WoldianGames Homepage WoldianGames Homepage
WoldianGames Homepage
  LOG ON

Hook City Archives


Return To Index


RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 120/120 -- Perm Arcane Sight, Darkvision, See Invisibili  d20+15=29 ; d20+15=30 ; 2d6+8=15 ; 2d6+8=11 ; d20+15=17 ; d20+15=21 ; 2d6+8=14 ; 2d6+8=18 ; d20+15=34 ; d20+15=30 ; 2d6+8=18 ; 2d6+8=16 ; d20+15=21 ; d20+15=17 ; 2d6+8=16 ; 2d6+8=15 ; d20+15=26 ; d20+15=35 ; d20+15=24 ; 2d6+8=19 ; 2d6+8=20 ; 2d6+8=12 ; d20+13=29 ;
Saturday January 23rd, 2016 6:19:09 AM

It's taken 2 rounds, but the Earth Elementals are finally able to attack!

EE1 slams SF1 from underneath (Hit AC29 and AC30 for 15 and 11pts respectively)

EE2 slams SF5 from underneath (Hit AC17 and AC21 for 14 and 18pts respectively)

EE3 slams SF5 from underneath (Hit AC34 and AC30 for 18 and 16pts respectively)

EE4 slams SF6 from underneath (Hit AC21 and AC17 for 16 and 15pts respectively)

EE5 5ft steps and then slams SF6 from underneath (Hit AC26 and AC35 - crit confirmed on AC24 - for 19pts and 20pts respectively. 32pts if crit confirmed)

Tink decides now is the time to remove the Stinking Cloud. It can't be manually dismissed, so she is forced to use a Dispel Magic on her own spell. She then once again moves out of line of sight once more.

--------------------------------------------------
EE1 is at O1/P2
EE2 is at X9/Y10
EE3 is at X11/Y12
EE4 is at U13/V14
EE5 is at W14/X15

All EE's have 60ft tremorsense, so can pinpoint anything touching the ground (so no flying snakes).

Note: Since the EEs were unseen by the enemy, their attacks may be considered a surprise, and deny the opponents their Dex bonus

Tink: Standard action - Dispel Stinking Cloud. CL check vs DC24: 29 = Pass!
Tink: Move action - Move to E11

Things are about to get a whole lot more crowded. (DM JT) 
Sunday January 24th, 2016 10:15:21 PM

Re-post is up.

Major change is with Restlin and Sesha.

Feel free to change any already posted actions if you want to.

Beri's elemental took a little damage too.

Zane (JCC) AC 33 (34), CMB 16, CMD 32, HP 145/166, Character  d20+15=34 ; d20+15=25 ; d20+10=24 ; d20+13=33 ; d20+13=17 ; d20+10=16 ; d20+15=29 ; 3d8+10=27 ; 3d8+10=18 ; 3d8+10=25 ; 2d8+10=20 ; 2d8+10=14 ; 2d8+10=17 ; 3d8+10=19 ; 2d6=12 ; 2d6=3 ; 2d6=7 ; 2d6=7 ; 2d6=3 ;
Monday January 25th, 2016 12:09:54 AM

Zane decides the best thing right now is to try and break Garrett out of the grapple. So he unleashes a full round of attacks, including partially transforming into a bronze dragon. He attacks with his fists, teeth and his horns.....

"I'm working on Garrett, This thing is tough to break through."

Using a Heroic action, Zane reaches back into his haversack and withdraws another stone with continual light cast on it.

Attack fist 1 34 Damage 27 Holy Damage 12 (Crit Confirm 25, Crit Damage 18 )
Attack fist 2 24 Damage 25 Holy Damage 3
Attack Bite 33 Damage 20 Holy Damage 7 (Crit Confirm 17, Crit Damage 14 )
Attack Horn 16 Damage 17 Holy Damage 7
Attack Haste 29 Damage 19 Holy Damage 3

In Effect:
Heroes Feast
Mage Armor
Shield
Water Vest (weave Elements)
Haste 3 rounds
Enlarge Person 70 rounds

(remember Haste those who have it)

Garret Goodbarrel [AC:37/33/31 +4 vs AOO HP:93/124 Ki:13/15 CMD: 33 SR: 23] 
Monday January 25th, 2016 8:00:16 AM

Garret continues to wiggle and twist, trying to get out of the grasp of the mechanical thing.

Restlin (Carl) -- AC: +15/+12/+11 CMD: +15 HP: -114/119 +14 Tmp HP (Spells) Luck Points: 13/13  d20=13 ; d20+18=27 ; d20+18=24 ; d20+18=20 ; d20+18=27 ;
Monday January 25th, 2016 3:00:46 PM

Restlin ducks and covers as the acid explodes around him again. Last time that happened, it did not go well for him. What acid does hit him sloughs off harmlessly thanks to Sesha's magic. That's twice in 10 seconds or so she's saved his life. He owes her big time.

He seems her snatched up by tentacles as he dances around them, but knows that she'll blink free any moment. He quickly quaffs a sip of Sesha's heal potion and watches as his blistered, partially melted skin heals itself back to normal. Well, he imagines that's what happens since it's suddenly very dark here.

At least that cloud vanished, letting him see where the light is. He concentrates on a spot some distance off & summons himself there.

***

Move: Drink heal potion
Standard: Dimensional step - N15

Mage armor - long enough
Overland flight - long enough
Fox's cunning - 20 rounds
Energy Resistance: Acid - Long enough
Greater invisibility - 7 rounds

1 Negative level

-3 str, -6 wis/cha, -2 int
AC this round is 28/15/14

Reminder: Anyone within 15' of Restlin gets +1 to attacks, saves, & skill checks

Sesha [AC 34 /21 To/25 Fl] | HP 188/93 | CMD 17]  d20+24=40 ; d100=46 ; d100=14 ;
Monday January 25th, 2016 4:01:34 PM

(Garret, remember to heal 21 damage from the Sisters. (Ghost clerics) This means they should be near where Garret is. )

Sesha feels the dispel magic effect her, and her ring is sapped of the spell. She was still protected, but a concerted effort to dispel her magics could still be problematic. With Restlin taken care of, for now, she turns her mind to the stubborn snake mages.

She feels they are at a bit of a stalemate. She can't really affect them, nor they her. Instead, she tries to solve the problem of vision for the others. She quickly forms the words and motions needed for a Dancing Lights spell. While typically not a spell worth that much magical force, the situation made it worthwhile. Four glowing shapes, vaguely resembling large butterflies, flitter and skirt about within the range of the spell, each casting light as a torch.

She follows this up with a new order to her Sisters, one she herself follows.

"Light up the Snake Mages with Faerie Fire!"

Calling on their racial abilities, Sesha, Joy, Hope, and Myrth each target and illuminate a the serpent folk with glowing violet light, targeting those skirting the edges of the Dancing Lights.

Move: Bend Leyline
Standard: Faerie Fire
Swift: Quickened Dancing Lights - 4th level slot expended.
Target (V7,V8, W7, W8)

Dancing Lights: Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o'-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell's range.

Torches

Short summary, each dancing light makes light = to daylight or "normal light" in a 20ft radius, and raises the light from "darkness" to "dim light" in a 40ft radius.

Ghosts.

Move: None. Should be around J 8,9,10
Standard: Faerie Fire.

Faerie Fire on Snake 1, 2, 6, and 7

Faerie Fire (Range, 400ft, no save. )

A pale glow surrounds and outlines the subjects. Outlined subjects shed light as candles. Creatures outlined by faerie fire take a –20 penalty on all Stealth checks. Outlined creatures do not benefit from the concealment normally provided by darkness (though a 2nd-level or higher magical darkness effect functions normally), blur, displacement, invisibility, or similar effects. The light is too dim to have any special effect on undead or dark-dwelling creatures vulnerable to light. The faerie fire can be blue, green, or violet, according to your choice at the time of casting. The faerie fire does not cause any harm to the objects or creatures thus outlined.

The 4 outlined in Faerie Fire can all be seen normally, as well as shedding light in a 5ft radius. This would count as "dim light", one step up from "darkness".



RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 120/120 -- Perm Arcane Sight, Darkvision, See Invisibili  d20+15=30 ;
Monday January 25th, 2016 7:24:14 PM

Tink tries to recall any special abilities or weaknesses the golem might have. Some piece of information that she could share with the frontline fighters.

Knowl Arcana: 30

Beriothian -- AC:17/11/22 HP: 114/152 CMD = 19  d20+15=18 ; d20+15=33 ; d6+8=11 ; d6+8=13 ;
Monday January 25th, 2016 11:09:44 PM

Beri assists his friend standing in front of him, making sure nothing around can distract his friend as he makes his attacks. (+2 aid another on Zane's Attack... fist 2)
***
Not making any progress on the clockwork thing, the earth elemental takes a 5foot step towards snake 4 and proceeds to attack the squishy thing
attack =18
damage=11
attack =33
damage = 13

Tishe's Weave Elements - Dur 10.67hrs - Beri a 'Water' version
+1 to saves, skill checks, and attack rolls.
form of bugbear
dark vision/scent

0 (4)- Detect Magic, Light, Create Water, Detect Poison
1 (7)- *Elf Vision, Faerie Firex2, Entangle, cure light wounds x2,
2 (6)- *Faerie Fire, Fog Cloud, Soften Earth and Stone, Warp Wood, resist energy, Flaming Sphere, restoration lesser
3 (6)- *Glibness, Sleet Storm, quench, Greater Magic Fang, wind wall, Cure Moderate Wounds
4 (6)- *Lesser Planar Ally, dispel magic, cure serious wounds, Freedom of Movement, Air Walk x2, Control Water
5 (5)- *Awaken, death wardx4
6 (3)- *Legend Lore, Wall of Stone, Antilife shell, Dispel Magic, Greater
7 (2)- *Irresistible Dance , Heal

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

Bosk AC: (37/20/33) CMD: (35) hp 86/108 Spells  d20+16=19 ; d8+8=12 ; d20+13=15 ; d20+12=23 ; d8+5=6 ; d6=3 ; d20+11=20 ; 2d8+8=15 ; 2d20+8=42 ; 2d8+5=16 ; d20+18=29 ; d20+18=30 ; d20+18=31 ; d20+18=25 ; 2d8+8=15 ; 2d8+8=19 ; 2d8+8=16 ; 2d8+8=17 ; d20+8=25 ;
Monday January 25th, 2016 11:21:13 PM

As the snakes continue to surround Bosk the horned cleric continues to fillet them, hoping to gather enough for a fine snake skin belt.

Actions
-----------------------
Full atk snake 10 until dead then attack snake 1, then attack snake 4

Bosk has 10 ft reach, ghost touch and blind fighting as well as dark vision
Main Atk 1 with B.Sword hit AC 19 for 12dmg
Off Hand Atk 1 with Armor Spike hit AC 15 (miss)
Nat Horn atk Hit AC 23 for 6dmg + and Embryone's tear (flaming) 3 = 9dmg total
Main hand atk 2 with bastard sword hit AC 20 for 15 dmg
Off had atk 2 with B.Sword hit AC 25 for 16 dmg

If needed
AoO 1 Hit AC 29 for 15 dmg
AoO 2 Hit AC 30 for 29 dmg
AoO 3 Hit AC 31 or 16 dmg
AoO 4 Hit AC 25 for 17 dmg

(Note that Bosk has concealment, cannot be flanked, and is immune to snake poison)

Highlight to display spoiler: {

Freedom of Movement, Water Breathing, from Tishe's weave elements.
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

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
}


Sesha [AC 34 /21 To/25 Fl] | HP 188/93 | CMD 17]  d100=46 ;
Tuesday January 26th, 2016 12:01:48 AM

Sesha continues to blink, thankfully she remains in the correct plane of existence as her dancing lights are cast.

% = 46

Things are a whole lot more crowded. At least it smells better.(DM JT)  d100=15 ; d20+8=23 ; d20+8=18 ; d20+8=17 ; d20+8=23 ; d20+8=19 ; d100=15 ; d20+29=40 ; 2d10+12=27 ;
Tuesday January 26th, 2016 1:48:38 AM

Return of the IA.

When things seem the bleakest, it can get worse, or better.

Garret gasps as the gears slice deep into him. What little there is of him is getting smaller.
He is a very nimble hafling monk but all his efforts fail to break him loose of the Clockwork Golem's grip.
He even digs deep into his Katra for extra energy but even that fails.

Katinka counts the seconds as she guestimates when her E.E will arrive at the other side burrowing
underground. She decides that it is time to get rid of the Stinking Cloud and uses up a Dispel Magic spell to do so.

Katinka now knows this is a Clockwork Golem and tries to remember its vulnerabilities.
DM JT: for that roll, you can look up the monster stats in the Bestiary 2.

DM JT: I know that when Katinka ordered the E.E. over, there were only Snakefolk, but now Sesha, Restlin, Bosk, and the Black Tentacles count as well. If the E.E. are going to attack blindly from below at whatever is moving, (Tremorsense does NOT tell you WHAT is moving up there.) I'll have to add Sesha ,Restlin, Bosk and the Black Tentacles into the mix. If they are to ONLY attack the Snakefolk, they'll have to pop up some to look around, thus showing themselves and negate surprise.
Once they see which is Serpentfolk and which isn't, they can go back underground to attack, but the surprise is gone.

I can do it either way but for Sesha, Restlin, and Bosk's sake it might be best to shrug off the Surprise element. Their Int is 6, a Real Evil DM would just let them attack whatever moved over there with a good chance to hit Friendlies.


5 Large Earth Elementals sense a mass of commotion up on the surface that does hot jive with the description given them by the Carbon Unit that brought them here. Unsure of what the enemy is they surface halfway to look around. The distinctive writhing of Black Tentacles do not fit the description of Serpentfolk but those that do are quickly found and attacked.

EE1 is Brown; EE2 is Purple; EE3 is Pink; EE4 is Orange; EE5 is Yellow.

Sf1 takes both hits from EE1; SF4 manages to avoid both hits from II2; Sf8 takes both hits from EE3; Sf6 avoids both from EE4; Sf7 takes a critical pounding from EE5.

Zane decides activate some of his Sorcerer Draconic bloodline. He grows Claws and his Dragon Disciple (Su) ability adds an amazing set of dragon jaws.

Although now not able to use his hands in his monkish way anymore (Claws are a Natural Weapon in themselves), he can still kick with the same effectiveness. He puts some serious dents in the golem.
And they say Size doesn't matter.
With that done, he Heroically retrieves another stone with Continual Flame on it.

Resltin is doubly protected now. His agility and Sesha's protection from acid keep him safe from the blasts. He owes her big time. He does not worry about her being caught by the tentacles as he knows her Blink will easily get her free. He gulps down a sip of the healing potion. Darkness around him again, he has a vauge memory of where there was light before he was acidified and Dimensionally steps there (N15).

Sesha sees that she and the snakefolk are at a standoff. She decides to help things out by adding some light. She casts Dancing Lights, choosing the 4 torches version.

Blink miss chance 20% = 46

DM JT: I don't have time to draw out the light effects line, so just count out the 20' radius of light if you need to. Most of the room is lit now with some light.

To add to this, she casts Faerie Fire at a snakefolk (DM JT: didn't say which one so I get to choose.)
Blink miss chance 20% = 15

Unfortunately, her timing is off and she Blinks out just as she cast the spell and misses.

She sends her three remaining ghost friends to do the same to other snakefolk.
DM JT:GM, GH, GJ (ghost Myrth, Hope, Joy) are at I instead of J, as those are occupied by the golem and Beri's E.E.

Joy, Myrth, and Hope move out of the hallway to the entryway into the room. From there they glimpse past the battling hulks in front of them to target some snakefolk with Faery Fire.

The sparkly light burst around the snakefolk but fizzle out. The walls and floor are sparkly though.

Beri-Tendriculos, or Beridiculous, is behind Huge Zand and is Huge himself. Not only that, he is unable to speak in this vegetable form. He WANTS to help in the fight but can't get close enough to even Aid Another.

DM JT: Aid Another 101 - You must be in position to make a melee attack on the opponent your friend is attacking.

Beri wants to tell the E.E to desist against the golem, but just gurgles something. The E.E. continues attacking per his last understandable order.One fist hits for a small dent.

Bosk is determined to make himself a snakeskin belt and already has a good collection of pieces. He adds more to that collection by killing Snake 10 and adding wounds to Snake 1.

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

Sf1, Sf2, Sf4, Sf6, Sf7, Sf8 casts a spell and take to the air to avoid the underground elemental's attacks.

DM JT: No AoO as the underground elemental can't visually see that the snakefolk is casting a spell to know that it's guard is down to take the AoO. There is also a stone floor and several feet of dirt blocking any audible sound, which is different than Tremorsense.

Spellcraft Check DC18: Highlight to display spoiler: {Fly}

Sf5 levitates to the ceiling.

Sesha Sense Motive DC20: Highlight to display spoiler: {Sf5 is holding his action}

The Hell Hound dashes around the Black Tentacles barking, looking for something to bite.

Snakes 1 and 4 attack Bosk and both miss (23,18).

Snakes 6, 11, 12 zoom in on Zane. Provided they get past any AoO:
Att: 17,23,19. all misses.

The Black Tentacles try to get Sesha again as she is still in their zone.
Blink Miss % = 15, this time they miss as she blinks out.

Snakes 5, 7, 8, flit up and around the Anti-Life shell trying to get to Sesha.

Lastly, the Clockwork Golem tries to maintain it's Grapple on Garret:
CMB = 45 (+5 bonus) vs Garret's CMD 33 and maintains his grip.
Grind damage = 27
And takes a 5' step away from Zane (now 20' away) carrying Garret with him.

I think that's it.

Map: Not so dark anymore snakeroom


RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 120/120 -- Perm Arcane Sight, Darkvision, See Invisibili  d20+10=28 ; d20+10=15 ; 2d6+3=8 ; 2d6+3=13 ; d20+10=16 ; 2d6+3=6 ; d20+10=20 ; d20+10=26 ; 2d6+3=12 ; 2d6+3=11 ; d20+10=13 ; 2d6+3=12 ;
Tuesday January 26th, 2016 7:19:45 AM

Assuming Tink is given a telepathic description of what is going on inside the room, she calls out in terran Highlight to display spoiler: {"Attack anything snake or serpent like!"}

EE1 moves to V1/W2 and surfaces

EE2 surfaces at U5/V6 and attacks the flying snake! (Hit AC28 for 8pts. Hit AC15 for 13pts)

EE3 moves north to X3/Y4 and surfaces, blocking SF2 into the corner. (Hit AC16 for 6pts)

EE4 surfaces at V12/W13 and attacks a flying snake! (Hit AC20 for 12pts. Hit AC26 for 11pts. EDIT: Saw DM email that SF5 is invisible, meaning EE4 couldn't have targetted it. EE4 will instead attack the snake at T10)

EE5 surfaces at X13/Y14 and attacks SF8! (Hit AC13 for 12pts)

"I think I've had just about enough of this" Tink resolves, and begins casting another Summoning Spell... (Summon Monster VI)

----------------------------------------
Link to Large Earth Elementals: Large Earth Elementals
HP68 -- AC18 -- DR5/- -- Immune Elemental Traits -- 10ft reach

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 and Bosk. +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 - Tink a 'Water' version, Restlin a 'Water' version, Zane a 'Water' version, Bosk a 'Water' version, Beri a 'Water' 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, Dispel Magic, Haste (x2), Greater Magic Weapon x 2, Stinking Cloud
4 - Detect Scrying, Dimensional Anchor, Dispel Magic (x2), Summon Monster IV (x2)
5 - Summon Monster V (x2), Dismissal, Dimensional Anchor (Ext), Wall of Force
6 - Greater Dispel Magic, Overland Flight (Ext), Telepathic Bond (Ext), Summon Monster VI
7 - Tishe's Weave Elements (Ext), Summon Monster VII, Summon Monster VII
}

Garret Goodbarrel [AC:37/33/31 +4 vs AOO HP:87/124 Ki:11/15 CMD: 33 SR: 23]  d20+24=37 ; 4d8+3=27 ;
Tuesday January 26th, 2016 8:30:23 AM

Garret feels the warm healing from the ghosts flow through him just a moment before the golem moves and carries him along like a sack of potatoes. The grinding of the gears cutting through him quickly shift his thoughts away from potatoes cooked in a pot or fried in a pan. He squirms once again before he realizes that the gears and metal parts really have a solid hold on him. He closes his eyes and calls on his deep monk powers, suddenly disappearing from the grasp of the strange mechanical creature. He appears behind the hellhound, at the edge of the light, and kicks out at the beast, hoping to knock it off its intended course.

