+14=28 ; d100=82 ; d100=33 ; d20+20=40 ; d20+20=26 ; d20+20=32 ; d20+15=16 ; d20+10=17 ; d12+10=21 ; d20+20=24 ; 15d6=62 ; d20+26=34 ; d6=5 ; d8+10=14 ;
Wednesday November 18th, 2015 8:17:47 PM

Zane is able to smack one of the Monitors as they pursue the SnakeMage. The minotaur has to follow and gets another smack into the evil guard. He is looking much worse for the wear, but still on his feet!

The Dire Tiger doesn't equate dropping weapons with 'not being an enemy'. It tears into the nearest enemy of Katinka which happens to be a lizardfolk only 10 feet away and not the Monitor 30 feet away. The lizardfolk warrior dies very messily.

Katinka, the LIzardKing and contingent having no one near them, makes them an easy target for a Stinking Cloud spell! Two of the Monitors begin retching helplessly!

Restlin dim-steps to right behind Bosk, floating 10 feet in the air. Shiny does his thing and provides some strength to Bosk (Note: Bull's Strength does NOT stack with Belt+2; Bosk only gets a=the highest bonus.)

Garrett flurries against the SnakeMage, hitting him once and popping one image.

Bosk is angry that in pushing through the wall that the enemy didn't convieniently bunch up so he could beat on more of them. Instead, they were scattered, thus forcing him to attack his primary target of a lizardfolk mage and allowing the others to safely(?) get away. Nevermind, goes through the minotaurs mind, as he Heroically flies up and over to the SnakeMage to get it within his reach but stay out of the reach of the snake-like mage and guards. With this positioning, he is able to rain down punishing blows! As with the LIzardKing, the Monitors Interpose themselves and take the damage meant for the Mage. One dies at the first swing, and the second scores the other Monitor, but the other blows miss!

(ooc: avoiding AOOs from the Monitors made Bosk unable to flank with Garrett or Zane. Because the SnakeMage is not holdling anything in his hand, Bosk can't Disarm [only works with something held in the hand]. Further, as Bosk looks, the SnakeMage doesn't have a spellpouch!)

Beri the Air Elemental easily flies the distance to the grand melee surrounding the SnakeMage and slams an interposed Monitor for some more damage.
.............

The few lizardfolk that can still be seen flee into ruined buildings or the lean-tos, only a single warrior boxed in by the Dire Tiger. Courageous and not afraid of a little pain, the lone lizrdfolk withdraws the only way he can, back through Beri's Wall of Thorns! In one step, he is out of sight of the Tiger, and in a couple more, Katinka can see the lizardfolk stumble out of the Wall to the north.

(The Dire Tiger looks around and the LIzardKing and his Monitors in the Stinking Cloud are the next closest enemy.)

The single Monitor with the SnakeMage gamely fights on against Bosk, Zane, and Garrett all at once! Since the minotaurs are fflying and deliberately staying out of arms reach, its only target is Garrett! HIs axe strikes but once. Garrett takes 21 damage

The staggered SnakeMage defensively casts a spell and Bosk is struck with a Lightning Bolt, which arcs to Zane and then Garrett! None of the other heroes are close enough for the Chain Lightning)
Bosk take 62 damage (minus grasssteel resistance) or half with Reflex DC 24
Zane take 62 damage (minus grasssteel resistance) or half with Reflex DC 22 (or none w evasion)
Garrett take 62 damage (minus grasssteel resistance) or half with Reflex DC 20 (or none w evasion)

"Missstressss!", the SnakeMage shrilly calls, "sssave me missstresss!"

The LIzardKing laughs at the mage. "Technology and cold steel is all a lizard warrior needs, not snakes or your precious Korrine!" He and his one Monitor that isn't puking his guts into the swamp charge the melee around the SnakeMage. The Monitor can't reach any of the heroes (Bosk and Zane are too high and Garrett is already surrounded by enemies). The LIzardKing, however is made of different stuff.

The LIzardKing is large and wears no armor, only a brightly feathered cloak and a necklace of teeth. In his hands is a greatclub, and as he runs, he gets larger until he is as Huge as Bosk and Zane. As soon as he is in range, he picks a target and the Greatclub slams into Zane!
Zane takes 14 damage
..............

Lizard Warriors AC 21 all Dead or no longer combatants (not Evil)
Lizard Mages AC 21 all Dead or incapacitated (not Evil)
2 Monitor AC 26 (Evil)
1 Dam Dead
2 Dam 58
SnakeMage AC 30 Dam 43 + Staggered 5 rounds (Evil)
3 Monitor AC 26 (Evil)
1 nauseated
2 nauseated
3
L2izardKing AC 36 (Evil)

Zane (JCC) AC 33, CMB 16, CMD 32, HP 211(+52 temp)/166, Character  d20+17=34 ; d20+17=35 ; d20+17=35 ; d20+12=13 ; 3d8+9=20 ; 3d8+9=14 ; 2d6=4 ; 2d6=6 ; d20+19=35 ;
Wednesday November 18th, 2015 8:31:43 PM

Zane makes his reflex save and avoids all damage with his monk like abilities.

Zane keeps swinging at the monitor better to remove one before moving on to the next.....
Flurry #1 35 Damage 20 + 4 Holy
Flurry #2 35 Damage 14 + 6 Holy
Flurry #3 13

Zane moves 5 feet and shifts to assist Bosk with Flanking making it easier for him, and any of Zane's follow up attacks will be towards the king. (with flanking the second attack would hit.)

OOC: If Zane got a AoO as the King Ran towards him......
Attack 35

Spells in effect:
Heroes Feast
Mage Armor
Shield 8 minutes left
Enlarge Person 8 minutes left
Heroism 89 minutes left
Energy Resistance : Fire
Fly 9 minutes left
Protection from evil

Zane has

Total AC is as listed AC 33

Movements:
Land based 45'
Swim 120'
Fly 60'

DR electric 10
Dark vision
Evasion
Arcane Strike
Combat reflexes
15' reach
Blind fight
Blindsense

Sesha [AC 33 /2o To/25 Fl] | HP 117/93 | CMD 17][Cat's Grace, True Seeing, Divine Favor, R E: Fire]  d8=6 ; d20+24=26 ; d100=80 ; d8=6 ; d8=6 ; d100=95 ; d8=7 ; d8=5 ; d100=21 ; d8=2 ; d8=3 ;
Wednesday November 18th, 2015 8:52:11 PM

( Eek! Early post!)

Yesterday.

Joy moves to Garret, and heals him, however lightly. (Convert Sanctuary for Cure Light Wounds.) Garret is healed for 6.

Sesha casts Blink, and moves through the wall to stop near two downed bodies. (Ley check 80, no slot expended)

Today.

Joy cures Garret again, losing Align Weapon for Cure Moderate Wounds. (15 to Garret)

Sesha considers her current situation. She looks at the unconscious lizard-men and clicks her tongue at them. With Restlin out of sight and Bosk busy, now is as good a time as any. She kneels by the lizards and lays a hand on each of them gently.

"Please be at peace in the next life. The blood magic has taken it's toll on me lately. I need your strength, friends."

Move Action: Slay - Lizard one.
Move Action: Slay - Lizard two.

Save / Slay: As a move action that provokes attacks of opportunity, the witch who touches a dead creature can Save it, bringing the creature to zero hit points if it has been dead less than 1d4 rounds. Or the witch can kill a creature that has zero or fewer hit points simply with a touch, gaining 1d4 temporary hit points for each of the creature's hit dice, stacking these with other hit points the witch has gained from Slaying others. Slaying multiple creatures allows temporary hit points to build up, but total temporary hit points cannot exceed the witch's own normal hit point maximum.

Sesha channels the power back into her own reserves, and grins as she brims with the power she's gained!

Divine Sacrifice (Divine Theme) [SU] When the witch uses his Slay ability on a target, he may immediately cast an arcane spell in the same round.

Standard Action spell 1: Cure Moderate Wounds, Garrett. (Heals 33 Hp. 100ft range with spectral hand) Ley Check 95. No slot expended.

Standard Action spell 2: Cure Moderate Wounds, Bosk. (Heals 21 Hp. 100ft range with spectral hand. Ley check 21. Slot expended.)

(DM, please tell me how many HD the lizards had, or just roll it for me. Thanks!)



RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 133/134* -- Perm Arcane Sight, Darkvision, See Invisibility  d20+20=40 ; d20+20=22 ; d20+20=39 ; d20+20=21 ; d20+20=38 ; d20+20=22 ; 2d4+8=10 ; 2d4+8=11 ; 2d4+8=13 ; d20+23=40 ; d20+13=24 ;
Wednesday November 18th, 2015 10:33:37 PM

The Celestial Dire Tiger lunges at the Lizard King!

