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Zane (JCC) AC 33, CMB 21, CMD 36, HP 202/240, Blindsense 60' Character 
Thursday June 15th, 2017 8:05:33 PM

Upon seeing the deformed shapes, and then hearing what they are, Zane is ready to go to town on them.... but holds off, He waits to see whether or not they are clearing or just skipping.....

Beriothian -- AC:34/18/32 HP: 291/219 CMD = 23 
Thursday June 15th, 2017 9:46:25 PM

Beri signals to his elementals to all keep 5 feet off the ground. Some of the elementals look relieved, others almost as if they are rolling their eyes at the obviousness of the suggestion.
I have some air walk spells prepared if needed. Though I think there is an even better solution in this case... Tink, let us know what you find scouting.

Beri readies an earthquake spell centered in the room should things go bad, from the damage it does to structures it should take out all those meddlesome jaws without a problem... though he will listen to his companions if any see something he doesn't and believe this is a bad spell to cast.

Active Spells
resist energy (acid)- 170 minutes
elemental swarm (air elemental)- 170 minutes
(with augmented summoning, +4 enhancement bonus to Strength and Constitution)
6x large air elemental, (88 hp (+ 20 for constitution bonus hp ), AC 21/17/13)
Mass Bears Endurance, success.
Mass Cat's Grace, success.
Mass Bull's Strength, success. No slot expended.

Spell List
0 (4)- Detect Magic, Light, Mending, Detect Poison
1 (7)- *Elf Vision, Faerie Firex2, Obscuring Mist x2, cure light wounds x2, Entangle
2 (7)- *Faerie Fire, Fog Cloud, Soften Earth and Stonex2, Warp Woodx2, resist energyx2
3 (7)- *Glibness, Sleet Stormx2, Greater Magic Fang, wind wallx2, Cure Moderate Woundsx2
4 (6)- *Lesser Planar Ally, dispel magicx2, cure serious wounds, Freedom of Movement, Air Walkx2
5 (6)- *Awaken, Cure Critical Woundsx2, animal growth, Call Lightning Storm, Transmute Rock to Mud, Transmute Mud to Rock
6 (6)- *Legend Lore, Wall of Stone, Antilife shell, Dispel Magic (Greater)x4
7 (5)- *Irresistible Dance , Healx3, changestaff, Creeping Doom
8 (3)- *Greater Planar Ally , Reverse Gravity, whirlwind, earthquake
9 (2)- *Wail of the Banshee, elemental swarmx2

Bosk AC: 33/16/29 CMD: 34 126 hp /132 (27+18 are temp) Spells  
Thursday June 15th, 2017 10:36:58 PM

Bosk telepathically tells the group that he thinks he can get everyone across magically.

ooc I am on my phone now, but when I get home I will check the weight and distances if my spells. I have several types prepared.

Beriothian -- AC:34/18/32 HP: 291/219 CMD = 23 
Thursday June 15th, 2017 10:50:38 PM

Also, if the party's location within the creature and the strength of an earthquake would put the party at risk of tearing a hole in the creature and sucking everyone into space Beri is not going to cast it.

That's No Moon... - [DM Hugh]  d4=4 d4=4 d20+9=11 d20+9=27 d20+9=25 d20+9=19 d20+9=28 d20+9=11 d20+9=14 d20+9=21 d20+9=23 d20+9=13 d20+9=28 d20+9=25 d20+9=27 d20+9=20 d20+9=11 d20+9=13 d20+9=18 d20+9=26 d20+9=16 d20+9=12 d20+9=22 d20+9=13 d20+9=21 d20+9=20 d20+9=10 d20+2=6 d20+2=7 d20+2=14 d20+2=19 d20+2=16 d20+2=22 d20+2=19 d20+2=9 d20+2=20 d20+2=22 d20+2=7 d20+2=11 d20+2=14 d20+2=17 d20+2=6 d20+2=9 d20+2=17 d20+2=5 d20+2=10 d20+2=14 d20+2=18 d20+2=12 d20+2=3 d20+2=5 d20+2=14 8d6(3+4+3+2+6+6+1+4)=29
Thursday June 15th, 2017 11:59:17 PM

Tink slowly and stealthily starts flying through the chamber. As she passes Gore Child 24 and Gore Child 25 she notices a terrible stench (2 x DC 24 Fort Save; failing either will result in the sickened condition for 4 rounds and failing both yields 8 rounds) She also sends over the link they are fleshwarped.

Garret whispers he has the ability to move to the other side of the chamber.

Restlin also talks about dimensional hopping to the other side of the door. He agrees with Tink the creature is fleshwarped.

Sesha asks Wyaar if he is able to ignore the creatures and keep moving or failing that they could work to put the creatures to rest.

Wyaar frowns at the sight that greets him. He studies one of the creatures to try to see if it is the source of the evil. Each Fleshwarped creature he looks at radiates an evil aura.

Zane is ready to go town on the creatures but holds back depending on actions of the group.

Bosk telepathically tells everyone he can get them across magically.

Beri readies an earthquake spell should things take a turn for the worse. He informs the groups he has air walk spells and asks Tink to let them know what they find scouting.

At this point several things happen at the same time. Gore Children 1, 23, 25, 18, 19, 20, 14, 17 and 10 all turn there heads to the sounds of hushed conversation. Beri realizes that he can keep the earthquake contained in such a way as to not cause a breach and uses the spell the dropped the ceiling on the mouths and the gore children. (Reflex save 15 or take 29 damage living things in the cave & pinned under rubble)

Gore Children 24, 25, 18, 19, 2, 21, 16, 9, and 3 all manage to make the save and only take 14 damage. The rest of the gore children take 29 damage

Tink: 2x 24 Fort save or be sickened for 4 - 8 rounds; 1x 15 Reflex save or 29 damage; pinned beneath rumble
GC 1: 29 damage, pinned beneath rubble
GC 2: 14 damage, pinned beneath rubble
GC 3: 14 damage, pinned beneath rubble
GC 4: 29 damage, pinned beneath rubble
GC 5: 29 damage, pinned beneath rubble
GC 6: 29 damage, pinned beneath rubble
GC 7: 29 damage, pinned beneath rubble
GC 8: 29 damage, pinned beneath rubble
GC 9: 14 damage, pinned beneath rubble
GC 10: 29 damage, pinned beneath rubble
GC 11: 29 damage, pinned beneath rubble
GC 12: 29 damage, pinned beneath rubble
GC 13: 29 damage, pinned beneath rubble
GC 14:29 damage, pinned beneath rubble
GC 15: 29 damage, pinned beneath rubble
GC 16: 14 damage, pinned beneath rubble
GC 17: 29 damage, pinned beneath rubble
GC 18: 29 damage, pinned beneath rubble
GC 19: 14 damage, pinned beneath rubble
GC 20: 29 damage, pinned beneath rubble
GC 21: 14 dmage, pinned beneath rubble
GC 22: 29 damage, pinned beneath rubble
GC 23: 29 damage, pinned beneath rubble
GC 24: 29 damage, pinned beneath rubble
GC 25: 29 damage, pinned beneath rubble

Map
(OOC: You can edit the map
RobC: Corrected the link

(OOC: the numbers on the flesh children were the checks needed to hear your whispers)

(OOC2: After discussing with the PTB we have decided that the ruling that the earth quake happened stands this time. I'm chalking it up to weirdness in jerichospace. Spells that target the earth won't work against SOMA moving forward)


Bosk AC: 33/16/29 CMD: 34 126 hp /132 (27+18 are temp) Spells  
Friday June 16th, 2017 12:40:34 AM

Bosk thinks about it and over the links says, "I am pretty sure Dim Door and get it s all across without touching the ground. Should we give it a try?"

ooc: I am moving on Saturday, tonight and tomorrow are busy with last minute preperations.

RobC - Katinka Hushfoot -- AC 33/23/25 -- CMD 26 -- HP 185 -- Spells -- Active Effects 
Friday June 16th, 2017 5:55:28 AM

"Hmm.. pretty sure this is why we have rings that allow telepathy"

-----------------
OOC: Holding off posting at the DMs request

Garret Goodbarrel [AC:39/33/31; +4 vs AOO HP: 167/167 Ki:20/20 CMD: 37 SR: 27] 
Friday June 16th, 2017 11:22:35 AM

Over the link Garret says, "Tink, are you okay? Can you get to the other side?"

He continues over the link, "With that room down and the things confused, let's get over to the other side quickly rather than battling them, okay Wyarr?"