OOC:
Heal +21, damage -27. Yikes.
Abundant step to M12, behind the hellhound (move action). Then attack hellhound: Hit AC 37, Damage: 27, Fort Save DC 23 or stunned one round.

Restlin (Carl) -- AC: +15/+12/+11 CMD: +15 HP: 114/119 +14 Tmp HP (Spells) Luck Points: 13/13  d20+16=30 ; d10=3 ; d20+16=22 ; d20+16=34 ; d100=80 ; d100=70 ; d100=39 ; d20+28=31 ; d20=1 ;
Tuesday January 26th, 2016 8:39:13 AM

Finally, Restlin finds himself not on the defensive. Time to make these stupid lizards pay.

He doesn't particularly like the way Sf6 is flanking his friends, so he decides to do something about it. Still gripping his maximize rod, he channels 3 scorching rays through it.

He then flies off to the east, hoping to throw off any counterattack (he's still invisible).

****

Standard: Maximized scorching ray on Sf6. Hit touch AC 31, 23, and 35. 24 damage each ray for a total of 72.
Dim light miss chance: 80, 70, 39 - all pass. Since Restlin is invisible, SF6 doesn't add his dex modifier to its touch AC.

Move: Fly to S14 (stealth to remain undetected: 31 - I used +20 for invisibility, plus dex & luck points. Feel free to add a bonus for flying and not making footsteps.)

AC this round is 16/13/12 - I'm really glad we're fighting mages.
Mage armor - long enough
Overland flight - long enough
Fox's cunning - 19 rounds
Energy Resistance: Acid - Long enough
Greater invisibility - 6 rounds

1 Negative level

-3 str, -6 wis/cha, -2 int

Reminder: Anyone within 15' of Restlin gets +1 to attacks, saves, & skill checks

Zane (JCC) AC 33 (34), CMB 16, CMD 32, HP 145/166, Character  d20+15=32 ; d20+15=19 ; d20+15=32 ; 3d8+10=17 ; 3d8+10=19 ; 3d8+10=22 ; 2d6=8 ; 2d6=5 ; 2d6=3 ; d20+14=19 ; d20+14=33 ; d20+14=16 ; d20+14=34 ; d20+14=18 ; d20+14=34 ; d20+14=31 ; 3d8+10=32 ; 3d8+10=22 ; 3d8+10=30 ; 3d8+10=19 ; 3d8+10=27 ; 2d6=2 ; 2d6=5 ; 2d6=7 ; 2d6=7 ;
Tuesday January 26th, 2016 6:53:55 PM

Zane snaps off an attack at each of the flying snakes as they approach.
AoO's from north to south.
#1 attack 32, damage 17 + 8 holy
#2 attack 19, damage 19 + 5 holy
#3 attack 32, damage 22 + 3 holy

If they are dead, Zane steps forward 5 feet and attack the golem again, if not, Starting on the northern most snake he attacks until dead and moves on south to the next one. If all are dead at end of round, Zane will then take a 5' step closer to the wall.

Flurry 1 19, damage 32 + 2 holy
Flurry 2 33 (confirm 16), damage 22 + 5 holy
Flurry 3 34 (confirm 18), damage 30 + 7 holy
Haste 34 (confirm 31), damage 19 + 27 Crit + 7 holy

Zane has a light source in his hand as well (continual light on stone)

Over the link, *I'm trying guys, but stuff keeps penning me in here. I'll be there as quick as I can, but I don't want to leave enemies behind me.*

In Effect:
Heroes Feast
Mage Armor
Shield
Water Vest (weave Elements)
Haste 2 rounds
Enlarge Person 68 rounds

(remember Haste those who have it)

Beriothian -- AC:17/11/22 HP: 114/152 CMD = 19  d20+15=27 ; d20+15=27 ; d6+8=9 ; d6+8=13 ;
Tuesday January 26th, 2016 9:48:19 PM

When we get home I'm getting something to cast my summon spells faster, and something that will let me speak telepathically... *sigh*... mouths. Learning to speak a dozen languages doesn't help if you don't have a stinking mouth!
Beri sighs and starts to transform into something more vocal (An huge air elemental assuming nothing about that form prevents him from speaking a language he knows.... otherwise a bugbear)
***
Not having received any new orders, the earth elemental keeps smacking the clockwork beast.
attack =27
damage=9
attack =27
damage = 13

Tishe's Weave Elements - Dur 10.67hrs - Beri a 'Water' version
+1 to saves, skill checks, and attack rolls.
form of bugbear
dark vision/scent

0 (4)- Detect Magic, Light, Create Water, Detect Poison
1 (7)- *Elf Vision, Faerie Firex2, Entangle, cure light wounds x2,
2 (6)- *Faerie Fire, Fog Cloud, Soften Earth and Stone, Warp Wood, resist energy, Flaming Sphere, restoration lesser
3 (6)- *Glibness, Sleet Storm, quench, Greater Magic Fang, wind wall, Cure Moderate Wounds
4 (6)- *Lesser Planar Ally, dispel magic, cure serious wounds, Freedom of Movement, Air Walk x2, Control Water
5 (5)- *Awaken, death wardx4
6 (3)- *Legend Lore, Wall of Stone, Antilife shell, Dispel Magic, Greater
7 (2)- *Irresistible Dance , Heal

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

Bosk AC: (37/20/33) CMD: (35) hp 86/108 Spells  d20+16=18 ; 2d8+8=23 ; 2d20+13=31 ; d6=5 ; 2d8+5=18 ; 2d20+12=29 ; 2d8+5=13 ; 2d20+11=48 ; 2d8+8=12 ; 2d8+11=23 ; 2d8+5=11 ; d20+18=20 ; d20+18=19 ; d20+18=34 ; d20+18=31 ; 2d8+8=13 ; 2d8+8=19 ; d3=1 ; 2d8+8=18 ; d3=3 ; 2d8+8=13 ; d20+8=12 ; d20+8=14 ; d8+5=9 ;
Tuesday January 26th, 2016 10:38:12 PM

Bosk calls back over the telepathic link, Not a problem, thee snakes are drawn to me like stink on an orc. The blond taur then continues his onslaught of the flying reptiles in a blur of fur and steel. His deadly 5ft blade flashing with uncanny speed as his horn and armor spikes dart into the openings.

Full atk snake 1 until dead then snake 4 until dead.

Main Atk 1 with B.Sword hit AC 18 for 23dmg
Off Hand Atk 1 with Armor Spike and embryon's tear, flaming hit AC 31 for 18 dmg + 5 flaming for 23dmg
Nat Horn atk Hit AC 29 for 13dmg
Main hand atk 2 with bastard sword hit AC 12 for 12 dmg
Off had atk 2 with B.Sword hit AC 14 for 9 dmg

If needed
AoO 1 Hit AC 20 for 13 dmg
AoO 2 Hit AC 19 for 19 dmg
AoO 3 Hit AC 34 for 18 dmg
AoO 4 Hit AC 31 for 13 dmg

Sesha [AC 34 /21 To/25 Fl] | HP 188/93 | CMD 17]  d20+7=11 ; d20+7=26 ; d20+7=11 ; 5d6=14 ; 5d6=21 ; 5d6=25 ; d20+24=39 ; d100=34 ; d20+24=41 ; d20+13=25 ; d100=95
Wednesday January 27th, 2016 1:15:31 AM


"Get the Southern Snake!"

Sesha commands her three ghosts to hit SF6.

Hit Touch AC 11, 26, and 11 for 14, 21, and 25 damage, Fort Save DC 18 for half.

Sesha herself attempts to dispel the Black Tentacles. - Dispel check, 25. (Dispels caster level 14)

Blink % = Fine.

Thinning the herd(DM JT)  4d4+4=18 ; 4d4+4=12 ; 8d6+8=48 ; 8d6+8=34 ; d100=13 ; d100=83 ; d20+23=25 ;
Wednesday January 27th, 2016 2:51:31 AM

whats a herd of snakes called?

Things are really busy in the Serpentfolk throne room and Katinka is left in the dark, so to speak, on what's going on, choosing to hide outside in the corridor around the corner. As such, she gives directions to the Elementals as best she can, 'Attack anything snakelike'.

The Earth Elementals, 5' underground and nearly 100' away can't hear her and just do what their original instructions dictate.

DM JT: Katinka's field of vision is limited to what is just inside the room. Two HUGE creatures, Two large creatures, and a mass of black tentacles block her view to the back. Katinka is trying to blindly direct combat. For all that, she really doesn't even know the elementals have reached their targets, only guesses.

I know it is a technicality and Speech is a Free Action, and someone 'may' have yelled back that the elementals attacked, if they realized they were underground, but if you are going to direct combat, you need to see it and not rely on a precise detailed description shot at her while trying to fight, cast spells, and dodge spells all at the same time. Otherwise, someone could count all the tentacles in the area and tell katinka how many there are all in a Free Action (Preception Check + Speech = all Free Actions).

Basically, with their Intelligence of 6 and underground, they are on their own (ie. DM's control) until Katinka can re-establish audible contact somehow.


As if there were not enough help hanging around, Katinka starts summoning some more 'somethings'.

DM JT note: Large E.E. are 16' tall (4squares tall). Underground, their feet are 4sq. underground, or 20ft.

The Earth Elementals suddenly are bereft of their intended targets. There are plenty of ground tremors to choose from but have no way to know if they are serpentfolk or not. So they surface to look around.

EE1 surfaces (Move 20') and looks around. The closest Target is Sf4. It lumbers towards it to get within reach (Move 2).

DM JT: The actual amount of body they need to surface is irrelevant here because of Sf5 Held Action, so just read on.

The others do the same, surfacing (Move) and moving towards their closest Serpentfolk Targets.

Katinka: Highlight to display spoiler: {At this level of play, I don't assume anything. If a PC does not ask for something, ie. visual description, they don't get it if no one says they give one. Simply saying 'assuming she gets a telepathic description...' is not enough. This is heavy duty combat. You have to post she actually asks for a description and another has to actually post that they give it.

At this point the elementals are above ground, but there is no way for Tinka to know that unless someone inside tells her or she goes looking. She can still yell, of course, and this time they might hear her. :}
}

Garret feels a warm feeling as healing washes over him. Then he feels the joggle as the golem starts moving, and he feels that familiar pain of gears tearing into flesh. Desperate attempts failed to get him free so he pulls from his monk powers and Abundantly Steps through a dimensional gap he creates and ends up at M12.

Finally out of the grip of the golem, he takes vengeance on the poor Hell Hound right next to him.
Damage: 27, Fort Save 11 vs DC 23 and is stunned for one round.

Restlin now has some breathing room. He was successful with his rays last time so he tries it again, using his Max-rod at Sf6.
Due to the Dim Light, he has a chance of missing:
Dim light miss chance: 80, 70, 39 all good

But he also has difficult seeing a clear image in that dim light:
Blurr Miss chance: 77, 79, 47 all good

Restlin's three rays unerringly find their target despite the dim light and blurry figure, but he sees the rays
hit and dissipate.

Restlin Knowledge Nature DC15: Highlight to display spoiler: {The effects look like those of spell resistance. I forgot they had it when you used the rays last time. I made the roll on a different Woldian page.}

Restlin quickly gets clear of his 'hot spot', quietly flying to S14.

The Flying Snakes zoom into Zane's reach and weather a flurry of hits as they try to close in on him.
From the top:
#1 attack Snake 12 hit AC32, damage 17 + 8 holy. The snake, already hurt, falls dead.
#2 attack Snake 5 hit AC19, damage 19 + 5 holy. It still lives.
#3 attack Snake 11 hit AC32, damage 22 + 3 holy. The uninjured snake is now injured.

He calls over the link 'I'm trying guys, but stuff keeps penning me in here. I'll be there as quick as I can, but I don't want to leave enemies behind me.'

Snake ACs are 16.

He launches into a Flurry and three chops later the remaining two in front of him are dead too.
Breathing heavily, he takes a 5' step closer to the room.

Beri-Tendriculous realizes the impracticality of his vegetable form, specially since he can't speak, and changes into the more familiar form of a large air elemental.

Beri's E.E. finds the golem still in reach and swipes at it twice. Both hit but the first one just rings hollow, the second one leaves a small dent.

Clockwork Golem AC is 26.

Bosk looks like a Hibachi chef as his blades swirl and slice the snakes. His first three strikes are enough to kill both.

Sesha looks about her and sees Restlin's scorching rays fizzle upon impact. She sends the three ghostlets to attack Sf6 and keep it busy. She then decides the tentacles will be a hindrance for the others
and busies herself to dispell it and casts Dispel Magic.

Dispel check, 25. (Dispels caster level 14, boy I wish they were that high!)
The Black Tentacles vanish.

The Sistes attack Sf6:
Hit Touch AC 11, 26, and 11.

Only one attack came close: Blurr miss chance = 57.
25 damage, Fort Save DC 18 for half = 19, dmg = 12.

Serpentfolk are Base AC23, some vary.

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

Sesha sees Sf5, having held his action, cast a spell at one of the E.E. nearest it when the elemental rises up from the ground.
Spellcraft DC18: Highlight to display spoiler: {Dispel Magic}

With great dismay the Large Earth Elementals vanish with 5 loud POPs!.

DM JT: BTW, I'm doing a lot of these 'secret' rolls on a special DM page because I want to make the rolls before I post to the game page and save time.

All but Sf6 hiss of relief, and they glance at each other then speak snakelanguage loudly over the din of battle.

Magic Missiles Fly at Joy:
Sf1 hits for 18 dmg.
Sf7 hits for 12 dmg.

DM JT: I believe that knocks Joy out.

Sf6 steps back and casts a protective spell.
Spellcraft DC16: Highlight to display spoiler: {Protection from Good}

Sf4 casts a spell and flies over Sesha, stopping right above her.
Spellcraft DC16: Highlight to display spoiler: {True Strike}

Sf2 and Sf8 send an acid ball each right over the little space above Zane.
Blasts gets Zane, Bosk, and Katinka.
Acid blast dmg 48 and 34, Ref DC19 for half.

The Hell Hound is Stunned.
The rest of the snakes are ineffective against the shell.

The Clockwork Golem turns it's head to the serpentfolk and heads for Sesha. It is not bothered by neither protective shells, only the Blink.

2 Slams miss chance 50% = 13, 83
Att 2 = 25.

Map: Throne Room Round 8

Garret Goodbarrel [AC:37/33/31 +4 vs AOO HP:87/124 Ki:10/15 CMD: 33 SR: 23]  d20+22=26 ; d20+22=29 ; d20+17=36 ; d20+17=25 ; d20+12=19 ; d20+22=33 ; 4d8+3=21 ; 2d8+3=8 ; 2d8+3=14 ; 2d8+3=15 ; 2d8+3=19 ; 2d8+3=12 ;
Wednesday January 27th, 2016 8:48:23 AM

Garret smiles when he realizes that the hellhound is stunned. He ponders for a moment why a hellhound would hang out with a mob of snakes and then wonders if there are more of them. As he feels the ground shake as the massive golem moves, he forgets about thinking and turns into another blur of hands and feet. He punches and pummels the hellhound, beating it and kicking it over and over and over again.

OOC:
Attacks on the stunned hellhound: Hit AC/Dam: 29/21 ; 29/8 ; 36/14 ; 25/15 ; 19/19 ; 33/12. Now that's what I'm talkin' bout Willis: 89 total damage if the AC is 19 or lower (and with stunned, it is -2 and no dex bonus).

Restlin (Carl) -- AC: +15/+12/+11 CMD: +15 HP: 114/119 +14 Tmp HP (Spells) Luck Points: 13/13  d20+9=27 ; d20=17 ;
Wednesday January 27th, 2016 10:15:08 AM

"Fire resistance...well that sucks. Guess we're moving on to battlefield control mode."

Restlin swaps out his maximize rod for his silent rod, takes aim under the golem, and makes things slippery for it.

***

Move: Swap maximize rod for silent rod.

Standard: Cast silenced grease on the 10x10 area occupied by the golem. Reflex DC is 27 because Mendicants are freaking awesome.

AC this round is 32/29/28

Mage armor - long enough
Overland flight - long enough
Fox's cunning - 18 rounds
Energy Resistance: Acid - Long enough
Greater invisibility - 5 rounds

1 Negative level

-3 str, -6 wis/cha, -2 int

Reminder: Anyone within 15' of Restlin gets +1 to attacks, saves, & skill checks

Bosk AC: (37/20/33) CMD: (35) hp 86/108 Spells 
Wednesday January 27th, 2016 1:24:36 PM

Bosk quickly looks at the snake mages to see if any of them are armed, carry holy symbols or spell component pouches.

Zane (JCC) AC 33 (34), CMB 16, CMD 32, HP 145/166, Character  d20+16=20 ; d20+16=22 ; d20+13=14 ; d20+18=29 ; d20+18=20 ; 3d8+10=23 ; d20+18=37 ; d20+18=38 ; 3d8+10=29 ; 3d8+10=29 ;
Wednesday January 27th, 2016 4:59:24 PM

Zane dives over the wall, avoiding both blasts of acid, Moving far enough to flank the Hell Hound with Garrett.
He unleashes a flurry of blows.

Attack 1 29 damage 23
Attack 2 20
Attack 3 14
Haste 1 37 (Crit Confirm 38) Damage 58

In Effect:
Heroes Feast
Mage Armor
Shield
Water Vest (weave Elements)
Haste 1 rounds
Enlarge Person 68 rounds

(remember Haste those who have it, next round is last round)


RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 120/120 -- Perm Arcane Sight, Darkvision, See Invisibili 
Wednesday January 27th, 2016 5:44:55 PM

Awaiting response to email before posting Tink's actions

Sesha [AC 34 /21 To/25 Fl] | HP 188/93 | CMD 17]  d20+11=28 ; d20+11=31 ; d8+3=10 ; d8+3=5 ; d20+9=12
Wednesday January 27th, 2016 8:45:43 PM

(DM, does

Sesha, to her horror, recognizes Restlins spell. She tries to ready a counterspell, but there just isn't enough time. The grease, as those who recognized this monster should know, would only serve to make it's gears spin faster.

With a hasted Golem in front, and an enchanted True Striking snake above, Sesha has few options. She wasn't worried about being grabbed, but the fact the faerie fire did nothing to otherwise valid, living targets had something itching in her brain. Was Restlins spell failure simply the cause of Energy Resistance or was there something more? Was her own failed enchantment more than a well prepared enemy?

Unsure about the stairs in the back of the room, Sesha goes up, through the ceiling, in a full withdraw. (If they are down-stairs, she will go down. If they are not stairs, but a door, she will go through it.)

Spellcraft: 31

Trying to identify possible reasons that Faerie Fire didn't affect them. Still under effect of True Seeing.

Ghosts -

Realizing they are unlikely to affect the lizardmen, the remaining Sisters of Serenbeth each convert a bless spell to healing magic, focusing them on Garret.

Garret: Heal 15 hp.

Beriothian -- AC:17/11/22 HP: 114/152 CMD = 19 
Wednesday January 27th, 2016 8:49:58 PM

Beri also waits for insights from the powers that be so he determine his next course of action...