Tink, meanwhile, prepares to counter whatever the Serpent Mage might try and cast next.

----------------------------------------
Celestial Dire Tiger #3
Full Action - Charge with pounce, rake & grab
Claw #1 - Hit AC40 (Crit not confirmed on AC22) for 10pts
Claw #2 - Hit AC39 for 11pts
Rake - Claw #1 - Miss AC21
Rake - Claw #2 - Hit AC38 for 13pts
Bite #1 - Miss AC22
Free Grab Attempt: CMB40. Unsuccessful. Grab can only be used on size large and smaller, and the Lizard King is now Huge.

Tink: Ready Action to cast Dispel Magic as a Counterspell on the Serpent Mage. Dispel check: 24. Hmm.. could be close.

Restlin (Carl) -- AC: +19/+16/+15 CMD: +15 HP: 119/119 +14 Tmp HP (Spells) Luck Points: 13/13  d20=20 ;
Thursday November 19th, 2015 9:07:14 AM

Restlin looks down, sees Bosk's belt of might, and feels stupid. He makes a mental note to save that for someone who needs it more in the future.

What Bosk needs, he decides, is a bit of luck. He slaps the minotaur on his back & yells out, "Go get'em, dude!"

***

Move: None
Standard: Bit o' luck domain power on Bosk - roll every d20 twice & select best result.

Haste - 8 rounds
Fox's cunning - 4 minutes -3 rounds
Mirror image - Not sure how many rounds passed, but it lasts 11 minutes total
Overland flight & mage armor - long time
Bull's strength on Bosk - 4 minutes -1 round

A/C this round is 39/16/15

Garret Goodbarrel [AC:37/33/31 +4 vs AOO HP:77/124 Ki:13/15 CMD: 33 SR: 23]  d20+17=29 ; d20+21=28 ; d20+21=37 ; d20+16=27 ; d20+16=20 ; d20+11=24 ; d20+21=41 ; d20+21=31 ; 4d8+3=19 ; 2d8+3=14 ; 2d8+3=11 ; 2d8+3=11 ; 2d8+3=14 ; 2d8+3=9 ; 2d8+3=14 ;
Thursday November 19th, 2015 9:42:34 AM

Garret grunts as the monitor’s axe strikes true, drawing a splash of blood from the small fighter. The mage steps and casts his lightning. Garret watches the lightning, as if it is moving in slow motion, and when it heads towards him, he quickly steps to the side, watching the lightning ground itself in the mud.

Garret smiles when the SnakeMage cries out for help, but watches when the King steps forward and increases in size. He thinks, “I’m so small he will never see me.” Then he says out loud, “But back to you there, Mr. Snakey-mage.”

Garret feels the blows of Zane fly over his head and he feels no need to duck. He smiles when he feels the healing power flow through him, quickly staunching some of his severe wounds. He says, “Why thank you, Joy.” Then he feels a much larger healing surge and waves to Sesha in thanks. He then follow the wave with another flurry towards the snakemage, again staying with non-lethal blows in case they want to ask questions later.

OOC:
Reflex save: 29

Flurry hit AC/Damage: 28/19 - 37/14 - 27/11 - 20/11 - 24/14 - 41 (Threat: Confirm: 31)/9+14


Bosk AC: (37/20/33) CMD: (35) hp 103/108 Spells  d20+17=35 ; d20+21=39 ; d20+18=22 ; d20+18=25 ; d20+18=26 ; d20+18=34 ; d20+16=36 ; d20+16=28 ; d20+16=36 ; d20+13=21 ; d20+13=19 ; 3d8+10=27 ; 3d8+10=17 ; 3d8+10=24 ; d4=4 ; d20+23=38 ; 3d8+10=23 ; 2d6+10=14 ; 4d6=19 ; 4d6=16 ; 4d6=17 ; 4d6=19 ; 2d6=9 ; d20+23=25 ; d20+23=41 ; d20+23=35 ; d20+23=25 ; d20+23=31 ; d20+23=33 ; d20+23=37 ; d20+23=30 ; d20+23=25 ; 3d8+10=21 ; 3d8+10=21 ; 3d8+10=22 ; 3d8+10=26 ; 3d8+10=22 ; 4d6=11 ; 4d6=13 ; 4d6=13 ; 4d6=17 ; 4d6=14 ;
Thursday November 19th, 2015 2:32:05 PM

Bosk also moves 5ft to flank with Zane. (Since I tried to flank last round and we both took 5ft steps this round I am hoping it is possible). The cleric desperately wants to finish off the lizard mage who has once again injured him, but with Restlin's bit o' luck he shifts his focus to the more powerful of the two enemies, understanding that the king could do some serious damage if allowed to preform a full attack. He then unleashes a series of devastating blows with his 15ft sword, horns and armor spike.

We came in peace and you responded with blood as hospitality. Pray Gargul's reception for you is more merciful.

Actions
----------------------------
Reflex Save for lightning = 35, passed for 1/2 damage -5 for electrical resistance = 26dmg (5dmg after Sesha's healing)

Full attack Lizard King until dead, then switch to Lizard Mage. If the mage also dies switch to monitors
Atk 1 (main hand) with bastard sword Hit AC 41 for 27dmg + 9 from ebryon's tear= 36dmg (55 if flanking)
Atk 1 (off hand) with armor spike miss
Atk 1 (natural weapon) with horn hit AC 34 for 14dmg (30 if flanking)
Atk 2 (main hand) with bastard sword hit AC 36 crit confirmed (36) for 31dmg (48 if flanking)
Atk 2 (off hand) with armor spike (miss)
Extra attack from haste with bastard sword Hit AC 38 for 23 dmg (42 if flanking)

AoO 1 hit AC 41 for 21 dmg (31 if flanking)
AoO 2 hit AC 35 for 21 dmg (34 if flanking)
AoO 3 hit AC 31 for 22 dmg (35 if flanking)
AoO 4 hit AC 37 for 26 dmg (44 if flanking)
AoO 5 hit AC 30 for 22 dmg (36 if flanking)

Active Spells and Abilities
-- -- -- -- -- -- -- -- -- -- -- -- -- -- --
Bit o' Luck on Bosk this round, all d20's rolled twice and more favorable one is taken.
Bosk huge sized (15ft reach) and has dark vision and blind fighting and bull's strength (only +2str) and cat's grace
Fire Resistance +20, Electrical Resistance +5 concealment 20% chance to miss Bosk
Comprehend Languages

Highlight to display spoiler: {Blur - concealment (20% miss chance) (Tink's Garment)
Fly - Fly 40ft (Tink's Garment)
Air Mastery (while in air all opponents get -1 to hit/ damage) (Tink's Garment)
Heroes Feast: - [CL12] 12hrs +1 attack, +1 will, +4 vs fear (Sesha)

Greater Magic Weapon - [CL 13]: +3 attack/+3 damage on Bastard Sword
Telekinesis - On Tink, Restlin, Sesha, Bosk, Beri and Zane. Dur 5.3hrs (cast within Coven circle by Tink)
Haste – Cast by Zane – 7 rounds.
Fire resistance
Cat's Grace
Enlarge person

Deathwatch [i]- [CL 1] Permanent - Know creature status: dead, fragile, fighting off death, healthy, undead, or neither (ie construct).

Darkvision 60' - [CL 8] 8hrs
Chill Touch - [CL9] (9 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) 2 uses left[i]
Dark Walk [i]- (SU) 2 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 *spells* already cast
Legacy Item: Feather Fall, See Invisibility
Domain: True Strike, See Invisibility, Divination, Dimension door, True Seeing
Level 0: Read Magic, Detect Magic, Chill Touch, Detect Poison
Level 1: *Elf Vision*, Protection From Chaos/Evil/Good/Law, Detect Chaos/Evil/Good/Law, *Comprehend Language*, *Sanctuary*
Level 2: *Silence*, *Restoration Lesser*, *Nemesis Insight*, Resist Energy (fire)
Level 3: Invisibility Purge, *Protection From Energy (fire)*, *Magic Circle against Evil*
Level 4: *Greater Magic Weapon*, Spell Immunity
Level 5: Slay Living
}


Beriothian -- AC:17/11/22 HP: 152/152 CMD = 19  d20+14=32 ; d20+14=26 ; d8+4=5 ; d8+4=9 ;
Thursday November 19th, 2015 8:29:40 PM

Almost there... that guy looks strong, probably best to finish off the monitor first so we have one less attacking.
Beri takes aim and slams into the monitor, then puts all his might into a second, all be it slightly sloppy, second slam.

slam 1 attack=32
slam 1 damage=5

slam 2 attack=26
slam 2 damage=9
***

0 (4)- Detect Magic, Light, Create Water, Detect Poison
1 (7)- *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 (6)- *Glibness, Sleet Storm, quench, Greater Magic Fang, wind wall, stone shape, Cure Moderate Wounds
4 (6)- *Lesser Planar Ally, dispel magic, cure serious sounds, Freedom of Movement, Air Walk x2, Control Water
5 (5)- *Awaken, Cure Critical Wounds, Animal Growth, Control Winds, transmute mude to rock, wall of thorns
6 (3)- *Legend Lore, Wall of Stone, Antilife shell, Dispel Magic, Greater
7 (2)- *Irresistible Dance , creeping doom, Heal

stored in staff via spellstaff- Changestaff
Spells with * are Fey domain spells (and not included in spell counts)

form: air elemental

active spells
haste
Spell: Tishe's Weave Elements
Air: 1) Blur (20% miss chance); 2) Fly 60ft (Good); 3) Air Mastery (while in air all opponents get -1 to hit/ damage)

Battle Among the Ruins (round 5)(co-DM SteveK)  3d4=7 ; 3d4=7 ; d20+26=40 ; d20+26=34 ; d20+26=37 ; d20+21=36 ; d20+16=25 ; d10+10=20 ; d10+10=14 ;
Thursday November 19th, 2015 8:58:40 PM

Zane concentrates beating on a Monitor and the armored snake-guard slides to the mud, dying.