Wyaar ( Sheet) AC 35/19/30, CMD 40 (42 temp), HP 170/153, DR 5/Evil 
Friday June 16th, 2017 4:16:14 PM

Wyaar doesn't have one of those fancy rings though!

His eyes go a bit wide as the room starts to shake and then collapse to cover the creatures in rubble before letting out a sign, "These creates are abdominations and evil.. but not by their own choice. Let us leave them for now and focus on their creator than the creations. We will deal with them later."

Sesha [AC 35 /21 To/29 Fl] | HP 234/147 | CMD 22] 
Friday June 16th, 2017 6:38:44 PM


"Okay then."

Sesha makes her way to wherever she needs to be for a teleport across the room.

RobC - Katinka Hushfoot -- AC 33/23/25 -- CMD 26 -- HP 185 -- Spells -- Active Effects  d20+50=70 ; d20+39=59 ;
Friday June 16th, 2017 8:11:52 PM

The stink of the creatures doesn't worry Tink too much - her Necklace of Adaptation keeping a fresh air bubble around her and preventing any harmful vapors.

She continues sneaking across the room but telepathically informs the others: "Once I have the door open on the other side you guys should be right to teleport, dim door, or even just make a run for it"[

----------------------------
Perception: 59 + See Below
Stealth: 74 - 5 for more than half speed = 69 + Hide in Plain Sight + Mind Blank + Pass Without Trace
Knowl Arcana: 39

---------------------------------
Spells in effect on Self:
Arcane Sight - Contingency - Dark Vision - Detect Scrying - Elf Vision - Endure Elements - Freedom of Movement - Heroism - Mage Armor - Mind Blank - Moment of Prescience - Overland Flight - Pass Without Trace - Protection from Evil - Reduce Person - Resist Energy (Fire) - See Invisibility - Swim Speed - Water Breathing

Spells in effect on Others:
Greater Magic Weapon on Garret's fists - Tishe's Weave Elements on Restlin, Zane and Garret have a 'Water' version, Bosk a 'Fire' version, and Beri an 'Air' version


Perception:
Can automatically see invisible, ethereal, magical auras, and any object/person being scryed upon. Dark Vision & Low Light Vision. Auto check for Secret Doors with 5ft


Immunities:
Immunity to harmful vapors and gases, possession, mental control, spells from the divination school, scrying, bodily contact by evil summoned creatures, and grapples.


Beriothian -- AC:34/18/32 HP: 291/219 CMD = 23 
Friday June 16th, 2017 9:11:13 PM

Hmm, that earthquake felt a bit off... I think I just got lucky and upset his stomach. I probably shouldn't try that again. I agree with leaving the abominations alone if possible. It would be borderline evil to fight them in this state... maybe we should barricade the room off after we pass through though.
Beri agrees with tink's assessment of thier slip up.
Yes, we should stick to our ring from here on out... not that I have a choice in this form
All Beri's communication from here on out will be through the ring unless otherwise noted.

The druid waits for Tink's signal. Once given the clear he and all the elementals will follow the others though, whether by magical means or just flying through the room, over and around any dangers of course.

***
Active Spells
resist energy (acid)- 170 minutes
elemental swarm (air elemental)- 170 minutes
(with augmented summoning, +4 enhancement bonus to Strength and Constitution)
6x large air elemental, (88 hp (+ 20 for constitution bonus hp ), AC 21/17/13)
Mass Bears Endurance, success.
Mass Cat's Grace, success.
Mass Bull's Strength, success. No slot expended.

Spell List
0 (4)- Detect Magic, Light, Mending, Detect Poison
1 (7)- *Elf Vision, Faerie Firex2, Obscuring Mist x2, cure light wounds x2, Entangle
2 (7)- *Faerie Fire, Fog Cloud, Soften Earth and Stonex2, Warp Woodx2, resist energyx2
3 (7)- *Glibness, Sleet Stormx2, Greater Magic Fang, wind wallx2, Cure Moderate Woundsx2
4 (6)- *Lesser Planar Ally, dispel magicx2, cure serious wounds, Freedom of Movement, Air Walkx2
5 (6)- *Awaken, Cure Critical Woundsx2, animal growth, Call Lightning Storm, Transmute Rock to Mud, Transmute Mud to Rock
6 (6)- *Legend Lore, Wall of Stone, Antilife shell, Dispel Magic (Greater)x4
7 (5)- *Irresistible Dance , Healx3, changestaff, Creeping Doom
8 (3)- *Greater Planar Ally , Reverse Gravity, whirlwind
9 (2)- *Wail of the Banshee, elemental swarmx2

Restlin (Carl) -- AC +20/+7/+17 CMD: +20 HP: 175/175 (Spells) Luck Points: 11/22 SR: 20 
Sunday June 18th, 2017 8:11:33 AM

Restlin waits for Tink to be in position, then dimensionally steps across the room to the next exit.

RobC - Katinka Hushfoot -- AC 33/23/25 -- CMD 26 -- HP 185 -- Spells -- Active Effects  d20+24=27 ;
Sunday June 18th, 2017 8:53:31 AM

Tink reflex save vs DC15: 27 = Pass

Zane (JCC) AC 33, CMB 21, CMD 36, HP 202/240, Blindsense 60' Character 
Sunday June 18th, 2017 10:58:11 AM

Zane waits for the dimension door. Thinking over the link "We should kill them and do it right now. 1st its so very vile what they are and 2nd leaving them here to fester will only bring more trouble for us in the future, because if they willingly went through that process, they are true believers and worship and will continue worshiping the other aspect of Gargul. Isn't that why we are here, to get rid of all the worshipers of that other aspect?""

Bosk AC: 33/16/29 CMD: 34 126 hp /132 (27+18 are temp) Spells  
Sunday June 18th, 2017 12:07:36 PM

Body turns to the group [b] From now on all communication is done over the rings. We cannot let our communications tip people if to our presence. As for the creatures, they are abomination, but we have no reason to believe they underwent the process willingly, or that they can even reason on their own and this point. We can deal with them later, but I want to be at top strength for what ever lies ahead. [/B

Bowl will wait for the others to cross and then follow Restlin across with his lowest spell that can do the job. (Posting from my phone, I think it is Dim Door, but am having trouble with the links)

Restlin (Carl) -- AC +20/+7/+17 CMD: +20 HP: 175/175 (Spells) Luck Points: 11/22 SR: 20 
Sunday June 18th, 2017 12:46:19 PM

"Zane, I agree we shouldn't let them live, but there's a good chance we'll be destroying this whole abomination we're in before we're done here, them in it. Let's not wear ourselves out with all these."

Intruder Alert... - [DM Hugh]  d20+8=13 ; d20+8=22 ; d20+8=12 ; d20+8=22 ; d20+8=22 ; d20+8=28 ; d20+8=9 ; d20+8=13 ; d20+8=24 ; d20+8=10 ; d20+8=21 ; d20+8=22 ; d20+8=12 ; d20+8=28 ; d20+8=12 ; d20+8=25 ; d20+8=22 ; d20+8=23 ; d20+8=22 ; d20+8=22 ; d20+8=10 ; d20+8=13 ; d20+8=20 ; d20+8=25 ; d20+8=18 ;
Sunday June 18th, 2017 6:25:18 PM

The flesh from the walls of the chamber has collapsed upon those inside: floor mouths, gore children and Tink.

The floor mouths have been completely wiped out and both the Gore Children and Tink are now buried under organic matter that has fallen from the walls and ceiling.

There is a brief pause giving our heroes a chance to communicate.

Tink points out over the link that they have rings that allow telepathy.

Garret asks if Tink is okay over the link and then suggests the Iron Dragons move while the room is in pandemonium.

Wyaar reflects that he doesn't have one of the Dragon Rings and then gives his opinions that the creatures can be dealt with later.

Sesha agrees and starts making her way where she needs to go across the room.

Tink was unaffected by the stench but is pinioned by the organic material preventing her from reaching the door.

Beri points out that the earthquake felt off and says he isn't going to try that again. He also agrees with the idea of sticking to the rings.

Restlin waits for Tink but doesn't dimensional door because she is trapped under rubble.

Zane is of the mindset they should kill all the creatures now and sends this opinion over the link.

Bosk also chastises the group to use the rings so as to not tip the population of the base of their presence. He also advocates dealing with the creatures later to conserve strength for whatever lies ahead.

Restlin tells Bosk they'll probably destroy the whole structure before they are done.

What planning the Dragons may have done for this chamber may be in vain.