Beriothian -- AC:17/11/22 HP: 114/152 CMD = 19  d20+15=35 ; d6=5 ; d6+8=11 ;
Wednesday January 27th, 2016 10:43:49 PM

Beri, once again having a mouth of sorts, directs his earth elemental towards a softer target.
Eaaaarth broooother, try hitting that squishier SF7.
Tiiiink, aaare you huuurt?
The air elemental asks in his whispy voice.
Iiiif so, I'll heal you... but if you don't ask I'll assume you're okay.

If Tink needs healing right now Beri will cast cure serious wounds on her, otherwise he will float 10 feet in the air and casts flaming sphere on SF7.
***
The earth elemental follows Beri's direction and moves to 7,8/N,O and punches the much less mechanical target that it finds there.
attack =35
damage=11

***active spells***
Tishe's Weave Elements - Dur 10.67hrs - Beri a 'Water' version
+1 to saves, skill checks, and attack rolls.
form of bugbear
dark vision/scent

0 (4)- Detect Magic, Light, Create Water, Detect Poison
1 (7)- *Elf Vision, Faerie Firex2, Entangle, cure light wounds x2,
2 (6)- *Faerie Fire, Fog Cloud, Soften Earth and Stone, Warp Wood, resist energy, Flaming Sphere, restoration lesser
3 (6)- *Glibness, Sleet Storm, quench, Greater Magic Fang, wind wall, Cure Moderate Wounds
4 (6)- *Lesser Planar Ally, dispel magic, cure serious wounds, Freedom of Movement, Air Walk x2, Control Water
5 (5)- *Awaken, death wardx4
6 (3)- *Legend Lore, Antilife shell, Dispel Magic, Greater
7 (2)- *Irresistible Dance , Heal

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

Bosk AC: (37/20/33) CMD: (35) hp 86/108 Spells  d20+13=20 ; d20+18=28 ; d20+18=38 ; d20+18=24 ; d20+18=33 ; d20+18=21 ; d20+18=21 ; 2d8+8=17 ; d6=4 ; 4d6=17 ; 2d8+8=16 ; 2d8+8=17 ; 2d8+8=11 ; 2d8+8=18 ; 4d6=6 ; 4d6=17 ; 4d6=13 ; 4d6=14 ;
Wednesday January 27th, 2016 11:08:43 PM

As the acid balls crash down around him Bosk darts from side to side to avoid the worst of the blast. Shaking the remaining acid from his fur he glances to make sure that there is no lasting damage thanks the gods he is resistant to acid.

Tired of fending off attacks and waiting for the fodder to come to him, the horned cleric moves to 9,10/m,n and engages the mages directly. Flanking with Garret Bosk swings with all of his might...

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

Reflex save = 20, pass. Energy resistance cancels out the rest of damage.

Move to 9,10/m,n

Attack Hh
Hit AC 30 for 17dmg + 4 flame from embryon's tear = 21 + 17 flanking = 38 dmg

If Applicable
AoO 1 Hit 38 (confirm crit 24) for 16 dmg (22 if flanking)
AoO 2 Hit 33 for 17 dmg (34 if flanking)
AoO 3 Hit 21 for 11 dmg (24 if flanking)
AoO 4 Hit 21 for 18 dmg (34 if flanking)

Thinning the herd(DM JT) 
Thursday January 28th, 2016 1:24:46 AM

DM JT: sorry folks, no post tonight. Between having issues with getting to the Wold again and answering e-mails, my little time I have for Posting was all eaten up.

I had the similar issue last week. I'm going to take note and see if every Wednesday I get problems getting to the Wold.



Thinning the herd(DM JT) 
Thursday January 28th, 2016 1:40:27 AM

DM JT: The Serpentfolk do not carry weapons. Do not have any religious symbols. All have spell component pouches.



Thinning the herd(DM JT) 
Thursday January 28th, 2016 1:56:00 AM

DM JT: I'm not sure I understand Sesha's move.

That 'stais-looking' thing is a wooden door, sorry if it looks like stairs.

She goes up through the ceiling? Then to the back of the room where the door is?

You understand that the spell does not give you sight through solid objects, so once in the ceiling stone you just have to guess how far to go (not a big issue) but more importantly for every 5' you travel there is the 50% chance of becoming material and shunted back into the room with 1d6pts of damg per 5' traveled (about 1d6 in this case).

It's not really clear, but it would seem that once shunted out of the stone, if you still have Move points left you can keep going.

Just thought you might have missed that part of getting booted out of the stone chance every 5 feet of travel.

RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 104/120 -- Perm Arcane Sight, Darkvision, See Invisibili  d20+17=20 ; d20+17=26 ; d20+29=39 ; d8=7 ; d8=7 ; d8=4 ;
Thursday January 28th, 2016 2:21:42 AM

Tink completes her spell, barely, despite getting an acid bath. She summons a Lilend Azata!

The azata appears at C10/D11.

"Use your Inspire Courage ability as an audible performance!" she commands, wiping acid from her hands. (A lilend azata has the performances of a 7th level bard. At 7th level a bard can start a performance as a move action.) "And could you heal me please?"

Tink moves northwards and send a spell into the room: Glitterdust!

--------------------
Ref check vs DC19: 20 = Pass.
Tink takes 24 pts Acid Damage
Concentration check DC 10 + 24 + 6 = DC40. Tink will use her Vedik's headband ability which allows a Nat20 1/day. She hits DC49.

Ref check vs DC19: 26 = Pass.
Tink takes 17 pts Acid Damage
Concentration check DC 10 + 17 + 6 = DC33. 39 = Pass!

Azata - Move Action: Inspide Courage - allies get +2 to attack and damage rolls as long as they can hear the azata
Azata - Standard Action: CSW on Tink. Tink is healed for 7 + 7 + 4 + 7 = 25pts

Tink - Move Action: Move to E7
Tink - Standard Action: Cast Glitterdust at SF7. SF7 and all within 10ft (HH, SF1 and the Golem) to make a Will save vs DC19 or be blinded. If they fail they will still be sparkly. No SR.


RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 104/120 -- Perm Arcane Sight, Darkvision, See Invisibili 
Thursday January 28th, 2016 4:24:21 AM

"I'm fine, Beri" Tink relays over the link. Beri, like most men, probably knows that when a woman says she is "fine", to leave it at that :)

"Just ensure these serpents meet with Pantheon's justice today."

Restlin (Carl) -- AC: +15/+12/+11 CMD: +15 HP: 114/119 +14 Tmp HP (Spells) Luck Points: 13/13 
Thursday January 28th, 2016 8:49:11 AM

Restlin places both hands in the air in front of him, capturing the golem between them within his field of vision. He tips his hands back and forth, mentally willing the thing to fall over.

Garret Goodbarrel [AC:37/33/31 +4 vs AOO HP:102/124 Ki:10/15 CMD: 33 SR: 23] 
Thursday January 28th, 2016 9:09:04 AM

Garret bounces lightly on his feet, waiting to see if the massive whooping he put on the hellhound will be enough to take it out of the fight.

OOC:
Note: Added healing to this post so I don't forget tomorrow.

Sesha [AC 34 /21 To/25 Fl] | HP 188/93 | CMD 17]  d20+11=13 ;
Thursday January 28th, 2016 5:51:19 PM


Realizing the door is a door and not a stairwell, Sesha withdraws from combat, moving through the door at the back of the room. Without all the little snakes around, if her anti-life shell has to burst from the movement, then so be it.



Zane (JCC) AC 33 (34), CMB 16, CMD 32, HP 145/166, Character 
Thursday January 28th, 2016 7:00:25 PM

Zane looks at Garrett over the Hell Hound, "Better be finished, we pounded it hard enough...."

Beriothian -- AC:17/11/22 HP: 73/152 CMD = 19  d20+16=21 ; d20+16=35 ;
Thursday January 28th, 2016 8:09:14 PM

Beri dodges the acid that suddenly explodes by him.
[i]I could have sworn he was targetting Bosk! The range on this spell is incredible, and it's so strong, I need to buy a few scrolls of this for future use![i]

Bosk AC: (37/20/33) CMD: (35) hp 86/108 Spells 
Thursday January 28th, 2016 10:57:35 PM

Bosk keep thinking about how some lizard skin boots look with his skin belt.

Serpentfok Throne Room Round 9(DM JT)  d20+13=29 ; 8d6+8=42 ; 8d6+8=42 ; d20+18=33 ; d20+32=33 ; d20+12=24 ; d100=66 ; d6+4=7 ; 4d4+4=16 ; d20+8=18 ; d20+8=11 ; d20+6=16 ; d20+15=17 ; d6+8=9 ; d20+8=10 ; d20+6=7 ; d20+5=23 ; d8+8=15
Friday January 29th, 2016 1:42:59 AM

Woldian Fried Snake Fingers at Bosk’s Bar ‘N Grill.

Garret smiles at stunning the poor Hell Hound and for a second wonders what the poor mutt is doing there with this lot. When the Golem moves towards Sesha, he forgets about thinking on that and takes pure pleasure in the power in his little hands and feet as they beat the helpless dog into canine kibbles ‘n bits.

Restlin is puzzled at the failure of his spell. Fire Resistance? he wonders.
Well, if that won’t work then try something else and he switches out his Max Rod for his Silent Rod and sends a blob of Grease at the floor under the metal golem.

Grease Spell on 10x10 floor section under C. Golem. Ref DC27.

Zane’s Huge bulk ‘dives’ (more like belly flops) over the low wall of stone and avoids the acid blast. Leaving that ‘narrow’ hallway behind he steps over to the Hell Hound Garret is pounding into burger meat and demolishes the carcass so bad there’s not even enough for one burger.

Sesha , to her horror, recognizes Restlin’s Grease spell and nearly panics! She knows that Grease will actually speed the metal gears up and she has no desire to face that thing and that Serpentfolk spellcaster holding a True Strike spell over her head. She’s bothered by the ineffectiveness of the Faery Fire against those serpentmen. Her spell failed and Restlin’s spell failed and they were neither the same type. Was there something more?

She also notices that the serpentfolk the ghost sisters were attacking cast a spell to hedge them out.

She asks them to heal Garret instead, and they heal 15hps.

Unsure about the door in the back of the room partially hiding behind the throne, Sesha flies up and away from the Clockwork Golem and skirting far enough around the serpentfolk right above her and the one flying near the throne to keep her A-L shell intact, and heads past the throne and through the door.

Sesha: Highlight to display spoiler: {It would appear that it is not a spell that is negating the magical effects but some innate power, probably some spell resistance.}

Sesha: Highlight to display spoiler: {The corridor on the other side of the door is only 30ft long and ends in a small room. From her spot she sees nothing else.}

Beri, now able to speak, can direct his Earth Elemental and he does just that, sending it after Sf7.

He then looks over to Katinka and asks if she’s hurt and if she needs healing.
He is still amazed at how much power those acid balls have, and from such a range!

The E.E. complies manages to land a solid fist. Sf7 was just barely hanging onto life and that slug finished him off.

Katinka replies ’I’m fine, Beri. Just ensure these serpents meet with Pantheon’s Justice today.’
Her second summoning spell now complete, a Lillend Azata pops into existence. She could easily be thought to be part of the enemy. Her upper body is that of an elven female, her lower body that of a 20ft long snake!
Tinka wastes no time in sending it off to aid the others.

’Use your Inspire Courage ability as an audible performance!’

Wiping acid from her hands she asks ’And could you heal me please?’

The Lillend casts Cure Serious Wounds on Tinka, healing 25 pts. Then she moves into the room exhorting the friends of her friend.

Inspire Courage, those in audio range: +2 vs charm/fear; +2 att/dmg

Katinka moves into the corridor to see what is going on and to cast Glitterdust at Sf7 just as it is clobbered by Beri's E.E.
The spell goes off at the intended location anyway, catching the E.E., Golem, and Sf1.

Bosk no longer has any pesky flying snakes around him and looks for serpentfolk targets. He sees Sf7 and makes a move for it, but by the time he makes his way around Beri's E.E. and squeezing past Zane, the serpentfolk lies motionless on the floor.

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

Sf1 save vs Glitterdust = 29, not blinded but sparkly.
Sf1 returns the favor by sending another acid ball into the corridor centered at H9, catching Beri-Air, Katinka, Zane and the Lillend.

Acid Blast dmg = 42, Ref DC19 for half.

Sf2 adds his own acid blast to the same location, H9.
Acid Blast dmg = 42, Ref DC19 for half.

Sf4 casts his spell defensively to avoid AoO:
Concentration check +18 DC17 = 33
He sends forth a coruscating ray at Bosk:
Range Touch att (True Strike) +32 = 33, N1 miss.

Disappointed at its miserable failure, he flies a step back and looks at Sf5.

Sf5 attempts the same spell on Bosk and sends forth a coruscating ray at Bosk:
Range Touch att +12 = 24, Concealment miss chance = 66.
Bosk is hit by a Ray of Enfeeblement. His strength suffers 7 pts. Fort DC17 for half.

To keep from rolling a Fly check, he takes a 5' fly step.

Sf6 sends a barrage of Magic Missiles at Garret then flies to the back of the room;
Magic Missile damage = 16

SF8 hisses loudly in a hissy comon, "Your attemptssss are usssslessss! For sssssoon we will overrun thissss Wold! Our armiesss await a sssssingle catalyssst!"
He then casts a spell with no visual effects.
Spellcraft DC16: Highlight to display spoiler: {True Strike}

Snakes 7 and 8 attack Beri's E.E. now that Sesha as 'left the room'.
7 att = 18, dmg 15
8 att = 11, miss

The Earth Elemental takes no notice of the poison oozing out of the fang holes.

E.E save vs glitterdust Will DC19 = 7, N1, blinded. See Blinded condition for effects.

Snake 5 flies over to the blinded E.E. and attacks it.
attacks hit AC10
DM JT: these snakes can't even hit a blinded creature!

Bosk takes an AoO on Snake 5.
AoO 1 Hit 38 (confirm crit 24) for 16 dmg

C. Golem Grease Ref vs DC27 = 16
C.Golem save vs glitterdust Will DC19 = 23

The golem is unable to maintain his feet on the slippery surface and falls prone. It motivates itself to crawl 5' to start getting out of the greasy area, crawling towards Bosk.
Bosk AoO:
AoO 2 Hit 33 for 17 dmg

Map: Throne Room Round 9

RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 87/120 -- Perm Arcane Sight, Darkvision, See Invisibili  d20+10=21 ; d20+10=27 ; d20+15=21 ; d20+15=22 ; d8=7 ; d8=7 ; d8=4 ;
Friday January 29th, 2016 5:43:25 AM

Note to DM: Map Correction - The Azata is at C10/D11. It couldn't move and perform in the same round.

Tink wipes yet more acid from her jersey. "I've just about had enough of this acid"

"Keep the performance going!" Tink commands the Azata "But could you come and heal me please?"

Tink then casts a protective spell: Resist Energy (Acid)

--------------------
Azata Ref Save vs DC19 - 21 = Pass
Azata Ref Save vs DC19 - 27 = Pass
Azata takes 21 + 21 = 42pts damage
Azata 31/72 HP

Azata - Move Action: Move to E8/F9
Azata - Standard Action: Cast CSW on Tink. Tink is healed for 25pts damage
Azata - Free Action: Maintain Bardic Performance. All allies gain +2 to weapon attack and damage rolls

Tink Ref Save vs DC19 - 21 = Pass
Tink Ref Save vs DC19 - 22 = Pass
Tink takes 21 + 21 = 42pts damage

Tink - Standard Action: Cast Resist Energy (Acid)

RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 87/120 -- Perm Arcane Sight, Darkvision, See Invisibili  d20+24=26 ;
Friday January 29th, 2016 5:47:06 AM

Tink will also try and identify the spell that SF1 just cast. The acid explosion one.

Spellcraft: 26. DC = 15 + spell level

Garret Goodbarrel [AC:37/33/31 +4 vs AOO HP:86/124 Ki:10/15 CMD: 33 SR: 23]  d20+24=33 ; 4d8+3=16 ;
Friday January 29th, 2016 8:54:55 AM

Garret feels the healing flow through him as the hellhound drops, only to feel the sharp pain of the magic missiles slamming into his side. He turns to see where they came from and looks at the massive golem crawling around on the ground. He calls to Zane, "That mechanical man is too big and too sharp for me." He slips across the room to one of the remaining snakes and tries to stomp on it.

OOC:
Move to O9, attack snake #5
Hit AC 33, Damage 16

Restlin (Carl) -- AC: +15/+12/+11 CMD: +15 HP: 114/119 +14 Tmp HP (Spells) Luck Points: 13/13  d20+12=28 ; d20+13=23 ; d20=17 ; d20=9
Friday January 29th, 2016 9:17:35 AM

Restlin knows an opportunity when he sees one, and right now, he's seeing a big one.

It's risky, but he'd probably be a crummy mendicant if he let something as silly as that stop him.

He floats westward, trying to stay quiet, but not at the expense of not moving quickly. He pulls his maximize rod back out as he does so. "That wasn't fire resistance," he telepathically states. "It was spell resistance. I can beat spell resistance...maybe."

Taking careful aim, he smacks a glowing red ball of guano into the middle of all those lizards. "This will either work wonderfully, or I've just wasted my time," he thinks to himself as the thing explodes around them.

***

Knowledge, Nature: 18 - I missed that bit last round.

Move: Fly to M15

Standard: Maximized fireball at U10/V11. That should catch all the serpents (and the golem, but who cares since it's immune), but just leave Sesha on the outside. Restlin is a better judge of these things than Carl is, and he'd know to aim a little more southward if he had to, but I'm pretty sure I got it right.

60 damage.

Restlin has the spell penetration feat, so +2 on this roll.
Spell penetration: 28 (yay! (I hope))
Reflex DC: 23

AC this round is 32/29/28 (again)

Mage armor - long enough
Overland flight - long enough
Fox's cunning - 17 rounds
Energy Resistance: Acid - Long enough
Greater invisibility - 4 rounds

1 Negative level

-3 str, -6 wis/cha, -2 int

Reminder: Anyone within 15' of Restlin gets +1 to attacks, saves, & skill checks

Zane (JCC) AC 33 (34), CMB 16, CMD 32, HP 145/166, Character  d20+14=24 ; 3d8+16=33 ; d20+17=37 d20+17=23
Friday January 29th, 2016 10:58:41 PM

Zane as he dodges both acid balls, moves to Q-R-S/14-15-16 and now he's flanking the Golem due to reach. He only has a single attack, so he puts all of his strength behind it..... "Bosk, pound it in parts, I'll join you in doing so."

Attack 24 (Golem is prone so should hit AC 28) Damage 33 (power attack)

In Effect:
Heroes Feast
Mage Armor
Shield
Water Vest (weave Elements)
Haste LAST ROUND
Enlarge Person 65 rounds


Sesha [AC 34 /21 To/25 Fl] | HP 188/93 | CMD 17]  d100=34 ; d4=2 ; d4=4 ; d100=13 ; d100=28 ; d20+14=29 ; 2d6+4=9 ;
Saturday January 30th, 2016 1:55:39 AM


Sesha sees nothing in the hallway, so turns back into the main room. She communicates with the others there's nothing much to see yet.

As she passes through the double doors, she feels her anti-life shell melt away. (Figuring that Sesha wouldn't know the snakes were against the wall) Frowning, she figures it's time to stop with her spells. They aren't doing much good anyways.

Sensing Bosks sapped strength, (link, assuming Bosk cries out. Hint: Bosk, update me via the link!) she sends her ghosts his way, and both use their lesser restoration spells, healing up to 6 strength damage from the horned cleric.

She quickens a bulls strength spell, adding to her myriad of magical enhancements. Without much else she can do, she calls upon her transmutation magic. A moment of panic follows, as she finds she has no ley power to fund her spell! She doubles down and searches again, and finds just enough of what she needs..

She begins to change, dropping to all fours. With a loud roar, she sprouts wings, and her slender form is replaced by a muscly, three headed hulk, covered in white scales.