Sesha sends Joy to help Garrett and Blinks to the other side of the Wall of Thorns. Being near two dying lizardfolk and unobserved, drains them of their life! Immediately, the force is sent out and restores the little Garrett!
Sesha gains 14 Temporary Hit Points

The Dire Tiger, not able to see the lizardfolk through the Wall, nor the nauseated Monitors in the Stinking Cloud, so the only target is the LizardKing until the Monitor Interposes again and takes the Kings wounds!

Katinka readies to counter any spell the Staggered SnakeMage may cast.

Restlin flies around the perimeter and manages to give the Minotaur some good luck.

Garrett, no more Monitors to worry about, is able to drop the SnakeMage without a problem.

Bosk can't flank the LizardKing because he and Zane can't get opposite on the King with just a 5 foot move, but his attacks are devestating all the same. His first two strikes the Monitor Interposes his own body and dies, and the second two rock the King back for a moment. (Bosk and Zane are within 10 feet of each other and both 15 feet away from the LizardKing. I cant find any scenario where two 5 foot moves can flank the 'King)
...........

The King roars, "you trespassed in my land, killed my warriors, and have the hubris to say you come in peace? I am King! This is my Land!" The great club rises and falls, attacking Bosk!
Bosk takes 34 damage

And then...

Sliding out of the Temple is a purplish-black crocodilian head, whisps of black fire flickering around ebony teeth. It is followed by a gargantuan body, leather wings, piston-like legs and the longest whip tail. Yellow eyes like a wasp and the size of Garrett looks at the scene of carnage.

"WHY YOU LITTLE DEARS, NOT PLAYING NICE WITH MY CHILDREN. I AM NOT HAPPY. "

The dragon's presence washes over the heroes, Aura frightful presence (5d6 rds, 270 ft., Will DC 27)

A single claw flexes and Korrine pauses as if waiting to see the effect of her presence on the heroes

.........
Lizard Warriors AC 21 all Dead or no longer combatants (not Evil)
Lizard Mages AC 21 all Dead or incapacitated (not Evil)
2 Monitor AC 26 (Evil)
1 Dam Dead
2 Dam -4 dying
SnakeMage AC 30 Dam unconscious +Staggered 4 rounds (Evil)
3 Monitor AC 26 (Evil)
1 nauseated
2 nauseated
3 Dead
LizardKing AC 36 (Evil) 23 damage

Zane (JCC) AC 33, CMB 16, CMD 32, HP 211(+52 temp)/166, Character  d20+21=32 ; d20+17=31 ; d20+17=30 ; d20+12=18 ; 3d8+9=31 ; 3d8+9=24 ; 2d6=5 ; 2d6=6 ;
Thursday November 19th, 2015 9:24:52 PM

Zane, being part dragon himself, shrugs off the Dragons attempt to cow him.

Zane smiles and looks directly at the dragon as he starts to speak, then makes his move and attack while finishing his comments.
"Well, when we arrive to check out some information and are attacked out of the blue, it does somewhat hinder the chances of playing nicely. Then when we arrive here and an image is sent to see if the people, and I use that term very loosely, is assaulted and attacked, it sort of indicates that the only thing that's going to be listened to is violence.
Now, why don't you stop this and go elsewhere, unless you want to play rough as well."

Zane moves a bit and will continue attacking monitors, moving 5 feet more to eventually give Bosk flanking on the king.

Attack #1 Damage 31 + 5 holy
Attack #2 Damage 24 + 6 Holy
Attack #3

Or if he needed to move more than 5', just use the first attack.

Spells in effect:
Heroes Feast
Mage Armor
Shield 8 minutes left
Enlarge Person 8 minutes left
Heroism 89 minutes left
Energy Resistance : Fire
Fly 9 minutes left
Protection from evil

Zane has

Total AC is as listed AC 33

Movements:
Land based 45'
Swim 120'
Fly 60'

DR electric 10
Dark vision
Evasion
Arcane Strike
Combat reflexes
15' reach
Blind fight
Blindsense

RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 133/134* -- Perm Arcane Sight, Darkvision, See Invisibility  d20+16=25 ; d20+15=31 ; d20+5=14 ; d20+16=31 ; d20+16=27 ; d20+16=33 ; d20+13=26 ; d20+31=41 ;
Thursday November 19th, 2015 9:30:52 PM

Tink does her best to throw off the fear she feels on seeing a dragon. It's the first time she has ever seen a true dragon first-hand. It takes all her willpower to calm her nerves. SHe doesn't say anything to the dragon however. No, best leave the antagonizing to Zane.

Best she begins casting some spells!

First, a Greater Dispel Magic on the Lizard King! And then, she tries to bring in some reinforcements.

The celestial dire tiger continues to slash at the King, but it's claws fail to penetrate the king's defences. (Highlight to display spoiler: {Would the celestial dire tiger - a large sized creature - be flanking the king at all with Zane and Bosk? It was also attacking the king last round at the same time. Also, the King's AC was 36 before he enlarged, but doesn't look to have gone down at all since he enlarged himself. Is this correct?}

-------------------
Celestial Dire Tiger
Will Save vs DC27: 14 = Fail! I'm assuming this means the tiger is shaken
Claw #1 - Miss AC31
Claw #2 - Miss AC27
Bite #1 - Miss AC33

Tink
Will Save vs DC27: 25 = Fail! Wait, hang on a sec. Tink is a halfling and gets a +2 racial bonus on fear effects! That should hopefully mean she scrapes through on 27 exactly.

Hero Point for extra standard action: Cast Greater Dispel Magic on the Lizard King. Dispel check: 26. Should dispel the 3 highest level spells affecting the king with a CL of 15 or less

Full round action: Start casting Summon Monster VI

Knowl Arcana: 31 to try and determine any possible strengths/weaknesses this dragon might have.

Is Tink within 120ft of the dragon? If so, can she identify any spells or effects in place on it with her arcane sight?

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

Perception: 41 + Arcane Sight + DarkVision + See Invisibility + Detect Scrying + Spellcraft 36 (To ID any magical auras)
Flying 25ft off the ground (Tink has a +26 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 10.67hrs.
Mage Armor - Dur 26hrs (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 26hrs
Pass Without Trace - No footprints or scent - Dur 24hrs (Cast by Beri using Tink's Pearl of Power + Metamagic Rod)
Protection from Arrows - Dr10/Magic vs Ranged. Protects up to 100pts damage - Dur 24hrs
See Invisibility - See Invisible or Etheral objects. Permanent.
Telepathic Bond - On Tink, Restlin, Sesha, Bosk, Beri and Zane. Dur 5.3hrs (cast within Coven circle)
Water Breathing - From Tishes Weave Elements (Water). Dur 10.67hrs.

------------------
Greater Magic Weapon - On Garret's fists. +4 bonus to attack and damage rolls. Dur 16hrs. (cast within Coven circle)
Mage Armor - Dur 26hrs (Extended) - On Zane
Tishe's Weave Elements - Dur 10.67hrs - Restlin a 'Water' version, Zane a 'Water' version, Bosk a 'Fire' version, Beri an 'Air' version

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

Restlin (Carl) -- AC: +19/+16/+15 CMD: +15 HP: 119/119 +14 Tmp HP (Spells) Luck Points: 13/13  d20+26=39 ; d20+23=26 ; d20=18 ; 10d6=32 ; d20+17=34 ;
Friday November 20th, 2015 8:33:27 AM

Restlin's pretty sure that's a dragon. A purple headed dragon at that...has he ever heard of such a thing?