Soma quivers and shakes with an aftershock that has nothing to do with spell. Moaning noises start emanating from the wall and ceilings as the damage starts to heal itself. Fluids start pumping from the walls to help with the healing process and the air takes on a distinct coppery smell. A loud belch makes its way entirely through the structure and an ammonia like smell joins itself to the coppery one. It would appear that the entire structure has been alerted to your presence.

Four of the creatures easily toss aside the detritus that had trapped them. Chewing noises start emanating from the other 21 rubble piles, it would appear the other Gore Children are going to eat their way out of their predicament; how grisly.

The four Gore Children that unburied themselves stand from prone and start making their way towards the Iron Dragons.

Bosk, Restlin's Archon, Garret and Restlin are within range of Gore Child 24's stench and need to make DC 24 Fort saves or be sickened. (OOC: unless you guys dimensioned door in which case please move yourselves; the Gore Children would advance towards you guys)

(OOC: As Tink never made it to the door and some of the gore children freed themselves I will permit you to dimension door w/o Tink but the room isn't cleared like you thought and you will be pursued.)

===============================================================================
OOC: Regarding cave-ins: Characters who aren't buried can dig out their friends. In 1 minute, using only her hands, a character can clear rocks and debris equal to five times her heavy load limit. The amount of loose stone that fills a 5-foot-by-5-foot area weighs 1 ton (2,000 pounds). Armed with an appropriate tool, such as a pick, crowbar, or shovel, a digger can clear loose stone twice as quickly as by hand. A buried character can attempt to free himself with a DC 25 Strength check.
===============================================================================
All squares marked cave-in are considered difficult terrain and require double move. I have taken this into account when moving the freed gore-children
===============================================================================
Perception: 30 or Knowledge[Dungeoneering] DC 25: Highlight to display spoiler: {The visible aberrant GoreChildren appear to be healing from the damage they took from the cave-in}

Map
(OOC: You can edit the map)

Tink: pinned beneath rumble;
GC 1: 24 damage, pinned beneath rubble
GC 2: 9 damage, pinned beneath rubble
GC 3: 9 damage, pinned beneath rubble
GC 4: 24 damage, pinned beneath rubble
GC 5: 24 damage, pinned beneath rubble
GC 6: 24 damage, freed from the rubble via strength check
GC 7: 24 damage, pinned beneath rubble
GC 8: 24 damage, pinned beneath rubble
GC 9: 9 damage, pinned beneath rubble
GC 10: 24 damage, pinned beneath rubble
GC 11: 24 damage, pinned beneath rubble
GC 12: 24 damage, pinned beneath rubble
GC 13: 24 damage, pinned beneath rubble
GC 14:24 damage, Freed from rubble by strength check
GC 15: 24 damage, pinned beneath rubble
GC 16: 9 damage, Freed from rubble by strength check
GC 17: 24 damage, pinned beneath rubble
GC 18: 24 damage, pinned beneath rubble
GC 19: 9 damage, pinned beneath rubble
GC 20: 24 damage, pinned beneath rubble
GC 21: 9 dmage, pinned beneath rubble
GC 22: 24 damage, pinned beneath rubble
GC 23: 24 damage, pinned beneath rubble
GC 24: 24 damage, Freed from the rubble by strength check
GC 25: 24 damage, pinned beneath rubble



RobC - Katinka Hushfoot -- AC 33/23/25 -- CMD 26 -- HP 185 -- Spells -- Active Effects  d20+50=63 ;
Monday June 19th, 2017 9:10:27 AM

OOC: Sorry for the misunderstanding. When I read "Reflex save 15 or take 29 damage living things in the cave & pinned under rubble" I assumed that making the save meant you weren't pinned. Anyhoo...

With her strength there is noooo way Tink will be able to push the organic stuff off of her. At least with her darkvision she is not completely blind.

"Alright.. who's the wise-guy that buried me? It was Restlin, wasn't it?" she asks over the link

Tink mentally goes over her list of spells and silently curses that of all days, today is the day she didn't prepare a best shape.

She can't stay buried forever though, so she Dimension Steps out of the pile

-------------------
Standard action: Use Dimensional Step ability to step upwards, above the cave-in.
Move action: Remain hidden with stealth (As a spell-like ability has no verbal or somatic component)
Stealth: 67 + Hide in Plain Sight + Mind Blank + Pass Without Trace

---------------------------------
Spells in effect on Self:
Arcane Sight - Contingency - Dark Vision - Detect Scrying - Elf Vision - Endure Elements - Freedom of Movement - Heroism - Mage Armor - Mind Blank - Moment of Prescience - Overland Flight - Pass Without Trace - Protection from Evil - Reduce Person - Resist Energy (Fire) - See Invisibility - Swim Speed - Water Breathing

Spells in effect on Others:
Greater Magic Weapon on Garret's fists - Tishe's Weave Elements on Restlin, Zane and Garret have a 'Water' version, Bosk a 'Fire' version, and Beri an 'Air' version


Perception:
Can automatically see invisible, ethereal, magical auras, and any object/person being scryed upon. Dark Vision & Low Light Vision. Auto check for Secret Doors with 5ft


Immunities:
Immunity to harmful vapors and gases, possession, mental control, spells from the divination school, scrying, bodily contact by evil summoned creatures, and grapples.


Garret Goodbarrel [AC:39/33/31; +4 vs AOO HP: 167/167 Ki:20/20 CMD: 37 SR: 27] 
Monday June 19th, 2017 9:41:23 AM

Garret takes a defensive stance and says (over the link), "I think Tink's out. Should we wait until she opens the door on the other side before we jump?"

Sesha [AC 35 /21 To/29 Fl] | HP 234/147 | CMD 22] 
Monday June 19th, 2017 12:03:34 PM


"I'm not so sure stealth is still an option. At least we know the terrain to fight in this room. If we dash through a door who is to say we won't have aberrants on one side and another enemy on the other?

Restlin (Carl) -- AC +20/+7/+17 CMD: +20 HP: 175/175 (Spells) Luck Points: 14/22 SR: 20  d20+8=20 ; d20+21=32 ; d20=12 ; d20+18=37 ; d20+1=10 ; d20+1=19 ; d6=6 ; d6=3 ;
Monday June 19th, 2017 12:39:17 PM

"Nope, I don't know how to create an earthquake...yet."

The mendicant is impressed that even after being vomited on by a whale and stomping about in a giant creature's intestines, these things can smell so bad that they threaten to turn his stomach. He shrugs it off & buggers on, but sheesh. (Fort save 32)

He turns to his archon friend and apologizes. "Sorry, mate, but if you could keep that guy in front of you busy..."

With that, Restlin dimensionally steps across the chamber to the next sphincter. "Longer we wait, worse this is going to get. Let's move now." He'll wait until he's not alone to open the next sphincter. He hurriedly tries to cast a repulsion spell. Luckily the reagents were the first ones he grabbed out of his pouch! "Hurry, folks! I got a repulsion field up. You'll be safe next to me."

***

Standard: Dimensionally step to the next sphincter. This is a conjuror ability, not a dim door spell.
Move: Look pretty
Swift: Press my luck - 12 - success! I take another standard action and...
2nd standard: Cast repulsion. Any enemies trying to get closer to me must make a DC 37 will save.

Archon hits touch AC 10 and 19 to the beastie in front of him for 6 and 3 damage.

Sesha [AC 35 /21 To/29 Fl] | HP 234/147 | CMD 22] 
Monday June 19th, 2017 6:42:17 PM



Sesha heads into the Repulsion field on her broom.

Zane (JCC) AC 33, CMB 21, CMD 36, HP 202/240, Blindsense 60' Character 
Monday June 19th, 2017 9:39:52 PM

Zane, since there is "gravity, or at least it seems so, stretches his wings and makes his way to the repulsion field., if anything should try to stop him, he'll play whack a mutant.

Beriothian -- AC:34/18/32 HP: 291/219 CMD = 23 
Monday June 19th, 2017 9:40:48 PM

Why aren't we attacking? We WILL be persued, we should be taking this opportunity to attack! Someone, please set down a lovely trap somewhere. My elementals will collect the freed gore children and prevent them from digging their friends out.

With that, the six air elementals will transform into a whirl wind and make a sweep, collecting the freed gore children and pulling them away from the group. If all enemies are picked up, any remaining air elementals will ready move actions to suck up any enemies that escape either their current whirlwind or the current cave in.

Beri will fly towards the repulsion field above the chaos and regroup with the others.