Move: X 10. Draw 2 AoO's.
Swift: Bulls Strength
Standard: Beast Shape IV: Chimera, White Dragon.

Ley Check 1: Pass, vs Bull Strength
Ley Check 2: Fail, Hero Point Reroll, Pass vs Beast Shape

Potential AoO: Hit AC 29 for 9 damage

Barkskin -Long time
Shield of Faith - Long time
Heroes Feast -Long Time
Greater Immortal Summons (2 ghosts) - Long Time
Blink - 4 rounds left
Cats Grace (Sacrifice Self)
True Seeing (Sacrifice Self)
Bears Endurance (Sacrifice Self)
Divine Favor (Sacrifice Self)
Haste - 1 rounds left ( I think. I dunno Zanes CL)
Spell Resistance (SR 28) - Long Time
Anti-Life Shell - Long time
Energy Resistance: Acid - Long time
Bulls Strength: Long Time
Beast Shape IV: Long Time

Immunity to: Dispel Magic (Ring of counterspells #1)
Immunity to: Greater Dispel Magic (Ring of counterspells #2)
Resistance to Acid: 30

Beriothian -- AC:17/11/22 HP: 73/152 CMD = 19  d20+15=32 ; d20+15=26 ; d8+8=12 ; d8+8=16 ;
Sunday January 31st, 2016 8:24:00 PM



Beri shouts to his earth elemental:
Goood Jooob, Nooow hiiit theee oooones nooorth oooof youuuuu. (snake 8 at o,6 and p6)


***
The earth elemental wishes momentarily that he had his vision, but tremor sense is every bit as good in this dark environment anyway. He turns north, and starting with o,6 pummels him for all he's worth, and will switch to the next snake should he fall after the first hit.

attack =32
damage=12
attack =26
damage = 16

***
Tishe's Weave Elements - Dur 10.67hrs - Beri a 'Water' version
+1 to saves, skill checks, and attack rolls.
form of bugbear
dark vision/scent

0 (4)- Detect Magic, Light, Create Water, Detect Poison
1 (7)- *Elf Vision, Faerie Firex2, Entangle, cure light wounds x2,
2 (6)- *Faerie Fire, Fog Cloud, Soften Earth and Stone, Warp Wood, resist energy, Flaming Sphere, restoration lesser
3 (6)- *Glibness, Sleet Storm, quench, Greater Magic Fang, wind wall, Cure Moderate Wounds
4 (6)- *Lesser Planar Ally, dispel magic, cure serious wounds, Freedom of Movement, Air Walk x2, Control Water
5 (5)- *Awaken, death wardx4
6 (3)- *Legend Lore, Wall of Stone, Antilife shell, Dispel Magic, Greater
7 (2)- *Irresistible Dance , Heal

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

Serpentfok Throne Room Round 9(DM JT)  d20+19=26
Sunday January 31st, 2016 9:21:10 PM

The map shows Beri as a Large air elemental but Beri turned into a Huge one. Fixing the map next round.

Acid radius is 20 feet, the hallway is 20' high. Beri turned into a Huge Air elemental and is 32 feet tall and 15x15 feet wide. Beri is actually squeezed into this corridor, see Squeezed penalties.

You mention adjusting your size, that won't help avoid the acid blast, but I'm curious; to adjust your size, would that be another use of your wildshape? Just making sure we keep track of all these changes.

I've got Bugbear, Tendriculous, Huge Air Elemental so far.

Also, Beri still lists Bugbear as his current form. Update that.
Thanks.

Golem gets 1 attack after the Crawl:
Att on Bosk (-4 prone) = 26, miss

Bosk AC: (37/20/33) CMD: (35) hp 86/108 Spells  d20+16=25 ; 2d8+8=19 ; d6=6 ; d20+13=17 ; d4=1 ; d8+5=12 ; d20+12=28 ; d8+5=8 ; d20+11=28 ; 2d8+5=17 ; d20+8=17 ; d8+5=9 ; d20+18=29 ; d20+18=30 ; d20+18=38 ; d20+18=21 ; 2d8+8=17 ; 2d8+8=18 ; d3=3 ; 2d8+8=20 ; 2d8+8=17 ; d20+18=32 ; 2d8+8=17 ; 4d6=18 ; 4d6=17 ; 4d6=15 ; 4d6=17 ; 4d6=10 ; 4d6=20 ; 4d6=6 ; 4d6=10 ; 4d6=16 ; 4d6=13 ;
Sunday January 31st, 2016 10:26:46 PM

ooc: Assuming Bosk was not harmed by the Golem. I cannot determine if grease and being prone and crawling removes its dex bonus or makes it flat footed, so I gave numbers with and without sneak dmg.

The horned cleric sees the golem on the ground and attempts to take advantage of its reduced mobility.

Main Atk 1 with B.Sword and embryon's tear hit AC 25 for 19dmg + 5 flaming for 25 dmg (43 if sneak dmg applies)
Off Hand Atk 1 with Armor Spike, hit AC 17 for 12 dmg (29 if sneak dmg applies)
Nat Horn atk Hit AC 28 for 8 dmg (43 if sneak dmg applies)
Main hand atk 2 with bastard sword hit AC 28 for 17 dmg (32 if sneak dmg applies)
Off had atk 2 with B.Sword hit AC 17 for 9 dmg (26 if sneak dmg applies)

Sneak damage from AoO last round if applicable = 13

If needed
AoO 1 Hit AC 29 for 17 dmg (27 if sneak dmg applies)
AoO 2 Hit AC 30 for 18 dmg (38if sneak dmg applies)
AoO 3 Hit AC 38 (confirm crit 21) for 20 dmg (37 if crit) (49 if sneak dmg applies)
AoO 4 Hit AC 32 for 17 dmg (27 if sneak dmg applies)

Sneak dmg should fully effect the golem and DR doesn't reduce it and constructs are affected by it unless specifically noted.

"Constructs are immune to death effects, disease, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitudesave (unless the effect also works on objects, or is harmless). Constructs are not subject to nonlethal damage, ability damage,ability drain, fatigue, exhaustion, or energy drain. Constructs are not at risk of death from massive damage."

Beriothian -- AC:17/11/22 HP: 73/152 CMD = 19  d20+11=20 ; d20+11=26 ;
Sunday January 31st, 2016 10:44:56 PM

I just can't figure out my forms today... I miss my days as a rogue.
Beri transforms into a large earth elemental and leaves his flaming sphere where it spawned.
(third wild shape (bugbear is "a thousand faces"))

***
Tishe's Weave Elements - Dur 10.67hrs - Beri a 'Water' version

form of large earth elemental
+1 to saves, skill checks, and attack rolls.
immune to bleed damage, critical hits, and sneak attacks while in elemental form.
You also gain darkvision 60 feet and the ability to earth glide.

+6 size bonus to your Strength, a -2 penalty on your Dexterity, a +2 size bonus to your Constitution, and a +6 natural armor bonus.

0 (4)- Detect Magic, Light, Create Water, Detect Poison
1 (7)- *Elf Vision, Faerie Firex2, Entangle, cure light wounds x2,
2 (6)- *Faerie Fire, Fog Cloud, Soften Earth and Stone, Warp Wood, resist energy, Flaming Sphere, restoration lesser
3 (6)- *Glibness, Sleet Storm, quench, Greater Magic Fang, wind wall, Cure Moderate Wounds
4 (6)- *Lesser Planar Ally, dispel magic, cure serious wounds, Freedom of Movement, Air Walk x2, Control Water
5 (5)- *Awaken, death wardx4
6 (3)- *Legend Lore, Wall of Stone, Antilife shell, Dispel Magic, Greater
7 (2)- *Irresistible Dance , Heal

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

Garret Goodbarrel [AC:37/33/31 +4 vs AOO HP:86/124 Ki:10/15 CMD: 33 SR: 23] 
Monday February 1st, 2016 9:05:35 AM

Garret glances over and is glad to see Bosk and Zane taking on that mechanical horror.

Bosk AC: (37/20/33) CMD: (35) hp 86/108 Spells 
Monday February 1st, 2016 6:02:11 PM

Bosk hopes that the creature stays stuck in the grease, and it it is able to eventually get out that Restlin can once again trip the thing up.

Beriothian -- AC:17/11/22 HP: 73/152 CMD = 19 
Monday February 1st, 2016 8:17:05 PM

eeeeveryone hoooolding up oooookay?

Zane (JCC) AC 33 (34), CMB 16, CMD 32, HP 145/166, Character 
Monday February 1st, 2016 8:26:45 PM

Just waiting for the golem to stand up and cause a AoO.....and that way I can trip him again. Zane is holding his Kama after all.

Serpentfok Throne Room Round 10 (DM JT)  d20+12=23 ; d20+12=29 ; d100=60 ; d100=64 ; d100=10 ; d20+12=23 ; d20+12=13 ; d20+12=19 ; d20+12=19 ; d20+12=24 ; 12d6=40 ; 8d6+8=37 ; 8d6+8=37 ; d20+32=52 ; d20+32=34 ; 8d6+16=46 ; d20+32=44 ; 4d6+8=19 ; 8d6+8=39 ; d20+8=20 ; d20+8=25 ; d8+8=12 ; d8+8=12 ;
Monday February 1st, 2016 11:52:19 PM

We're not dead yet!

Katinka wipes more acid from her jersey. Having politely declined Beri's healing spell, she, preferring to use the Azata's ability first, tells it to continue it's inspiring bardic singing and take a second to heal her a bit.

The Azata complies on both accounts.

Inspire Courage, those in audio range: +2 vs charm/fear; +2 att/dmg

"I've just about had enough of this acid" she says and casts Resist Energy (Acid) on herself.

As many times as she has been hit by these acid blasts, she deduces that it is just another version of the more common Fireball spell. Some cultures or creatures are more adept to one energy form or another and thus develop spells using that form instead of the more common one of fire.

Garret continues to feel healing and then get stung again. Diminishing foes will diminish stings and he tells Zane "That mechanical man is too big and too sharp for me," and picks a target he knows he can hit with some effect. Although the Flying Snakes sometimes are 10ft high, sometimes 15ft high, one close by is just the right height for him. His small body slips between the Huge Zane, Large Bosk and Large E.E and plants himself next to Flying Snake 5 and gives it a slap.

Restlin sees the grouping of serpentfolk and decides to take advantage of it for better or for worse.
He flies back towards the ghost sisters and pulls his energy to send a fireball at max power at U10/V11.

The blast catches Serpentfolk 1,2,4,5, and 8.
60 damage, SR penetration roll = 28, Ref DC23 for half.

Zane remains unaffected by the acid as his monk training proves superb. He skirts around Bosk, Restlin avoids him, he nearly slips on hell hound entrails, and ends up south of the golem and takes a swat at it, easily hitting the prone metal monstrosity.

Sesha continues to hear the noise of combat, and a quick glance around reveals nothing of immediate threat, an empty short hallway and a small room at the end. She returns through the double doors, her Blinking functioning perfectly, but also passes too close to a snerpentfolk just waiting on the other side of the door.

Sf2 AoO: Claw attack +12 = 23, miss

This breaks her Anti-Life Shell spell but her other protections give her confidence. She quickly looks around the room. These serpentfolk seem highly resistant to her best spells, so instead of going on the offensive with spells, she decides to change tactics and change form instead.

Sister Hope, attentive to the combat, understands the spell effects on Bosk and both Sisters takes the initiative to restore the minotaur's strength to its normal power.

Sesha first quickens a Bull's Strength spell.

Sf5 takes a swipe at her while casting her spell, AoO: Claw attack +12 = 29, miss

She panics as the lay lines vanish. Danger too close for comfort, she digs deep into her soul and expends some of her Life energy to bring a lay line into reach. She begins to change shape into that of a Chimera. A large lion-body with two extra heads appear, a goat, and a white dragon.

Beri-Air shouts words of encouragement at the E.E.

'Goood Jooob, Nooow hiiit theee oooones nooorth oooof youuuuu,', meaning flying snakes 8 and 7, but they are flying snakes and the elemental looks confused, not being able to see, nor feel anything north of it using Tremorsense. However he can hear wings beat and he did get bit, so he flails out hoping to hit something.
attack =32, Blind miss chance 50% = 60, damage = 12
attack =26, Blind miss chance 50% = 64, damage = 16

MD JT: ignore the extra d100, web site problems.

His hearing compensates for his loss of sight, it would seem.

For his part, finding himself squeezed into the back corner, decides to change shape once more into something a little easier to work with and changes into a Large Earth Elemental. His Flaming Sphere sits motionless where it spawned, charring the dead Serpentfolk Sf7 a good bit more. The smell in the room
starts to get that burned fleshy smell.

Bosk feels his strength being sapped but two ghostly touches restore it. He wastes no time in trying to get to the golem while it is still prone.

DM JT: A prone character is not Flat-Footed, and does not loose it's dex. Using Acrobatics to move through uneven/narrow surfaces (or greasy ones) does incur a loss of Dex and is considered Flat-footed. However this assumes the character is trying to move through such area standing up. The golem used Crawl, a condition which is already prone, and can't be knoced prone again (see Acrobatics). It won't make any difference in this case but I thought I'd just throw that in for an FYI.

The minotaur puts all his efforts into hitting the bejeebees out of the Clockwork Golem and three hits connect. All those dings and dents finally pay off as nuts, gears, bolts, and cogs go flying.

Litterally!

Upon Death, the golem explodes, sending all its bits and pieces in everywhich direction.
Death Burst (Ex): dmg 12d6, Ref DC18 for half.
The Burst is in a 10ft radius and affects Garret, Blinded E.E. Flying Snake 5, and Bosk.
Sf1 and SF4 are flying high enough, 15ft high, to be just outside the range (think 3-D).

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

Restlin's fireball blast catches Serpentfolk 1,2,4,5, and 8.
DM JT: i superimposed the blast area and that is what I got.

His manages to penetrate their spell resistance and they try to dodge the blast.
Sf1 Ref = 23, half dmg = 30; Sf2 Ref = 13, full dmg = 60; Sf4 Ref = 19, full dmg = 60;
Sf5 Ref = 19, full dmg = 60, Sf8 Ref = 24, half dmg = 30.

One, Sf4, succumbs to the blasts, having already taken some damage. There others are all seriously hurt, but handing in there.

Death Burst (Ex): dmg 40, Ref DC18 for half.
The Burst is in a 10ft radius and affects Garret, Blinded E.E. Flying Snake 5, and Bosk.

This is not magic but slashing damage.

Flying Snake 5 succumbs to the blast of razor sharp metal pieces.

Sf1 flies north and shoots another Acid Ball centered on N12/O13, catching Garret, Bosk, Zane, and Restlin.

Acid blast = 37, Ref DC19 for half.

Sf2 opens the door and flies through.

Sf5 takes a 5ft fly away from the now monstrously hideously Sesha and sends an Acid blast at the same exact spot Sf1 did.

Acid blast = 37, Ref DC19 for half.

Sf8 takes a 5ft fly away from the now monstrously hideously Sesha and sends two searing beams of acid at Zane.
Range Touch Attck1 = 52! Crit roll = 34, confirmed, Acid damage = 46
Range Touch Attck2 = 44, Acid damage = 19
Save = none, SR = Yes.

Sf6 takes a 5' fly and sends and Acid Blast in the same spot the other two hit.

Acid blast = 39, Ref DC19 for half.

Flying Snakes 7 and 8 continue to bite at Beri's E.E. (if it is still alive):
Snake 7 att = 20, dmg = 12
Snake 8 att = 25, dmg = 12

It ignores the poison.

IF Bosk takes the time to determine Health of the Serpentfolk:
Highlight to display spoiler: { Sf1 is about 1/3 healthy, SF2 is out of sight, Sf5 is about 1/3 healthy, Sf6 is about 2/3 healthy, Sf8 is about 1/4 healthy.}

And that's all for now, I think.

Map: Throne Room Round 10

RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 87/120 -- Perm Arcane Sight, Darkvision, See Invisibili 
Tuesday February 2nd, 2016 2:19:57 AM

Tink barks more orders at the Azata "Ok, here's the plan. Keep up the performance and fly into the middle of that room. Be ready to cast a sound burst if you see one of those serpent things start casting a spell. Try and avoid the non-serpents if it can be helped, but the objective is to stop the serpents from completing casting spells"

With the golem out of he way, Tink flies into the room and renews the Haste on the melee combatants!

-----------------------------
Azata - Free Action - Maintain Performance to give +2 bonus to attack/damage rolls
Azata - Move Action - Move to Q8/R9
Azata - Standard Action - READY Action to cast Sound Burst if it sees one of the serpents start casting a spell. Sound Burst will do 1d8 sonic damage and anyone with 10ft must make a Fort Save vs DC16 or be stunned for 1 rnd.

Tink - Move Action - Move to J11
Tink - Standard Action - Cast Haste at O12 so as to include Bosk, Garret, Zane, Restlin, Ghost Hope and Ghost 'M'

Garret Goodbarrel [AC:37/33/31 +4 vs AOO HP:86/124 Ki:10/15 CMD: 33 SR: 23]  d20+18=29 ; d20+18=22 ; d20+18=32 ; d20+18=22 ; d20+18=22 ; d20+23=27 ; 4d8+3=14 ;
Tuesday February 2nd, 2016 6:45:34 AM

As the smell of burning snake fills the room, Garret looks around and sniffs the air. He says, “Hey, is that bar-b-que?” Then the world explodes around him, literally. First the golem explodes and bits and pieces of metal fly past him. He stands still and watches the gears go in all directions. Next one of the flying snakes explodes and Garret just manages to duck under that mass of destruction. Then the acid balls come, one after the other. Garret jumps up and over the first one, but just manages to slip to the side of the second and third balls of acid. He shakes his head as he balances on his toes, looking for the next explosion. He spots the two snakes that are not flying and dives and rolls towards them, ending with a solid kick at one.

OOC:
Golem death explosion save (DC 18): 29
Sf4 Death burst save (DC 18): 22
Sf1 acid ball save (DC 19): 32
Sf5 acid ball save (DC 19): 22
Sf6 acid ball save (DC 19): 22
Move to Q6 or so, attack snake 7: Hit AC 27, damage: 14


Restlin (Carl) -- AC: +15/+12/+11 CMD: +15 HP: 114/119 +14 Tmp HP (Spells) Luck Points: 13/13  d20+18=25 ; d20=1 ; d20+12=14 ; 10d6=26 ; d20+13=22 ;
Tuesday February 2nd, 2016 8:15:32 AM

Reflex: 25 - success

Restlin ducks in time to avoid the worst of the acid ball. Sesha's magic takes care of the rest.

"Sesha, that one that flew off (sf2) is probably up to no good. You're the only one close enough to catch it."

Restlin tries to thin the herd out for her in the meantime, sending one of his Wardd-blessed fireballs in her direction. He then flies north, trying to stay undetected.

***

Standard: Selective fireball at V11/W12 - 26 damage (Doesn't affect Sesha)

Restlin has the spell penetration feat, so +2 on this roll.
Spell penetration: 14 (bother)
Reflex DC: 22

Move: Fly to L8

AC this round is 16/13/12

Mage armor - long enough
Overland flight - long enough
Fox's cunning - 16 rounds
Energy Resistance: Acid - Long enough
Greater invisibility - 3 rounds

1 Negative level

-3 str, -6 wis/cha, -2 int

Reminder: Anyone within 15' of Restlin gets +1 to attacks, saves, & skill checks

Bosk AC: (37/20/33) CMD: (35) hp 86/108 Spells  d100=3 ; d20+13=24 ; d20+13=27 ; d20+13=25 ;
Tuesday February 2nd, 2016 11:51:19 AM

Rolling for 20% miss chance due to Darkwalk and concealment against explosion = SUCCESS!!! = 0dmg
Reflex save to avoid acid ball #1 = 24 SUCCESS. With energy resistance = 0 dmg
Reflex save to avoid acid ball #2 = 27 SUCCESS. With energy resistance = 0 dmg
Reflex save to avoid acid ball #3 = 25 SUCCESS. With energy resistance = 0 dmg

Gargul's servant thrusts his sword into the golem, sending the artificial mockery of life back to the oblivion from which it came. Bracing himself for the inevitable explosion the cleric feels himself slip into the Shadowlands, sidestepping the blast entirely. It is good to be a dual citizen of the living and the dead.

ooc: More to come, but after making these saves I don't want to risk losing it.
Also, Bosk's deathwath is instant, but he only knows whether each creature within the area is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), healthy, undead, or neither alive nor dead (such as a construct). Deathwatch sees through any spell or ability that allows creatures to feign death.