Know, Arcana: 39

Last time he met a dragon, it killed Restlin. Plan A is to not let that happen again. Unfortunately, he can't be bothered with rational thought at a time like this; that dragon is scary. The steels himself, thinks back to that great meal they had last night, and manages to fight off the fear, but just barely.

ooc: Will 26 - ugh, WAIT! Hero's feast is +1 to will saves, which brings me up to passing. Right on.

So, he has his wits about him, but that's a big darn dragon down there & folks are looking beat up. Can he talk their way out of this? Probably not since he already tried that. Best to finish off these lizards quickly, he decides, and sends a selective fireball at the king and any monitors nearby.

***

Move: Fly up again & away from Bosk/Zane
Standard: Selective fireball - doesn't hit Zane, Bosk, or anyone else down there who is friendly. 32 damage, Reflex DC 34.

Haste - 7 rounds
Fox's cunning - 4 minutes -4 rounds
Mirror image - Not sure how many rounds passed, but it lasts 11 minutes total
Overland flight & mage armor - long time
Bull's strength on Bosk - 4 minutes -2 round

A/C this round is 37/34/32



Garret Goodbarrel [AC:37/33/31 +4 vs AOO HP:77/124 Ki:13/15 CMD: 33 SR: 23]  d20+19=28 ;
Friday November 20th, 2015 8:53:33 AM

Garret watches as the snakemage falls and realizes that this dragon must be the one it was calling for help. As he watches the eye as big as he is tall, he shakes a moment, then blinks (will save 28). He thinks, "Will I ride yet another dragon? Perhaps people will start calling me 'Garret Goodbarrel, Dragon rider'"

He watches the fireball and the other blows flashing around him and he takes a defensive stance, not sure what the dragon will do, nor what the group can do with the dragon at the moment (full defense, AC 41/37/35 this round).

Sesha [AC 33 /2o To/25 Fl] | HP 131/93 | CMD 17][Cat's Grace, True Seeing, Divine Favor, R E: Fire]  d20+20=29 ; d20+11=13 ; d20+24=33 ; d100=65 ;
Friday November 20th, 2015 9:50:23 AM


Sesha considers the dragon cooly before standing up and wiping slick lizard sweat and tears off her hands onto her dress. She tries to consider it's make-up, it's color, and it's tail for some clue as to what to expect, but draws a blank. She goes over the psychic link with the others.

"A drow in It'lal offered to show me his purple dragon once. I thought he was just being gross. I didn't know they existed! Seriously though, can anyone get a bead on what she's capable of?"

Not willing to be the first to engage, she isn't sure if the breath is a line or a cone, but she's certain it's got one.

"If you need it, magical agility five, four, three.."

Sesha waits for anyone who needs the spell get get within 55 feet, plenty of radius for them not to all get blasted with one attack.

Will: 25 (+4 heroes feast)
Knowledge Arcana: 13
Bend Leyline: 33
Ley Check: 74 = success.


Beriothian -- AC:17/11/22 HP: 152/152 CMD = 19  d20+22=39 ; d20+2=5 ;
Friday November 20th, 2015 4:03:13 PM

Beri shrugs off the dragons show of strength, perhaps too excited by the sight of a purple dragon to process that he should be terrified of it (save=39). To tell the truth, he can discern almost nothing about this incredible creature (knowledge = 3)

Forgive us M'am, but if you were watching you know that we did no harm until they broke their pots over our head, shot their wands at those of us asking for peaceful passage, and spilled our blood on the ground below... and you probably can't understand me in this form. Well, we tried to come in peace at least.

Bosk AC: (37/20/33) CMD: (35) hp 103/108 Spells  d100=6 ; d100=67 ; d20+20=37 ; 3d8+10=21 ; 2d6=11 ; 4d6=15 ; d20+18=32 ; d20+18=34 ; 2d6+10=16 ; 2d6+10=21 ; 4d6=10 ; 4d6=14 ; d20+13=20 ; d20+13=27 ; d20+23=42 ; d20+23=39 ; 3d8+10=27 ; 3d8+10=26 ; 4d6=14 ; d20+4=18 ;
Friday November 20th, 2015 5:25:19 PM

ooc: What is the distance of the dragon from the players?

As the club swings at Bosk one of the two blows just misses him, an he knows he has Tink's garment to thank for that. Your warrior's attacked us, and we are friends of the Crones for who this temple was constructed. Your people attacked us. The cleric then feels the dragon's presence wash over him. Shrugging it off he focuses on the task at hand. Once again his mind goes to peaceful diplomacy, but as Zane and the tigers attack the king the cleric figures he may as well finish what he started. Once again he takes a 5ft step to flank the Snake King (I assume with Garret and I each having now taken 10ft moves and the Dire tigers that he is flanking with someone) and unleashes his fury one the treacherous snake.

He then sees what can be determined about the dragon, and if its breath weapon can be deduced he will uses a hero point to gain an extra action and casts protection from energy, glad he prepared several defensive spells in addition to bringing his scrolls with him.

Actions
---------------------
Miss chance due to blur = 6, 67 (one atk missed one hit)
Frightful Presence - Immune to Fear, no save needed

Full attack Lizard King until dead
Atk 1 (main hand) with bastard sword Hit AC 39 for 21dmg + 11 from ebryon's tear (bane) = 33 dmg (48 if flanking)
Atk 1 (off hand) with armor spike Hit AC 32 for 16 dmg (26 if flanking)
Atk 1 (natural weapon) with horn hit AC 34 for 21 dmg (35 if flanking)
Atk 2 (main hand) with bastard sword hit AC 36 crit confirmed (36) for 31dmg (48 if flanking)
Atk 2 (off hand) with armor spike (miss)
Extra attack from haste with bastard sword Hit AC 42 (crit confirmed 39) for 53 dmg (67 if flanking)

Knowledge Arcana to determine dragon's breath weapon and anything else relevant= 18
If the breath weapon can be determined then BOsk will use a hero point to cast protection from energy for that energy type.

Active Spells and Abilities
-- -- -- -- -- -- -- -- -- -- -- -- -- -- --
Bit o' Luck on Bosk this round, all d20's rolled twice and more favorable one is taken.
Bosk huge sized (15ft reach) and has dark vision and blind fighting and bull's strength (only +2str) and cat's grace
Fire Resistance +20, Electrical Resistance +5 electrical immunity 120 points concealment 20% chance to miss Bosk
Comprehend Languages

Highlight to display spoiler: {Blur - concealment (20% miss chance) (Tink's Garment)
Fly - Fly 40ft (Tink's Garment)
Air Mastery (while in air all opponents get -1 to hit/ damage) (Tink's Garment)
Heroes Feast: - [CL12] 12hrs +1 attack, +1 will, +4 vs fear (Sesha)

Greater Magic Weapon - [CL 13]: +3 attack/+3 damage on Bastard Sword
Telekinesis - On Tink, Restlin, Sesha, Bosk, Beri and Zane. Dur 5.3hrs (cast within Coven circle by Tink)
Haste – Cast by Zane – 7 rounds.
Fire resistance
Cat's Grace
Enlarge person

Deathwatch [i]- [CL 1] Permanent - Know creature status: dead, fragile, fighting off death, healthy, undead, or neither (ie construct).

Darkvision 60' - [CL 8] 8hrs
Chill Touch - [CL9] (9 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) 2 uses left[i]
Dark Walk [i]- (SU) 2 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 *spells* already cast
Legacy Item: Feather Fall, See Invisibility
Domain: True Strike, See Invisibility, Divination, Dimension door, True Seeing
Level 0: Read Magic, Detect Magic, Chill Touch, Detect Poison
Level 1: *Elf Vision*, Protection From Chaos/Evil/Good/Law, Detect Chaos/Evil/Good/Law, *Comprehend Language*, *Sanctuary*
Level 2: *Silence*, *Restoration Lesser*, *Nemesis Insight*, Resist Energy (fire)
Level 3: Invisibility Purge, *Protection From Energy (fire)*, *Magic Circle against Evil*
Level 4: *Greater Magic Weapon*, Spell Immunity
Level 5: Slay Living
}


Korrine! Round 1 (co-DM SteveK)  18d8=76 ; d100=72 ; d100=91 ; d20+17=22 ; d100=28
Friday November 20th, 2015 10:42:24 PM

Zane, 40 feet away from the temple, beats on the LizardKing!

Katinka, hovering over the Wall of Thorns, she heroically dispels magic on the LizardKing, and begins a spell for more assistance.

The Dire Tiger, near Zane, tears into the LizardKing.

Restlin casts another fireball on the LizardKing and dying and unconscious SnakeMage and monitors, then gets some space and distance from the others, zipping back to the Wall of Thorns.

Garrett, near Zane, doesn't worry about the fight, going into a full defense to be ready for the dragon!