***
Active Spells
resist energy (acid)- 170 minutes
elemental swarm (air elemental)- 170 minutes
(with augmented summoning, +4 enhancement bonus to Strength and Constitution)
6x large air elemental, (88 hp (+ 20 for constitution bonus hp ), AC 21/17/13)
Mass Bears Endurance, success.
Mass Cat's Grace, success.
Mass Bull's Strength, success. No slot expended.

Spell List
0 (4)- Detect Magic, Light, Mending, Detect Poison
1 (7)- *Elf Vision, Faerie Firex2, Obscuring Mist x2, cure light wounds x2, Entangle
2 (7)- *Faerie Fire, Fog Cloud, Soften Earth and Stonex2, Warp Woodx2, resist energyx2
3 (7)- *Glibness, Sleet Stormx2, Greater Magic Fang, wind wallx2, Cure Moderate Woundsx2
4 (6)- *Lesser Planar Ally, dispel magicx2, cure serious wounds, Freedom of Movement, Air Walkx2
5 (6)- *Awaken, Cure Critical Woundsx2, animal growth, Call Lightning Storm, Transmute Rock to Mud, Transmute Mud to Rock
6 (6)- *Legend Lore, Wall of Stone, Antilife shell, Dispel Magic (Greater)x4
7 (5)- *Irresistible Dance , Healx3, changestaff, Creeping Doom
8 (3)- *Greater Planar Ally , Reverse Gravity, whirlwind
9 (2)- *Wail of the Banshee, elemental swarmx2

Wyaar ( Sheet) AC 35/19/30, CMD 40 (42 temp), HP 170/153, DR 5/Evil  d20+28=42 ; d20+23=34 ; d20+18=32 ; d20+13=33 ; d20+17=21 ; d20+28=35 ; d20+28=45 ; d8+9=16 ; d8+9=11 ; d8+9=10 ; d8+9=17 ; d8+9=15 ; d8+9=16 ; d6=5 ; d6=3 ; d6=1 ; d6=1 ; d6=1 ; d6=3 ; d6=3 ; d6=3 ; d6=6 ; d20=11 ; d6=4 ; d6=5 ; d6=4 ; d6=3 ; d6=4 ; d6=1 ; d6=4 ; d6=5 ; d6=3 ; 2d6=9 ; 2d6=9 ; 2d6=7 ; 2d6=8 ; d3=3 ; 2d6=7 ; 2d6=2 ;
Monday June 19th, 2017 11:17:57 PM