Zane (JCC) AC 33 (34), CMB 16, CMD 32, HP 80/166, Character  d20+17=36 ; d20+17=19 ; d20+17=28 ; d20+15=18 ; 3d8+12=26 ;
Tuesday February 2nd, 2016 6:37:27 PM

Zane twists and turns letting the acid explode around him, and makes it all miss him, then he gets hit by the acid rays.....He decides that the casters really need to die, so he charges the flying snake in the corner....(SF6) He ends up right next to it, hoping it will cast again and he can reach out and touch him, the same thing for his friend too.....

Attack 20 (forgot bard) Damage 26

In Effect:
Heroes Feast
Mage Armor
Shield
Water Vest (weave Elements)
Enlarge Person 64 rounds

Beriothian -- AC:17/11/22 HP: 73/152 CMD = 19 
Tuesday February 2nd, 2016 7:40:15 PM

Beri's Earth elemental, who for the moment was still managing to hold on to his life, sucumbs to the final two attacks and collapses on the floor below the flying snakes before returning from whence he came.
(sorry I forgot to post his health next to his status updates. Total HP is 84 (68 + 16 for augmented summoning), and the last 24 dmg just put him over at a total of 93 )
***
Beri feels the rumble of the floor from his earth elemental suddenly stop and knows he has returned.
I'm sorry my friend, you were an honorable warrior and we owe you greatly for your brave service to all that is good.

Beri moves his flaming sphere onto the snake that landed the final blow on the elemental

***
Form of large earth elemental
+1 to saves, skill checks, and attack rolls.
immune to bleed damage, critical hits, and sneak attacks while in elemental form.
You also gain darkvision 60 feet and the ability to earth glide.

+6 size bonus to your Strength, a -2 penalty on your Dexterity, a +2 size bonus to your Constitution, and a +6 natural armor bonus.

0 (4)- Detect Magic, Light, Create Water, Detect Poison
1 (7)- *Elf Vision, Faerie Firex2, Entangle, cure light wounds x2,
2 (6)- *Faerie Fire, Fog Cloud, Soften Earth and Stone, Warp Wood, resist energy, Flaming Sphere, restoration lesser
3 (6)- *Glibness, Sleet Storm, quench, Greater Magic Fang, wind wall, Cure Moderate Wounds
4 (6)- *Lesser Planar Ally, dispel magic, cure serious wounds, Freedom of Movement, Air Walk x2, Control Water
5 (5)- *Awaken, death wardx4
6 (3)- *Legend Lore, Wall of Stone, Antilife shell, Dispel Magic, Greater
7 (2)- *Irresistible Dance , Heal

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

Sesha [AC 34 /21 To/25 Fl] | HP 188/93 | CMD 17]  d20+14=16 ; d20+14=15 ; d6=3 d6=5 d6=3 d6=4
Tuesday February 2nd, 2016 8:44:52 PM


With a roar, Sesha round the hallway after fleeing Snake Serpent. She tries to figure out finally, what exactly it is.

Knowledge Arcana: 16

She tries to swat it with one of her paws, but fails. (Nat 1)

It's fleeing down the hallway. Nothing here for right now! I'll keep you all updated!"

Her two remaining ghosts will channel for a final time.

(Move them to best coverage, heal for 15)


Bosk AC: (37/20/33) CMD: (35) hp 86/108 Spells  d20+19=28 ; 2d8+8=14 ; d6=6 ;
Tuesday February 2nd, 2016 10:19:43 PM

Having survived the raining onslaught of acid and debris, Bosk joins Zane and charges the remaining casters. The ground under his hooves shakes as he thunders in and swings his flaming 10ft blade at the deviant serpent. All life hangs by a thread...I am that thread, and tonight you DIE!!!

Actions
-------------------------------
Charges to 12,13/V,U and atk SF8 (double move if for some reason charge is not an option)
Atk SF8 with bastard sword and emvryone's tear and hit AC 28 for 14 +6 fire dmg for 20 dmg

Serpentfok Throne Room Round 11 (DM JT)  d20+43=51 ; d20+4=10 ; 3d6=16 ; d4=2 ; d8=4 ; d20+7=19 ; d20+9=17 ; d20+14=27 ; 4d4+4=14 ; d20+18=33 ; 4d4+4=18 ; d20+18=24 ; d20+8=23 ; d20+8=27 ;
Wednesday February 3rd, 2016 1:45:55 AM

There’s a light at the End of the Tunnel…
And it’s that Super Chief heading your way!

The Azata is put to work big time now as Katinka sets out a plan to best energize as many as possible, sending it into the middle of the room.
As part of that instruction to keep up its exhortations, it is to keep ready to send out a Sound Burst if it sees any of the Serpentfolk casting any spells.
Obviously, it is to keep from affecting any non-serpentfolk as best as possible.

katinka now feels free to enter the room an renews the Haste spell on her friends.

Garret sniffs the smell of charred flesh and just about misses the acid explosions around him as his mind contemplates a squewer of bar-b-qued snake. However not much is left over after the acid and golem blasts, not even enough for a tooth pick sample.

Once all that is settled, he chases afte Flying Snake 7. It happens to be 15ft up attacking the E.E.
jump +43 DC40 = 51
He easily reaches high enough to hit it and he looks hurt really bad.
Hit AC 27, damage: 14

Restlin is well protected from acid, thanks to Sesha, and he advises Sesha that the serpentfolk that flew past the doors is probably up to no good and she's the only one close enough to catch it.
He hopes to knock out the serpentfolk surrounding Sesha and uses his Selective version of Fireball.
He knows he has to deal with their spell resistance, but in his haste, his concentration is lacking and the fireball goes off without harming them.
SR penetration DC18 = 14.

Zane thinks himself the agile bovine as he twists and turns, evading all the blasts around him but two
well placed acid rays hit him square in the chest. As big as he is, it is like hitting the side of a barn.
Smarting, he decides that the serpentfolk spellcasters need to die and charges Sf6 in the corner.

A well place swat hits hit hard but it remains flying.

Beri's E.E. finally succumbs from all the acid and snake bites. It's fall triggers a lament from Beri but a recognition of its service. In memory of the E.E., Beri takes a moment and moves his Flaming Sphere to attack the Flying Serpent that did his friend in.

Ref DC21 = 10, dmg = 16, save negates.

Sesha roars, in stereo, with accompaniment of a goat call and dragon roar, as she heeds Restlin's request to catch the fleeing serpentfolk and takes after it. She rounds the corner and into the hallway, knocking the second half of the double door wide open. She easily catches up with the serpentfolk but her aim with her lion claw goes awry as she has trouble with awkwardness of her three-headed form and misses.

The two remaining sister ghosts converge to the center of the room and channel some healing to those around (30ft rad, 15pt).

She reports back to Restlin via the link that so far she sees nothing but a short corridor and a small room.
She is still puzzled at the nature of these snake humanoids. Her Arcana studies are of no help. Her Nature studies did not cover any such humanoids. They shall remain a puzzle for now until she consults a sage or finds a tome of rare creatures.

Bosk took precautions against acid to and weathers the new blasts very well. Seeing Zane charge the serpentfolk in the corner, he starts after Sf8, but realizes quickly enough that there is a patch of grease in his path. He is still mostly in the physical realm and the grease would be hazardous to bovine hooves, so he skirts around the patch.
(DM JT:See Grease spell, Ref DC27 to cross it.)
DM JT: having to skirt around the patch eats up 50' of move to get to U,V/12/13.

As he comes after Sf8 he issues his battlecry, 'All life hangs by a thread...I am that thread, and tonight you DIE!!!'

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

Sf1 flies over towards the Northwest corner while Sf5 flies over to the Northeast corner. Sf8 takes a 5ft fly.

They all begin casting spells and the Azata must choose which to target with its Sonic Blast. It was asked not to target friends if possible so it takes aim at one of the others. (Sf1).

Sound Burst: 4pts damage, SR penetration DC18 = 19; Fort DC16 = 17
Concentration check DC15 = 27,

Sf1 sends Magic MIssiles at Garret: dmg = 14 dmg.

Sf5 casts a spell with no visual effects. Spellcraft DC15: Highlight to display spoiler: {True Strike}
DM Note: Sf5 has a Spectral Hand around him. I keep forgetting to mention that.

Sf8 casts defensively DC17 = 33; and sends Magic Missiles at Zane: dmg = 18 dmg.

Sf6 casts defensively DC19 = 24; and becomes invisible.
Perception check required.

Katinka: Highlight to display spoiler: {It flies over to K15.}

Flying Serpens 7 and 8 attack Garret, 8 is actually right above him.
Fs7 = 23
Fs8 = 27

Sf2 flies into the small room and turns north, out of sight of Sesha, unless she decides to follow.

Map: Throne Room Round 11

Restlin (Carl) -- AC: +15/+12/+11 CMD: +15 HP: 114/119 +14 Tmp HP (Spells) Luck Points: 13/13  d20+12=32 ; d20+13=28 ; d20=18 ; 10d6=35 ;
Wednesday February 3rd, 2016 9:10:38 AM

Restlin decides to finish off those snakes so Garret can handle the spell-resistant serpent-man North of him. He lobs another selective fireball a bit ahead of him, catching that serpent-dude, just in case he can get past the spell resistance. Then, he moves back south again.

***

Standard: Selective fireball at O4/P5 - 35 damage (Doesn't affect Garret, the Azata, or any other friendlies I'm not seeing)

Restlin has the spell penetration feat, so +2 on this roll.
Spell penetration: 32
Reflex DC: 28

Move: Fly to K13

AC this round is 33/30/29

Mage armor - long enough
Overland flight - long enough
Fox's cunning - 15 rounds
Energy Resistance: Acid - Long enough
Greater invisibility - 2 rounds

1 Negative level

-3 str, -6 wis/cha, -2 int

Reminder: Anyone within 15' of Restlin gets +1 to attacks, saves, & skill checks

Sesha [AC 34 /21 To/25 Fl] | HP 188/93 | CMD 17]  d20+15=18 ; d4=1 ; 5d8=19 ;
Wednesday February 3rd, 2016 9:29:28 AM


Sesha does continue to follow the creature, relaying everything through the link as she does so. When she does so, she does her best to keep a keen eye out for danger.

Perception: 18

She inhales and showers the lizard with her icy frost breasts.

19 Damage: Reflex 23 for half, usable again in 1 round.

Garret Goodbarrel [AC:37/33/31 +4 vs AOO HP:87/124 Ki:10/15 CMD: 33 SR: 23]  d20+43=58 ; d20+25=31 ; d20+25=39 ; d20+20=36 ; d20+20=22 ; d20+15=29 ; 4d8+3=18 ; 2d8+3=15 ; 2d8+3=14 ; 2d8+3=14 ; 2d8+3=7 ; d20+27=34 ; 4d8+3=16 ;
Wednesday February 3rd, 2016 9:41:39 AM

Garret, glad that there are no acid balls exploding around him, moves quickly to attempt to deal with the remaining snakes.

OOC:
Well... Garret will either attack the snakes... or charge SF1... or charge SF5, depending on what's alive after the fireball.

If nearby snakes, flurry: Acrobatics: 58 hit AC/Dam: 31/18 ; 39/15 ; 36/14 ; 22/14 ; 29/7: total=68
If charge: Hit AC 34, Damage 16

Bosk AC: (37/20/33) CMD: (35) hp 86/108 Spells  d20+16=34 ; 2d8+8=14 ; d6=4 ;
Wednesday February 3rd, 2016 3:05:14 PM

The blond haired cleric stares down the lizard mage before him, enraged at his dishonor and disrespect for life. As he swings his flaming sword he bows his head slightly and says, May your first day in hell last ten thousand years, and may it be the shortest.

The ceric reminds the group over the telepathic link that the dragon is likely close by and that they wil want to prepare themselves before venturing too far after the escaped lizard. He then looks to make sure his nemesis is dead and not just unconscious and then moves on to his next target.

His speed is frighting the transmuted taur closes the distance in record time.
Total Slaughter,
Total Slaughter.
I won't leave a single man alive.

La de da de dai,
Genocide.
La de da de duh,
An ocean of blood.

Let's begin the killing time.

Singing

Actions
------------------------------------
Attack SG8, hit AC 35 with b-sword and Embryon's tear for 14dmg + 4 flaming for 18dmg
Move to U,C/3,4 (SF5)

RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 87/120 -- Perm Arcane Sight, Darkvision, See Invisibili  d20+14=30 ; 2d6+10=17 ; d20+41=61 ; d20+9=20 ; d3+1=4 ;
Wednesday February 3rd, 2016 7:36:37 PM

"One of them has gone invisible. It's 20ft south of me and 5ft east" Tink relays over the link "Zane, if you head in a straight line west you'll find it. I'm going after it"

Assuming flying snake 7 is dead from either the fireball or Garret's flurry, Tink then gives the Azata further orders...

"Keep up your performance please. You're doing fantastic! Would you mind moving up next to one of those serpent things please? If they start to cast something, please hit them with your sword" she says in Celestial.

Tink activates her ring and flies southward, drawing a dagger as she flies.

-----------------------------------
Azata - Free Action - Maintain Performance. Allies gain +2 to weapon attack/damage rolls
Azata - Move Action - Move to P2 or U2, depending on which is alive
Azata - Standard Action - READY to attack the serpent should it start to cast anything. The azata has 10ft reach so the serpent can't 5ft step away. Hit AC30 for 17pts damage.

Tink - Standard Action - Activate Ring of Invisibility
Tink - Move Action - Fly to J15 stealthily. Stealth: Stealth: 81 = 61 + 20 Moving Invisible + Hide in Plain Sight + Misdirection + Pass Without Trace
Tink - Free Action - Draw Dagger as part of move action.
Tink AoO if required - Hit AC20 (AC22 with No Dex Bonus, if the Serpant doesn't detect her) for a whopping 4pts :)
Flying 5ft off the ground (Tink has a +26 Fly skill)


Zane (JCC) AC 33 (34), CMB 16, CMD 32, HP 80/166, Character  d20+5=10 ;
Wednesday February 3rd, 2016 9:12:06 PM

Zane laughs as the serpents magic missiles splash against his shield spell, it's a full throated deep laugh too. Zane moves west, ending in M,N,O rows, he casts a see invisible on himself."Now I see you mister, and my fists are gonna smoosh the life out of you, someone's gonna get a set of snake hide boots for Christmas." For added effect, Zane puts one fist in the other hand and four cracks can be heard as he cracks his knuckles.
Zane threatens all the way to the corner of the room now.

Intimidate 12 (epic air-ball) (forgot bard again)

In Effect:
Heroes Feast
Mage Armor
Shield
Water Vest (weave Elements)
Enlarge Person 63 rounds
See invisible

Beriothian -- AC:17/11/22 HP: 73/152 CMD = 19 
Wednesday February 3rd, 2016 9:27:47 PM

Curse this slow body, I need to get my rear end into that main room.
Moving as fast as possible for a ton of rock, Beri runs up to the wall, over the rough terrain that he himself had erected to protect from the gears, and comes to a stop at N9 (his bottom right corner).
***
Form of large earth elemental
+1 to saves, skill checks, and attack rolls.
immune to bleed damage, critical hits, and sneak attacks while in elemental form.
You also gain darkvision 60 feet and the ability to earth glide.

+6 size bonus to your Strength, a -2 penalty on your Dexterity, a +2 size bonus to your Constitution, and a +6 natural armor bonus.

0 (4)- Detect Magic, Light, Create Water, Detect Poison
1 (7)- *Elf Vision, Faerie Firex2, Entangle, cure light wounds x2,
2 (6)- *Faerie Fire, Fog Cloud, Soften Earth and Stone, Warp Wood, resist energy, Flaming Sphere, restoration lesser
3 (6)- *Glibness, Sleet Storm, quench, Greater Magic Fang, wind wall, Cure Moderate Wounds
4 (6)- *Lesser Planar Ally, dispel magic, cure serious wounds, Freedom of Movement, Air Walk x2, Control Water
5 (5)- *Awaken, death wardx4
6 (3)- *Legend Lore, Wall of Stone, Antilife shell, Dispel Magic, Greater
7 (2)- *Irresistible Dance , Heal

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

Serpentfok Throne Room Round 12 (DM JT)  d20+18=33 ; d20+32=38 ; d6=1 ; d20+18=26 ; 8d6+8=41 ;
Thursday February 4th, 2016 12:51:22 AM

'Hey guys! I got fireballs too!'

Restlin finds something that works and tries it again. This time he aims to wipe out the two remaining Flying Snakes with his Selective Fireball. He chooses a spot that catches both snakes and Sf1. By it's selective nature it avoids his friends.

Spell penetration: 32; Dmg: 35, Reflex DC: 28

He then backtracks over near to Katinka. He glimpses the results of his spell and rejoices that both snakes and the sorcerer succumb to the flames.

The Serpentfolk's flight ability is much better than Sesha's so she rears her dragon head and 'She inhales and showers the lizard with her icy frost breasts.'

DM JT: now THAT is a feat worth a million gold pieces! Should be a Will save not a Ref, right? LOL

She belches forth a blast of icy cold air. The serpentfolk sorcerer turns the corner into the room just in time but Sesha feels that the magic failed to affect it anyway. She follows the fleeing Serpentfolk, into the small room.

Sesha: Highlight to display spoiler: {The serpentfolk turned north once in the room. When Sesha enters the room, she sees no one. She looks north and stares at a blank silver-gray wall.}

Garret blinks as a flash of flames erupts around him but does not harm him. Both snakes around him
fall into a heap of burning flesh and Sf1 floats to the ground and remains still.
Sf5 remains aloft and he charges after it, making a leap into the air again to smack it hard.

With Garret's move, he leaves Katinka and Restlin in the dark.

Bosk:Highlight to display spoiler: {Sf5 is Fragile}

Bosk finds Sf8 still within reach of his flaming b-sword and cuts it one last time. The bloody limp snake-humanoid floats to the floor. Garret beats him to Sf5 but he follows anyway just in case.

Katinka easily sees the invisible flying serpentfolk and relays to Zane its position, then instructs, in
Celestial, the Azata to seek out other serpentfolk and keep them from casting spells.

It replies that it will try. It keeps exhorting the IA and heads north towards Sf5, blocking off any escape to the west side of the room, sword in hand, ready to strike.

For her part, she activates her ring of invisibility, draws her dagger as she fies very stealthily towards Sf6.
Tink AoO if required - Hit AC20 (AC22 with No Dex Bonus, if the Serpant doesn't detect her) for a whopping 4pts :)

Zane gets a kick out of the fact his Shield Spell blocks the magic missiles. But the serpentfolk sorcerer escapes him as it turns invisible. Not to be outdone, he moves west, following Katinka's directions, and casts See Invisible upon himself. Now he can see the sorcerer as well as anything and belts out an intimidating threat.

DM JT: FYI - Intimidate is a Standard Action.

E.E-Beri is now left all alone in the corridor. Missing most of the action, he finally lumbers into the room.

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

Sf5 flies back 5ft, not that it would do it much good, but casts his spell defensively: DC19 = 33
It successfully casts its spell avoiding AoO. It sends its Spectral Hand at Garret. The ghostly hand tries to touch him.
Touch Att = 38

Garret, recovering from his leap to hit the flying sorcerer, feels the ghostly touch and immediately feels his life force dwindle.
Touch of Idiocy: Intelligence, wisdom, Charisma loss of 1 lousy point.