Beri, near Zane, tries the diplomatic approach with the dragon.

Sesha, on the ground near the Wall of Thorns, preps to have her spectral hand to provide some enhanced reflexes.

Bosk states the righteousness of their cause to the dragon as he lays the LizardKing low. The last cut makes the huge king's head roll and the crown falls, now halfway covered in the mud outside the temple.
......

Katinka and Restlin, realizing this is a dragon, searches their memories and comes up with some obscure knowledge (rapidly passed to the others). Korrinne is an Umbral Dragon, an extra planar dragon known to inhabit the outer reaches of...Jericho Space! (Restlin and Katinka can know the standard entry of Umbral Dragon in Bestiary 2). The most important for Bosk, an Umbral Dragon breathes negative energy, which is another energy that his resistance spell won't work against!

Korrine seems amused by the actions of the Iron Adventurers, standing 40 feet away and displays to show her rippling purple-black scales. "WHY, YOU NAUGHTY NAUGHTY DEARS. THE CRONES ARE DEAD GODS AND THEIR TEMPLE IS IN RUINS. THE LITTLE MUDDY GATOR MEN ARE NOTHING MORE THAN BATTLE FODDER. MY CHILDREN YOU HAVE JUST KILLED, THE SERPENT FOLK WHO WILL FOLLOW ME TO THIS FERTILE DISK AND A LAND OF SLAVES. FOR THIER DEATH, YOU NEED TO BE DISCIPLINED."

Opening her mouth, a cone of blackest fire tears out and bathes the heroes and dead half-lizard-half-snakefolk!
(Bosk, Zane, Garrett, Beri, Dire Tiger, and Joy take 76 damage reflex DC 27 for half damage. Bosk (72%) and Joy (91%) And Zane (28%) are affected. )

Then Korrinne, the Umbral Dragon, unfurls wings looking like a starry night sky, and sweeps out to the left rising in the air and flying off, 125 feet away and 60 feet above the ground!

Lizardfolk. Dead or fled
LizardKing, SnakeMage, Monitors. All dead. (2 in Stinking Cloud nauseated)

Korrine, Umbral Dragon. AC 36. SR 29.

Please remember to limit ooc. Use email for OOC. I will delete all OOC only posts.


RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 133/134* -- Perm Arcane Sight, Darkvision, See Invisibility  d20+11=20 ; d8=4 ; d8=6 ; d8=6 ; d20+13=26 ; d20+31=39 ; d20+41=44 ; d20+10=18 ;
Saturday November 21st, 2015 12:27:08 AM

Tink's jaw drops as Korrine unleashes a cone of negative energy across the party.

The Celestial Dire Tiger takes a fair beating, and not being able to reach the dragon, looks for something else to feed upon.

Tink however completes her casting, and brings forth a Lilend Azata adjacent to where Bosk stands! "Heal him! And help us do something about that dragon!"

The Azata immediately begins singing an up-beat song, instilling courage into the group. All allies that can hear this feel better for it (Inspire Courage: All allies gain +2 morale bonus to saving throws against charm & fear effects, as well as +2 competance bonus to all attack and damage rolls)

The Azata also casts a healing spell on Bosk (Bosk is healed for 23pts!)

Tink decides to make herself a bit scarce, looking for some sort of partial cover or partial concealment. She suspects that dragon will turn and make a fly-over pass at the group, or attack from range. Once done, she readies to counter one of the numerous spells she knows this dragon is capable of using (spells, not spell-like abilities).

She relays over the telepathic link what she knows of the beast. And it is downright scary.

"Do we keep fighting in the open, or seek cover in the temple?" she asks over the link.

--------------------------------
Celestial Dire Tiger 29/105HP
Ref Save vs DC27: 20 = Fail!
CDT will charge/attack the nearest dying/incapacitated enemy. Tink cannot give it commands, so until it dies it will just be finishing off those it can reach.

Lilend Azata
Will Save vs DC27: 18=Fail. Azata is Shaken![/i])
Move Action: Begin Bardic Performance - Inspire Courage
Standard Action: Cast Cure Serious Wounds on Bosk

Tink
Move Action: Stealth & Hide away from the party
Standard Action: Ready to cast Dispel Magic as a Counterspell. Caster Level check: 26. Range: 230ft.

Perception: 39 + Arcane Sight + DarkVision + See Invisibility + Detect Scrying + Spellcraft 36 (To ID any magical auras)
Stealth: 44 + Hide in Plain Sight + Misdirection + Pass Without Trace

Flying 25ft off the ground (Tink has a +26 Fly skill)


Restlin (Carl) -- AC: +19/+16/+15 CMD: +15 HP: 119/119 +14 Tmp HP (Spells) Luck Points: 13/13  d20=14 ;
Saturday November 21st, 2015 12:09:20 PM

That thing can kill us all from the air without giving us a chance to combat it. Frankly, I'm not sure we can take it on. That thing is...deadly. We need to get in that temple right. now.

Then Restlin takes it's own advice.

***

Move: Get in the temple
Standard action: Held action - once everyone's inside, he'll cast wall of force on the entrance.

Haste - 6 rounds
Fox's cunning - 4 minutes -5 rounds
Mirror image - Not sure how many rounds passed, but it lasts 11 minutes total
Overland flight & mage armor - long time
Bull's strength on Bosk - 4 minutes -3 round

A/C this round is 33/31/29

Bosk AC: (37/20/33) CMD: (35) hp 103/108 Spells 
Saturday November 21st, 2015 1:38:24 PM

Bosk think back, The temple might put us in a corridor so that it can easily target us with its breath attack. I say we teleport out of here and return tomorrow fully healed and with some more appropriate spells prepared. BOsk purposely does not mention the druid tree in case the dragon can somehow hear them.

Restlin (Carl) -- AC: +19/+16/+15 CMD: +15 HP: 119/119 +14 Tmp HP (Spells) Luck Points: 13/13 
Saturday November 21st, 2015 8:29:53 PM

"And let that thing go free to attack those folks who were so nice to us earlier? We're heroes, remember? If we have to teleport, we can do so after we're in the temple trying to make this right. There was a portal, remember? King dude said so. If that thing came through it, it can probably go back."

RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 133/134* -- Perm Arcane Sight, Darkvision, See Invisibility 
Saturday November 21st, 2015 11:00:18 PM

"Might be a moot point" Tink relays over the link "The only one of us that has a teleport spell prepared is Bosk, and I don't think his magic is strong enough to teleport all of us out of here"

Bosk AC: (37/20/33) CMD: (35) hp 103/108 Spells 
Sunday November 22nd, 2015 12:05:58 AM

Bosk thinks in reply, I did not prepare teleport, I prepared try seeing today. If we enter the temple can someone magically seal it behind us? If there is a portal it might be best for us to destroy it before engagin gin battle.

The cleric glances at the temple doors.

Are the temple doors able to be closed and locked by the heroes? Can they be closed as a tandard action? Are thy sturdy enough to keep a dragon out for long?

coDM SteveK. At a a casual glance, the temple doors appear stout enough. Whether they actually are, whether they can be closed or are stuck open, or if they can be braced to stay closed from something as big as Korrine... BOSK or se other HERO will have to make a much closer inspection.

Garret Goodbarrel [AC:37/33/31 +4 vs AOO HP:77/124 Ki:13/15 CMD: 33 SR: 23]  d20+19=31 ;
Sunday November 22nd, 2015 8:17:36 AM

(Rolling the save first, now thinking about what the heck else to do...)

Zane (JCC) AC 33, CMB 16, CMD 32, HP 211(+52 temp)/166, Character  d20+17=23 ; d20+17=37 ;
Sunday November 22nd, 2015 5:09:02 PM

Zane get's hit with the breath weapon, with a heroic effort he manages to completely avoid any of the damage from it. (used a hero point)
"Where are we regrouping, I can't keep dodging this stuff all day. We getting out or in or something else. By the way, I'm betting being invis ain't a bonus against this thing."

Once a direction is decided on, Zane will either go for the cave entrance or where ever the rally point is.

Spells in effect:
Heroes Feast
Mage Armor
Shield 8 minutes left
Enlarge Person 8 minutes left
Heroism 89 minutes left
Energy Resistance : Fire
Fly 9 minutes left
Protection from evil

Zane has

Total AC is as listed AC 33

Movements:
Land based 45'
Swim 120'
Fly 60'

DR electric 10
Dark vision
Evasion
Arcane Strike
Combat reflexes
15' reach
Blind fight
Blindsense


Bosk AC: (37/20/33) CMD: (35) hp 103/108 Spells  d20+17=25 ;
Sunday November 22nd, 2015 6:55:57 PM

Bosk nods, Every into the temple and shut the doors. We need to see if we can find that portal and a way to stop the dragon. Shut the doors behind you and magically seal it. Wall of fore, shape stone, whatever you've got to delay the dragon.

ooc: Waiting to post action to make sure everyone agrees and goes into the temple.