"They're not trapped... they'll be free and come at us from behind... we must deal with them now!" Wyaar says and then lets a volley of arrows fly.

~~~~~~~~~~~~~~~~

Full attack with multiattack, deadly aim and rapid shot to gore child 24. Overflow attacks to gore child 16 if applicable

Attack 1 (Multiattack): hit AC 42 - 27 arrow damage, 8 cold, 6 electric, 7 fire, 18 holy
Attack 2: Hit AC 34, 10 arrow damage, 1 cold, 6 electric, 1 fire, 7 holy
Attack 3: Hit AC 32, 17 arrow damage, 1 cold, 4 electfic, 4 fire, 8 holy
Attack 4: Hit AC 33 (nat 20, crit likely failed to confirm with 21), 15 arrow damage, 1 cold, 5 electric, 5 fire,3 holy
Rapidshot: Hit AC 35, 16 arrow damage, 3 cold, 4 eletric, 3 fire, 7 holy


Bosk AC: 33/16/29 CMD: 34 126 hp /132 (27+18 are temp) Spells   d20+18=25 ;
Monday June 19th, 2017 11:57:05 PM

Over the link Bosk asks, "Any reason to think these guys will not follow us? At this point I think leaving them will result in us being caught in a pinser betwzeen two groups of enemies with no where to run.

Fort save = 25

(More to come, posting from my phone. No home internet since the move Saturday)

Bosk AC: 33/16/29 CMD: 34 126 hp /132 (27+18 are temp) Spells  
Tuesday June 20th, 2017 12:16:11 AM

Body floors over the enemies (in such a way as to avoid their reach) and joins the others in the repulsion field.

Intruder Alert... - [DM Hugh]  d20+4=13 ; d4=2 ; d20+16=29 ; d20+6=19 ; 2d6=9 ; d20+16=30 ; d20+16=18 ; d20+16=20 ; d6+8=9 ; d20+16=24 ; d20+16=24 ; d20+16=34 ; 2d6+8=16 ; d6+8=9 ; d6+8=9 ;
Tuesday June 20th, 2017 3:18:23 AM

Tink asks if it was Restlin that buried her and the activates dimension step ability to get beyond the cave-in remaining hidden in plain sight.

Garret takes a defensive stance and points that Tink is out asking about waiting for her to move to the other side.

Restlin is impressed by the stench coming from the GoreChild. He manages to avoid being sickened by it. He asks the Archon to keep the Gorechild busy while he dimensionally steps to the next sphincter and casts a repulsion field to repel the Gorechild waiting for the others to catch up. The archon hits the Gorechild with both light rays.

(Fort Save: 13 for Archon, Sickened for 2 rounds, takes -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks)

Sesha heads into the Repulsion field on her broom.

Zane stretches his wing and takes to the air as he flies through the open sphincter and into the chamber. He has to fly low to get into the chamber and Gore Child 24 takes a swipe at the dragon disciple from an AOO but misses with a claw.

Beri asks why aren't they attacking. He points out the Dragons will be pursued and then moves to regroup with the others as he orders his elemental to whirlwind up. Unfortunately the Whirlwinds being size large cannot suck up the Gorechildren as the Gorechildren are also size large and whirlwinds can only pick up creatures who are size smaller. (OOC: We've had discussions about this in the rules board before. I used to DM for Kim and he used air elementals all the time)

Wyaar points out that they will be pursued and then fires off arrows at Gorechild 24. The first 4 arrows destroy the abomination and the fire stops its regeneration. The last arrow damages Gorechild 16.

The piles that the 21 bone children are still trapped under have shrunk considerably. By next round they should all manage to free themselves through eating the organic matter.

Gore child 16 projectile vomits at Bosk and the horned cleric is hit (19 v Touch) and takes 9 acid damage and the horned cleric must make 2 Fort Saves.
(DC 24 or contract filth fever)
(DC 24 or be nauseated for 1 minute)

Gore child 14 attacks the whirlwind 5 and hits with a single claw for 9 damage.
Gore child 6 attacks the whirlwind 2 and hits with both claws and a bite for 34 damage.

Map
(OOC: You can edit the map)

Bosk: 9 acid damage + 2 fort saves (1 for illness; 1 to resist nauseau)
Air Elemental 5 - 9 damage
Air Elemental 2 - 34 damage
Tink: free hidden
GC 1: 19 damage, pinned beneath rubble
GC 2: 4 damage, pinned beneath rubble
GC 3: 4 damage, pinned beneath rubble
GC 4: 19 damage, pinned beneath rubble
GC 5: 19 damage, pinned beneath rubble
GC 6: 19 damage, freed from the rubble via strength check
GC 7: 19 damage, pinned beneath rubble
GC 8: 19 damage, pinned beneath rubble
GC 9: 4 damage, pinned beneath rubble
GC 10: 19 damage, pinned beneath rubble
GC 11: 19 damage, pinned beneath rubble
GC 12: 19 damage, pinned beneath rubble
GC 13: 19 damage, pinned beneath rubble
GC 14:19 damage, Freed from rubble by strength check
GC 15: 19 damage, pinned beneath rubble
GC 16: 37 damage, Freed from rubble by strength check
GC 17: 19 damage, pinned beneath rubble
GC 18: 19 damage, pinned beneath rubble
GC 19: 4 damage, pinned beneath rubble
GC 20: 19 damage, pinned beneath rubble
GC 21: 4 dmage, pinned beneath rubble
GC 22: 19 damage, pinned beneath rubble
GC 23: 19 damage, pinned beneath rubble
GC 24: 182 damage, dead
GC 25: 19 damage, pinned beneath rubble

RobC - Katinka Hushfoot -- AC 33/23/25 -- CMD 26 -- HP 185 -- Spells -- Active Effects  d20+50=60 ;
Tuesday June 20th, 2017 7:06:00 AM

Tink is glad to be out from under the rubble and makes straight for Restlin

"I'm next to Restlin" She lets the others know. With her stealth and Mind Blank it's likely noone knows she is ther.

-------------------
Double Move action: Move
Stealth: 59 = (64 - 5 for moving more than half speed) + Hide in Plain Sight + Mind Blank + Pass Without Trace

---------------------------------
Spells in effect on Self:
Arcane Sight - Contingency - Dark Vision - Detect Scrying - Elf Vision - Endure Elements - Freedom of Movement - Heroism - Mage Armor - Mind Blank - Moment of Prescience - Overland Flight - Pass Without Trace - Protection from Evil - Reduce Person - Resist Energy (Fire) - See Invisibility - Swim Speed - Water Breathing

Spells in effect on Others:
Greater Magic Weapon on Garret's fists - Tishe's Weave Elements on Restlin, Zane and Garret have a 'Water' version, Bosk a 'Fire' version, and Beri an 'Air' version


Perception:
Can automatically see invisible, ethereal, magical auras, and any object/person being scryed upon. Dark Vision & Low Light Vision. Auto check for Secret Doors with 5ft


Immunities:
Immunity to harmful vapors and gases, possession, mental control, spells from the divination school, scrying, bodily contact by evil summoned creatures, and grapples.


Garret Goodbarrel [AC:39/33/31; +4 vs AOO HP: 167/167 Ki:20/20 CMD: 37 SR: 27]  d20+26=40 ; 6d8+7=39 ;
Tuesday June 20th, 2017 8:06:34 AM

As the others move forward, Garret joins them and looks for a target. He steps past the dead thing and heads over to see about attacking one of them that is working their way out of the "rubble."

OOC:
If possible, attack: Hit AC 40 (magical, lawful, cold iron, silver, adamantine), Damage: 39

Zane (JCC) AC 33, CMB 21, CMD 36, HP 202/240, Blindsense 60' Character  d20+16=29 ; 2d6+11=20 ;
Tuesday June 20th, 2017 11:04:38 AM

Zane hovers above the floor, near where Restlin and a couple of the others are."I think there's one under here, I'll have to wait until he works his way out, before I can take care of him. My spells will be mostly useless, so I'm going to try some arrows while I wait for it to get where I can kick it's head or what's left of it's head sideways." Said over the link.
To the Head guy who inducted the Group to the DC, "Umm, we had a former member rejoin the Iron Dragons, and he sort of needs a ring. We've already run into trouble because we had to actually speak to fill him in on the plans. Any way you can help us out?" He uses the Ring to contact another DC ring wearer.....
While he's thinking those messages, Zane pulls out his "smaller" bow and draws and releases a shot at #14.

Attack AC 29 Damage 20

Bosk AC: 33/16/29 CMD: 34 126 hp /132 (27+18 are temp) Spells  
Tuesday June 20th, 2017 2:32:13 PM

Ooc: what is preventing Bosk from getting behind the repulsion field?

OOC: DM Hugh don't you only have a 30 foot move in armor? You still have to move through the difficult terrain and the repulsor field only protects Restlin technically but if you guys can cluster around him it should protect you too from distant Gore Children

Wyaar ( Sheet) AC 35/19/30, CMD 40 (42 temp), HP 170/153, DR 5/Evil  d20+28=45 ; d20+23=24 ; d20+18=19 ; d20+13=30 ; d20+28=46 ; d8+9=12 ; d8+9=10 ; d8+9=16 ; d8+9=14 ; d6=1 ; d6=5 ; d6=4 ; d6=5 ; d6=3 ; d6=6 ; d6=5 ; d6=6 ; d6=2 ; d6=1 ; d6=5 ; d6=1 ; 2d6=9 ; d3=3 ; 2d6=7 ; d3=2 ; 2d6=11 ; 2d6=5 ;
Tuesday June 20th, 2017 4:49:18 PM

Wyaar goes to say something else and realizes the rest of the group is away from him and so keeps plugging away at the creations.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

5' step on map

Full attack on GoreChild 16 with manyshot, rapidshot, deadly aim. Any spillover attacks to #14

Attack 1 (manyshot): Hit AC 45, 22 damage, 6 cold, 9 electric, 3 fire, 16 holy
Attack 2: Nat 1, miss
Attack 3: nat 1, Miss!
Attack 4: Hit AC 30, 16 damage, 4 cold, 5 electric, 5 fire,11 holy
Rapidshot: Hit AC 46, 14 damage, 5 cold, 6 electric, 1 fire, 5 holy

Restlin (Carl) -- AC +20/+7/+17 CMD: +20 HP: 175/175 (Spells) Luck Points: 14/22 SR: 20  d20+1=10 ; d20+1=3 ; d6=6 ; d6=6 ;
Tuesday June 20th, 2017 8:20:22 PM

Hoooooo boy is Restlin angry. He doesn't bother with the ring because he wants to be sure Wyarr hears him. "What is it with you people and jumping into unnecessary fights? These are not smart undead. They won't follow us because THEY WON'T FIGURE OUT THE DOOR, and even if they do, they'll be funneled through the door instead of being able to gather around us. I can hurt these things more than any of you, but not when they're all over the place! Now stop being heroes and get the heck over here!"

***

The repulsion field extends 150' from Restlin. Even if the undead are inside that when it was cast, they still can't move closer to Restlin w/o making the save.

The archon attacks gorechild 16. Hit touch AC 10 and 3 for 6 and 6 damage.

Beriothian -- AC:34/18/32 HP: 291/219 CMD = 23  d20+16=24 ; d20+16=22 ; d20+16=26 ; d20+16=34 ; d20+16=25 ; d20+16=24 ; d20+16=17 ; d20+16=26 ; d20+16=34 ; d20+16=34 ; d20+16=21 ; d20+16=31 ; d8+6=9 ; d8+6=14 ; d8+6=13 ; d8+6=14 ; d8+6=12 ; d8+6=9 ; d8+6=13 ; d8+6=11 ; d8+6=14 ; d8+6=9 ; d8+6=9 ; d8+6=11 ;
Tuesday June 20th, 2017 9:40:53 PM

Beri watches as the elementals try in vain to suck up the gore children.
...should have looked behind be to give those orders. I'm too used to summoning one or two elementals that are much larger, I forgot that this spell summoned a group of large ones.
Beri signals them to change back and just pummel the gore children. Each one proceeds to attack the nearest/weakest enemies.

(rolled 2 attacks each)
elemental 1 (88 hp (+ 20 for constitution bonus hp ), AC 21/17/13)
attack 1 =24
damage 1 =9

attack 2 =22
damage 2 =14

elemental 2 (54 hp (+ 20 for constitution bonus hp ), AC 21/17/13)
attack 1 =26
damage 1 =13

attack 2 =34
damage 2 =14

elemental 3 (88 hp (+ 20 for constitution bonus hp ), AC 21/17/13)