This effect will last 80 min. Same goes for Restlin's loss of abilities.

Sf6, sensing that it's enemies pretty much know where it is, fies 5ft and backs up against the wall, then casts a spell defensively: DC21 = 26.
Upon completion of its casting, an Acid Blast erupts in front of him, catching Katinka, Zane, and Restlin in the blast.

Acid blast = 41, Ref DC19 for half.

The blast finishes off the serpentfolk sorcerer. Whether it intended it this way or not, no one will know.

Map: Throne Room Round 12

RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 87/120 -- Perm Arcane Sight, Darkvision, See Invisibili 
Thursday February 4th, 2016 1:54:22 AM

OOC: Casting defensively would stop an AoO, but not the 'ready' action the Azata had made. SF5 would also need to make a concentration check of 10 + (17) damage dealt + (2) spell level = 29 to cast its spell

RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 76/120 -- Perm Arcane Sight, Darkvision, See Invisibili  d20+15=16 ; d20+14=33 ; d20+14=32 ; d20+9=16 ; d20+8=22 ; 2d6+10=19 ; 2d6+10=15 ; 2d6+10=16 ; 2d6+4=13 ; d20+13=30 ; 2d6+5=9 ;
Thursday February 4th, 2016 2:03:57 AM

"Just swat that thing already!" Tink beckons to the Azata, as she gets covered in yet more acid

-------------------
Azata - Free Action - Maintain performance giving +2 to weapon attack & damage rolls
Azata - Full Attack on SF5
Hit AC33. Crit Confirmed on AC32 for 34pts
Hit AC16 for 16pts
Hit AC22 for 13pts
Grab for Free Grapple: CMB 30
Constrict Damage: 5pts

Tink - Ref Save vs DC19. 16 = Nat1. Fail. With Resist Energy (Acid) Tink takes 11pts acid damage

Garret Goodbarrel [AC:37/33/31 +4 vs AOO HP:87/124 Ki:10/15 CMD: 33 SR: 23]  d20+43=54 ; d20+22=27 ; d20+22=24 ; d20+17=29 ; d20+17=37 ; d20+12=24 ; d20+17=20 ; 4d8+3=10 ; 2d8+3=18 ; 2d8+3=16 ; 2d8+3=16 ; 2d8+3=9 ; 2d8+3=13 ;
Thursday February 4th, 2016 8:24:46 AM

Garret feels the hand hit him as he releases a tiny cloud of potent green gas as Bosk approaches. Garret sniffs and says, "What? I dun smell anything." He then jumps in the air towards the last flying lizard serpent thing.

OOC:
Touch of idiocy: -1 Int, -1 Wis, -1 Cha (That's an eight charisma, folks, watch out!)
Acrobatics: 54
If the thing is still alive:
Flurry: Hit AC/Dam: 27/10; 24/18; 29/16; 37 (threat, confirm: 20)/16 (9); 24/13. Does 20 hit? If so, that's 82 damage.

Restlin (Carl) -- AC: +15/+12/+11 CMD: +15 HP: 114/119 +14 Tmp HP (Spells) Luck Points: 13/13  d20=20 ;
Thursday February 4th, 2016 11:41:38 AM

Figuring Bosk, Garret, and the Azata were more than a match for the lone serpent-man they cornered, Restlin's more interested in backing up Sesha.

"Let's get moving, folks. She's by herself in there." He casts a haste spell on himself, Tink, Zane, Beri, and (if he can) Sesha's two ghosts. He then tears off after her.

***

Standard: Haste

Move: Run to W12

AC this round is 35/32/31

Mage armor - long enough
Overland flight - long enough
Fox's cunning - 14 rounds
Energy Resistance: Acid - Long enough
Greater invisibility - 1 rounds

1 Negative level

-3 str, -6 wis/cha, -2 int

Reminder: Anyone within 15' of Restlin gets +1 to attacks, saves, & skill checks

Zane (JCC) AC 33 (34), CMB 16, CMD 32, HP 80/166, Character 
Thursday February 4th, 2016 12:45:55 PM

Zane moves 55' towards door and cancels the enlarge person, knowing that being huge will hinder not only himself but everyone else who would be behind him.

In Effect:
Heroes Feast
Mage Armor
Shield
Water Vest (weave Elements)
Enlarge Person 63 rounds
See invisible
Haste

Serpentfok Throne Room Round 12 (DM JT) 
Thursday February 4th, 2016 2:16:33 PM

Ah, yes. Since their Protection vs Good did not hedge out the N earth elementals, I had that on the back burner. But when St5 went, It just slipped my mind to include mentioning it. In the back of my mind I knew I couldn't hit but in my haste to fish the post I missed mentioning that detail. Sorry for that confusion.


Sesha [AC 34 /21 To/25 Fl] | HP 188/93 | CMD 17] 
Thursday February 4th, 2016 5:48:15 PM


Sesha reports through the link that the creature vanished. It's escaped, for now.

She ponders the wall, is it some kind of illusion? she's fairly sure her True Seeing spell would defeat it.

She pokes a paw through the wall, if possible. She decides it's time to wait for the others.

DM JT: fixed the italics

Bosk AC: (37/20/33) CMD: (35) hp 86/108 Spells  d20+18=32 ; 2d8+8=19 ; d6=4 ;
Thursday February 4th, 2016 7:14:27 PM

ooc: Sorry for the short post, I am in a hurry tonight.

Bosk watches as Garret takes down the mage in front of him and decides to change tactics, instead charging where Tink pointed and attacking that square.

Hit AC 32 for 23dmg

(Bosk has blind fighting)

Serpentfok Throne Room Round 13 (DM JT) 
Friday February 5th, 2016 2:21:58 AM

8 sorcerers in the room,
take one down, pass it around,
now only 7 sorcerers in the room...

Katinka is caught off guard by the acid blast. Her Resist Energy spell does help reduce the damage, though.

SHe glances over to the far corner and she is puzzled as to why the Azata is not attacking the other serpentfolk.
"Just swat that thing already!" she yells across the room.

The Azata shouts back, "I can't! I try to swing my sword but I'm being repelled by some magic force around it!"

Garret's distracted by a funny smell costs him some life force as the spectral hand touches him, but he quickly retaliates and jumps just high enough to smack the sorcerer hard.

Sf5 floats to the ground where it remains un-moving.

Restlin worries about Sesha being all alone. He hears her describe the vanished sorcerer through the Link and decides to join her STAT. He casts Haste, catching many who are already Hasted, and zooms across the room.

Zane follows suit and zooms across the room, taking some time to dis-enlarge himself in order to fit in the smaller corridor.

Sesha describes the small room. Not much there, some bits of rubble swept into the corners, but the
strange north wall bewilders her. The sorcerer had to go somewhere! It's not invisible or she'd see it. Nor
is the wall an illusion or she'd see its nature as well. she pokes a lion paw at the gray wall and it passes
through the wall, but not as if it was an illusion, for she would still see her paw. As is, she does not see her paw! It has vanished! She quickly pulls it back and it reappears, whole and unharmed, it would seem.

Bosk is left without any wiggling targets but smacks the one Garret knocked out of the air just for good measure.

DM JT to Katinka: List four items of your choice that is most exposed to the acid blast as per:
If a creature rolls a natural 1 on its saving throw against the effect, however, an exposed item is harmed
(if the attack can harm objects).
Send the list by e-mail to save time.


Map: Throne Room Round 13

RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 76/120 -- Perm Arcane Sight, Darkvision, See Invisibili 
Friday February 5th, 2016 5:45:02 AM

Tink looks about for signs of anything still moving, before carefully going over the corpses. "Hmm... I'm surprised your sword had issues striking him" she says idly to the azata "Manufactured weapons can usually bypass those sort of things. Say, while you're here, would you mind changing your performance to Inspire Competence and standing near us?".

Inspire Competence gives a +3 bonus to all skill checks for the next 10 or so rnds I think

"You want to say any words for the fallen, Bosk?" She knows the cleric takes death rather seriously.

Tink examines the bodies for anything valuable, as well as anything that might indicate what they were doing here, and why they might be allied with a dragon.

Perception: 44 (Take 10 + Inspire Comp) + Arcane Sight + DarkVision + See Invisibility + Detect Scrying
Spellcraft: 39 (Take 10 + Inspire Comp) - to ID any magical auras/items. DC to identify an item = 15 + item's caster level)


Restlin (Carl) -- AC: +15/+12/+11 CMD: +15 HP: 114/119 +14 Tmp HP (Spells) Luck Points: 13/13  d20=13 ;
Friday February 5th, 2016 8:15:39 AM

Restlin continues running full speed towards Sesha. Somewhere along the way, his invisibility falls.

***

Double-move - 140' towards Sesha.

AC this round is 28/25/24

Mage armor - long enough
Overland flight - long enough
Fox's cunning - 13 rounds
Energy Resistance: Acid - Long enough

1 Negative level

-3 str, -6 wis/cha, -2 int

Reminder: Anyone within 15' of Restlin gets +1 to attacks, saves, & skill checks

Bosk AC: (37/20/33) CMD: (35) hp 86/108 Spells  d20+22=34 ;
Friday February 5th, 2016 11:05:48 AM

When asked to say a few words for the fallen Bosk agrees. Yes. Restlin, it is good to have you back. As for the others, their spirits have moved on. Only Gargul knows their true intent and if their souls are worthy. May they not be found lacking, for what ever their purpose and intent I know it different from that of the dragon's. They were worthy advisories.

Over the telepathic link he yell to the others, Do NOT proceed!!! We need to heal and refresh our spells. There is still a dragon somewhere up ahead. Bosk then helps search the room traps and anything that might be hidden on or around the dais and throne as well as checking the bodies and looking for traps.

Perception check = 34 to check the dais and throne as well as checking the bodies and looking for traps.
Not sure how fast we will progress, but in case we skip ahead Bosk will heal everyone to full health and cast his spells.

Restlin (Carl) -- AC: +15/+12/+11 CMD: +15 HP: 114/119 +14 Tmp HP (Spells) Luck Points: 13/13 
Friday February 5th, 2016 1:49:19 PM

"Good to be back, buddy!" shouts the magepriest as he ignores the Grim's advice and rushes headlong towards his ladyfriend.

Garret Goodbarrel [AC:37/33/31 +4 vs AOO HP:87/124 Ki:10/15 CMD: 33 SR: 23] 
Friday February 5th, 2016 2:34:41 PM

Garret stands, panting and looks around. He turns in a circle, slowly, looking to spot any foes left. Seeing none, he starts to relax a little, but is still tense...

Zane (JCC) AC 33 (34), CMB 16, CMD 32, HP 80/166, Character 
Friday February 5th, 2016 11:11:35 PM

'Bosk, we got someone off on her own, we'll try not to run into the dragon." Zane says over the link as he follows Restlin. Speed 55 , double move.

In Effect:
Heroes Feast
Mage Armor
Shield
Water Vest (weave Elements)
Enlarge Person 63 rounds
See invisible
Haste

Beriothian -- AC:17/11/22 HP: 73/152 CMD = 19 
Sunday February 7th, 2016 10:42:24 PM

Beri moves to T-9, trying to keep his distance from others so a rain of acid won't take out half the party. He does have a view of the next room, but that also means anything inside has a view of him. He mentally goes through his list of prepared spells, but today's spells were designed for the dragon... outside in the swamps. He hasn't prepared good spells to defensively prep for an upcoming attack.

***
Form of large earth elemental
+1 to saves, skill checks, and attack rolls.
immune to bleed damage, critical hits, and sneak attacks while in elemental form.
You also gain darkvision 60 feet and the ability to earth glide.

+6 size bonus to your Strength, a -2 penalty on your Dexterity, a +2 size bonus to your Constitution, and a +6 natural armor bonus.

0 (4)- Detect Magic, Light, Create Water, Detect Poison
1 (7)- *Elf Vision, Faerie Firex2, Entangle, cure light wounds x2,
2 (6)- *Faerie Fire, Fog Cloud, Soften Earth and Stone, Warp Wood, resist energy, Flaming Sphere, restoration lesser
3 (6)- *Glibness, Sleet Storm, quench, Greater Magic Fang, wind wall, Cure Moderate Wounds
4 (6)- *Lesser Planar Ally, dispel magic, cure serious wounds, Freedom of Movement, Air Walk x2, Control Water
5 (5)- *Awaken, death wardx4
6 (3)- *Legend Lore, Wall of Stone, Antilife shell, Dispel Magic, Greater
7 (2)- *Irresistible Dance , Heal

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

Garret Goodbarrel [AC:37/33/31 +4 vs AOO HP:87/124 Ki:10/15 CMD: 33 SR: 23] 
Monday February 8th, 2016 7:29:02 AM

Garret ponders out loud, "Could that dragon be just around the corner?"

Throne Room Round 14 (DM JT) 
Monday February 8th, 2016 1:56:20 PM

Clean up and Hunt for the Dragon.

DM JT: FYI we are still in Rounds, although combat is over.

Katinka looks about for signs of any more foes. Perhaps some lie faking death but Bosk's senses confirm that all are truly dead.

Looking over the corpses and searching the room could use some help to save time so she asks the Lillend Azata to change its bardic tune to that of one to inspire competence.
It easily complies.
Inspired by the new bardic tune, she starts looking over the bodies. She wants to find some link as to their purpose here, their link to the Dragon, and anything valuable, of course.

The first serpentfolk she looks over carries nothing that would answer those questions but does have a spell component pouch. Some of the components might be useful for the IA spellcasters but nothing of any worth otherwise.

Restlin only has one thing on his mind and that is to insure Sesha is not alone. He rushes through the double doors and down the short corridor. He meets up with her in the small room with the strange gray wall.

Bosk is concerned that someone will do something rash and over the link he yells, 'Do NOT proceed!!! We need to heal and refresh our spells. There is still a dragon somewhere up ahead.'

Meanwhile, while waiting for the others to return so they can be healed and make plans, he looks over the throne and dais.
The chair itself looks like one pulled from some other part of the temple, repaired, and placed on the dais. The throne and daise look out of place in the room, though. Despite this, Bosk's diligent search finds that the area under the seat, (the chair's legs are actually an enclosed boxed space), is hollow. A panel is movable and inside the compartment under the seat there are three bags.

Garret also keeps alert as he scans the room for more foes. As he does, now that the battle is over and there is plenty of light in the room, he notices that the walls of the room are covered in once beautiful but now faded paintings.
'Could that dragon be just around the corner?' he ponders out loud, but Sesha hasn't relayed any information to that effect yet.

Zane calls out to Bosk over the link, 'Bosk, we got someone off on her own, we'll try not to run into the dragon,' and follows after Restlin to where Sesha went.

Beri moves forward trying to keep everything in view. The throne sitting on the raised dais blocks most of his view down the corridor but he can peek around the chair and see a little of what is going on. He laments that his spell selection was based on fighting the dragon outside in the swamp and not much on defensive inside a dungeon.

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

The room is littered with bits and pieces of metal gears and dead bodies of 6ft long snakes with wings and humanoid forms of serpentfolk. Scared IA members look themselves over and for now at least, things quieten down.

All now notice the walls intricately painted, obviously done at some time in the distance past.

Three IA members find themselves in a small room, this one unadorned, facing a strange gray wall. The rest of the room is of the same typical stone used to build the temple. The rest of the IA either keep a lookout or start searching the room and bodies. There is some concern as to the health of the party and how soon to proceed from there.

DM JT: we are still in Combat Rounds even though Combat is over.

Map:Throne Room Round 14

Restlin (Carl) -- AC: +15/+12/+11 CMD: +15 HP: 114/119 +14 Tmp HP (Spells) Luck Points: 13/13 
Monday February 8th, 2016 2:01:04 PM

Restlin is glad Sesha is ok. At least, he assumes this thing in front of him is her. He can still sense her over the telepathic link.

"Where'd the serpent dude go?" He asks while looking at the wall. "I'm guessing this isn't a dead end since there's no corpse here. Unless there's a good reason not to, let's head back to our friends."

Bosk AC: (37/20/33) CMD: (35) hp 86/108 Spells  d20+22=39 ;
Monday February 8th, 2016 4:06:35 PM

Bosk checks to make sure there are no traps before looking to see what is in the bags....what wonders they hold. They must be something of great importance or value in order to be kept under a throne like this. It might even be the key to defeating the dragon...after all, didn't I deduce that they had a different mission from the dragon. A different purpose. Perhaps they were planning to defeat the dragon.

The cleric makes sure Tink has nothing else to do in the throne room before casting death ward on himself and joining the others. (And so I don't delay things, in case we want to skip forward and move ahead Bosk plans to heal everyone and cast protection from energy fire on himself and drink a cat's grace potion)

Beriothian -- AC:17/11/22 HP: 73/152 CMD = 19  d20+24=37 ;
Monday February 8th, 2016 7:54:58 PM

Beri casts death ward on himself and also enters the room.
I have a few more if we need them... what's up with that wall? It doesn't match... do you think it's an illusion... there's no such thing as a wall gollem right? I doubt it was part of the original construction otherwise it would match, we should be cautious..
Beri examines the wall for signs it is not as it appears (perception = 37)
***
Form of large earth elemental
+1 to saves, skill checks, and attack rolls.
immune to bleed damage, critical hits, and sneak attacks while in elemental form.
You also gain darkvision 60 feet and the ability to earth glide.

+6 size bonus to your Strength, a -2 penalty on your Dexterity, a +2 size bonus to your Constitution, and a +6 natural armor bonus.

0 (4)- Detect Magic, Light, Create Water, Detect Poison
1 (7)- *Elf Vision, Faerie Firex2, Entangle, cure light wounds x2,
2 (6)- *Faerie Fire, Fog Cloud, Soften Earth and Stone, Warp Wood, resist energy, Flaming Sphere, restoration lesser
3 (6)- *Glibness, Sleet Storm, quench, Greater Magic Fang, wind wall, Cure Moderate Wounds
4 (6)- *Lesser Planar Ally, dispel magic, cure serious wounds, Freedom of Movement, Air Walk x2, Control Water
5 (5)- *Awaken, death wardx4
6 (3)- *Legend Lore, Wall of Stone, Antilife shell, Dispel Magic, Greater
7 (2)- *Irresistible Dance , Heal

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

Zane (JCC) AC 33 (34), CMB 16, CMD 32, HP 80/166, Character 
Monday February 8th, 2016 9:28:30 PM

Zane looks around real quickly...."Don't touch that wall, it may trigger a portal of some sort. unless that fleeing serpent teleported or just walked through the wall...... Well, in that case it might just be a fake wall, stopping us while he continues to run. But with the power being used here I'd say more likely a portal of some sort."
With that being said, Zane casts Detect Magic......

In Effect:
Heroes Feast
Mage Armor
Shield
Water Vest (weave Elements)
Enlarge Person 63 rounds
See invisible
Haste

RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 76/120 -- Perm Arcane Sight, Darkvision, See Invisibili 
Tuesday February 9th, 2016 12:59:53 AM

"We need to regroup and prepare" Tink says over the link "Some of us took quite a beating, and aren't in any shape to face off with a dragon just yet. Can we perhaps just search this room and take a moment to rest?"

She continues gathering equipment from the fallen

Sesha [AC 34 /21 To/25 Fl] | HP 188/93 | CMD 17] 
Tuesday February 9th, 2016 2:24:10 AM


Sesha speaks through the link, her voice cautious.

"Every moment we wait gives those with the capacity to set traps a chance to set them."

Alone in the room with Restlin, for the first time in a long time, Sesha gives pause. She lowers her serpentine and goat heads, and nuzzles the mage-priest with her leonine one.

She could feel the future coming, and didn't like the portents.