Sesha [AC 33 /2o To/25 Fl] | HP 131/93 | CMD 17][Cat's Grace, True Seeing, Divine Favor, R E: Fire]  d100=19 ; d20+15=32 ;
Sunday November 22nd, 2015 11:41:12 PM


DM: Joy is undead, so I don't think the negative energy hurts her, even if it doesn't heal her.

Sesha watches the negative power drown her friends and begins to worry. This wasn't quite like any dragon she had seen before. She heads towards the door, then turns and sends a parting gift towards Korrine.

"Maybe this will work, maybe not."

She rattles off the verbal components for a blindness spell, and hopes it at least distracts Korrine for a moment.

Beats SR 32
Fortitude Save: DC 19 or Blind. (Duration P.)

Garret Goodbarrel [AC:37/33/31 +4 vs AOO HP:77/124 Ki:13/15 CMD: 33 SR: 23] 
Monday November 23rd, 2015 7:57:07 AM

Garret sees the breath weapon before it blasts and quickly dives to the side, avoiding the horrible weapon. He moves as quickly as he can, scrambling for the temple entrance with the others.

Bosk AC: (37/20/33) CMD: (35) hp 76/108 Spells  3d8+10=26 ;
Monday November 23rd, 2015 7:54:16 PM

Bosk takes the brunt of the blast and makes his way to the temple. Shut the doors behind us and cast those spells. We need to keep the dragon out as long as possible.

convert see invisibillity to CMW for 26dmg.

Beriothian -- AC:17/11/22 HP: 114/152 CMD = 19  d20+11=31 ;
Monday November 23rd, 2015 8:33:47 PM

Beri is almost caught off guard being attacked while on a higher elevation than the rest of the group, but manages to fly into a position the has the worst of the attack miss him.
Yikes, that's some potent breath that thing has!
I have stone shape warp wood, soften earth and stone, and a few other things that can help us get those doors closed should they be stuck... or help barricade us in should we

Beri follows the rest into the temple and will use the any needed spell to help them secure the doors.
***

0 (4)- Detect Magic, Light, Create Water, Detect Poison
1 (7)- *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 (6)- *Glibness, Sleet Storm, quench, Greater Magic Fang, wind wall, stone shape, Cure Moderate Wounds
4 (6)- *Lesser Planar Ally, dispel magic, cure serious sounds, Freedom of Movement, Air Walk x2, Control Water
5 (5)- *Awaken, Cure Critical Wounds, Animal Growth, Control Winds, transmute mude to rock, wall of thorns
6 (3)- *Legend Lore, Wall of Stone, Antilife shell, Dispel Magic, Greater
7 (2)- *Irresistible Dance , creeping doom, Heal

stored in staff via spellstaff- Changestaff
Spells with * are Fey domain spells (and not included in spell counts)

form: air elemental

active spells
haste
Spell: Tishe's Weave Elements
Air: 1) Blur (20% miss chance); 2) Fly 60ft (Good); 3) Air Mastery (while in air all opponents get -1 to hit/ damage)

Korrine! Round 2 (co-DM SteveK)  d20+12=24 ; d20+19=31 ; d20+17=25 ; d20+30=43 ; d8=6 ; d8=3 ;
Monday November 23rd, 2015 9:30:24 PM

Katinka finishes the spell to bring a Lillends into the Wold for a short time. It's bardic singing inspires the heroes and it's healing touch helps Bosk too!

The Dire Tiger looks about and can only hear the sound of two Monitors retching their guts out. The tiger over in that direction. The cloud doesn't bother the Sabre-tooth, and it begins to chew on a lizard.

Katinka herself tries really really good to hide, finding a corner of a building to get some cover from the dragon.

After a very quick telepathic conversation, Restlin zips forward, flying into the Temple!

Zane follows quickly after!

Sesha, staying in the shadow of the Wall of Thorns, hopes Joy is immune to the dragon's breath, but alas, it is not to be, and Joy dissipates, blasted back to the Lands of Rest! Sesha stands fast and fires a spell at the dragon. It penetrates her spell resistance, but Korrinne shrugs off the magical blindness.

Garrett and Beri also make the relative safety of the Temple. Beri considers various spells that might seal the doors. (OOC: DM will not select the heroes spell for the Player. You must specify what spell you want your PC to cast)

Bosk delays his action, then flies with the others into the Temple.
.......

Outside the Temple are Katinka, (hiding under some cover at the corner roof of a ruined building), Sesha, in the shadows of the Wall of Thorns, the Tiger in a Stinking Cloud, and the Lillend singing and standing in the middle of the plaza.

Korrine flies fast, And performs a classic Wingover to reverse her course and dive back to the plaza. Streaking down, she flies by the Aezata and snatches it from the air, continuing her climb to be 200 feet in the other direction. The Lillend is Grappled! "OH LITTLE POPPETS! YOU TEALLY SHOULD STAY FOR TEA "

Inside, this looks to be a large foyer, the roof is partly caved in, and the smell of stagnant water and other swamp spells are almost overpowering. From the light coming in from the roof, there is a large set of closed doors on the far side, a mad gyration of swirls depicted on the stone door.

In the center of this entrance room is a white broken alter, five carved women all along the base.



Zane (JCC) AC 33, CMB 16, CMD 32, HP 211(+52 temp)/166, Character 
Monday November 23rd, 2015 10:25:57 PM

"It don't look any safer in here, not with that hole in the roof, but everyone needs to be together or we won't get out of here. But at least we know what we're facing..... I get to try and be a punching bag, hoping I can dodge that damn negative energy, but then again, that's my job and I do it well.
I doubt spitting lightning at that thing will do much, but that's about the extent of my damaging ranged magic. Hell i doubt can even hit it with my bow, no matter how hard I try."

Zane hopes the others get in here quick.....

Restlin (Carl) -- AC: +19/+16/+15 CMD: +15 HP: 119/119 +14 Tmp HP (Spells) Luck Points: 13/13 
Monday November 23rd, 2015 10:51:48 PM

Restlin sends Sesha a telepathic image of that alter. "Dear, you should get in here. Like...now."

(More in the morning. It's late.)



Sesha [AC 33 /2o To/25 Fl] | HP 131/93 | CMD 17][Cat's Grace, True Seeing, Divine Favor, R E: Fire] 
Tuesday November 24th, 2015 1:00:16 AM


Sesha freezes when Restlin shows her the alter. Flying through the closed doors, she kneels before altar and says a small prayer to Serenbeth.

"So little asked, and so much received. I do for you the tiny task requested of me."

She places the stone as appropriate within the broken statue.

Short Duration Buffs.

-Blink, 2/13 rounds
-Haste, 4/13 rounds
-Divine Shield, 4/13 minutes

Long Duration Buffs

Heroes Feast
Cat's Grace
Protection From Energy: Fire



RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 133/134* -- Perm Arcane Sight, Darkvision, See Invisibility  d20+10=29 ; d20+10=27 ; d20+5=18 ;
Tuesday November 24th, 2015 1:18:30 AM

The liland azata lashes out with it's longsword - attacking to the best of its ability - despite being staggered by the mere sight of the dragon that grapples it tightly.

Tink, meanwhile, feels some pangs of guilt for bringing the azata here in the first place. She moves from cover, and makes for the 'safety' of the Temple.

"So, er, anyone have a plan?"

------------------------
Lilend Azata (grappled, staggered)
Full Attack
- Miss AC25 (Ignore 2nd d20+10 roll. Forgot staggered + grappled conditions so 1st was a miss)
- Miss AC14

Dire Celestial Tiger
- Charging & chewing on things that still move

Tink
- Fly 40ft to the Temple

Restlin (Carl) -- AC: +19/+16/+15 CMD: +15 HP: 119/119 +14 Tmp HP (Spells) Luck Points: 13/13 
Tuesday November 24th, 2015 8:15:28 AM

"My plan was to get in here and hope we got lucky." If anyone gives the Mendicant attitude about that, he points to his holy symbol and gives a "well duh" look to them.

"Honestly, I'm hoping Sesha and this alter do something spectacular, because I'm pretty sure that dragon will tear us to pieces if we fight it. Seriously, that's an umbral dragon. That's way past our pay grade. Still, we should try to get those doors closed."

Restlin's not strong, and Bosk got his daily dose of strength from Shiny. The magepriest will stand-by as the muscle of the party tries to close them.

If they close them, Restlin will use his focus to cast stone shape & seal them.

If they can't close them, Restlin will cast Wall of Force on the entrance.