attack 1 =25
damage 1 =12

attack 2 =24
damage 2 =9

elemental 4 (88 hp (+ 20 for constitution bonus hp ), AC 21/17/13)
attack 1 =17
damage 1 =13

attack 2 =26
damage 2 =11

elemental 5 (79 hp (+ 20 for constitution bonus hp ), AC 21/17/13)
attack 1 =34
damage 1 =14

attack 2 =34
damage 2 =9

elemental 6 (88 hp (+ 20 for constitution bonus hp ), AC 21/17/13)
attack 1 =21
damage 1 =9

attack 2 =31
damage 2 =11

***
Beri listens to Restlin
While the door likely leads to another empty hall and not another room... or passage to an organ if you prefer... I'm fairly confident these guys would just follow us. While I fully trust you could handle them, I still think it's better to take them out now than risk combat on two fronts. That said, I'm following the guy with the protections spell.
Beri will follow the others should they leave the room.

***
Active Spells
resist energy (acid)- 170 minutes
elemental swarm (air elemental)- 170 minutes
(with augmented summoning, +4 enhancement bonus to Strength and Constitution)
6x large air elemental, (88 hp (+ 20 for constitution bonus hp ), AC 21/17/13)
Mass Bears Endurance, success.
Mass Cat's Grace, success.
Mass Bull's Strength, success. No slot expended.

Spell List
0 (4)- Detect Magic, Light, Mending, Detect Poison
1 (7)- *Elf Vision, Faerie Firex2, Obscuring Mist x2, cure light wounds x2, Entangle
2 (7)- *Faerie Fire, Fog Cloud, Soften Earth and Stonex2, Warp Woodx2, resist energyx2
3 (7)- *Glibness, Sleet Stormx2, Greater Magic Fang, wind wallx2, Cure Moderate Woundsx2
4 (6)- *Lesser Planar Ally, dispel magicx2, cure serious wounds, Freedom of Movement, Air Walkx2
5 (6)- *Awaken, Cure Critical Woundsx2, animal growth, Call Lightning Storm, Transmute Rock to Mud, Transmute Mud to Rock
6 (6)- *Legend Lore, Wall of Stone, Antilife shell, Dispel Magic (Greater)x4
7 (5)- *Irresistible Dance , Healx3, changestaff, Creeping Doom
8 (3)- *Greater Planar Ally , Reverse Gravity, whirlwind
9 (2)- *Wail of the Banshee, elemental swarmx2

Bosk AC: 33/16/29 CMD: 34 126 hp /132 (27+18 are temp) Spells   d20+18=28 ; d20+18=29 ;
Tuesday June 20th, 2017 9:55:03 PM

Both fort saves passed. 28 and 29.

Sesha [AC 35 /21 To/29 Fl] | HP 234/147 | CMD 22]  d20+31=34 ; d100=95 ;
Wednesday June 21st, 2017 1:19:35 AM


Sesha is conflicted. There's a couple calls to fight, and a couple calls to retreat.Plus these creatues were mindless, and immune to most of her spells. She figures things could get out of control soon, so she starts making some preparations.

She pulls a glass dagger, and jabs herself in the arm. With a wince, she smashes the dagger against the front of her armor, then focus on another, far more powerful spell. She bones snap and regrow, and soon she's standing much much large than before.

Mountain Troll Sesha pops her neck and arms, and waits for the enemies to get closer, if they do.



Sesha [AC 35 /21 To/29 Fl] | HP 234/147 | CMD 22] 
Wednesday June 21st, 2017 1:21:37 AM

Woops.

Standard: Surrender blood, SLA - no leycheck required.
Heroic: Shapechange. Leycheck 95, no slot required. CL 17+1 robes+1 stone+3 surrender blood = CL 22 minute duration.

Sesha [AC 35 /21 To/29 Fl] | HP 234/147 | CMD 22] 
Wednesday June 21st, 2017 1:27:07 AM

Woops. 220 minutes.

Intruder Alert... - [DM Hugh]  2d8+18=23 ; d3=2 ; 2d8+18=24 ; 2d8+18=31 ; 2d8+18=27 ; 2d8+18=23 ; 2d8+18=24 ; 2d8+18=34 ; 2d8+18=21 ; 2d8+18=28 ; 2d8+18=26 ; 2d8+18=30 ; 2d8+18=28 ; 2d8+18=26 ; 2d8+18=27 ; 2d8+18=25 ; 2d8+18=22 ; 2d8+18=24 ; 2d8+18=30 ; 2d8+18=25 ; 2d8+18=22 ; 2d8+18=32 ; d20+16=26 ; d20+16=24 ; d20+16=22 ; d20+6=24 ; d20+6=15 ; d20+16=17 ; d20+16=35 ; d20+16=24 ; d6+8=14 ; 2d6+8=16 ; d20+6=15 ; d20+6=19 ; d20+6=11 ; d20+6=14 ; d20+16=31 ; d20+16=36 ; d20+16=20 ; d20+16=23 ; d6+8=13 ; d6+8=11 ; 2d6+8=19 ; d20+6=22 ; d20+16=21 ; d20+16=18 ; d20+16=27 ; d6+8=13 ; 2d6+8=14 ; d20+16=28 ; d20+16=29 ; d20+16=33 ; d20+6=21 ; d8+6=13 ; 2d6+8=13 ; d6+8=9 ; d20+6=16 ; d20+6=14 ; d20+6=8 ; d20+6=8 ; d20+6=20 ; d20+6=18 ; d20+6=21 ; d20+16=34 ; d20+16=19 ; d20+16=22 ; d6+8=9 ; 2d6+8=12 ; d20+6=10 ; d20+16=31 ; d20+16=34 ; d20+16=20 ; d8+6=7 ; d8+6=14 ; d20+16=21 ; d20+16=27 ; d20+16=19 ; d20+16=17 ; d8+6=7 ; d20+6=22 ; d20+16=27 ; d20+16=29 ; d20+16=36 ; d20+16=34 ; d8+6=11 ; d8+6=9 ; 2d8+6=16 ; d20+16=31 ; d20+6=23 ; d20+16=17 ; d20+16=33 ; 2d8+6=17 ; d20+6=26 ; d20+16=34 ; d20+16=33 ; d20+16=24 ; d8+6=11 ; d8+6=7 ; d20+6=20 ; d20+16=22 ; d20+16=19 ; d20+16=28 ; d6+8=13 ; 2d6+8=12 ; d20+16=32 ; d20+16=26 ; d20+16=24 ;
Wednesday June 21st, 2017 6:59:36 AM

Tink makes a stealthy bee-line to Restlin.

Garret punches GC 25 after it frees itself from the Rubble.

Zane shoots GC 14 with his bow after sending a message for the DC over his ring requesting a ring for Wyaar.

Wyaar keeps shooting CG 16 but some of his missiles miss and this Gore Child remains standing althoug visibly beat up. GC 16 has stopped healing for the second round in a row.

Restlin is angry that the dragons are fighting the creatures and implores them to get over to him while the archon attacks GC 16 hitting it once

Beri's elementals continue attacking the GC. One of them fells GC 16. Beri moves toward the others.

Bosk makes a full attack but all his strikes fail to penetrate the GoreChild's hide.

Sesha transforms herself into a mountain troll.

The other Gorechildren have freed themselves from the rubble, seemingly invigorated from their feast.

Zane gets an AOO on CG3 as it stands up from prone

Air Elemental 2 gets an AOO on GC 11 as it stands up from prone

Air Elemental 1 gets an AOO from CG 19 as it stands up from prone

Air Elemental 4 gets one on GC 1

Air elemental 6 gets one on GC 23

Air elemental 3 and Garret get one on CG 25

Air elemental 5 gets one on GC 21

Bosk gets 2 one on GC 1 and GC 23 and both attacks hit.

Gorechild 3 attacks Zane and fails to land a blow.

Gorechild 4 fails its will save and is held in place by the Repulsion field.

Gorechild 5 also fails but can lash out at air elemental 2 and hits with a bite and a claw for 30 damage.

Gorechild 7 also fails its save and is held in place too.

Gorechild 8 also fails its save and is held in place too.

Gorechild 9 also fails its save and is held in place too.

Gorechild 10 also fails its save and is held in place too but can also lash out at Air elemental 2 hitting with both claws and a bite for 43 damage.

Gorechild 11 also fails its save but can also attack air elemental 2 and hits with a claw and a bite and deals 27 damage.

Gorechild 6 also fails its will save but attacks air elemental 2 and hits with all 3 attacks for 35 damage

Gorechild 12 fails its save and is held in place

Gorechild 13 fails its save and is held in place

Gorechild 15 also fails its save and is held in place too.

Gorechild 17 also fails its save and is held in place

Gorechild 18 also fails its save and is held in place

Gorechild 19 also fails the save and then attacks air elemental 1 with a claw and a bite for 21 damage

Gorechild 20 also fails the save and then attacks air elemental 1 as well with 2 claws for 21 damage.

Gorechild 22 also fails the save and then attacks air elemental 4 and hits with a claw for 7 damage

Corechild 14 also fails the save and then attacks air elemental 4 and hits with 2 claws and a bite for 36 damage

Gorechild 1 also fails its save and then attacks Bosk and hits with a bite for 17 damage.

Gorechild 23 actually makes the will save and proceeds to attack bosk hitting with 2 claws for 18 damage

Gorechild 2 fails the save and then starts eating the dead gore children 16.

Gorechild 21 attacks air elemental 5 with a claw and a bite for 25 damage.

Corechild 25 swipes at Garret and he misses too.

Map
(OOC: You can edit the map)

Bosk: 9 acid damage
Air Elemental 5 - 9 damage
Air Elemental 2 - 34 damage
Tink: free hidden
GC 1: 15 damage, free, 5 temp hp
GC 2: 0 damage, free, 24 temp hp
GC 3: 0 damage, free, 31 temp hp
GC 4: 15 damage, free 27 temp hp
GC 5: 15 damage, free 23 temp hp
GC 6: 42 damage, freed from the rubble via strength check
GC 7: 15 damage, free 24 temp hp
GC 8: 15 damage, free 34 temp hp
GC 9: 0 damage, free 21 temp hp
GC 10: 15 damage, free 28 temp hp
GC 11: 15 damage, free 26 temp hp
GC 12: 15 damage, free 30 temp hp
GC 13: 15 damage, free 28 temp hp
GC 14: 35 damage, Freed from rubble by strength check
GC 15: 15 damage, free 26 temp hp
GC 16: 200 damage, dead
GC 17: 15 damage, free 27 temp hp
GC 18: 15 damage, free 25 temp hp
GC 19: 0 damage, free 22 temp hp
GC 20: 15 damage, free 24 temp hp
GC 21: 0 damage, free 30 temp hp
GC 22: 15 damage, free 25 temp hp
GC 23: 17 damage, free
GC 24: 182 damage, dead
GC 25: 45 damage, free

RobC - Katinka Hushfoot -- AC 33/23/25 -- CMD 26 -- HP 185 -- Spells -- Active Effects  d20+50=57 ;
Wednesday June 21st, 2017 7:22:36 AM

"Right, that's it. I'm opening the door"

Tink will move to the door and commence the action to open it

-----------------------------
OOC: Not quite sure where the door is on the map so I trust DM judgement to move Tink wherever she needs to go.
Stealth: 57


Garret Goodbarrel [AC:39/33/31; +4 vs AOO HP: 167/167 Ki:18/20 CMD: 37 SR: 27] 
Wednesday June 21st, 2017 9:59:39 AM

Garret hears Restlin's yelling and knows better than to make Restlin madder. He quickly steps into space and appears by Restlin.

Restlin (Carl) -- AC +20/+7/+17 CMD: +20 HP: 175/175 (Spells) Luck Points: 14/22 SR: 20  d20+20=25 ; d20+1=5 ; d20+1=15 ; d6=2 ;
Wednesday June 21st, 2017 10:06:09 AM

Restlin goes to open the door, only to find Tink beating him to the punch. "Good, some sense," he mutters as he looks through the sphincter opening.

He notes that one of the gore children resisted his repulsion spell, but that's the least of their worries at the moment. "Those fools are about to be surrounded," he says aloud. He sighs, then casts mislead on himself.

"HEY YOU BIG UGLIES," he says loudly enough for the gore children to hear, but not shouting at the top of his lungs. "I'm a whole lot tastier than those idiots!" Then, illusion Restlin skips merrily towards the north-eastern corner of the room, waving his hands and making as big a scene as he can. Real Restlin stays where he is.

"That's illusion me, guys. I'm not being a hero. Even if you want to fight, and you shouldn't, don't do it over there where you can get surrounded." He hopes enough gore children follow his illusion to give his friends a shot at making it over here.

***

Move: None
Free: Make noise to get attention of the gore children.
Standard: Cast mislead, then have illusion Restlin run towards the NE corner. Will save DC 25 to disbelieve if interacted with.

Archon attacks #23 - Hit touch AC 15 for 2 damage

Wyaar ( Sheet) AC 35/19/30, CMD 40 (42 temp), HP 170/153, DR 5/Evil 
Wednesday June 21st, 2017 5:00:48 PM

Wyaar maybe can hear Restlin? Probably? He's around two hundred feet away with a bunch of big uglys and even some GoreChildren in between him and the majority of the party... but he begins the process of making his way towards them. His boots are activated and up he rises out into the chamber and as high as he can go.