Garret Goodbarrel [AC:37/33/31 +4 vs AOO HP:87/124 Ki:10/15 CMD: 33 SR: 23] 
Tuesday February 9th, 2016 7:27:16 AM

Garret looks around nervously and stands guard while the others search and relax.

Beriothian -- AC:17/11/22 HP: 73/152 CMD = 19 
Tuesday February 9th, 2016 4:54:20 PM

Noted... I will not touch anything while I look.

Bosk AC: (37/20/33) CMD: (35) hp 86/108 Spells 
Tuesday February 9th, 2016 6:37:03 PM

The cleric thinks to himself for what must be the hundredth time, Why do we never stay in a group when we always make it part of our official plan to stay in a group...

Zane (JCC) AC 33 (34), CMB 16, CMD 32, HP 80/166, Character 
Tuesday February 9th, 2016 9:01:19 PM

Zane continues his "detect magic" trying to determine if the wall is magical....

Restlin (Carl) -- AC: +15/+12/+11 CMD: +15 HP: 114/119 +14 Tmp HP (Spells) Luck Points: 13/13 
Tuesday February 9th, 2016 9:13:49 PM

Restlin reaches up and slips his arm around Sesha's "head" before whispering in her ear.

Sesha Highlight to display spoiler: {"If there's a dragon past that wall and we lock horns with it in the state we're in, we're going to die. Best we regroup and check that room."}

Throne Room Round 15 (DM JT) 
Wednesday February 10th, 2016 12:15:34 AM

Restlin is glad Sesha is ok, for now. Looking at the wall, he also puzzles over where the serpentfolk sorcerer went. Figuring that the room is not a dead end, he suggests heading back to the others for the time being.

Bosk carefully checks for traps while wondering what wonders the bags hold, considering their location. Was there something in them that would be a key to defeating the dragon? Weren't the serpentfolk on a different mission than the dragon and planned to bump off the dragon when convenient?

He plans ahead, choosing some spells to cast in the near future as he opens the first sack.
To his great dissapointment it appears to be a sack of dust.
Perception DC20: Highlight to display spoiler: {It is Chit dust from destroyed Chits.}

He opens the second one and raises an eyebrow, it contains quite a number of Memory Stones.
Appraise DC20: Highlight to display spoiler: {Hook City authorities will pay 40,000gp for these!}

Eyes wide, he looks into the third and sees a vacuous space. A small shiny thing floats in this vacuous space.

Meanwhile Beri casts Deathward on himself and follows into the small room. It is getting crowded now. He offers a few more Deathward spells to the others.
'What's up with the wall?' he asks, pointing out the mis-matching construction. He carefully studies the wall. It is gray, of one piece (not layered brick or stone), and has a surreal look to it.
Only interacting with it will it reveal any true properties.

Zane yells out 'Don't touch that wall, it may trigger a portal of some sort.' He surmises that it is a portal of some sort but does not rule out the possibility that it is a fake and a delay tactic.

Zane then casts Detect Magic.
The wall does radiate magic. Round 1 of D.M.

Katinka advises to regroup and prepare, as some of the IA took quite a beating and are not ready to
face a dragon yet. She suggests taking a moment to rest, and finishes searching the second serpentfolk corps. She finds the same items on this one as she did on the first one.

Sesha speaks through the link, her voice cautious, warning that every moment they wait gives the enemy time to set traps. For that brief second that she and Restlin are alone, she nuzzles the mage-priest with her leonine head.

Garret nervously keeps watch.

Bosk too busy with the three sacks, ponders for what must be the hundredth time,
'Why do we never stay in a group when we always make it part of our official plan to stay in a group...'

Seconds pass. While Bosks puzzles over the three sacks and Katinka searches the bodies, the others ponder the next move.
The strange wall is the only clue, so far, as to how to proceed. Question is, who's going to be the one to try it out?

Sesha [AC 34 /21 To/25 Fl] | HP 188/93 | CMD 17] 
Wednesday February 10th, 2016 3:08:26 AM


"When we are ready, I'll have the girls go through first. They might catch any nasty surprises."

She shoots the girls her best attempt at a guilty look.

"It's important.", her draconic head rumbles. "Otherwise you know I wouldn't. You are so much more than pawns. Please understand."

The last two ghosts look at each other and giggle.

"Sesha, your way too serious. We're spirits." She winks, then teases. "You worry like a big sister. That's okay with us though. Being quadruplets meant no one was the oldest. It would have been nice to have you around during the fall."

They levitate a little closer to the ground and fidget with their hair, while waiting for the moment to push on.

RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 76/120 -- Perm Arcane Sight, Darkvision, See Invisibili 
Wednesday February 10th, 2016 8:36:20 AM

Tink keeps searching the bodies of the fallen. Her Arcane Sight constantly on the lookout for anything with a magical aura.

Garret Goodbarrel [AC:37/33/31 +4 vs AOO HP:87/124 Ki:10/15 CMD: 33 SR: 23] 
Wednesday February 10th, 2016 8:53:40 AM

Garret continues to watch the bodies, half-expecting one to get back up and fight them. He reaches down and carefully picks up an interesting-looking piece of the clockwork golem.

Bosk AC: (37/20/33) CMD: (35) hp 86/108 Spells  d20+19=39 ; d20+19=28 ; d20+19=38 ; d20=19 ; d20+19=28 ;
Wednesday February 10th, 2016 11:43:05 AM

Bosk quickly looks at the items to learn what he can about them and recall everything he knows about memory stones.

Perception to identify Chit Dust = 39
Perception to identify bag #3 as a BOH = 28
Appraise = 19 (22 with inspire courage) to determine value of memory stones
Spell craft to identify shiny thing in bag = 36 (39 with inspire courage) I should be able to identify anything under CL 21
Spell craft to identify bag = 26 (29 with inspire courage) I should be able to identify anything under CL 11

ooc: Does using a memory stone lower its value, and how long does it take to use one?

Beriothian -- AC:17/11/22 HP: 73/152 CMD = 19 
Wednesday February 10th, 2016 5:48:05 PM

We should definitely heal a little if we are expecting a dragon... and more traps. I have a csw and a heal ready. Do we have a group spell prepared while we are all together? I think most of us are half dead after that last fight.

Zane (JCC) AC 33 (34), CMB 16, CMD 32, HP 80/166, Character 
Wednesday February 10th, 2016 8:31:09 PM

Zane passes on that the wall does radiate magic via the link..... He continues hoping to get more information....

In Effect:
Heroes Feast
Mage Armor
Shield
Water Vest (weave Elements)
See invisible
Haste


Bosk AC: (37/20/33) CMD: (35) hp 86/108 Spells  d20+19=31 ;
Wednesday February 10th, 2016 9:48:04 PM

Bosk collects the bags (if he didn't do so last round) and join Tink in searching the rest of the corpses.

Perception to check bodies for treasure and clues = 31

Restlin (Carl) -- AC: +15/+12/+11 CMD: +15 HP: 114/119 +14 Tmp HP (Spells) Luck Points: 13/13 
Wednesday February 10th, 2016 10:33:04 PM

"If we're really going forward, and someone could make me not stupid anymore, I'd really appreciate it."

***

Restlin still has serious negatives thanks to touch of idiocy.

Bosk AC: (37/20/33) CMD: (35) hp 86/108 Spells 
Wednesday February 10th, 2016 11:10:50 PM

ooc: Bosk cannot hear you since you ran away, but he has two castings of restoration, lesser prepared.

Throne Room Round X-Y-Z (DM JT) 
Thursday February 11th, 2016 12:33:01 AM

DM JT: If the Plan is to take a little time to heal up in the throne room, we can skip ahead and spend your healing spells, however many you need.

1) keep track of your expended slots.
2) keep track of any ongoing spells that will expire in the next 10min or so
3) those doing the healing, designate who's the recipient and how many points healed.

This will speed things up.

Sesha starts making plans on the assumption that the wall is some sort of teleporter. She asks the two remaining sisters, with some guilt, to be the scouts and go through first. They giggle at Sesha's concern for their welfare. They are ghosts, so she's not to worry.

Katinka keeps checking the serpentfolk remains for anything that may be important or valuable, all
except for the charred beyond recognition one. She finds nothing of valuable except their spell component
pouches, wich are not remarkable in any way.

Garret keeps watch, half expecting a corpse to jump up and start fighting again. This does not happen. He also collects a few interesting pieces of the clockwork golem that are small enough to fit in his pockets.

Bosk brings the 3 bags out from the compartment and studies their contents.

The sack with the dust reminds him of the dust that remained when the Chits in Hook City went useless
after the demise of the Chit Machine. As such, the dust is naturally worthless except as a collector's item.

The sack with the memory stones may make up for that though. At least in Hook City, tne only place they function or have any worth. He estimates, from his experience, that Hook City authorities might give some 40,000gp for them. He knows from experience that outside of Hook City they are useless, so what are they doing here?

He casts Detect Magic and studies the third sack. It's properties seemed familiar and some study confirms his suspicions. It is a bag of Holding. It's power indicates Type IV. The shiny thing inside proves to be a ring, A Freedom of Movement ring.

When he's satisfied with the bags, he starts searching the corpses as well, helping Tink out.

Zane continues to study the wall (Round 2) and notices that there is only one magical aura on the wall and it is pretty powerful. Like, off the charts.

Restlin, in a hopeful tone, suggests "If we're really going forward, and someone could make me not stupid anymore, I'd really appreciate it."

So the IA take a few moments to heal and regroup. Only valuable items found were the three sacks. Two of which are a total mystery as to why they are here. An observant Garret points to the paintings on the walls. Something looks familiar...

Garret Goodbarrel [AC:37/33/31 +4 vs AOO HP:87/124 Ki:10/15 CMD: 33 SR: 23]  d20+22=36 ;
Thursday February 11th, 2016 8:03:38 AM

Garret stares at the paintings, hoping something will jar his memory... (Perception: 36).

Restlin (Carl) -- AC: +15/+12/+11 CMD: +15 HP: 114/119 +14 Tmp HP (Spells) Luck Points: 13/13 
Thursday February 11th, 2016 9:46:15 AM

Restlin walks back to the rest of the party to find them looking at goodies. Restlin likes goodies as much as the next adventurer, but there's stuff to do unless they're finding things that will help against whatever's next.

He pokes Bosk. "Stupid snake man make Restlin stupid. You help make Restlin no stupid no more, bull man?"

Even stupid, Restlin seems anxious. If they're going to pursue that serpent and keep fighting, they need to get moving quickly.

Zane (JCC) AC 33 (34), CMB 16, CMD 32, HP 80/166, Character  d20+17=24 ;
Thursday February 11th, 2016 11:59:30 AM

* This wall contains so much magic it's unreal. I'll be back with you all after I finish "reading" the wall."
Zane continues the detect magic for the final reading, but is prepared to drop it and vacate the room if called for.

Perception 24

In Effect:
Heroes Feast
Mage Armor
Shield
Water Vest (weave Elements)
See invisible
Haste

Bosk AC: (37/20/33) CMD: (35) hp 98/108 Spells  d6=3 ; d6=4 ; d6=3 ; d6=2 ;
Thursday February 11th, 2016 4:58:38 PM

Bosk smiles at the fool of a mage priest and places a hand on his head. May the lord of life and death restore to you what was taken, that you may help to restore balance to the Wold and help defeat the one who seeks to so crush the circle of life. Slowly a healing energy transfers to restore Restlin back to his usual self.

ooc: In case I forget when we regroup, Bosk will keep everything he found on him since his carry weight can easily handle it and still be in the medium weight category, but if there are no objections I will be giving Garret the ring to hold onto since he will benefit the most from freedom of movement (most the rest of the close fighters have water garments or spells with the same effect .

Actions
--------------------
Cast Restoration, lesser to remove the effects of Touch of Idiocy
Gather everyone together and Channel Energy x2 heal everyone for 12hp. (more to come once I verify my spells available and hp needed by other players.

Cast Bless, Entropic Shield, Divine Favor, Death Ward, Magic Circle against evil centered on self, resist energy cold, see invisibillity, protection from energy, hide from undead on everyone and drink cat's grace potion (after healing the group. Done in duration order long to short just before going through wall. Cat's Grace and Fly cast last).

Highlight to display spoiler: {
Highlight to display spoiler: {}
Tishe's Weave Elements - Freedom of Movement, Water Breathing, Swim 120 ft
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)
Resist Energy – Acid – 30min (from scroll) DR -20
Protection From Energy – cold – 1hr 30 min 108 dmg left
Cat's Grace – 3 min (cast just before going through wall) +4 dex (AC and FF +2 reflex +2)
Magic Circle Against Evil – 1hr 30 min
Nemesis Insight Nemesis Insight – 11 hrs - attacks, spell DCs, and poison DCs
Death WardDeath Ward – 11 min - +4 morale bonus on saves against all death spells and magical death effects
Entropic Shield – 11 min - arrows, rays, and other ranged attacks have 20% miss chance
Divine Favor - 11 min - +3 luck bonus atk and dmg
BlessBless – 11 min +1 morale bonus atk and fear
Hide from Undead - 10 min
Fly 11 min

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) 4 of 5 uses left - Ignore all difficult terrain penalties.
Channel Energy - (SU) 0/2 uses left[i]
Dark Walk [i]- (SU) 1of2 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: Death Watch (Permanent), Darkvision (At current caster level), Feather Fall (Once Daily at CL 1), See Invisibility (Once Daily at CL 3)

Domain: True Strike, See Invisibility, *Fly*, Dimension door, teleport
Level 0: Detect Victim, Detect Magic, Chill Touch, Light
Level 1: *Divine Favor*, Protection from Evil, *Entropic Shield*, Comprehend Languages, *Bless* (Pearl of Power not used)
Level 2: Silence, *Restoration, Lesser*, *Nemesis Insight*, Resist Energy, Restoration, Lesser
Level 3: Invisibility Purge, *Protection from Energy*, *Magic Circle against Chaos/Evil/Good/Law*
Level 4: *Death Ward*, *Death Ward*
Level 5: Dispel Evil
}

Beriothian -- AC:17/11/22 HP: 85/152 CMD = 19 
Thursday February 11th, 2016 5:15:33 PM

Beri moves in to get healed by Bosk, and will help with any searching possible from within the spell radius.
Can anyone tell if this room is also 20 ft in height?
Beri glances at the ceiling both to judge height and make a cursory look for danger.
***
Form of large earth elemental
+1 to saves, skill checks, and attack rolls.
immune to bleed damage, critical hits, and sneak attacks while in elemental form.
You also gain darkvision 60 feet and the ability to earth glide.

+6 size bonus to your Strength, a -2 penalty on your Dexterity, a +2 size bonus to your Constitution, and a +6 natural armor bonus.

0 (4)- Detect Magic, Light, Create Water, Detect Poison
1 (7)- *Elf Vision, Faerie Firex2, Entangle, cure light wounds x2,
2 (6)- *Faerie Fire, Fog Cloud, Soften Earth and Stone, Warp Wood, resist energy, Flaming Sphere, restoration lesser
3 (6)- *Glibness, Sleet Storm, quench, Greater Magic Fang, wind wall, Cure Moderate Wounds
4 (6)- *Lesser Planar Ally, dispel magic, cure serious wounds, Freedom of Movement, Air Walk x2, Control Water
5 (5)- *Awaken, death wardx4
6 (3)- *Legend Lore, Wall of Stone, Antilife shell, Dispel Magic, Greater
7 (2)- *Irresistible Dance , Heal

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


Zane (JCC) AC 33 (34), CMB 16, CMD 32, HP 80/166, Character 
Thursday February 11th, 2016 7:00:11 PM

Wait a couple on the healing, still have 1 round for final Detect Magic results, and Zane can use the healing....

Bosk AC: (37/20/33) CMD: (35) hp 98/108 Spells 
Thursday February 11th, 2016 7:10:42 PM

ooc: We are discussing on email how best to split the healing up. With the amount of damage we took it will be a group effort to get everyone back up to 100%.

RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 88/120 -- Perm Arcane Sight, Darkvision, See Invisibili 
Thursday February 11th, 2016 9:03:21 PM

Tink tries desperately hard not to smile at Restlin's predicament. She values her own intelligence as much as he values his, and tries to remind herself of this. But the way he is talking is just so far out of character!

"If Korrine is down that way, we should probably make sure everyone is in top condition" she suggests "Can anyone spare a few healing spells?"

Zane and Beri look to need patching up more than anyone.

Restlin (Carl) -- AC: +15/+12/+11 CMD: +15 HP: 114/119 +14 Tmp HP (Spells) Luck Points: 13/13  d6=3 ; d6=4 ;
Thursday February 11th, 2016 9:09:07 PM

Restlin gathers everyone close and does this energy "channeling" thing Wardd lets him do. Everyone heals 7 points of damage.

Sesha [AC 34 /21 To/25 Fl] | HP 188/93 | CMD 17]  d8+5=11 ; d8=2 ; d8=1 ; d8=5 ; d8=2 ; d8=6 ; d8=2 ; d8=2 ; d8=4 ; d8=4 ; d8=7 ; d8=5 ; d8=8 ; d8=5 ; d8=7 ;
Thursday February 11th, 2016 9:46:01 PM


Sesha is hesitant to drop form, but to deny healing would be to break her number one tenet of Serenbeth, and the first deal she made with her goddess.

"Heal anyone who needs it, if it's safe to do so."

She lets her Chimera form fall off her, sad to lose the powerful magic. She runs through her domain spells, healing like a madwoman.

Cure Light Wounds, Katinka: 17

Cure Moderate Wounds, Zane: 26

Cure Serious Wounds, Zane: 35

Heal: Beriothan - Full 130

----------

Summoned Ghosts:

Spontaneous Cure remaining 1st level spells. 2 each.
Spontaneous Cure remaining 2nd level spells. 1 each.

4x Cure Light Wounds on Bosk: 17
2x Cure Moderate Wounds on Zane: 31

With her heals spent, Sesha takes note of her remaining spells.

(Assuming about 5 minutes passed?)

Barkskin -Long time
Shield of Faith - Long time
Heroes Feast -Long Time
Greater Immortal Summons (2 ghosts) - Long Time (out of spells)
Cats Grace (Sacrifice Self)
True Seeing (Sacrifice Self)
Bears Endurance (Sacrifice Self)
Divine Favor (Sacrifice Self)
Spell Resistance (SR 28) - Long Time
Energy Resistance: Acid - Long time
Bulls Strength: 7 minutes

Immunity to: Dispel Magic (Ring of counterspells #1)
Immunity to: Greater Dispel Magic (Ring of counterspells #2)
Resistance to Acid: 30

Sesha [AC 34 /21 To/25 Fl] | HP 188/93 | CMD 17]  d20+24=33 ; d100=45 ;
Thursday February 11th, 2016 9:49:50 PM


Sesha thinks a moment, then recasts "Dispel Magic" into her Ring of Counterspells, once more doubling up her protection from dispels.

"I also have a scroll that can make one of us immune to one spell for a long while. Anyone have a suggestion? I say Zane or Bosk, or whomever we elect to put the fists in enemy face."

She looks at Garret.

"And you need to be bigger. Much bigger. We can handle that before we go through the wall."

Bosk AC: (37/20/33) CMD: (35) hp 105/108 Spells 
Thursday February 11th, 2016 10:30:14 PM

Current updated HPs as far as I can tell (Bosk only needed the 1st CLW, and Zane did not need the last two CMWs. I think you missed a channel energy. A single CLW would have filled him up. The extra CMWs would have filled Garret up. Everyone should be at full health now.
---------------------------------------------------
Bosk = 108/108
Beri = 152/152
Garret = 124/124
Restlin = 114/119 (+14 temp)
Sesha = 188/93
Tink = 112/120
Zane = 166/166


Throne Room Healing Session(DM JT) 
Friday February 12th, 2016 12:34:52 AM

DM JT: I'm figuring a ballpark figure of about 10 min to get everything done. That includes searching the bodies, identifying the items found, check the strange wall, gather together, the healing and prepping for what may come next.