Bosk AC: (37/20/33) CMD: (35) hp 76/108 Spells 
Tuesday November 24th, 2015 4:09:10 PM

Bosk quickly takes in the situation. Once everyone is inside Zane and I will shut the doors and Beri and anyone else with magic should reinforce them. We can flee if necessary, but lets make sure we have found anything of note in here first. Perhaps Sesha can do something with the alter or we can mend that. If that does nothing I suggest we check the sealed doors. If that provides no insight we might need to consider a tactical retreat so we can reorganize and better prepare for the Umbral.

Beriothian -- AC:17/11/22 HP: 114/152 CMD = 19 
Tuesday November 24th, 2015 4:38:58 PM

Once you close the doors I'll cast stone shape and seal them so thoroughly that they won't open without being completely destroyed. On the off chance you can't get them closed I will use the spell to fix whatever is causing the issue, but stone doesn't warp or rust so I'm not expecting an issue.
***

0 (4)- Detect Magic, Light, Create Water, Detect Poison
1 (7)- *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 (6)- *Glibness, Sleet Storm, quench, Greater Magic Fang, wind wall, stone shape, Cure Moderate Wounds
4 (6)- *Lesser Planar Ally, dispel magic, cure serious sounds, Freedom of Movement, Air Walk x2, Control Water
5 (5)- *Awaken, Cure Critical Wounds, Animal Growth, Control Winds, transmute mud to rock, wall of thorns
6 (3)- *Legend Lore, Wall of Stone, Antilife shell, Dispel Magic, Greater
7 (2)- *Irresistible Dance , creeping doom, Heal

stored in staff via spellstaff- Changestaff
Spells with * are Fey domain spells (and not included in spell counts)

form: air elemental

active spells
haste
Spell: Tishe's Weave Elements
Air: 1) Blur (20% miss chance); 2) Fly 60ft (Good); 3) Air Mastery (while in air all opponents get -1 to hit/ damage)

Zane (JCC) AC 33, CMB 16, CMD 32, HP 211(+52 temp)/166, Character 
Tuesday November 24th, 2015 4:48:04 PM

Zane points upwards towards the crumbling roof."Don't forget that too..." As he prepares to toss his shoulder against the door to close it.

Bosk AC: (37/20/33) CMD: (35) hp 76/108 Spells 
Tuesday November 24th, 2015 6:01:02 PM

ooc: How big is the hole in the ceiling? Big enough for a gargantuan dragon to fit through?

RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 133/134* -- Perm Arcane Sight, Darkvision, See Invisibility 
Tuesday November 24th, 2015 6:20:10 PM

"I'm on it" Tink casts a Wall of Force along the ceiling of the Temple

---------------------------------
"The caster can form the wall into a flat, vertical plane whose area is up to one 10-foot square per level." - so Tink can cover up to 130ft. If I can see through the hole in the roof, the thinking is to try and create a "cube shaped" wall of force atop the temple. But really, whatever she can do to block the hole. Happy to go with complete DM discretion on this one :)

Garret Goodbarrel [AC:37/33/31 +4 vs AOO HP:77/124 Ki:13/15 CMD: 33 SR: 23] 
Tuesday November 24th, 2015 10:44:28 PM

Garret stands inside the temple, nervously watching the others arrive. He looks around and then steps to the side of the doors, ready to jump on the dragon should it join them in the relatively small space. He says, "If that thing comes back in, I'm going to ride me another dragon today!"

Korrine! Round 2 (co-DM SteveK) 
Wednesday November 25th, 2015 7:17:02 AM

Sorry folks. Took last night to drive to Philadelphia and pick up college daughter who was stuck at the airport.

Korrine! And the Alter (co-DM SteveK) 
Wednesday November 25th, 2015 8:09:59 AM

Katinka breaks cover and flies into the ruined temple. Sesha follows on the ground, and even with her hasted condition, she has to hustle to make it into the temple area before the dragon returns. (Double move)

Bosk and Zane have a little trouble with the doors because of silt buildup around the floor, but they manage to wrestle them closed enough for Beri and Restlin's Stone Shape spells to pull enough rubble together to have one foot of stone to cover the doors.

Outside, it sounds like Korrine is finishing up the Lillend and Dire Tiger and demonstrating her rather significant power. It will only be a matter of time for her attention to refocus...

Katinka then takes the opportunity to cast a Wall of Force on the ceiling. It covers the obvious damage.

Sesha has a different mission, the crumbling white alter with the carving around the base of five women. She kneels and sends a quick burst of gratitude to her ally. Inspiration has her place the small stone between tho of carved woman that are closest together.

And then...

Backing up, the addition of the one tiny pebble has changed the perception of what the carving depicts. Instead of stylized five women, it now looks like three women and one larger woman. Sesha instinctually realizes that the alter is no longer of the Five Crones, but the Serenbeth Sisters.

Another miracle happens as well. Pot-pot giggles and nudges Sesha. "Do you want to use the secret door under the alter now?" The familiar shows Sesha how to open the passage.

Sesha [AC 33 /2o To/25 Fl] | HP 131/93 | CMD 17][Cat's Grace, True Seeing, Divine Favor, R E: Fire] 
Wednesday November 25th, 2015 10:28:00 AM


For a brief second, all Sesha can do is smile, a crooked thing that makes her look like a kid with a secret. Serenbeth, Jancaissis, Jantierri, and Karinthis. Seeing them together made her happy, even if they weren't truly reunited.

What if they were? How would that affect Jancaissis longing for vengeance, if her sisters were returned?

Pot-pots giggle and question bring her back to reality, and quickly.

"God yes, you beautiful little pot."

She opens the passage and calls to the others.

"Last one in has to wash Bosks Huge-Sized underwear." She heads down, more confident than ever in herself, her friends, and her goddess.

Restlin (Carl) -- AC: +19/+16/+15 CMD: +15 HP: 119/119 +14 Tmp HP (Spells) Luck Points: 13/13 
Wednesday November 25th, 2015 11:11:22 AM

Restlin kisses his holy symbol before skipping down the stairs. "That dragon is going to be pissed. Are we able to close this thing behind us? Will the dragon know it's here? SO MANY QUESTIONS."

Garret Goodbarrel [AC:37/33/31 +4 vs AOO HP:77/124 Ki:13/15 CMD: 33 SR: 23] 
Wednesday November 25th, 2015 12:28:45 PM

Garret smiles as well when the secret door is opened. He says, "You guys go on ahead, I'll bring up the rear, unless someone else wants to stay back to secure this door with me."

Bosk AC: (37/20/33) CMD: (35) hp 76/108 Spells 
Wednesday November 25th, 2015 3:04:11 PM

(Posting from phone) Just in case I don't have time post later today, Bosk will follow the group, preferably taking second from lead sure his reach.

(Hopefully I wil have to more later)

Zane (JCC) AC 33, CMB 16, CMD 32, HP 211(+52 temp)/166, Character 
Wednesday November 25th, 2015 4:05:18 PM

Zane will duck into the secret door second to last, to cover Garrett, as well as doing what Bosk was doing up front, he can fight past Garrett if needed.
"I'll help if you need Garrett, since I can reach over you." Zane smiles as he says the comment.
Only if needed, will he dismiss the Enlarge. He's rather keep it for as long as possible.

RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 133/134* -- Perm Arcane Sight, Darkvision, See Invisibility  d20+31=40 ; d20+41=55 ;
Wednesday November 25th, 2015 7:38:50 PM

Tink takes a moment to renew her invisibility, and then will hurry after Sesha. "Slow down there, Sesha. There may still be traps or Pantheon knows what down there. Let's not do this too quickly"

Perception: 40 + Arcane Sight + DarkVision + See Invisibility + Detect Scrying + Spellcraft 36 (To ID any magical auras)
Stealth: 70 = 55 + 20 Moving Invisible - 5 for stealth at greater than half speed + Hide in Plain Sight + Misdirection + Pass Without Trace
Flying 5ft off the ground (Tink has a +26 Fly skill)


Beriothian -- AC:17/11/22 HP: 114/152 CMD = 19 
Thursday November 26th, 2015 12:41:45 AM

Wow, that little pot is pretty incredible!
Beri dashes in with the rest not knowing what craziness they are walking into. Should he get the chance he will return to humanoid form (still bugbear) when they are inside


Garret Goodbarrel [AC:37/33/31 +4 vs AOO HP:77/124 Ki:13/15 CMD: 33 SR: 23] 
Thursday November 26th, 2015 7:18:31 AM

As Garret ushers the others past him and into the new hole, he pulls out a turkey leg from his belt pouch and takes a bite. When Zane looks at him, he says, "Want a bite?"

Under the Alter (co-DM SteveK) 
Thursday November 26th, 2015 10:20:38 AM

Sesha leads the others down a set of muddy alabaster stairs and under the alter. Bosk and Katinka urge her to wait and quickly follow. Garrett stays back and ensure he closes the trap door. He notes the it is a clever counterweight that, although old, smoothly slides the cover back into place.