~~~~~~~~~~~~

Standard Action: Activate winged boots.
Move: Moving forward 10', up 25' if the ceiling is that high


Beriothian -- AC:34/18/32 HP: 291/219 CMD = 23  d20+16=34 ; d20+16=35 ; d20+16=34 ; d20+16=23 ; d20+16=29 ; d20+16=36 ; d20+16=34 ; d20+16=36 ; d20+16=26 ; d20+16=21 ; d20+16=36 ; d20+16=19 ; d20+16=27 ; d20+16=33 ; d8+6=14 ; d8+6=8 ; d8+6=12 ; d8+6=13 ; d8+6=12 ; d8+6=12 ; d8+6=13 ; d8+6=10 ; d8+6=7 ; d8+6=14 ; d8+6=13 ; d8+6=11 ;
Wednesday June 21st, 2017 9:21:35 PM

I guess we're doing two rooms at once... let's hope I'm right and we have a long, empty throat or intestine on the other side of this door.
Beri keeps an eye on the gore children, making sure to stay out of reach if possible. He will retreat with the others in the middle of the group when they file out, whether this round or a future round.

***elementals***
The elementals are happy to continue their assault on the abominations in the room., hopefully taking out a few more but being careful not to distract any that fall for Restlin's clever illusion.

(rolled 2 attacks each)
elemental 1 (88 hp (+ 20 for constitution bonus hp ), AC 21/17/13)
attack 1 =34
damage 1 =14

attack 2 =35
damage 2 =8

elemental 2 (54 hp (+ 20 for constitution bonus hp ), AC 21/17/13)
attack 1 =34
damage 1 =12

attack 2 =23
damage 2 =13

elemental 3 (88 hp (+ 20 for constitution bonus hp ), AC 21/17/13)
attack 1 =29
damage 1 =12

attack 2 =36 (natural 20)
Crit roll=34
damage 2 =12 x2?

elemental 4 (88 hp (+ 20 for constitution bonus hp ), AC 21/17/13)
attack 1 =36
crit roll = 26
damage 1 =13 x2 ?

attack 2 =21
damage 2 =10

elemental 5 (79 hp (+ 20 for constitution bonus hp ), AC 21/17/13)
attack 1 =34
damage 1 =7

attack 2 =36
crit roll = 19
damage 2 =14 x2?

elemental 6 (88 hp (+ 20 for constitution bonus hp ), AC 21/17/13)
attack 1 =27
damage 1 =13

attack 2 =33
damage 2 =11

***
Active Spells
resist energy (acid)- 170 minutes
elemental swarm (air elemental)- 170 minutes
(with augmented summoning, +4 enhancement bonus to Strength and Constitution)
6x large air elemental, (88 hp (+ 20 for constitution bonus hp ), AC 21/17/13)
Mass Bears Endurance, success.
Mass Cat's Grace, success.
Mass Bull's Strength, success. No slot expended.

Spell List
0 (4)- Detect Magic, Light, Mending, Detect Poison
1 (7)- *Elf Vision, Faerie Firex2, Obscuring Mist x2, cure light wounds x2, Entangle
2 (7)- *Faerie Fire, Fog Cloud, Soften Earth and Stonex2, Warp Woodx2, resist energyx2
3 (7)- *Glibness, Sleet Stormx2, Greater Magic Fang, wind wallx2, Cure Moderate Woundsx2
4 (6)- *Lesser Planar Ally, dispel magicx2, cure serious wounds, Freedom of Movement, Air Walkx2
5 (6)- *Awaken, Cure Critical Woundsx2, animal growth, Call Lightning Storm, Transmute Rock to Mud, Transmute Mud to Rock
6 (6)- *Legend Lore, Wall of Stone, Antilife shell, Dispel Magic (Greater)x4
7 (5)- *Irresistible Dance , Healx3, changestaff, Creeping Doom
8 (3)- *Greater Planar Ally , Reverse Gravity, whirlwind
9 (2)- *Wail of the Banshee, elemental swarmx2

Zane (JCC) AC 33, CMB 21, CMD 36, HP 202/240, Blindsense 60' Character  d20+17=25 ; d20+12=14 ; d20+7=25 ; 2d6+11=16 ; 2d6+11=21 ;
Wednesday June 21st, 2017 10:54:03 PM

Zane draws an attack of opportunity as he fires from where he's hovering above the Gorechild #3.

Attack 1 AC 25 Damage 16
Attack 2 AC 14
Attack 3 AC 25 Damage 21



Bosk AC: 33/16/29 CMD: 34 126 hp /132 (27+18 are temp) Spells  
Wednesday June 21st, 2017 11:54:34 PM

Seeing Tink's hand on the sphincter Bosk hops into into the nothing between space and lands next to Restlin. Over the link he says, [/i]I have a feather token swan boat on me. I have no idea if this will work, but I plan to activate it once into the tunnel and to use it to jam the door and block the tunnel. If nothing else, it might slow them down if the try to follow us. It is big enough and sturdy enough to carry 32 people...although it looks like they might be made to protect this specific room. They might not be able to leave it.[i]

Actions
Dimensional Hop behind Restlin
Prepare to use feather token if the group leaves.