So if you had any buff spells from the start of this battle that expires in 10 min., then chalk them off.

Garretstares at the paintings. In moments he notices that they have a sequence. starting on the north wall at the entrance and going around clockwise, it tells a story of what appears to be a primitive
people living on a plains. This story carries these people from primitive to advanced as the story is told.
Mere huts turn into a a large complex city. What is most striking is:
Knowledge (History):
From Hook City or lived there more than a year DC15
Others DC20
Highlight to display spoiler: {The architecture of the buildings in this majestic city are uncannily much like those in Hook City
attributed to the Teucri. Oddly enough, the same primitive people depicted in the beginning are shown throughout the mural story but no indication as to how they came to be 'civilized' or learned how to build Teucri style buildings.
}

The last panels of the story show a sudden wave of water rushing across the plains from the distant mountains. The last panel shows the people leaving the city in boats, carrying only what they can manage in the boats.

Restlin re-enters the throne room acting caveman style asking to be made smart again.

Zane determines that the magic is of the Conjuration School with hints of Permanency.

Bosk casts restorative magic to Restlin's ability damage.

Beri notes that the ceiling is 20' high and devoid of danger. Although painted, it is just simple colored paint that is mostly faded now.

Katinka tries desperately not to smile at Restlin's antics, although his predicatment is real. Agreeing with Bosk to get everyone together and healed up, she calls for a team healing session.

Sesha reluctantly reverts back to her normal form so she can add her healing power to the team session, her two spirit companions add what they can.

In a few moments more the IA members are healed up. With the expectation of meeting a dragon soon, individual members start casting buffing spells of their own. Then, about 10 minutes from the end of the battle, they seem ready to try out their luck with the strange gray wall.

DM JT: remember to remove spells that were cast before/during the battle that will have expired by now.


Garret Goodbarrel [AC:37/33/31 +4 vs AOO HP:124/124 Ki:10/15 CMD: 33 SR: 23] 
Friday February 12th, 2016 8:11:16 AM

Garret feels the healing flow through him once again and braces for the loss of health that seemed to follow so quickly. Then he remembers that the combat ended. He smiles, but looks annoyed when Sesha tells him that he is too small. He puffs up and says, "Am Not!"

Restlin (Carl) -- AC: +14/+11/+11 CMD: +15 HP: 114/119 +14 Tmp HP (Spells) Luck Points: 13/13 
Friday February 12th, 2016 9:56:13 AM

Restlin sighs contentedly as the touch of idiocy is lifted. Soon enough, the ray of enfeeblement he was hit with dissipates as well, though he is just reminded of how strong he isn't when that happens.

Quietly, lest something be listening, he lays out his plan. "Ok, so we're going past that wall, and we're probably going to die. That's ok, because that's what adventurers do. However, I suggest we all try very hard to not let that happen.

"All my direct damage spells are basically gone, but that's ok because they're useless against that dragon. What I have in great supply are summoning spells. I'll be hanging back and using those. Maybe being invisible will mean something against that dragon. Let's hope, eh?"

He'll put an arm around Sesha & start walking back towards the portal. "We should have asked that Azata to tell our story if we don't make it out of here. What's the point of throwing yourself at an invading umbral dragon and going down in glory if no one knows about it? Anyway, I'm casting repulsion before we get in there. Anyone not planning on punching the bad guys should stay close to me if it looks like we'll be pushed into melee."

***

Restlin will have repulsion and invisibility (not greater) cast on himself before he goes through that wall. He'll also still have mage armor, overland flight, and resist energy (acid). He'll also throw on a resist energy vs. cold since he forgot to bring a sweater & it may be chilly in there.

Bosk AC: (37/20/33) CMD: (35) hp 108/108 Spells 
Friday February 12th, 2016 11:50:09 AM

Making sure active spells is updated

Highlight to display spoiler: {
Tishe's Weave Elements - Freedom of Movement, Water Breathing, Swim 120 ft
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)
Resist Energy – Acid – 30min (from scroll) DR -20
Resist Energy – Cold – 90min DR -20
Protection From Energy – cold – 1hr 30 min 108 dmg left
Cat's Grace – 3 min (cast just before going through wall) +4 dex (AC and FF +2 reflex +2)
Magic Circle Against Evil – 1hr 30 min
Nemesis Insight Nemesis Insight – 11 hrs - attacks, spell DCs, and poison DCs
Death WardDeath Ward – 11 min - +4 morale bonus on saves against all death spells and magical death effects
Entropic Shield – 11 min - arrows, rays, and other ranged attacks have 20% miss chance
Divine Favor - 11 min - +3 luck bonus atk and dmg
BlessBless – 11 min +1 morale bonus atk and fear
Hide from Undead - 10 min
Fly 11 min

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) 4 of 5 uses left - Ignore all difficult terrain penalties.
Channel Energy - (SU) 0/2 uses left[i]
Dark Walk [i]- (SU) 1of2 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: Death Watch (Permanent), Darkvision (At current caster level), Feather Fall (Once Daily at CL 1), See Invisibility (Once Daily at CL 3)

Domain: True Strike, See Invisibility, *Fly*, Dimension door, teleport
Level 0: Detect Victim, Detect Magic, Chill Touch, Light
Level 1: *Divine Favor*, Protection from Evil, *Entropic Shield*, Comprehend Languages, *Bless* (Pearl of Power not used)
Level 2: Silence, *Restoration, Lesser*, *Nemesis Insight*, *Resist Energy*, Restoration, Lesser
Level 3: Invisibility Purge, *Protection from Energy*, *Magic Circle against Chaos/Evil/Good/Law*
Level 4: *Death Ward*, *Death Ward*
Level 5: Dispel Evil
}

RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 88/120 -- Perm Arcane Sight, Darkvision, See Invisibili  d20+12=20 ;
Friday February 12th, 2016 7:53:18 PM

Tink looks at the pictures pointed out by Garret. It doesn't make a whole lot of sense to her, but she can see how they relate. (Knowl history: 20)

She takes a moment for a quiet prayer "Pantheon, God of Justice. Please guide me as your vessel in seeing your righteous will be done. Help me know guilty from innocent. And if I should die this day, I pray you judge my life as being just"

Before going through the portal Tink will cast Protection from Evil (Extended), and then renew her invisibility.

"Ok then. Are we ready?"

------------------
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 and Bosk. +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 - Tink a 'Water' version, Restlin a 'Water' version, Zane a 'Water' version, Bosk a 'Water' version, Beri a 'Water' 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, Resist Energy, Glitterdust
3 - Dispel Magic, Dispel Magic, Haste (x2), Greater Magic Weapon x 2, Stinking Cloud
4 - Detect Scrying, Dimensional Anchor, Dispel Magic (x2), Summon Monster IV (x2)
5 - Summon Monster V (x2), Dismissal, Dimensional Anchor (Ext), Wall of Force
6 - Greater Dispel Magic, Overland Flight (Ext), Telepathic Bond (Ext), Summon Monster VI
7 - Tishe's Weave Elements (Ext), Summon Monster VII, Summon Monster VII
}

Sesha [AC 34 /21 To/25 Fl] | HP 188/93 | CMD 17]  d20+14=17 ; d20+24=37 ; d100=67 ; d100=56 ; d20+24=35 ; d100=41 ; d20+24=28 ; d100=34 ; d20+24=26 ; d100=47 ;
Friday February 12th, 2016 8:38:48 PM


Sesha takes a deep breath, then starts making decisions about how to use the last of her power. She decides to try something first. She removes a vial of water, that still carries the scent of lavender.

"The lavender bathwater of a and minotaur and Mage-priest, mixed with the blood of a necromancer."

She looks at Bosk and Restlin, then starts to cast her spell.

(DM, I'm trying to use Tinker with magic for the first time. Sesha is casting a necromancy spell, on Bosk and Restlin, and using the above mentioned component. Requesting to split the duration but allow it to apply to both of them as the Tinker with Magic bonus.)

She then renews her spectal hand, bull strength, and casts Polymorph of Garret, turning him into a thrashing, pouncing Allosaurus.


Bosk AC: (37/20/33) CMD: (35) hp 108/108 Spells 
Friday February 12th, 2016 11:08:02 PM

ooc: You didn't answer my question about if using the memory stone affected its value and how long it takes to use. Bosk is interested in using them and wonders if they might be able to be used here since chits were here and normally cannot be brought outside the city.

Throne Room Healing Session(DM JT) 
Saturday February 13th, 2016 11:29:47 AM

Bosk points out that DM didn't answer his question about the memory stones.

DM points out: Clues, my fiend. Read the Clues! :)

Fist, read DM's response to Garret's actions.

Then, two posts ago:
The sack with the memory stones may make up for that though. At least in Hook City, the only place they function or have any worth. He estimates, from his experience, that Hook City authorities might give some 40,000gp for them. He knows from experience that outside of Hook City they are useless, so what are they doing here?

'Let's see how smart Bosk is, or maybe stupid Restlin can help him.' says devious DM. :)

Throne Room Healing Session(DM JT) 
Saturday February 13th, 2016 12:16:17 PM

DM to Sesha:
"The lavender bathwater of a and minotaur and Mage-priest, mixed with the blood of a necromancer."


Is there supposed to be something between of and a in: ... bathwater of a and...?

Bosk AC: (37/20/33) CMD: (35) hp 108/108 Spells 
Saturday February 13th, 2016 1:35:41 PM

ooc: I want to use them, but I want to know how long it will take and if it will decrease the value of the treasure.

DM JT: 'He knows from experience that outside of Hook City they are useless.'
Using them would not decrease their worth.


Bosk AC: (37/20/33) CMD: (35) hp 108/108 Spells  d20=5 ;
Saturday February 13th, 2016 6:02:36 PM

Bosk will try to use one anyway, just in case there is something unique about the place or location. (And he will use them all before selling them.)

Beriothian -- AC:17/11/22 HP: 85/152 CMD = 19 
Saturday February 13th, 2016 6:45:08 PM

Booosk, yoooou just doooon't take a hiiiint....

Zane (JCC) AC 33 (34), CMB 16, CMD 32, HP 166/166, Character 
Sunday February 14th, 2016 7:59:38 PM

"Thanks for the healing, The wall look super powerful and it's conjuration magic with permanency looped around.I'll cast Haste just before we go through, so who wants the quicken rod, I've used one charge for the day from it. I'll use the extend rod of mine on the haste so we'll have just over two minutes of haste, or do you want me to wait until we encounter something? I'm gonna have trouble hitting the dragon anyways.... my arcane background has hindered my physical prowess."
Zane casts resist energy twice, once for cold and once for fire, he can shrug off some electricity just has acid left to worry about. Then he stacks Heroism on himself, he will also recast shield just before they pass through the portal thingy....

In Effect:
Heroes Feast
Mage Armor
Shield
Water Vest (weave Elements)
See invisible
Haste
Resist energy cold
Resist energy fire
Heroism

Garret Goodbarrel [AC:37/33/31 +4 vs AOO HP:124/124 Ki:10/15 CMD: 33 SR: 23] 
Monday February 15th, 2016 8:53:04 AM

Garret feel the strangeness of turning into something that he is not. He watches as everyone and everything around him starts to shrink. Then he realizes that they're not shrinking, he is getting larger! He stretches his new claws and gives out a dinosaur shriek as he reaches full size.

Restlin (Carl) -- AC: +14/+11/+11 CMD: +15 HP: 114/119 +14 Tmp HP (Spells) Luck Points: 13/13 
Monday February 15th, 2016 9:16:23 AM

Restlin gladly accepts the quicken rod from Zane & slips it into his quiver. He's totally ready to do this.

Throne Room Healing Session(DM JT) 
Monday February 15th, 2016 1:37:46 PM

The victory over the serpentfolk sorcerers cost the Iron Adventurers much of their spell power but plenty is still left over to heal everyone up and fix Resltin's debilitating ability debility.
(say that three times real fast).

Meanwhile, they are able to take in the room in great detail. It tells a puzzling story of a primitive people evolving into highly a civilized one by some outside influence, then having to flee their magnificent city due to a massive flood. The swamp they had to pass through to get to this ruined city is obviously the permanent remnant of that flood and why those people did not just return when the water subsided.

Of most import, though, was the architecture pictured in the murals, which also coincides with some items found. The architecture coincides with the familiar Teucri architecture from Hook City, and might explain why Chit powder and Memory Stones were found in a hidden compartment. They IA also remember the statue they saw at the druid grove that had Teucri symbols on it.

The Chits, of course, would have turned to dust once the Chit Machine ceased to function, and Memory Stones only work inside Hook City. But Hook City is the only Teucri city the IA, or anyone else, knows about, so why so many Memory Stones and Chits here? And the statue?

Theories abound and maybe Oyster Bay can fill in those blanks, but during their discussions the idea that this was once a Teucri city comes up. Those longtime Hook City Iron Adventurers remember from their own research here and there in the Hook City Library that the forefathers of Hook City were also once a primitive people wandering around the local plains seeking out a subsistence living until one day a powerful but peaceful people showed up and brought them out of bare subsistence to the sophisticated life of Hook City they know today.

Bosk tries to use a Memeory Stone, but either he does not know how the process works or more likely he was just testing the common knowledge that Memory Stones, or any other Teurci Artifact, have no power outside Hook City and whatever function, supernatural or magical power they have, ceases to function outside a certain radius of Hook City (or Teucri City). Obviously there is something about Hook City that allows such things to work despite the absence of the Teucri people themselves that this place no longer has.

By the time these discussions are over and the IA have healed up and cast preparatory spells for their next encounter, 10 minutes have passed and all spells cast previously lasting less that 10 minutes expired. The IA feel they are as much prepared for what comes next as can be expected and gather around the suspected portal. Sesha prepares to send her two remaining ghost sisters through to scout out what's on the other side when suddenly the wall changes.

The portal where the one Serpentfolk went through pulses and clears up like a window. Those up front and others that can see over them look through the portal and can see a golden platform floating in a starry sky. Through the portal, other golden platforms are vaguely seen...

DM JT: Here DM SteveK enters Stage Right and will take over this scene. DM JT leaves Stage Left with a courteous bow.

Each PC is awarded 18,750 xps. Treasure is the bag, the ring, and the Memory Stones. The gp value of the Memory stones, if they manage to remain intact by the time they get back to Hook City, is 40,000gp, the Bag of Holding type IV is 10,000gp, and the Ring of Fredom of Movement is 40,000gp.

Furthermore, each PC is awarded a Hero Point for their actions in defeating the Serpentfolk.
Good Luck. :)


Beriothian -- AC:17/11/22 HP: 85/152 CMD = 19 
Monday February 15th, 2016 5:00:02 PM

...and the portals are open. Did we do something? Was it on a timer? Or do you think people are whatever is on the other side maybe have planned ahead to prevent adventurers from entering prepared? Well, if that's the case should we just go through and see what awaits us?

Sesha [AC 34 /21 To/25 Fl] | HP 188/93 | CMD 17] 
Monday February 15th, 2016 5:54:51 PM


Sesha frowns.

"I have the feeling Korrine is no longer on the other side of that portal."

With a growl, she stomps through the portal, beckoning for her ghosts to follow. She complains as she tromps.

"I only have so much time left before I have to leave and I did NOT intend to spend it not killing that Dragon. Now there's tracking it, tracking people that know it, tracking people that can track people that know it and.."

However that sentence ended, it is lost in the warp.

Zane (JCC) AC 33 (34), CMB 16, CMD 32, HP 166/166, Character 
Monday February 15th, 2016 9:53:46 PM

Zane ducks through, because one person alone is a bad thing....

Restlin (Carl) -- AC: +14/+11/+11 CMD: +15 HP: 114/119 +14 Tmp HP (Spells) Luck Points: 13/13 
Monday February 15th, 2016 10:44:36 PM

Restlin briefly wonders how long it will take Sesha to somehow connect Korrine with Mhalice before stepping through the portal after her.

Katinka (JonathanT posting for RobC) 
Monday February 15th, 2016 10:46:40 PM

Tink renews her invisibility and follows after Zane. She follows, flying as close to his back as possible. Invisibility is only good against those who can't see invisible things. Large hairy minotaurs are good view blockers against just about everything except those with x-ray vision.

---------------------------------------------------------------
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.
Protection from Evil (Extended)
------------------
Greater Magic Weapon - On Garret and Bosk. +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 - Tink a 'Water' version, Restlin a 'Water' version, Zane a 'Water' version, Bosk a 'Water' version, Beri a 'Water' 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, Resist Energy, Glitterdust
3 - Dispel Magic, Dispel Magic, Haste (x2), Greater Magic Weapon x 2, Stinking Cloud
4 - Detect Scrying, Dimensional Anchor, Dispel Magic (x2), Summon Monster IV (x2)
5 - Summon Monster V (x2), Dismissal, Dimensional Anchor (Ext), Wall of Force
6 - Greater Dispel Magic, Overland Flight (Ext), Telepathic Bond (Ext), Summon Monster VI
7 - Tishe's Weave Elements (Ext), Summon Monster VII, Summon Monster VII
}

Bosk AC: (37/20/33) CMD: (35) hp 108/108 Spells 
Monday February 15th, 2016 10:50:56 PM

Bosk walks through with the others. (Short post. Just got back from Valentines getaway)

Highlight to display spoiler: {
Tishe's Weave Elements - Freedom of Movement, Water Breathing, Swim 120 ft
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)
Resist Energy – Acid – 30min (from scroll) DR -20
Resist Energy – Cold – 90min DR -20
Protection From Energy – cold – 1hr 30 min 108 dmg left
Cat's Grace – 3 min (cast just before going through wall) +4 dex (AC and FF +2 reflex +2)
Magic Circle Against Evil – 1hr 30 min
Nemesis Insight Nemesis Insight – 11 hrs - attacks, spell DCs, and poison DCs
Death WardDeath Ward – 11 min - +4 morale bonus on saves against all death spells and magical death effects
Entropic Shield – 11 min - arrows, rays, and other ranged attacks have 20% miss chance
Divine Favor - 11 min - +3 luck bonus atk and dmg
BlessBless – 11 min +1 morale bonus atk and fear
Hide from Undead - 10 min
Fly 11 min

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) 4 of 5 uses left - Ignore all difficult terrain penalties.
Channel Energy - (SU) 0/2 uses left[i]
Dark Walk [i]- (SU) 1of2 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: Death Watch (Permanent), Darkvision (At current caster level), Feather Fall (Once Daily at CL 1), See Invisibility (Once Daily at CL 3)

Domain: True Strike, See Invisibility, *Fly*, Dimension door, teleport
Level 0: Detect Victim, Detect Magic, Chill Touch, Light
Level 1: *Divine Favor*, Protection from Evil, *Entropic Shield*, Comprehend Languages, *Bless* (Pearl of Power not used)
Level 2: Silence, *Restoration, Lesser*, *Nemesis Insight*, *Resist Energy*, Restoration, Lesser
Level 3: Invisibility Purge, *Protection from Energy*, *Magic Circle against Chaos/Evil/Good/Law*
Level 4: *Death Ward*, *Death Ward*
Level 5: Dispel Evil
}

Garret Goodbarrel [AC:37/33/31 +4 vs AOO HP:124/124 Ki:10/15 CMD: 33 SR: 23] 
Tuesday February 16th, 2016 8:26:12 AM

Garret says, "Raaawwwwwwr" as the others move through the portal.

Pot pot, via telepathy, replies, "You know, I can hear you."

Garret's dinosaur eyes get wide and he almost forgets to follow the crowd through the portal. He then says, via telepathy, "Oh, hi there. Sesha isn't too happy right now, is she? Oh hey, here we go!"

He then brings up the rear, this time in a much larger form than normal.

Return To Index      Next Scene (Teucri Enclave)
Copyright © 1980-2024 WoldianGames. All rights reserved.
Privacy Policy - Terms of Service - Site Map - Contact Us - SRD
 
WoldianGames Homepage