Restlin is worried that Korrine will be able to see where they are going, but Garrett hears something that may end those fears; the sound of the roof caving in and a very angry dragon throwing rubble around and looking for her "little dears". It sounds like tons of debris are now over the alter and trapdoor!

In the corridor, it is big enough for a medium sized creature to walk comfortably single file. Beri changes to a bugbear to compensate, but the Huge minotaurs scrape lading, severely squeezed!

It is dark but soon the Iron Adventurers find themselves in a room that can fit them all, if they don't move around too much. Zane's pebble lights up most of the room and it looks like a vestibule of some sort, a place that once contained religious garments and accoutrements. All has long since gone to dust or were moved when this city was abandoned an age ago.

It looks like a good place to rest and get ready for the 'morrow.

Restlin (Carl) -- AC: +19/+16/+15 CMD: +15 HP: 119/119 +14 Tmp HP (Spells) Luck Points: 13/13  d6=6 ; d20=13 ; d6=3 ; d6=4 ; d6=3 ; d20+30=31 ;
Thursday November 26th, 2015 1:14:58 PM

"Well guys, this looks like a good place to rest and get ready for the 'morrow," states Restlin.

Gripping his holy symbol, he lets loose 4 waves of positive energy, healing 16 HP damage to anyone around.

He then fishes a stick out of pouch & flicks the end of it until it starts to glow (light spell). He investigates this place. Is it just a single room? No corridors leading out? Are they effectively trapped?

What about those garments? Any symbols Restlin is knowledgeable of? He idly grips his holy symbol & asks Wardd for "a bit of help, boss?" as he looks.

***
Cast detect magic.
Know, Religion: 29 (used the 13 I misclicked while rolling my d6s. I have +16.)
Perception: 31 (darnit)



Bosk AC: (37/20/33) CMD: (35) hp 76/108 Spells 
Thursday November 26th, 2015 3:10:55 PM

Bosk will use his spells and channel energy to heal everyone.

(More come after turkey, but I figured people want know I will heal them)

Beriothian -- AC:17/11/22 HP: 114/152 CMD = 19 
Thursday November 26th, 2015 7:29:45 PM

Beri makes his way down the hallway, considering turning into an earth elemental just in case the roof caves in. Eventually they make it into the relative safety of the room at the end.

Well, looks like we will be safe here for a while... shall we talk strategy? I haven't seen anything like that in nature. Do we know any specific weaknesses that thing may have?

Bosk AC: (37/20/33) CMD: (35) hp 76/108 Spells  d6=4 ; d6=1 ; d6=6 ; d6=5 ; d6=3 ; d8=6 ; d8=8 ; d8=1 ; d8=6 ; d8=3 ; d8=3 ; d8=2 ; d8=7 ; d8=4 ; d8=1 ; d8=5 ; d20+19=24 ; d20+19=28 ;
Thursday November 26th, 2015 8:37:05 PM

Bosk quickly heals the rest of the group and begins looking around lost relics, another exit and traps making sure to check everything including the ceiling.

It sounded like the roof caved in. We should check for another exit. Regardless, I think we should prepare to face the dragon. It will likely be waiting for us when we exit, and if we can find the portal it mentioned there is a possibility that it will lead to wherever the dragon came from and we will face creatures with similar attacks. Death Ward will protect us from negative energy attacks. Everyone should have a spell that allows them to fly. Anything that can reduce physical damage will be useful as well.

------------------------------
Perception = 24
Perception to check for traps = 28

All players healed for 18 dmg with channel energy
Beri - 38 + 18 = -20 +11 + 24 = Full HP
(Converted Protection From Evil and Detect Evil)
Bosk - 32 + 18 = -14 + 19 = Full HP
(Converted Resist Energy)
Zane = Full HP
Garret = -47 +18 = -29 +22= -7 +automatically way more than enough) = Full HP
(Convert Invisibility Purge and Slay Living)
Sesha = Full HP
Katinka -1 +18 = Full HP

RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 120/120 (+13 Temp)* -- Perm Arcane Sight, Darkvision, See Invisibili  d20+31=45 ;
Thursday November 26th, 2015 8:47:17 PM

Tink drops her stealth and makes her way around the perimeter of the room, squeezing past the taurs as she does so. She uses her fingers to slowly touch the wall as she walks. She's feeling for any suspicious cracks or perhaps flow of air. Maybe some spiders webs that move with a breeze? If the party are trapped down here, then breathable air today could be more of an issue than a dragon tomorrow.

"I'm not aware of any specific weakness that dragon has" she says aloud as she walks "It may require just brute force to defeat. It is possible that it is the threat from Jericho Space the Dragon Consortium are concerned about, although I fear it could just be the tip of the spear. If a portal is open somewhere, then more may follow through. I think we should ready ourselves for two things: defeating Korrine, and closing the portal that brought her here"

-------------------------------
Perception: 45 + Arcane Sight + DarkVision + See Invisibility + Detect Scrying + Spellcraft 36 (To ID any magical auras)
Flying 5ft off the ground (Tink has a +26 Fly skill)


Bosk AC: (37/20/33) CMD: (35) hp 76/108 Spells 
Thursday November 26th, 2015 8:56:34 PM

Once the initial scans are complete Bosk will take 20 to search the area. (I forgot about that option.)

Perception Check = 39

Garret Goodbarrel [AC:37/33/31 +4 vs AOO HP:124/124 Ki:13/15 CMD: 33 SR: 23] 
Thursday November 26th, 2015 9:42:45 PM

Garret watches back up the stairway while the dragon crashes and thrashes about. He thanks Restlin and Bosk for the healing, then dusts himself off. While the others search the room, he pulls out a piece of pumpkin pie and munches on it while watching back up the stairway, hoping the dragon will not find their exit point.

Zane (JCC) AC 33, CMB 16, CMD 32, HP 211(+52 temp)/166, Character 
Thursday November 26th, 2015 10:20:43 PM

Zane shrinks back down to his normal large size from huge.
"I've heard of most of these magical spells, but they are so far beyond my ability it's almost crazy. I'll need to plan on getting into melee with it. And I'm betting even with me on top it, I'll be straining to hit the damn thing. No matter, I'll be doing what I can."


Sesha [AC 33 /2o To/25 Fl] | HP 191/93 | CMD 17]  d8+7=15 ; d20+18=32 ; d20+24=35 ; d100=26 ; d20+24=43 ; d100=27 ; 13d6=60 ; d20+24=27 ; d100=95 ; d20+24=35 ; d100=19 ; d20+24=32 ; d100=84 ;
Friday November 27th, 2015 12:14:38 AM


While the others search, Sesha finds herself with a long list of night-time chores she needs to hammer out before she finds herself up far too late.

Preparation 1.

Heroes Feast (1 Hour): It's dinner time soon, and Sesha sets about her routine duty of making sure everyone has something fair to eat. She uses her rod to extend the spell, offering everyone the benefits of 15 Hp, a +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects for 24hours. (Leycheck, 26. Success.)

Preparation 2.

Spirit Brew (2 Hours): After everyone is serves, Sesha takes the time to prepare another Spirit Brew. She gathers the power for a Shadow-Walk, then vanishes from the realm. The brew itself is made easily, and she resists the dangerous allure of the Woldsblood. (Shadow Walk leycheck, 27 Success. Spirit Brew Leycheck, 95. No slot expended. Success.)

Preparation 3.

Surrender Self (10 minutes.): Sesha prepares Pot-pot and steps into the Cauldron, conjuring the tools necessary to complete her spell process. She replaces her Acid Resistance with Bears Endurance. ( Surrender Self Ley Check 26, Success. Bears Endurance Ley Check, 84. No slot expended.)

Preparation 4.

Sesha then casts Lesser Immortal Summons (1 round), pulling Joy back into the realm of the living. She takes a deep breath, then grins and smiles at her friend. She reaches out, tracing her finger through the young ghostly cleric, attempting in vain to brush some hair out of the girls eyes.

"I have to ask you and the Sisters to be ready tomorrow. We are settling with that Dragon, and I might have to call upon the might of all of you together. Your touch and spells will be invaluable, I think. Please ask the Sisters to replace their Sanctuary spells with an extra Remove Fear, just in case."

Sesha explains to the others. "The sisters can both cast Protection from Evil and Align Weapon on anything that needs to overcome her damage resistance or if anyone needs minor protections from her spells."

With a sigh, Sesha wipes her brow.

"I've got a scroll of spell immunity. After either Bosk or Zane gets the receiving end of our magical augments, I'll lock them in place for 30 minutes or so by making them immune to Dispel Magic."

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