Intruder Alert... - [DM Hugh]  d20+16=25 ; d20+16=26 ; d20+16=19 ; d20+16=33 ; d20+16=25 ; d20+16=22 ; d8+6=14 ; d20+16=26 ; d20+16=36 ; d20+16=33 ; d20+16=36 ; d20+16=28 ; d20+6=12 ; d20+16=22 ; d20+16=20 ; d20+16=20 ; d6+8=9 ; d20+16=18 ; d20+16=23 ; d20+16=22 ; d20+6=12 ; d20+16=21 ; d20+16=18 ; d20+16=29 ; d6+8=9 ; 2d6+8=16 ; d20+16=35 ; d20+16=30 ; d20+16=33 ; d6+8=12 ; 2d6+8=15 ; d6+8=11 ; d20+16=24 ; d20+16=36 ; d20+16=17 ; d6+8=12 ; 2d6+8=17 ; d20+16=24 ; d20+16=30 ; d20+16=21 ; d6+8=12 ; d6+8=11 ; 2d6+8=19 ; d20+16=33 ; d20+16=25 ; d20+16=23 ; d6+8=11 ; d6+8=12 ; 2d6+8=12 ; d20+16=25 ; d20+16=20 ; d20+16=25 ; d6+8=10 ; d8=1 ; 2d6+8=15 ; d20+16=32 ; d20+16=27 ; d20+16=19 ; d20+16=30 ; d6+8=10 ; d6+8=12 ; d8+9=14 ; d20+16=20 ; d20+16=34 ; d20+16=23 ; d6+8=9 ; 2d6+8=17 ; d20+16=35 ; d20+16=31 ; d20+16=22 ; d6+8=9 ; d6+8=14 ; 2d6+8=14 ; d20+16=22 ; d20+16=26 ; d20+16=20 ; d6+8=13 ; d6+8=9 ;
Wednesday June 21st, 2017 11:59:51 PM

(OOC: I put Restlin at the "sphinter door" when he used his ability. Sorry if I forgot to make this clear)

Tink shares space with Restlin and attempts to open the door.

Garret steps through space to appear next to Restlin.

Restlin casts mislead seeing Tink open the door. His Archon keeps attacking.

Wyaar moves towards the group by the door.

Beri is resigned to the idea that the Iron Dragons are going to do 2 rooms at once and then hopes for a hallway while his elementals keep pressing the attack.

Zane attacks GC 3

Bosk hopes over by Restlin telling the group about his feather token.

Gorechild 3 attacks Zane again missing with both claws and the bite.

Gorechild 4 attacks Bosk hitting with a claw for 14 damage while missing with a claw and bite.

Gorechild 5 moves after the illusionary double and attacks it. It hits the double twice but doesn't notice it is a double.

Gorechild 7 can't move towards the illusionary double because of the repulsion field.

Gorechild 8 remains unable to move because of the repulsion field.

Gorechild 9 moves after illusion Restlin and provokes an AOO from Elemental 2.

Gorechild 10 continues to attack air elemental 2 hitting it with a claw for 9 damage.

Gorechild 11 also attacks Restlin's double and doesn't notice the double is a fake.

Gorechild 6 keeps attacking air elemental 2 hitting with a claw and a bite for 25 damage.

Gorechild 12 moves up towards Restlin's double.

Gorechild 13 moves towards the illusion of Restling.

Gorechild 15 also moves towards the illusion of Restlin kind of considering the field.

Gorechild 17 also moves towards the illusioin.

Gorechild 18 moves towards the illusion too.

Gorechild 19 attacks air elemental 1 for 38 damage.

Gorechild 20 hits air elemental 1 with a claw and a bite for 37 damage.

Gorechild 22 keeps attacking air elemental 4 for 42 damage with both claws and a bite.

Corechild 14 also keeps attacking air elemental 4 for 35 damage with all 3 of its attacks.
--
Gorechild 1 hits air elemental 1 for 25 damage with a claw and a bite.

Gorechild 23 hits air elemental 6 with 2 claws for 22 damage.

Gorechild 2 finishes eating the corpse of its fallen comrade and becomes reinvigorated. It then attacks elemental 6 for 26 damage.

Gorechild 21 hits air elemental 5 for 37 damage.

Corechild 25 hits air elemental 3 for 22 damage.

Tink gets the sphicter open and you notice an overturned desk near the exit from the earthquake. There are a variety of papers scattered across the floor. The note appear to be written in druidic.

Map
(OOC: You can edit the map)

Bosk: 9 acid damage + 14 physical damage
Air Elemental 1 - 100 damage
Air Elemental 5 - 46 damage
Air Elemental 2 - 68 damage
Air Elemental 4 - 67 damage
air elemental 6 - 48 damage
air elemental 3 - 22 damage

Tink: free hidden
GC 1: 43 damage, free, 5 temp hp
GC 2: 0 damage, free, 38 temp hp
GC 3: 38 damage, free, 31 temp hp
GC 4: 10 damage, free 27 temp hp
GC 5: 10 damage, free 23 temp hp
GC 6: 59 ydamage, freed from the rubble via strength check
GC 7: 10 damage, free 24 temp hp
GC 8: 10 damage, free 34 temp hp
GC 9: 0 damage, free 21 temp hp
GC 10: 10 damage, free 28 temp hp
GC 11: 10 damage, free 26 temp hp
GC 12: 10 damage, free 30 temp hp
GC 13: 10 damage, free 28 temp hp
GC 14: 52 damage, Freed from rubble by strength check
GC 15: 10 damage, free 26 temp hp
GC 16: 200 damage, dead
GC 17: 10 damage, free 27 temp hp
GC 18: 10 damage, free 25 temp hp
GC 19: 0 damage, free 22 temp hp
GC 20: 10 damage, free 24 temp hp
GC 21: 0 damage, free 30 temp hp
GC 22: 10 damage, free 25 temp hp
GC 23: 36 damage, free
GC 24: 182 damage, dead
GC 25: 85 damage, free

Sesha [AC 35 /21 To/29 Fl] | HP 234/198 | CMD 22]  d20+17=22 ; d20+17=37 ; d20+17=36 ; 2d10+9=20 ; d20+17=34 ; 2d6+9=11 ; 2d6+9=16 ; 2d6+9=20 ; 2d6+9=17 ; d20+17=32 ; 2d10+9=23 ;
Thursday June 22nd, 2017 4:59:29 AM


With a roar, Sesha stomps towards Gore Child 4. Towering above the enemy, she is a strange sight. Rocky, brown flesh juts out at sharp angles, and crude claws and jagged teeth are imposing weapons. She still wears her eyepatch and celestial armor, but they are huge, grown with her form. She slashes with rocky claws and snaps her teeth at the creature. She would have been fine to withdraw, but this monster was close enough to rend and tear, and was threatening Bosk.

Bite: Hit AC 22 for 20 damage.
Claw: Hit AC 37 (crit confirm vs AC 34) for 37 damage. (If not crit, 11 damage)
Claw Hit AC 36 for 20 damage.
Rend (if both claws hit) for 17 damage.

Spells in effect: Shapechange, Bulls Strength, Bears Endurance, Cat's Grace, Flying Broom, Mind Blank, Foresight, True Seeing, Resist Energy: Acid

Attack of Opportunity if needed: Reach 15ft", hits AC 32 for 23 damage.


RobC - Katinka Hushfoot -- AC 33/23/25 -- CMD 26 -- HP 185 -- Spells -- Active Effects 
Thursday June 22nd, 2017 8:32:40 AM

Tink holds the door open

"In or out? What are we doing folks?"

She stays hidden by the doorway waiting to see what the party will do.

Restlin (Carl) -- AC +20/+7/+17 CMD: +20 HP: 175/175 (Spells) Luck Points: 14/22 SR: 20  d20+1=16 ; d20+1=10 ; d6=4 ; d6=1 ;
Thursday June 22nd, 2017 9:25:10 AM

Restlin chooses in and enters the sphincter. He makes enough room for everyone else to follow. He maintains concentration on his illusion, making it continue onwards towards the NE corner of the room.

Archon keeps attacking.

***

Move: Single 30' move into the tunnel past the sphincter.
Standard: Maintain concentration & move illusion

Archon hits touch AC 16 and 10 for 4 and 1 damage.

Garret Goodbarrel [AC:39/33/31; +4 vs AOO HP: 167/167 Ki:18/20 CMD: 37 SR: 27]  d20+26=32 ;
Thursday June 22nd, 2017 9:31:49 AM

Garret steps forward and takes a look into the next space beyond the door, looking for anything moving (Perception: 32). If there is nothing moving, he will move into the space, move to the side of the door and usher everyone else in.

Wyaar ( Sheet) AC 35/19/30, CMD 40 (42 temp), HP 170/153, DR 5/Evil 
Thursday June 22nd, 2017 9:51:52 AM

Wyaar clocks his heels together to activate his socks of speed and zooms off across the room to end up in front of the sphincter into the other room.

~~~~~~~~~~~~~

Free Action: Activate slotless boots of speed for haste for 1 round
Move/Standard: Fly across the room and descend, total move 150' out of 180' possible

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